crusssdaddy Level 5 Thaumaturgist member is offline
Joined: Nov 2008 Gender: Male Posts: 329 Karma: 20
LabyLord Humanoid PbP « Thread Started on Dec 25, 2010, 5:56pm »
Any interest in a new PbP? I'd like to run one starring humanoids goblins, gnolls, ogres, xvarts, etc. Sandbox-style play will begin with a local hex map and you explore as your heart sees fit. Rules will be Labyrinth Lord + AEC, modified in a few ways and with input (particularly random tables) from games & campaigns that I grab from everywhere. Each race will have at least a couple custom classes to choose from (Bugbear Witchdoctors, Xvart Inquisitors, Hobgoblin Templars). Chargen is 3d6 in order, but 2-for-1 point reassignment is liberal. Spell lists will be custom. The overall theme is something less than kitchen sink, but definitely trending toward Rients-ian/Planet Algol gonzo (although with no sci-fi inclusions, this is strictly a fantasy gig).
If you are big into transparency and sticking close to a coherent set of rules, this might not be the best fit. I work at home and enjoy surfing the net to postpone fulfilling my duties, so I would love to keep the pace quick.
I'm out of town with limited online access for the next week, but post here if you're interested; I expect to get up and running just after the New Year.
Sounds fun! Would it be possible for me to play as a ghoul?
A ghoul doesn't fit into the scheme of things right now - I've got enough on my hands building rules for humanoids. But if a Gnoll Necrologist gets going, who knows...!
Sounds fun! Would it be possible for me to play as a ghoul?
A ghoul doesn't fit into the scheme of things right now - I've got enough on my hands building rules for humanoids. But if a Gnoll Necrologist gets going, who knows...!
That sounds like something that would be right up my alley.
crusssdaddy Level 5 Thaumaturgist member is offline
Joined: Nov 2008 Gender: Male Posts: 329 Karma: 20
Re: LabyLord Humanoid PbP « Reply #13 on Dec 28, 2010, 11:57pm »
OK, so far looks like we have:
bluskreem thorswulf miked professorp vito
I have revised the character notes as follows, to include spell lists, spell fail results, level bonues, etc. Haven't done the advancement charts yet. Please feel free to talk to me about any additions/ideas you have for the class you select - this is a work in progress.
House Rules
Chargen: I'll roll up abilities and hand them out, you select a class and take care of hp and bonus roll (if desired, you can pass it up if you like). You can swap ability points as follows: all swaps are 2-for-1, you can only raise Prime Req. ability(s) and you can only raise them to the class minimum. You are not limited to which abilities you may pull points from, although you cannot lower any ability below 5. If you select a spell casting class, we'll talk about starting spells later.
Alignment Languages: there are none
Additional Languages: as specified below, plus INT15 grants one more language of your choice, INT18 grants two
Starting Equipment/Money: there is none
Encumberance: I'm not going to track every coin weight of gear, but if you start looking overloaded I'll let you know; plate movement tops out at 60', chain at 90' don't go crazy with weapons and gear and you'll be fine
Death/Negative hp: once at zero or negative hp, you save vs. paralysis each turn or each time you take further damage to avoid death; medical attention from someone with WIS+INT 20 or more can get anyone back to 1hp in a couple rounds
Critical Hits: a natural 20 is a critical, and gets you max damage for the weapon used; probably only PCs will get to deliver criticals, not monsters
Hit Dice/hp Advancement: as below; for big guys that have to wait a couple levels before getting more hit dice, you can reroll hp at 2nd, 3rd, etc., and take the new amount if it is larger
Experience Points: gather loot and kill things, like always; if you do something cool that is in-character, I will probably throw you a few extra points; there are also several exploration-related XP rewards on the map, just find them and you get the XP
Shields Shall be Splintered: you can sacrifice your shield to avoid any successful attack; carrying two shields automatically drops you to 60' movement, carrying more than two is not allowed
Ogre Throwing Rules: Ogres can toss little guys (Goblins, Svarts, Dwarfs, etc.); friends may be tossed as weapons (Colossus & Wolverine-style), enemies can be tossed as an attack; more on this later
Weather: when I remember, I'll keep track of weather when it gets cold, you'll want to find shelter
This is a work in progress, and more rules may appear or current ones change; please feel free to make suggestions.
