Showing posts with label I Sing the Dungeon Electric. Show all posts
Showing posts with label I Sing the Dungeon Electric. Show all posts

Monday, April 29, 2013

I Sing the Dungeon Electric: Deities

I continue designing my new game, I Sing the Dungeon Electric. This is my introduction of the Priest class. I haven't finalized how I'm going to handle spellcasting, so let's just start with the basic deities.

Priests must roll for which deity they worship, which gives them certain powers and restrictions. Roll 1d10 for deity. If the priest disobeys any restrictions, he loses his priestly powers for 1 week.

1: Deddahoor, Who Sings Sweetly in the Night
Colors: Dark violet, black, dark blue
Powers:
(level 1) While the priest is singing, those who are asleep cannot wake up. The priest must sing at full volume.
(level 5) The priest makes no sound as he moves.
(level 10) The priest can see through walls up to half his level in feet thick when bathed in moonlight.
Restrictions: The priest cannot let his skin touch sunlight. During the day, he must be fully covered in cloth. The priest may not wear armor.

2: Kilbayath, Behind the Golden Veil
Colors: Red, Gold, Ochre
Powers:
(level 1) The priest can handle and deliver poisons without risk of poisoning himself.
(level 5) The priest can communicate silently with anyone he makes eye contact with. They cannot speak back.
(level 10) The priest may turn himself invisible 1 time/day for 1 minute per level. Any hostile actions immediately end this invisibility.
Restrictions: Priests of Kilbayath cannot enter private dwellings uninvited.

3: Yumnulla, the Vast Mother
Colors: Brown, Yellow, Dark Green
Powers:
(level 1) Priest may heal 2 hit points per level per day
(level 5) The priest can switch places with another being in sight 1 time/day.
(level 10) The priest can compel pacifism into a number of creatures whose total HD does not exceed the priest's level. Effect lasts for 1 week. Save against will negates.
Restrictions: Priests of Yumnulla must have sex with a new person at least once a month.

4: Hemnai, Who Builds and Destroys
Colors: White, Black
Powers:
(level 1) Priest may create 1 pound/level of a common material from thin air per day. Can only be roughly shaped.
(level 5) The priest can destroy 1 pound/level of any material once per day. Must be touching the material.
(level 10) The priest can forge magical artifacts.
Restrictions: Priests of Hemnai must always be touching a piece of metal.


5: The Wandering Man, Whose Strides Are Long
Colors: Gray, Blue
Powers:
(level 1) The priest has 1 more movement point.
(level 5) The priest can speak with trees, in a limited sense. They are favorably disposed to him.
(level 10) The priest can instantly move between two known locations 1/week.
Restrictions: The priest cannot remain in one place longer than a week.


6: Ruefursoth, Under the Broken Earth
Colors: Brown, Dull Orange, Teal
Powers
(level 1) The priest can speak with insects and grubs.
(level 5) The priest can burrow at 1/4 normal speed through dirt. Clothes still get dirty.
(level 10) The priest can summon the aid of the one of the great Maggots who swim through the flesh of the earth.
Restrictions: The priest cannot touch open water or running water, and consequently cannot swim. He may only be on a boat if he is meditating the entire time.


7: Klebk, the Dreaming One
Colors: Black, Yellow, Green trim
Powers:
(level 1) The priest can detect all magical items within 20 feet.
(level 5) The priest can make all sources of light within 100 feet suddenly go out. They cannot be relit for 1 hour. 1/day.
(level 10) The priest may switch two creatures minds 1/week. A will save negates from either, though if they are willing, no save is necessary. The change is permanent until switched back. Touch is required in both.
Restrictions: Priests of Klebk must sleep for 12 hours per day. All of them snore.


8: Biim, Of Four Faces
Colors: Blue, White, Violet
Powers: (level 1) The priest is surprised 3 in 6 instead of 4 in 6.
(level 5) The priest can make an illusory double of himself. This double cannot speak, and can only repeat a single simple action at a given interval. Illusion is visual only, and has no substance.
(level 10) The priest can see that which is invisible, and touch that which is ethereal.
Restrictions: Priests of Biim may not be within 20 feet of fire, and are discouraged from being in sight of it.


9: Garalt, Who Stands Atop Mountains
Colors: Saffron, White, Grey
Powers:
(level 1) The priest can summon light rain 1/week.
(level 5) The priest can cause rockslides, mudslides, or avalanches as appropriate given the surroundings.
(level 10) The priest can gain DR 4 and increase his unarmed damage die by 2 steps for a number of rounds per day equal to half his level (rounded down). It takes one round of pure concentration to activate this ability.
Restrictions: Priest may not kill a defenseless creature, nor allow them to be killed.


