Showing posts with label Noir Mystery men. Show all posts
Showing posts with label Noir Mystery men. Show all posts

Friday, April 22, 2016

Sample Vehicles

 

   So how do I get around this burg anyhows? Well just jump in your jalopy, and put the pedal to the metal.
   These are a few examples of vehicles. Its still a work in progress so they may change a tad.




1930 Alfa Romeo 6C Gran Sport testa fissa
Engine Size: 1752 cc DOHC supercharged inline 6
Weight: 2072lbs
Top Speed: 110 mph
Hit Points: 52
Maneuver: +2
Country of Origin: Italy
Price: ₤10510

1930 Cadillac V-16 Roadster
Engine Size: 452cid V-16
Weight: 2950lbs
Top Speed: 100 mph
Hit Points: 74
Maneuver: -1
Country of Origin: USA
Other Models:
Sedan, Convertible (4 door), Limo, Hearse, Fleetwood
Price: $5350.00

1930 Ford Model A Rumbleseat Coupe
Engine Size: 200cid L-head 4-cylinder
Weight: 2265lbs
Top Speed: 75 mph
Hit Points: 57
Country of Origin: USA
Other Models:
Fordor Sedan, Victoria Cabriolet, Coupe, Pickup
Price: $750.00

1931 Chevrolet Cabriolet
Engine Size: 194cid Straight 6
Weight: 2275lbs
Top Speed: 85 mph
Hit Points: 57
Country of Origin: USA
Other Models:
Coupe, Coach, Sedan, Cab
Price: $275.00

1931 Lincoln Model K 202A
Engine Size: 385 cid L Head V8
Weight: 5245lbs
Top Speed: 95 mph
Hit Points: 131
Maneuver: -1
Country of Origin: USA
Other Models:
Sport Phaeton
Price: $4600.00

1932 Dodge UI-C 1-ton stake bed truck
Engine Size:189.8cid Flathead 6
Weight: 3500 lbs
Top Speed: 75 mph
Hit Points: 88
Maneuver: -2
Country of Origin: USA
Price: $750.00

Sunday, April 10, 2016

Wherein I ramble a little

   I'm sick of being sick. The last three weeks have been awful. The wife, friends, family, and myself have all been or are sick. So, I've pretty much gotten nothing done. I haven't been able to run my play test yet. It's freaking killing me.
   On the upside of things. I've kinda meh about 5e. I like it well enough. But nothing's really grabbed me about it. Then the "Curse of Strahd" came out. This looks fucking awesome. I haven't cared really for the other Forgotten Realms adventures that have came out. I've been told they are OK. But much like 5E itself, they really didn't speak to me. Curse of Strahd on the other hand has really seized my thoughts. Sand boxy, Ravenloft, rewritten classic, it's pushing all my buttons. It's on the top of the next  to purchase list. It almost happened this weekend. But financial obligations take precedence.
   So there's some thoughts that have been crawling around my noggin. Oh, and if you haven't seen this. Fucking genius. I am in love with this idea.

Monday, March 14, 2016

Current State

OK, I haven't made  a post in a bit so I totally should. Things have been, well difficult as of late. No, I'm not going to elaborate, sorry. But things are not dead. The writing is going very slowly. Finding time is very hard right now. Things are together enough, that I'm hoping to run a play test very soon. We will see how that goes. Never know revisions may be necessary. I don't think that it will be necessary. But you never know how it will actually play out in the wild. A report will most definitely posted once the play test goes down. Till then roll them dice, and write, write, write!