Bugbears
Bugbears also speak Goblin. Natural +2 AC bonus, 2d4 damage unarmed, infravision, if unarmored and taking care they surprise enemies 50% of the time.
Beginning bonus, roll d6: 1. Wild eyes even tolerant communities will think twice about letting you enter. 2. Exceptionally coarse fur grants you a +1 armor class bonus. 3. 'Hide in Shadows' like a Thief of equal level. 4. Your luxurious pelt can be shaved monthly and sold in a large city for 1d4x10gp (reaction of other Bugbears while bald/patchy is uniformly hostile). 5. Tough guy, +1 to STR. 6. Red-eyed fiend, gain ultravision.
Bugbarian Requirements: STR13 DEX13 CON12 Prime Requisite: STR & CON Hit Dice: 3d8hp at 1st level, +1d10hp each level beginning at 4th Max Level: 12 Weapons/Armor: primitive weapons (spears, axes, clubs, staff, etc.), no armor to begin Bugbarians are wild & aggressive warriors, infamous for their berserk fury in combat. They are also superstitious & fearful of magic, and contemptuous of lesser fighters. Level 1 Berserk fighting, attack at +1 to hit/damage, but must slay all enemies; will not use magic items or potions, or accept friendly spells if not from Witchdoctor; will attack enemy spellcasters first; no armor; bonus to hunting tasks Level 3 Crazed by death, can fight from 0 to -CON hp with no saves necessary and at 18STR; may wear leather; bonus to survival tasks
Witchdoctor Requirements: STR13 DEX13 WIS12 Prime Requisite: WIS Hit Dice: 3d8hp at 1st level, +1d6hp each level beginning at 4th Max Level: 9 Weapons/Armor: same as Bugbarian for weapons, pelts/furs only for armor (equivalent to padded, although adding a bunch of bone/flint talismans can get it up to studded leather) These tribal spellcasters have a wide selection of magicks at their disposal, designed to fit the needs of a brutal society. Witchdoctors are unpolished spellcasters, and their magic frequently runs wild. Spells are granted following prayer to spirits, who can be fickle. Level 1 Spell progression per Druids; host nature spirit once a month Level 3 Summon familiar; +1 to all WIS casting tests 1st Level Spells: cure light wounds, dancing lights, darkness, detect good, detect magic, detection charm (enchant a small object to warn caster when enemy approaches), enrage (victim goes berserk), entangle, infallible shot (bless a missile to auto-hit), jump, protection from good, sleep, summon minor spirit (summon 1-3HD monster), tarnish (touch attack ruins metal objects) 2nd Level Spells: barkskin, cause disease, charm person or beast, dire curse (transform normal animal into dire version), hold monster, poison touch (touch attack), premonition (automatically pass next save), rebuke (paralyze undead), resist elements, silence 15', spirit vision (stuns opponent with vision from spirit world), spiritual weapon Spell Mechanics: use herbs & incense to enter trance-like state and pray for spells; 10% chance per level you get what you ask for, otherwise random; test vs. WIS each time you cast, fail means you roll on Witchdoctor Fail Table, with modifier equal to amount you missed by
Witchdoctor Fail Table (roll 1d12 and add amount casting test was missed by, plus any other modifiers): 1-5 Casting fails but spell is not lost Witchdoctor may try again next opportunity.
6-10 Casting fails and spell is lost.
11-15 Casting fails, spell is lost, and Witchdoctor suffers 3d4 damage from eruption of misplaced magical energy.