10: Ebbernet, the Swollen Heavens
Colors: Dull green, Grey, Red
Powers:
(level 1) The priest is immune to sickness.
(level 5) Priest can turn dead bodies into sacks of disease, which explode if touched. 1/day per level.
(level 10) Priest can transform into a cloud of flies 1/day. Transformation back is voluntary at any time until the next sunrise, when it happens automatically. If half the flies are killed, so is the priest. Cannot carry equipment while in this state.
Restrictions: Priest may only eat raw meat. No ill health effects come from this.


Add more to this list if you desire. Formula: strange fantasy name + evocative epithet; whatever colors you feel that epithet evokes; level 1 power should be weird and occasionally useful; level 5 power should be quite effective in a variety of situations; the level 10 power should be something cool that anyone would want; restrictions should be mildly annoying and exploitable.

Sunday, April 28, 2013

I Sing the Dungeon Electric: Fighter

I've decided to write my own RPG, because RPG rules are all I think about in my free time. I'll be making a series of posts here for each section of said RPG. I'm calling it I Sing the Dungeon Electric. It should have a dungeons and dragon-y feel, but it won't necessarily overlay very well onto the D&D ruleset.

The combat system will be based on my post Killing the Armor Class. See that if you get confused.

First up, the Fighter Class. Each class has three d100 tables: the Metal table, the Weird table, and the Gritty table. At first level and every time you gain a level, choose two tables (or the same table twice) and roll on them. This is how advancement works (thank you Zak Smith).

Also, I'm utilizing the simple combat maneuvers system: when attempting a combat maneuver, declare it and roll damage as normal; the opponent can choose to take either the damage or suffer the effects of the maneuver.

Fighter

hit die: 1d8
Saves: Fortitude 13, Reflex 15, Will 17
Social Skill: Intimidate

Metal

1-35: increase the damage die by one step for one weapon

36-40: switch-hitter - when you deal a wound to an opponent, you may drop your weapon and grab theirs. If you do, you can immediately gain an extra attack using their weapon. If you roll this again, you don't drop your weapon, and are just holding both (you still have to attack with the taken one, though). If you roll this a third time, re-roll.

41-50: RAGE! - you can rage once per day for a number of rounds equal to your level. Increase your strength by 2, your constitution by 2, and all your damage dice by 1 step. If the increase in constitution would grant you more HP, gain them as a temporary bonus. You cannot dodge while raging. Afterwards, you are tuckered right out! You are at -1 movement and -2 strength. 1 more time per day for each time you roll this.

51-55: increase your constitution by 1 up to racial max. Extra points go to strength or dexterity.

56-60: increase your strength by 1 up to racial max. Extra points go to constitution or dexterity.

61-70: Weapons Shall be Broken - any time you don't want to take damage, you may instead have your weapon be broken in twain, as Shields Shall Be Splintered. You take no damage. If you re-roll this, your weapon only breaks 1 in 2 chance. Each re-roll increases this, to 1 in 3, then 1 in 4, etc.

71-75: Glorious Battle - you could kill this beast with one hand tied behind your back! If you handicap yourself in some meaningful way, you get double XP at the end of the fight. Only works against monsters with more hit dice than you. Examples of handicaps include no weapons, half HP, blindfolded, one hand tied behind back, etc. Re-rolling this result means you can take two handicaps for triple XP, and so on.

76-80: Beastrider - finally! You get to ride around on the back of a bitchin' beast. It has to be local to where you leveled up, it can't have more than 5 hit dice, and it has to have roughly animal intelligence. It is not particularly intelligent, but will let you ride it into battle (because what's the point otherwise!).

81-82: Hands of Steel - if you wound an opponent using bare hands, then succeed an opposed strength check, you literally tear off one of their limbs. Scary. Re-roll means you get +1 on the strength check, then +2, etc.

83-97: +1 to fortitude save.

98-00: Thick-Skinned - You get Damage Reduction 1 from your thick-ass hide. Second time you roll this, 2 DR. Re-roll if you get this a third time.


Weird

1-25: increase the damage die by one step for one weapon

26-30: Crowspeech - you can speak with birds, in a limited fashion. You sound like a crow though, and they don't all like that. Roll this again, and you're fluent, all birds like you. Re-roll after that.