Wednesday, February 10, 2016

Example of Play

    From previous investigation Rayner and Nassim have discovered that the gangster Tony Faustino is in possession of the artifact from the museum heist. Also finding out that he runs his "business" operations out of an old warehouse. Our protagonists find themselves at the gangsters warehouse.
    Rayner attempts to open the lock on the backdoor.  A difficult task so -2 to the roll. Rolls d20, getting 19, -2 = 17 which equals or beats Rayners ST of 14. Rayner opens the lock easily.
    They slip inside and start checking things out. They first go to his office. They begin searching for the dingus. They both make a PER ST check. Rayner rolls a 17+1 = 18. Which equals or beats his ST of 14. Nassim rolls 4, below his ST of 15. So Nassim finds nothing of interest. Rayner finds a safe hidden behind a painting on the wall.
    Rayner tries to open the safe. A very hard task. So -8. Rayner rolls a 4, -8 for the difficulty. For a total of -4. Rayner completely fails.
    The GM has them both roll a PER ST check. Rayner rolls 15+1 = 16, successful. Nassim rolls 3, failing. Rayner hears someone coming into the building. Rayner alerts Nassim and they position themselves on each side of the office door. The door opens and a group of three gangsters walk in. The two get the drop on the gangsters. (Surprise attack) Nassim tries to punch the first mook in the head. So d20 + 3 (Melee Bonus) -4 (Called shot to the head). 15+3-4=14 Beating the mooks AC of 10. Nassim strikes. Rolling damage (1d4+2) for a total of 4. Punches do bruise damage. The Mook has 3 HP (3 lethal/3 bruise) So takes 3 bruise damage, the last bruise point converting to lethal. Reguardless with the mooks bruise HP reduced to 0 he is knocked out.
    Rayner punches at the other mook. He rolls 14 +1 (melee bonus) -4 (Called shot to the head) for a total of 11. Which is a hit. Rolling d4 for bruise damage, rolls a 3. The mook having 3 HP, is knocked out.
   Now that the surprise round is out of the way. The Faustino smiles and turning to show off his black eyes, "My turn". This not being normal, causes the duo to make horror saving throws. Ranyer rolls 13 +2 (Grit bonus) = 15. Enough to make his saving throw. Nassim rolls an 18 easily making his saving throw.
    Everyone (Rayner, Nassim, and the Gangster Faustino) rolls initiative. Rayner rolls a 5, Nassim 17+1 (Dex Bonus) = 18, and the Gangster 8. So Nassim, then the gangster, and then Rayner.
    Nassim throws a haymaker at the gangsters head. He rolls a 14 + 3 - 4 = 13. He hits, rolls damage total of 4. The gangster seems completely unfazed.
    Faustino punches at Nassim. He rolls an 18. A hit. He rolls a d6 for damage. He rolls 6 bruise damage, and 2 lethal. The gangsters fist hits Nassim like a sledge hammer. Rayner pulls his revolver.
    Next round. Nassim levers out his Janbiya, a J bladed Arabic dagger. The gangster attacks Nassim again. The gangster rolls a 9, just missing Nassim. Rayner fires his revolver at him. Rayner rolls a 12. Which strikes. He rolls damage, d8 rolling a 4. It puts a large bloodless hole in his chest.
    Next round. Nassim slashes at the gangster. He rolls 18 + 2 (Ranged Bonus) = 20. He hits. He rolls a total of 6 for damage. Opening a large gouge in the gangsters chest. Dropping him to the ground.

Tuesday, February 9, 2016

Examples

OK, here are some examples of characters for Noir Mystery Men. This post lays out the players. The next post will be an example of play. These characters have been posted before. But, the system has been refined a little bit since then. So may be a touch different.


Rayner Hoffsteadler
Magician Lvl 1

Str 10
Dex 12
Con 9
Int 16 +2
Grit 16 +2
Per 14 +1
Cha 15 +2

HP 6
AC 10
ST 14
Melee Bonus +1
Ranged Bonus +1

Background: White Collar (University Professor)


Languages: (Native, English)
German
Spanish
French
Arabic
Latin

Contacts:

Academia
Government

Spells:
Protection from Evil
Magic Missile
Detect Magic

Weapons/Equipment

Pattern 1796 Light Cavalry Sabre
Dmg 1d8

Webley Mk V
Dmg: 1d8 Rng: 30 Mag: 6rd cyl Cal: .455 Act: Double Action Revolver

Nassim
Two Fist Vigilante Lvl 1

Str 16 +2
Dex 13 +1
Con 16 +4
Int 10
Grit 12
Per 10
Cha 10

HP 12
AC 11
ST 15
Melee Bonus +3
Ranged Bonus +2

Background: Laborer
Languages: (Native, Arabic)
English

Contacts:


Weapons and equipment:

Mameluke Sword
Dmg 1d8+2

Janbiya
Dmg 1d4+2

Sunday, January 17, 2016

Intoxication

Intoxication
People now and again find themselves indulging in alcohol. Despite the prohibition enacted in 1920. People drinking must make an ST for every shot of liquor or beer consumed. If they fail they take 1d4 bruise damage. If successful no bruise damage. Regardless if you succeed or fail, you receive a -1 to all actions (Including ST) per beer or shot.

Saturday, January 9, 2016

Backgrounds for Noir Mystery Men

Backgrounds give a +2 bonus to saving throws for particular areas related to the person's former vocation. Pick one at creation.