16-17 Minor Spirit coalesces and attacks the Witchdoctor for 2d4 rounds, before dispersing whence it came. If Witchdoctor can destroy the spirit before it departs, spell is not lost and casting attempt may be made at next opportunity.
18 Witchdoctor suffers aneurysm. Reduced to 1hp and comatose for 2d4 days, will not recover lost hp until awakened.
19 Witchdoctor's soul is displaced by aggressive Minor Spirit Witchdoctor will flee into hiding (attacking all who try to stop him) and not recover for 4d10 days, during which time he will prey upon targets of opportunity.
20+ Witchdoctor is drawn screaming through a whooshing vortex into the Spirit Realm, never to be seen again.
Gnoll
Gnolls also speak Goblin and have a 50% chance to speak each of Common and Elvish. Natural +1 AC bonus, 2d4 damage unarmed, infravision.
Beginning bonus, roll d6: 1. Animal nature, spells/effects that target animals also work against you. 2. Secret sewer entrance to large city tattooed beneath fur. 3. Very quick, +1 DEX. 4. 'Move Silently' as Thief of same level (no armor/heavy weapons to use this skill). 5. Pack mentality, may render dogs & wolves non-aggressive for 3d6 rounds by staring them in the eye. 6. Knows location of secret, nearby Gnoll lodge.
Hunter Requirements: STR13 Prime Requisite: DEX & CON Hit Dice: 2d8hp at 1st level, +1d8hp each level beginning at 3rd Max Level: 9 Weapons/Armor: all weapons, armor up to chain Gnoll Hunters have many of the same abilities as Rangers, though twisted to fit the dark needs of their violent society. Hunters prowl the shadows of civilized lands, watching, spying, and taking captives & slaves as the mood suits them. Level 1 +1 damage vs. humans & demi-humans; surprised on a 1, surprise on a 1-3 (only when alone or with other Hunters) Level 3 +2 damage vs. humans & demi-humans; track as a Ranger
Necrologist Requirements: STR13 INT12 Prime Requisite: INT Hit Dice: 2d8hp at 1st level, +1d4hp each level beginning at 3rd Max Level: 15 Weapons/Armor: as per M-U, except may use scimitar Gnoll spellcasters are inevitably drawn toward studies involving death, decay, ruin, and undead renewal. Necrologists have a learned ability to control undead. The highest rulers of Gnoll society are all Necrologists. Level 1 Spell progression as Magic-User; transform into zombie 1d4 turns/level Level 3 Control undead; summon familiar 1st Level Spells: bleeding wound (touch attack that causes accelerating damage), cause fear, cause light wounds, curse, detect good, magic missile (need skull to cast), protection from good, read magic, rebuke (paralyze undead), wave of corruption (area-effect stun) 2nd Level Spells: animate vermin (create little undead spies, messengers), cause disease, protection from undead, vision of death (victim thinks they have died, stunned), wall of death (wall created from corpses) Spell Mechanics: study spell books & memorize spells as a Magic-User; some spells require weird ingredients for material components
Goblin
Goblins also speak Common and the Thieves' Cant, and have a 50% chance to speak each of Dwarvish, Elvish, and Gnomish. 1d6 damage unarmed, 90' infravision, -1 to attacks when in full sunlight.
