Difference between revisions of "Fear and Darkness"

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(The Encumbrance Ape)
(Current House Rules)
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== Current House Rules ==
 
== Current House Rules ==
  
 +
*'''Wiki Participation is Mandatory'''.  This is as much a baseline assumption of the game as it is a house rule.  This game is largely "about" what characters have with them, how much light they have, and how fast they can move.  I expect people to keep their inventories and encumbrance updated.  I reserve the right to declare you don't have things if they aren't recorded on the wiki.
 +
*'''Encumbrance & Treasure''': Think as though there were two categories of 'stuff' that your character can have.  The first category is personal gear.  This is your armor, weapons, spellbooks, your personal coin pouch, etc.  This goes on your sheet.  You total up the amount and reach some figure or another, and only that total is on the front page. The second category of stuff is treasure that you pick up in the dungeon, and will later sell and/or divide up for XP. This is only listed on the front page, not on your personal sheet.  The Encumbrance Ape front page is where this gets added together Personal Gear (Just a number) + Treasure Carred (detailed list) = Total Encumbrance.  Run your current movement rate off that last number.  This will become very intuitive after you do it a few times.
 +
*'''Character Creation''': There is a lot of stuff here, so I'm going to list it all at once.
 +
**Characters are generated 3d6 down the line, with one reroll taking the best result.  PCs start out with 4400XP +/- a prime requisite adjustment.  They receive 4d6x10gp for starting gold.
 +
** Strength determines XP Adjustments for fighters and the amount of encumbrance you can carry.  Intelligence determines XP adjustments for spellcasters, and number of languages spoken.  Characters of normal intelligence speak Common and one language of choice.  Characters of 15+ intelligence speak an additional language of choice, characters of 6- intelligence speak Common only.  Intelligence also controls a spellcaster's ability to learn new spells from spellbooks or other sources.
 +
**Wisdom provides a saving throw adjustment of +/-1 for exceptional scores.  Dexterity provides a +/-1 adjustment to ranged attacks and AC for exceptional scores. Constitution provides a +/-1 adjustment to each hit die for exceptional scores.  Charisma acts per the book.
 +
**The only two legal character classes are Fighter and Magic User.  Both gain the use of the thief abilities of a thief of equal level.  This includes backstab!  Prison shankings are a thing in this game.
 +
**Fighters may make a number of attacks per round equal to the factor by which their HD exceeds the opponent's HD, those attacks being distributed randomly after the first.  If a fighter is fighting a mixed group, they should specify which type of enemies they are attacking if the enemies have different HD amounts.
 +
**Magic Users may learn and cast spells.  They may not wear armor. They may use any weapon.
 +
**Hit Dice are all rerolled each level, the new result is taken if it is higher.
 +
*'''Character Spells:'''  All clerical spells will be rolled into the arcane spell list.  Almost all damage-dealing spells are removed from the game.  There will be a separate section of the wiki detailing what spells are available and their game effects, since the spell list from this game will be largely custom.  No character may memorize the same spell more than once per day.  Clerical spells are precisely like magic user spells in terms of research and acquisition, they must be recorded in spellbooks the same way, they are not sourced from deific entities, etc.
 +
*'''Weapons:''' Weapons are broken up into three classifications with only a few deviations.
 +
**Small hand weapons are things like daggers, saps, etc.  They deal 2d6 drop highest damage for any character. They weigh 1/3 of a stone.
 +
**Normal hand weapons are things like swords, maces, axes, etc.  They deal 1d6 damage for Fighters and 2d6 drop highest for Magic users.  They weigh one stone.
 +
**Two-handed weapons are things like two-handed swords, pikes, poleaxes, etc.  They deal 1d6 damage for MUs or 2d6 drop lowest damage for fighters. They weigh two stone.
 +
**Shortbows are like hand weapons and weigh one stone.  Longbows weigh two stone like a two-handed weapon, but deal damage like a one-handed weapon anyway.  Their advantage is superior range.  Crossbows deal damage like a two-handed weapon and weigh one stone, but may only be fired after a full round spent reloading.
 +
**Quarterstaves are two-handed weapons that deal 1d6 damage for either fighters or magic users.  They only weigh one stone, and may be easily carried in one hand when not being used as a weapon.
 +
**Longspears weigh two stone and only deal 1d6 damage, but may attack from the second rank.
 +
**I do not use critical hits or misses.  However, if you fire through your own front rank, you may hit your allies on very low die results.  You cannot fire from more than one rank back.
  
