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)