Beginning bonus, roll d6: 1. 10% chance in any bar you walk into there is someone there who you have swindled in the past. They will be eager to settle this old score. 2. With access to proper supplies, you can create fake silver or gold pieces from coppers scam will be detected 25% of the time by unsuspecting parties. 3. No matter what the circumstances, you always have a dagger secreted on you somewhere. 4. The Thieves' Guild of a major city owes you a favor. 5. Fast talker if reaction is 'Neutral, uncertain' and you speak their language, roll again and keep the more desirable result. 6. Sharp eye, can judge value of gems & jewelry to within 10%
Footpad Requirements: DEX12 Prime Requisite: DEX Hit Dice: 1d6 Max Level: none Weapons/Armor: per Thief Goblin Footpads are the main reason that Goblins continue to find entry into civilized society so difficult. They are skilled in a broad range of thieving skills and seem to have nine lives. Level 1 Abilities as Thief of same level Level 3 Can locate Thieves Guild safe house in city after 1d4 days of surveillance
Free Trader Requirements: CHA12 Prime Requisite: CHA Hit Dice: 1d6 Max Level: none Weapons/Armor: small melee weapons, darts or hand crossbow for missile, up to leather armor (but no shield) 95% of the time, Free Trader is a polite euphemism for slaver, pimp, bootlegger, con artist, or any of a number of unsavory trades that Goblins frequently practice. Goblin Free Traders have unrivaled street smarts, and they are always privy to the choicest local rumors. Level 1 Sway price 10% in your favor for all transactions; extra rumor roll Level 3 50% chance to identify potions by smell; re-roll false rumor
Hobgoblin
Hobgoblins also speak Goblin, and have a 50% chance to speak Common. 1d8 damage unarmed, infravision.
Beginning bonus, roll d6: 1. Religious fanatic, you can only have followers/hirelings/henchmen if they are fellow Hobgoblin religious fanatics. 2. Quick learner +5% XP bonus (stacks with any other bonuses). 3. Exotic background, speak one bizarre monster language of choice. 4. A lesser devil owes you a favor, but summoning it requires significant effort. 5. 25% chance you can read any given magical writing. 6. Distant relation to Hobgoblin royalty can assert privilege in certain circumstances.
Mystagogue Requirements: INT12 CHA12 Prime Requisite: INT & CHA Hit Dice: 1d10hp at 1st level, +1d4hp each level beginning at 2nd Max Level: 9 Weapons/Armor: per M-U Hobgoblin spellcasters are mystics & tricksters divination, enchantment, illusion, and transmutation are their specialties, and they seek to gather and maintain as many followers as possible. Spells are granted by Hobgoblin deities, who require strict devotion and regular sacrifices. Level 1 Spell progression as Druid; affect helpless individual as per Suggestion spell once per week Level 3 Summon familiar; can use Charm Person spell without sharing a language 1st Level Spells: burning hands, change self, charm person, color spray, detect illusion, detect magic, enemies (turn allies against one another), false aura (triggers false positive from detect spells), hypnotism, identify, manipulate fire, phantasmal force, read magic, sleep, ventriloquism 2nd Level Spells: amnesia, arcane lock, auditory illusion, blur, deaden senses (choose one sense), detect evil, detect invisibility, ESP, false gold, false trap, greater phantasmal force, hypnotic pattern, invisibility, locate object, mirror image, misdirection, ray of enfeeblement, scare, sinister shadows (target is followed by shadowy forms) Spell Mechanics: pray for spells as a Cleric; some spells require sacrifices to get the attention of the Hobgoblin Gods
Templar Requirements: STR12 CHA12 Prime Requisite: STR & CHA Hit Dice: 1d10hp at 1st level, +1d8hp each level beginning at 2nd Max Level: 12 Weapons/Armor: all/all Hobgoblin Templars are driven by the same goals as their Mystagogue brethren, but take a more martial approach. As they gain in experience, they gain limited spell powers from the inscrutable Hobgoblin deities. Level 1 Detect Good to 60' when concentrating; Cause Disease once per month Level 3 Attack 3 times every two rounds
Kobold
Kobolds also speak Goblin and Gnomish. 1d4 damage unarmed, 90' infravision.
Beginning bonus, roll d6: 1. Afraid of fire cannot use flaming oil, -1 on attack rolls against fire-using enemies. 2. Weird biology, immune to Gelatinous Cubes can stay trapped within them indefinitely. 3. Weird biology, immune to Green Slime you can eat this stuff if you want to. 4. Very tough, +1 CON. 5. Nose for silver, can smell it within 60' (if unobstructed). 6. Flexible bones, can squeeze through small crevices & holes.