 
== Setting Essays ==
 
== Setting Essays ==

Revision as of 12:37, 4 May 2013

Introduction

A Wyzard World (tm) Production


The Player Characters

The Encumbrance Ape

  • Abelard Trollslayer
    • Kit(carried): 6 stone
    • Treasure (carried):
    • Total encumbrance: 6 stone
    • Movement: 9"
  • Klavier the Clever
    • Carried Gear: 4 2/3 Stone
    • Treasure (carried):
    • Total Encumbrance: 4 2/3 Stone
    • Movement: 9"
  • Shandor the Peddlar (9 stone total)
    • Backpack 1 stone
  • Large sack 1 stone
  • Small sack 1/3 stone
    • Spellbook (blank) 1/3 stone
    • 2 Parchment (sheet)
    • Flint and steel 1/3 stone
    • Ink vial 1/3 stone
    • Quill
  • Lantern 1 stone
  • Hemp rope (50ft) 1/3 stone
  • Dagger (small weapon) 1/3 stone
  • Heavy flail (two-handed) 2 stone
  • Sling (2gp) (20 bullets) 1 stone
  • Leather helmet 1 stone
  • Leather Armor 1 stone

Henchman and Hirelings

Mounts and Beasts of Burden

  • Sarah, Abelard's mule
    • 9 days trail rations (Abelard)
    • 100' rope (Abelard)
  • Uva, Shandor's donkey (7 stone total)
    • Saddle bag 1/3 stone
    • Wine (common pint) 1/3 stone
    • Rations, preserved (8 days) 1 stone
    • 10 ft pole 1 stone
    • 4 Torches 4/3 stone
    • Bedroll 1 stone
    • Winter blanket 1 stone
    • 3 Oil flasks 1 stone
  • Biscuit, Klavier's Mule (3 1/3 Stone)
    • Saddle Bag (1sp, 1/3 Stone)
    • 10 days of preserved rations (5gp, 1 1/3 Stone)
    • 50 ft. Hemp Rope (1gp, 1/3 Stone)
    • 2 pints wine (2gp 2/3 Stone)
    • 10-foot pole (2sp, 2 Stone)
  • Samuel the Uncloven, Joto's Draft Horse (5 1/3 Stones)
    • Saddle 1
    • Saddlebag
      • 4 days' feed 2/3)
    • Saddlebag
      • 8 torches 1
    • Shovel 1
    • 50' hemp rope w/grappling hook 2/3
    • Backpack
      • 3 days' trail rations 1/3
      • Winter blanket 1/3
      • Bedroll 1/3
      • Flint & steel
    • Short bow 1


Plot Hooks

Maps

From time to time, the players may map wilderness or dungeon areas. Links to maps and descriptions of those areas should be placed here.

Languages

Every PC knows the common tongue as their native language. Below I will list some possible languages; ask if you have other nominations.

  • Goblin (Works with any of the goblinoid races)
  • Fey (For fairy and forest type creatures)
  • Draconic (The tongue of dragons.)
  • Giantish
  • Old Amaranthian (Dead language, was spoken in a widespread sorcerous empire)
  • Thracian (Originally Spoken by a widely-traveled group of seafaring kingdoms. Still spoken in some isolated colonies.)
  • Elven
  • Dwarven
  • Primalingua (Spoken most frequently by powerful spirits. Useful in incantations, ambitious players may use Latin to indicate it in IC posts.)
  • Void Speech (A language common to travelers in the infinite black gulfs of the cosmos)
  • Elemental (the various elemental types speak slightly different dialects, but this will allow communication - the PC should pick which dialect they have greatest familiarity with)
  • Reptilian (Language of the degenerate lizardfolk. They had an advanced and powerful civilization in the mists of history, but the tribes still living can no longer even read the writing on the walls of the great ziggurats their ancestors raised. The written form is incomprehensible to humans.)
  • Necrosian, being the common language of the dead. Not considered a dead language.

The Style Guide

The Campaign's Style Guide is a page subject to further modification and clarification. I absolutely encourage players to bring up any issue related to the game's style either in the OOC thread, or with me personally via PM. These guidelines are designed to make the game fun, comfortable for the players, dramatic, and fast-moving. If the game is failing in any of those respects, I encourage you to bring it to my attention. Obviously, we've all been playing the game together long enough that we should all be on roughly the same page. This is more a codification of things I've already been encouraging rather than a completely new creation.

