Monday, December 28, 2015

Sample Character

This is a sample character I rolled up for fun. I used the roll 4, drop the lowest in attribute generation.

Empowered Vigilante

STR 13 +1
DEX 16 +2
CON 14 +1
INT 10 -
GRIT 14 +1
PER 13 +1
CHA 13 +1

HP 6
AC 11
ST 14
MB +2
RB +3

Background: Religious
Languages: English (Native), Latin

Artifact/Abilities: Enchanted Colt 1911 pistol Dmg: 1d8 Rng: 30 Mag: 7
Magic Missile
Protection from Evil

John Hatter walked away from the seminary, and into a bottle. After his family was gunned down in the cross fire of waring gangsters. A year later he finds himself in an alley drunk, mugged, and damn near beaten to death. Praying to god, a light appears before him and presents him with the Cross, a magical .45. Cleaning up his life, he has dedicated it to fighting evil.

Sunday, December 27, 2015


So I've been working Noir Mystery Men, that Old Black Magic a bunch today. Mostly working on spells. Tedious is the word I would use. Don't get me wrong I like it, but... Rewriting spells description and rules to fit with NMtOBM is tiring. But once I power through all of that comes the best part. New spells. Or as I like to think of it, spells for the modern age. I'll post some samples once I get it all down.

Thursday, December 17, 2015

Horror/Fear/Sanity Saving Throw

Horror/Fear/Sanity Saving Throw

Sometimes people encounter an act of violence, or entity that truly frightens them. Something truly horrific, weird, or strange. So seeing an angry savage dog wouldn't require it. But seeing an angry savage dog foaming at the mouth, the fur on its head slicked back by blood and gore, yes. Seeing someone shot, no. Finding a pile of corpses that have been skinned, yes. Encountering a Husk for a first time, yes. The second time no. The first time encountering a Husk that breaths fire, yes.
When encountering a horrible situation the character needs to make a saving throw. The character may add the bonus from their grit to the roll. If successful, they have pulled themselves together and operate normally. If they fail they must run away or stand frozen in horror. They also temporarily lose 1d4 Grit till they have slept. Characters regenerate one point of temporarily loss Grit every time they sleep. So if they lose more than one in a day it takes days to regain them. Now if they a roll a 1 it is an automatic failure. In addition to the effects of a normal failure they also permanently lose one point of Grit, and gain a mental disorder.

Roll 1d6 and consult the table

Psychosis or Psychotic break the character suffers from abnormal social behavior and failure to recognize what is real. Common symptoms include false beliefs, unclear or confused thinking, visual and auditory hallucinations, reduced social engagement and emotional expression, and lack of motivation. Before attempting any task character must make an ST. If they fail they are distracted by visual and audial hallucinations. Making giving any task (Combat or ST) a modifier of -6. A character can be institutionalized for 1d12 months. This will at least temporarily “cure” the issues. If faced with another horror check, and they fail. They automatically slip back into psychosis again.

Phobia is an irrational fear of X. The phobia gained should have something to do with the experience that traumatizes the character. If attacked by a demon possessed dog, one should not gain a fear of flying for example. Character is at -5 for all rolls when dealing with this phobia.

Anxiety is a grouping of stress related disorders. Such as panic attacks, and OCD. Roll randomly or pick one. 1-2 panic attack, 3-4 OCD
Panic Attack
The character when in a stressful situation must make an ST or be frozen in place unable to do anything, or runs away as best they can. (50/50 chance of either.)
Character develops 1d3 compulsive habits. If these habits are not followed to the letter, character is distracted and irritated. -3 to all rolls, for 1d4 hours.

Tuesday, December 15, 2015

New (well not really) Creature .4

Lycanthrope, Werewolf
HD: 4+4
AC: 10
MB: +2 Human form only, +4  Wolf form
RB: +2 Human form only
Attack/Damage: By weapon used in human form, Bite 2d4, 2 Claws 1d6
ST: 14
Special: Non silver/magic weapons only do bruise damage. Silver/magic do normal damage. Regenerates 1d6 bruise every round. If victim takes damage from a bite, and survives. Must make a CON ST or transform into a werewolf at the next full moon.
XP: 240

Werewolves are humans that have been cursed. Either through magic, or transmission from a bite from another werewolf. A werewolf can shift at will between their human form and the form of an extraordinarily large wolf. On the night of a full moon at dusk werewolves automatically change into their wolf form. Their bestial nature takes them over. Producing a savage beast, relentlessly hunting prey. They remain in this state until dawn.