Bandito Requirements: none Prime Requisite: DEX Hit Dice: 1d4 Max Level: none Weapons/Armor: no two-handed melee weapons except spear, all missile, armor up to chain Kobold Banditos harass and slay their enemies through deception & subterfuge they are specialists in hiding, ambushes, trap-making, and evasion. Level 1 Find & Remove Traps, Move Silently, Hide in Shadows as Thief of same level; surprised on 1, surprise on 1-3 (only if alone or with other Banditos) Level 3 Enemies have a -50% chance to track
Trainer Requirements: none Prime Requisite: CHA Hit Dice: 1d4 Max Level: none Weapons/Armor: all/up to leather only Kobold dens are often filled with a wide variety of domesticated creatures... most of them monsters that no other race would dare share a home with. These are the charges of the Trainers, who let their pets do the fighting for them. Level 1 Select monster specialty at chargen and gain new monsters as table specifies Level 3 Gain extra save vs. poison
Level Insects Vermin Beasts 1 G. Ants (1HD)G. Rats Stirges 2 Spit. Beetles G. Bats Shriekers 3 G. Ticks G. Toads C. Scavengers 4 G. RhagodessasG. Rattlers Albino Apes
Ogre
Ogres also speak Goblin and have a 25% chance of speaking Common. +2 natural AC bonus, 1d10 damage unarmed, infravision.
Beginning bonus, roll d6: 1. Ogrish finicky eater glyph carved into cheek other Ogres will abuse bearer viciously. 2. Well-traveled, pick additional language. 3. Food enthusiast pick one demi-human race, can track them by smell as a Ranger. 4. Small treasure hidden prison-style, 1d12 mixed gems worth 6d6gp each. 5. Exceptionally loyal Goblin buddy is out there somewhere, desperately looking for you. 6. Hard-headed, can never be stunned by physical blow.
Monk Requirements: STR18 DEX15 CON13 Prime Requisite: STR & DEX Hit Dice: 4d8hp at 1st level, +1d8hp each level beginning at 5th Max Level: 9 Weapons/Armor: none/none Ogre Monks have dedicated themselves to the most rigorous martial strictures of their violent gods. They eschew weapons and armor, and specialize in killing with their bare hands. They often adopt smaller humanoids as followers. Level 1 No armor or weapons; percentage chance insta-kill on successful hit equal to Monk's level minus opponent level/HD; move 120' (40') Level 3 3 attacks every 2 rounds; Move Silently as a Thief of same level; additional save vs. mind control & psychological effects
Torturer Requirements: STR18 CON15 Prime Requisite: STR & CON Hit Dice: 4d8hp at 1st level, +1d8hp each level beginning at 5th Max Level: 9 Weapons/Armor: all/up to chain Ogre Torturers are brutal sadists who delight in capturing & wounding their victims, who usually end up in the community stew-pot. Captives that are found of use are often terrorized into serving their master as bloody-minded troops and lackeys. Level 1 Bellow once per day, stun all within 10' unless save vs. breath attacks; can get info from any victim equal to Torturer's level or below after 1d8 days Level 3 Gain additional save vs. all psychological effects
Orc
Orcs also speak Goblin. Natural +1 AC bonus, 1d6 damage unarmed, infravision, -1 on attacks when in full sunlight.
Beginning bonus, roll d6: 1. Ranged weapons are for sissies, you can never use one. 2. Can repair damaged weapons/armor with a minimum of tools. 3. Treasure map tattooed on tongue. 4. Born leader, your followers get a +1 bonus to morale as long as you remain alive & in sight. 5. Choose one weapon during your life (a single weapon, not weapon type), gain +1 to hit with it. 6. Intimdating if reaction is 'Neutral, uncertain' and you speak their language, roll again and keep the more desirable result.
