Showing posts with label PCs. Show all posts
Showing posts with label PCs. Show all posts

Sunday, March 22, 2020

The Lizardfolk for Black Hack


A few years back I wrote up a Lizardfolk as PC class for Swords & Wizardry (or similar oldish-style game rules), while playing around with the rules set and some race/class generation templates.

Since I'm currently playing a bit of The Black Hack, I did the scan for the class again, just for fun.  Although there are a few supplements with new old races available, I don't find their presentation to be as flavorful or evocative as the format of the original game.

In the original four game book character classes, each is provided with a a d6 'flavor' table, two options for starting kit, and roughly three to four class-specific skill sets/characteristics. So when I made up my "Whack Hack" batch of random character classes, I tried to emulate that original style as closely as possible. Each class should have their "special thing" without making them too out of line with the game style and other classes.

And I happen to have an affinity for B/X-ish race-as-class. So my lizardfolk are fearsome warriors, with an odd spiritual connection to their god, "Old Croc." Old Croc gives you a random spell each day. You don't know what it will be. It may be Speak with Animals or it could be Raise Dead. Who knows? After all, ineffable ancient reptile gods have their own agendas and premonitions. And lizardfolk are good swimmers, of course.

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So when you need a slightly monstrous warrior to wander into town, seeking adventure and fortune among the "monkeys," try a lizardfolk on for size.


Sunday, November 20, 2016

A question of plate

Thesis:  First level PC fighters really shouldn't start out with the ability to afford plate.  Sure, they've got a massive 8-10 HP, so they need all the help they can get pretending to tank their way at the front of the party.

But that's not what that initial funnel is about, now?  It's about scrabbling through that first dungeon, avoiding the giant frog, learning how to skulk and retreat, and getting out with enough coin to get that coveted equipment upgrade...

So let's take a quick review of where a few version of the game sit with respect to the economy of armor.

For consistency, I'm just looking at the three basic armor types that are persistent through various versions of the game (at least the ones that I have laying about right now) - leather, chain mail, and plate mail.

The Moldvay/Cook books line out leather, chain, and plate at 20, 40, and 60 gp, respectively.

S&W spreads out the cost a bit more - 5, 75, and 100 gp.

Basic Fantasy prices the three types at 20, 60, and 300 gp.

1st ed. AD&D puts them at 5, 75, and 400 gp.

Labyrinth Lord costs are 20, 150, and 600 gp.

In the first case, an average-rolling PC (120-130 gp on a 3d6x10) can afford plate.  S&W can make plate available for strongly-rolling 1st level PCs, unless they skimp on other accouterments and supplies.  And plate is out of reach for 1st level characters in BFRPG, AD&D, and Labyrinth Lord

(Later on, 3.5/Pathfinder makes most medium and all heavier armors out of reach for 1st level characters, and perhaps even for 2nd or 3rd level depending on their treasure hauls: 10, 150, 600 for 'half-plate'/1,200 for 'field plate'/1,500 for 'full plate'.)

I doubt that many of these values have much grounding in any 'real' economy. There are limited resources on the historical prices of armor.  However, here is one that lists out some example costs for a few common armor types (typically chain mail, a few helmets, partial armor bits like curiasses, as well as some values for custom armor made for nobles.)

Anyway let's move on to starting GP for 1st Level PCs:

Prior to 1st Ed. AD&D, all character classes rolled the same starting gold - 3d6x10 GP. The OSR clones generally stick with this model.

Of course, we probably can all recall more than once a magic user PC rolling high and buying out the town market's daggers, oil and pack animals.  And a fighter rolling 40 GP and gamely heading out of town in their leather and spear, with a bag over their shoulder.

Then comes AD&D, and the starting gold values get skewed by class.

This skewing is not simply starting GP as buying power, it is also proportional to the types of equipment required/allowed by the classes.

But... perhaps another way to think about these variable starting gold values may actually be as part of the backstory for the individual PC.

Thursday, November 20, 2014

A New Race - November 2014 RPG Blog Carnival



Johnn Four took the helm of this month's RPG Blog Carnival with the topic of races.  How are they played? What flavor makes PCs or NPCs of a particular race special, and not just a batch of modifiers?

I think that many of us have doodled with races, either making our own, or modding up canon races.

Even in my brief ruminations, I have a bunch of elves who are nowhere near trees. My lizard-folk are an ancient and perhaps degraded race, seeking renaissance. And I cobbled together a quick mechanism for making any critter an intelligent 'uplifted' class.

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So, something new... among the classic creatures of myth (and gaming) are the centaurs.

Might they have a smaller, more canine, cousin?

Centdogs, dogtaurs?

How about Canivirum?

close, but not sure why the artist didn't commit to canine hind legs.

