lunedì 30 ottobre 2023

individual weapon effects for Odd games and hacks



1. Battle axe, hefty, d8. Can forgo damage to attempt a shield strip, target gets a STR save.

2. Club, light, d6. Rolls of 5+ stun on a wound. Stun: opponent can't act next round.

3. Crossbow, long, slow, d8. Ignores armor.

4. Dagger, light, d6. Throwable, usable while grappled.

5. Flail, hefty, d8. Ignores shields.

6. Greatsword, long, d10. Rolls of 8+ become blast attacks

7. Handaxe, light, d6. Throwable. If you didn't move yet, you can throw at target, run up to them, pick it up and attack them again.

8. Polearm, long, reach, d10. Nominated adjacent ally has +1 armor.

9. Poleaxe, long, d10. Ignores armor.

10. Javelin, hefty, d8. Throwable.

11. Longbow, long, d8: +d6 for each round you forgo movement to aim.

12. Mace, hefty, d8. On a roll of 7+, target's armor gets damaged or destroyed: -1 armor.

13. Quarterstaff, long, d6. +d6 against opponent who charged you last round.

14. Shortbow, long, d6. You can fire during movement. In practice, this grants you an extra move while attacking.

15. Shortsword, light, d6. Can parry* as a reaction, up to 2 dice per round.

16. Sling, d6. Can be used to throw stuff other than rocks. Bombs, mudballs, baby armadillos, you name it.

17. Spear, hefty, d8. You can choose to hold your attack until someone charges at you. Roll damage against them. On a roll of 7+ their attack is negated, on top of the damage received.

18. Sword, hefty, reach, d8. Can parry* as a reaction, once per round.

19. Two-handed axe, long, d10. Your attacks get +d10. Opponents' attacks get +d6 against you.

20. Warhammer, long, d10. On a roll of 7+, opponent makes a STR save or is pushed away.


*Parry: As a reaction, you can momentarily expose yourself to remove one of the dice from your opponent's attack, if you roll higher with your weapon's die. If you remove all of their dice, your opponent is exposed next round. You can't parry if you were already exposed.

Tags:
+d: roll all dice, only the highest counts as damage
Charge: closing the distance to make a melee attack
Exposed: someone is exposed when they're left with 0 HP
Hefty: if you're handling 2 hefty items, their damage die are one size lower (d8->d6). Shields are hefty items
Light: can be used together with another weapon without disadvantages
Long: impaired in narrow spaces (e.g. corridors), needs 2 hands
Reach: allow you to attack from 2nd rank and out of reach of other melee weapons
Slow: either move or attack
Wound: an attack that dealt STR damage

Stolen from Luke Gearing https://lukegearing.blot.im/odandd-reference-document
Tags from the Mythic Bastionland preview https://bastionland.substack.com/p/play-mythic-bastionland-for-free

mercoledì 11 ottobre 2023

Gotta catch'em all! Dungemon - Dungeon Monsters



Everything like Cairn, except:


Character creation

During character creation, whenever a PC would get a weapon, they get 2 dunge-balls instead. One of them contains their starter monster (max 1 at char creation). 1 dunge-ball takes up 1 slot.


Catching monsters:

You can catch a monster in a dunge-ball. Throw it against them after they received Critical Damage. The target has to be in range (around 40 ft, or one combat movement action). The monster in the ball will still be damaged.

You can't catch intelligent monsters. Dunge-balls don't work on the likes of bugbears, dwarves, elves, gnolls, gnomes, goblins, and orcs. Even though these monsters are able to fight, sometimes they use tamed monsters of their own.


Fighting:

PCs can't fight, they deal 0 damage even when using weapons. They can still cast spells.

A monster you caught will respond to simple commands. Shouting a command takes one combat action.

Letting multiple monsters out of their balls at once is possible. But remember, you can only shout 1 command each round.

Monsters can get Scars, just like PCs



Starters:

Fire Beetle: armor 1, 1 HP, 6 WIL, bite (d8), or flash
- The gland keeps casting light for 1-6 days after its death
- Can spend x HP to blind x targets for a round, rendering them unable to attack. Attacks against the target are enhanced
- If it receives 5+ damage in a single round, it gets flipped on its back and needs help to get back on its feet

Stirge: 6 HP, 6 WIL, bloodsucking peck (d6, Critical Damage: the stirge recovers as much HP as the STR damage dealt with its peck)
- A monstrous cross between a bird and a mosquito
- Its loud buzzing can attract enemies
- Does not come off until it has sucked all the blood, even at the risk of bursting. xin6 chance of bursting, where x is excess HP. Trying to get it to come off requires a Save (STR by force, WIL by command)

Spitting cobra: 2 HP, 6 WIL, bite (d6, Critical Damage: venom, see below) or spit
- Venom: instant death if 16+ was rolled on the Crit Damage save. Otherwise, the target is deprived, and unable to move until they receive an antidote
- Spit (melee range) causes blindness, permanent if not washed within 1h
- The design on the "wings" is different for each individual. Folks say that you can see the cause of your demise in the pattern (usually it's death by venom)

Foreground Growth for Cairn, part 2: Master Musicians and Celestial Scholars

These orders  allow PCs to gain additional abilities and resources in a class-less and level-less system like Cairn. As a general rule, an o...