Shaman Requirements: none Prime Requisite: WIS Hit Dice: 1d8, +1d6hp each level beginning at 2nd Max Level: none Weapons/Armor: same as Witchdoctor Orc Shamans draw their magical powers from the wildest realms of nature. Nature can never truly be tamed, and so their spells are often wild and unpredictable. Level 1 Spell progression as Cleric Level 3 Talk with animals 1st Level Spells: cause fear, charm vermin, command, demonic vision (stun foes), detect treasure (specify type), ignite, spider climb, whirling blade (turn hand weapon into missile weapon) 2nd Level Spells: charm animal, death strike (if next attack hits, it's a critical), hangman's noose (trap that ensnares & chokes foes), hypnotic pattern, levitate, magic mouth, spit poison, spoil (ruins food), wither (touch attack disables foe) Spell Mechanics: meditate and pray for spells; caster level x10 + WIS is chance spell is cast successfully, if fail roll on Orc Shaman Fail Table
Orc Shaman Fail Table (roll 2d12): 2 double all stats for spell (range, damage, area of effect, duration, etc.) 3-5 spell is cast twice, on consecutive rounds 6-10 spell is successfully cast but remains available to be cast again 11-15 spell fails, caster is engulfed in elemental energies, suffers 1d6 damage per spell level 16-20 spell fails, the magical power being converted into seismic activity all within 100' must save vs. paralyzation or be knocked to the ground for 1d4 rounds 21-23 incursion from Demon Realms 2d4 Quasits attack anyone within 60' (determine targets randomly) 24 Spectacular magical eruption blows Orc Shaman's head to smithereens
Thug Requirements: none Prime Requisite: STR Hit Dice: 1d8 Max Level: none Weapons/Armor: all/all These are Orc brutes who have made a name for themselves with their prowess at combat. High level Thugs attract a legion of violent followers, bent on conquest & destruction. Level 1 Always hits on 19 or 20 Level 3 Shield provides +2 AC bonus
Xvart
Xvarts also speak Goblin. 1d4 damage unarmed, infravision, ultravision.
Beginning bonus, roll d6: 1. Weak stomach, 25% chance to vomit any potion. 2. If skies are clear & visible, can always find north. 3. Smarty-pants, +1 INT. 4. Pick an element, you only suffer half of that type of damage. 5. Ladies (or men) of all races are particularly attracted to your uniquely deep blue skin. 6. Fleet-footed can move up to 150' (50') for two turns if unencumbered.
Inquisitor Requirements: none Prime Requisite: CHA Hit Dice: 1d6 Max Level: none Weapons/Armor: all/all Xvart society demands strict religious orthodoxy, and the Inquisitor is the punitive arm of the Church. They combine spell use with martial prowess, with an additional focus on abilities that reveal hidden details. Level 1 Same detection abilities as Elves and Dwarves; only surprised on a 1 Level 3 Surprise on 1-4 (only if alone or with other Inquisitors)
Warlock Requirements: none Prime Requisite: INT Hit Dice: 1d6hp at 1st level, +1d4hp each level beginning at 2nd Max Level: none Weapons/Armor: same as M-U Xvart Warlocks are among the most powerful spellcasters in the world. They are fluent in all magical disciplines, and develop an innate resistance to enemy magic as they gain experience. Eventually, they gain the ability to craft potent magical items. Level 1 read magic (all kinds); magic resistance equal to level x2. Level 3 Can craft potions solo, 50% chance to determine ingredients by taste 1st Level Spells: all available from every LL list, plus these custom lists 2nd Level Spells: all available from every LL list, plus these custom lists Spell Mechanics: no spell progression; Xvarts only cast from scrolls (ones they create, or ones they find), which are consumed during casting; scrolls require specific ingredients, including ink composition & scroll material; cast as many spells as you like in a day; casting above level requires test vs. INT with difference as a penalty, fail causes level of spell in d12 taken as explosive damage (save vs. spells for half) by caster, and level of spell in d6 as damage to all within 30' (save vs. spells for half)
« Last Edit: Dec 30, 2010, 2:19am by crusssdaddy »