Athlete*
Artist*
Blue Collar/Laborer
Criminal
Dilettante
Doctor
Entrepreneur*
Journalist
Military*
Police
Private Investigator
Religious
Rural
Student*
Tradesman*
White Collar*

Backgrounds with a * need to be specified. For example Athlete, specify what sport. Such as Baseball, High Jumper, Hockey, or perhaps Football

Wednesday, January 6, 2016

Sample of NMMtobm Firepower

A small sample of handguns for Noir Mystery Men, That Old Black Magic

Astra Model 400
Dmg: 1d6 Rng: 30 Mag: 8rd box Cal: 9x19mm Act: Semi Auto

Colt M1911
Dmg: 1d8 Rng: 30 Mag: 7rd box Cal: .45 ACP Act: Semi Auto

Colt Single Action Army “Peacemaker”
Dmg: 1d10 Rng: 30 Mag: 6rd cyl Cal: .45 Long Colt Act: Single Action Revolver

FN Baby Browning
Dmg: 1d4 Rng: 15 Mag: 6rd box Cal: .25 ACP Act: Semi Auto

FN Model 1903
Dmg: 1d6 Rng: 30 Mag: 7rd box Cal: 9x20mm Act: Semi Auto

Luger P 08
Dmg: 1d6 Rng: 30 Mag: 8rd box Cal: 9x19mm Act: Semi Auto
FN Baby Browning

Mauser C96 “Broomhandle”
Dmg: 1d6 Rng: 30 Mag: 10rd clip Cal: 7.63x25mm Act: Semi Auto

Savage 1907
Dmg: 1d4 Rng: 30 Mag: 10rd box Cal: .32 ACP Act: Semi Auto

Smith & Wesson Model 10
Dmg: 1d6 Rng: 30 Mag: 6rd cyl Cal: .38 Special Act: Double Action Revolver

Webley Mk V

Dmg: 1d8 Rng: 30 Mag: 6rd cyl Cal: .455 Act: Double Action Revolver

Dmg: Damage
Rng: Range Increment
Mag: Magazine, # of shots
Cal: Caliber
Act: Action, type of action semi auto, revolver, and etc

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.

Cross
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
Light
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

Tedious

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


1
Psychosis
2-3
Phobia
4-6
Anxiety
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.)
OCD
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.

Saturday, November 28, 2015

New Creature .3

Ink

HD: 2
AC: 10
MB: 0
RB: -
Attack/Damage: -
ST: 15
Special: Immune to Sleep and Charm spells. Paralysis. Shadow Jump. Only damaged by magic.
XP: 400

Not undead, demon, nor devil. Ink is an evil from another place. Flowing about like a pool of black india ink. It can jump from shadow to shadow. Looking to possess a victim. Once it touches a victim. The victim must make a save or be paralyzed for 1d6 rounds. It then takes the Ink 1d6 rounds to flow into the victim's body, and begins controlling it. It then begins a murderous killing spree. (Using the hosts stats) Till its host is dead. It then oozes out of the corpse, and looks for another victim. Cruel and clever, it is a terrible horror visited upon the world. It can only be killed with magic.

Thursday, November 26, 2015

New Creature .2

Possessed Husk
HD: 4
AC: 10
MB: +1
RB: +1
Attack/Damage: By weapon, or strike (1d6)
ST: 14
Special: Immune to Sleep and Charm spells. Takes no Bruise damage, only Lethal. Has special powers depending on what the Husk has been possessed by. See charts below.
XP: 300


Roll 1d8
Demon possessed Husk Powers
1
Breath Hell Fire: Breath hell fire 1d6 times a day for 1d12 damage. 70% chance of setting combustibles ablaze. Must roll ranged to hit.
2
Spells: Can cast spells. Roll 1d6. The result is the magician caster level of the beast.
3
Grow Claws: Can grow at will large claws that do 1d8 damage.
4
Leathery Wings: Has large leathery wings. Can fly as per spell.
5
Mesmerize: Can charm people in sight range as per spell.
6
Spit Acid: Can spit acid for 1d8 initial damage. Roll 1d4, to determine how many rounds the acid burns for after that doing 1d4 damage. Can be neutralized with water.
7
Armor: This is a natural armor. Thick rhino like skin, leathery plates, or what have you. AC +4, DR 4
8
Roll twice


Roll 1d4
Spirit possessed Husk Powers
1
Intangibility: The husk can become intangible. In this form they may pass through solid objects. If they pass through a person in this form the person must make a ST or be shaken for 1d4 rounds. A shaken character is at -4 to all tasks. Can only be hurt in the intangible form by magic, or cold forged iron.
2
Drain: The Husks touch drains one point of Strength with a successful hit, and if a victim is brought to a Strength attribute of 0 they die.
3
Fear: Can be used once per encounter. All participants must make an ST or flee in terror for 1d4 rounds.
4
Charm: Can charm people in sight range as per spell.