With the upper body of a humanoid and the legs and body of a dog, this liminal creature runs in loose packs in deciduous forest and plains climates. Much smaller than the familiar centaurs, the canivirum have been likened to a halfling-dog melding (much to their disdain). Semi-nomadic, their tribes/packs live by hunting and herding.  They have few industries of their own, but maintain a trade in wool and hides.  They live for the hunt, and love nothing more than a good challenge. To this end, individuals or parties requiring more exotic hides or meats have been known to offer a group of canivirum but a modest bounty to bring back the required beast (or its component parts).

Racial prerequisites: Con 12/Dex 9
Maximum Level: 8th; Level progression and saving throws as per Ranger, with subclasses, as described below
HP/Hit Dice: 1d8
AC: 8/12: any armor allowed, but costs 2X normal for customization. Shields as normal.
Weapons: no polearms or longbows; racial proficiency is with a short, thrusting spear (similar to Zulu assegai) and sling (+1 to hit/damage for both)
Movement: 15
AL: neutral or lawful
Languages: Racial + 1
Special: Pack Attack - when two or more canivirum attack a foe in concert, each receives +1 to hit as they circle and dodge their way through a target's defenses.  Likewise, the foe takes a -1 penalty to hit from the coordinated actions of the canivirum.  See also sub-types, below:

The canivirum generally tend to one of three sub-types.

Herder - Herders hold a natural influence over herd animals. They may tend semi-feral sheep and goats or work in concert with hunters, below, to corner or drive large prey herbivores.  Herders with Wis scores of 13+ may, at 3rd level, access cleric spells in the following progression:
Spell Level/
PC Level
I
II
III
IV
3
1



4
2



5
2
1


6
2
2


7
2
2
1

8
2
2
2
1
Hunters - The seekers and providers of the pack, hunters have increased tracking ability by sight and smell, as ranger, but beginning at 95% proficiency. They also receive an addition +1 to-hit for missile weapons (additive for slings, above).

Guards - Larger stalwarts watching over the pack, with +1 damage in melee or unarmed combat, gaining an additional +1 per two levels. Their natural wariness makes them unlikely to be surprised (1 in 6 chance).

---

As "wandering monsters" or an NPC group, canivirum may be encountered in herding/hunting packs of 2d4+2, with one 'Alpha' leader of one to three levels higher than the remaining pack members. Pack-groups may be exclusive (2/3 chance), or a combination of sub-types (1/3 chance):

Alternatively, nomadic parties will be encountered in family-tribal packs of 12-20 individuals, with males and females sharing hauling duties of travois containing belongings and portable shelters.

(I must attribute this creative exercise to my wife, who came up with 'dogtaurs' during a stream-of-consciousness moment - as I have mentioned before - I do not understand the workings of her mind....)

Sunday, September 7, 2014

15-minute character creation

Have a few friends, also lapsed gamers, mildly interested in pick-up games, and the question arose, "How long will it take to make up a character?" Good question, so I rifled through my file folders and came up with what I think/hope is essentially a 15-minute method for statting, creating a little color and background, and equipping a PC in OSR-dom.

1. 3d6, in order, swap 2.
2. Choose race and/or class (sticking with the original four classes/four races for now).
3. Race/class subclasses (optional) per Dyson Logos.
4. Character background (optional) per Chris Kutalik
5. Starting equipment per Chris Kutalik (alternately Built By Gods Long Forgotten)
6. Random headgear (REQUIRED) per B/X Blackrazor
7. Stat out bonuses, saves, spells, etc. Max HP at 1st level, roll for additional levels.

Kutalik's quick-generator also has pre-rolled stat blocks, but they seem a bit above-average.  I favor having more luck of the draw (i.e. average characters doing extraordinary deeds...).

***

Friday, May 30, 2014

Lizardfolk as PC class

Source

Lizardman Character Class

Google and OSR Search aren't really turning up a lot of Lizardman as character class entries, although I know that they are out there - Anyway, here's mine, statted out for S&W (although easily convertible to other old-ish systems).

Available Classes:  Fighter, Shaman (as Cleric or Druid)
Max Level: 9
Prime requisites: Str 13, Con 13
HP:  2d8 @ 1st level, 1d8 subsequent levels
AC: 5/14 (natural armor), only shields allowed.
Atk: unarmed: 2 claws (1d3 ea.) + bite (1d6); armed: Melee weapon (variable) + bite (1d6) or thrown weapon (variable)
Allowed weapons: Club, spear, javelin, morningstar (as Aztec macuahuitl), trident (1d8 [+1dam if 2-handed]), sling
Move: 9/swim 12
AL: Any Neutral
Languages: Draconic + 1 additional
Special abilities: Hold breath # of rounds = 4xCon