Current House Rules

  • Wiki Participation is Mandatory. This is as much a baseline assumption of the game as it is a house rule. This game is largely "about" what characters have with them, how much light they have, and how fast they can move. I expect people to keep their inventories and encumbrance updated. I reserve the right to declare you don't have things if they aren't recorded on the wiki.
  • Encumbrance & Treasure: Think as though there were two categories of 'stuff' that your character can have. The first category is personal gear. This is your armor, weapons, spellbooks, your personal coin pouch, etc. This goes on your sheet. You total up the amount and reach some figure or another, and only that total is on the front page. The second category of stuff is treasure that you pick up in the dungeon, and will later sell and/or divide up for XP. This is only listed on the front page, not on your personal sheet. The Encumbrance Ape front page is where this gets added together Personal Gear (Just a number) + Treasure Carred (detailed list) = Total Encumbrance. Run your current movement rate off that last number. This will become very intuitive after you do it a few times.
  • Character Creation: There is a lot of stuff here, so I'm going to list it all at once.
    • Characters are generated 3d6 down the line, with one reroll taking the best result. PCs start out with 4400XP +/- a prime requisite adjustment. They receive 4d6x10gp for starting gold.
    • Strength determines XP Adjustments for fighters and the amount of encumbrance you can carry. Intelligence determines XP adjustments for spellcasters, and number of languages spoken. Characters of normal intelligence speak Common and one language of choice. Characters of 15+ intelligence speak an additional language of choice, characters of 6- intelligence speak Common only. Intelligence also controls a spellcaster's ability to learn new spells from spellbooks or other sources.
    • Wisdom provides a saving throw adjustment of +/-1 for exceptional scores. Dexterity provides a +/-1 adjustment to ranged attacks and AC for exceptional scores. Constitution provides a +/-1 adjustment to each hit die for exceptional scores. Charisma acts per the book.
    • The only two legal character classes are Fighter and Magic User. Both gain the use of the thief abilities of a thief of equal level. This includes backstab! Prison shankings are a thing in this game.
    • Fighters may make a number of attacks per round equal to the factor by which their HD exceeds the opponent's HD, those attacks being distributed randomly after the first. If a fighter is fighting a mixed group, they should specify which type of enemies they are attacking if the enemies have different HD amounts.
    • Magic Users may learn and cast spells. They may not wear armor. They may use any weapon.
    • Hit Dice are all rerolled each level, the new result is taken if it is higher.
  • Character Spells: All clerical spells will be rolled into the arcane spell list. Almost all damage-dealing spells are removed from the game. There will be a separate section of the wiki detailing what spells are available and their game effects, since the spell list from this game will be largely custom. No character may memorize the same spell more than once per day. Clerical spells are precisely like magic user spells in terms of research and acquisition, they must be recorded in spellbooks the same way, they are not sourced from deific entities, etc.
  • Weapons: Weapons are broken up into three classifications with only a few deviations.
    • Small hand weapons are things like daggers, saps, etc. They deal 2d6 drop highest damage for any character. They weigh 1/3 of a stone.
    • Normal hand weapons are things like swords, maces, axes, etc. They deal 1d6 damage for Fighters and 2d6 drop highest for Magic users. They weigh one stone.
    • Two-handed weapons are things like two-handed swords, pikes, poleaxes, etc. They deal 1d6 damage for MUs or 2d6 drop lowest damage for fighters. They weigh two stone.
    • Shortbows are like hand weapons and weigh one stone. Longbows weigh two stone like a two-handed weapon, but deal damage like a one-handed weapon anyway. Their advantage is superior range. Crossbows deal damage like a two-handed weapon and weigh one stone, but may only be fired after a full round spent reloading.
    • Quarterstaves are two-handed weapons that deal 1d6 damage for either fighters or magic users. They only weigh one stone, and may be easily carried in one hand when not being used as a weapon.
    • Longspears weigh two stone and only deal 1d6 damage, but may attack from the second rank.
    • I do not use critical hits or misses. However, if you fire through your own front rank, you may hit your allies on very low die results. You cannot fire from more than one rank back.

Setting Essays

Here will be posted the occasional essay that I write about the setting. If it seems piecemeal, that's intentional. I don't want to define too much.

I want to read the essays.

Items of Historical Interest

Here are maintained an archive of material from the earlier incarnation of the game, when it was being run under OD&D rules.

Links to the game-related threads