A possessed husk is as a normal one. But a demon or spirit has taken possession on the husks body and is running the show. They have strange and eerie powers.

Thursday, November 19, 2015

New Creature

Husk

HD: 2
AC: 10
MAB: +1
RAB: +1
Attack: By weapon, or strike (1d6)
ST: 14
Special: Immune to Sleep and Charm spells. Takes no Bruise damage, only Lethal.
XP: 35

A Husk is a person that has had their soul ripped from their body by black magic. They retain their intelligence, but are under the sway of the magician that took their soul. Once turned, their eyes turn jet black. Their blood sludge's up and turns black as well. If wounded they do not bleed. But may ooze a slight amount of the black sludge. Husks are ripe to be possessed by demons or spirits. These are covered in another entry.

(HD: Hit Dice, AC: Armor Class, MAB: Melee Attack Bonus, RAB: Ranged Attack Bonus, ST: Saving Throw, XP: Experience Points)

Sunday, November 1, 2015

Sample Characters for Noir Mystery Men

Rayner Hoffsteadler
Magician Lvl 1

Str 10
Dex 12
Con 9
Int 16 +2
Grit 16 +2
Per 14 +1
Cha 15 +2

HP 6
AC 10
ST 14
Melee Bonus +1
Ranged Bonus +1

Background: White Collar (University Professor)
Languages: (Native, English)
German
Spanish
French
Arabic
Latin

Spells:
Protection from Evil
Magic Missile
Detect Magic

Weapons/Equipment

Pattern 1796 Light Cavalry Sabre
Dmg 1d8

Webley Revolver
Dmg 1d8 Rng 30


Nassim
Two Fist Vigilante Lvl 1

Str 16 +2
Dex 13 +1
Con 16 +4
Int 10
Grit 12
Per 10
Cha 10

HP 12
AC 11
ST 15
Melee Bonus +3
Ranged Bonus +2

Background: Laborer
Languages: (Native, Arabic)
English

Weapons and equipment:

Mameluke Sword
Dmg 1d8+2

Janbiya
Dmg 1d4+2

Webley-Fosbery Revolver
Dmg 1d8 Rng 30

Sunday, October 25, 2015

Damage

    With a thunderous right, my knuckles crush the mooks jaw. A left round house knocks his buddy for a loop. The third and final crook gets an upper cut that lifts him off the ground before gravity takes over and slams him to the floor.

    As I said before Noir Mystery Men, That Old Black Magic uses a system derived from S&W. How is one of the ways its different? It used a dual wound track. What I mean by that is it has Bruise hit points, and Lethal hit points. When you reach 0 bruise points your knocked out. Reach 0 lethal points your dead. All hand to hand melee combat does bruise damage. Lethal weapons do lethal and bruise. So for example a short sword does 1d6/1d6.

Thursday, October 22, 2015

More thoughts on classes

    So I've been thinking and lamenting about classes. The gadget vigilante. Its doesn't fit with the game. I mean it way could be used for creating a Sand Man character with a gas gun. But it could also be used for creating the Rocketeer. Which is a fave of mine. But totally not what the games really about. So I think I'm gonna cut that part out. I will still totally have the empowered part of the class. Just not the Gadget vigilante.

Wednesday, October 21, 2015

Noir Mystery Men, Classes

Two Fisted Vigilante
The Two Fisted Vigilante has honed their body through special training, vocation, or are naturally gifted. They fight crime and the supernatural using their natural gifts. Being it fists, blade, bow, or pistol.

Gadget Vigilante/Empowered Vigilante
The Gadget Vigilante uses technology built by themselves, or given to them to fight crime and the supernatural. These gadgets could be as big a jetpack that give the power of flight. Or a simple as a sleeping gas gun.
The Empowered vigilante is built the same way. Except their powers are derived from a magically enchanted object. Perhaps a ring, amulet, belt, cloak, or sword. Or they directly gained magical powers that are now inherent to their bodies.

Magician
The magician is a spell caster. They come in many guises and trappings. Some fancy themselves as a mesmerist, as occult magicians, or as religious chosen ones. As well as many others.

Sunday, October 18, 2015

The smashing together of genre

    So I was thinking (Yeah, I know I'm scared too) whats the easiest way the describe Noir Mystery Men, That Old Black Magic? Take one part The Continental Op. from the Red Harvest. Combine that with John Constatine. Then top it off with The Shadow.

    Or another way of thinking of it would be, Mike Hammer, Zatanna, and The Phantom.

    Or another way, Doc Savage, Raylan Givens, and Mandrake the Magician.

So, something to chew on anyways