31-35: Beastspeaker - you can grunt and bark like a beast. You can speak with non-bird animals, in a limited fashion. Roll this again, and you're fluent. After that, re-roll.

36: Old Crone's Quest - that thing you always wanted? The Storm Axe of Fronsold Giantbane? The Headband of Bloodlust? The Breastplate of Catrigga the Gnome? It's there. 4 sessions of play away or less. You must have a reasonable (but not guaranteed) chance of getting it. If you haven't gotten it within 4 sessions, you may switch it out with another macguffin, but the first one becomes unattainable (DM make up a reason).

37-40: Luck of the Gods - you can re-roll 1 die roll once per day. If you get this result again, twice per day, and so on.

41: Nice eyes - increase wisdom by 1 up to racial max.

42: Nice voice - increase charisma by 1 up to racial max

43-45: You gazed into something you shouldn't have. Take a random mutation.

46-47: Cowl of Ghosts - those you have murdered hover around your subconscious. If you sacrifice 1/10 of your current XP, you can ask a question of anyone you have killed, and you will receive a truthful answer. The answer will come to you in a dream, so you have to sleep. If you lose a level from the use of this ability, lose one level's worth of hit points, and two random class abilities you have acquired. You will level up again as normal. If you roll this a second time, you only lose 1/12 of your XP, then 1/14, and so on down.

48: Blood for the Blood God - You've made a deal with something dark and hungry, maybe by accident. At least once per week, you must mutilate yourself, dealing a quarter of your hit points to your own flesh, and consequently taking a wound. You must then spread your own blood out on a flat surface in a profane ritualistic circle. Every time you do this, roll a d%. On a 1-99, nothing happens. On a 00, however, a you are possessed by a demon for exactly one week. In return for this ritual being performed, you may shriek "Blood for the blood god!" once per week. After this, you and all allies within 30 feet all increase your damage dice by 1 step for a number of rounds equal to your level, and blood runs from all your eyes. If you miss any of your blood rituals, they are saved. The next time you take a wound, roll for all the missed ones at once, and you are possessed on a 99-00 for any of them.

49: Arcane Acquisition - holy shit, someone fit a spell into your brain. Any spell of your choice is sitting up there, waiting to be used. One time only. Acts as if cast by a 15th level mage.

50-64: +1 to all your saves

65-74: I Know These Lands - in terrain similar to the land you hail from, you may ask one yes/no question about the land per week. Increase by 1/week each time you re-roll.

75-81: You get around. You've picked up another language.

82-90: Know Level - You can spend 1 movement point to estimate a foe's level or hit dice. Roll 1d6 and add half your level (rounded down). If you rolled under their actual level, you believe them to be the rolled number. If your rolled over the actual number, you know their actual level (though not their class, if any). Roll this again, and you can add another d6, then another, etc.

91-94: Seen Too Much - immune to fear. On a re-roll, your allies get +2 to resist fear, then +4, etc.

95-96: Blub-blub: you can hold your breath twice as long as normal. On a re-roll, 3 times, then 4, etc.

97-98: Weatherbeaten - you gain a +2 bonus to resisting weather effects.

99: Things Fall Apart - you just don't get along with technology. Whenever you interact with a complicated mechanical device, it immediately ceases to work 1 in 6. Increase this chance with every re-roll (cannot be higher than 5 in 6).

00: The Wind Speaks a Warning - Lower your surprise by 1 (from 4 in 6, to 3 in 6, for example). Cannot be lower than 1 in 6.


Gritty

1-30: increase damage die of one weapon

31-40: increase reflex save by one

41-45: increase fortitude save by one

46-50: Persuasive Shove - when attempting a shove, increase damage dealt by 1

51-55: Persuasive Trip - when attempting a trip, increase damage dealt by 1

56-60: Persuasive Disarm - when attempting a disarm, increase damage dealt by 1

61-70: Battlefield Command - once per fight, you can give one of your allies an extra movement point. Each re-roll allows you to do this an additional time per fight.

71-75: Quick draw - pulling out an item or weapon takes 1 less movement point. You can fire ranged weapons 1 round more frequently than normal (bows every round, light crossbows every other round, heavy crossbows every 3 rounds). If you roll this again, just re-roll.

76-80: Cast Iron Stomach - +4 to saving against poison

81-82: +1 to dexterity, up to racial max. extra points go to strength or constitution

83-85: Battlefield Medic - You can heal 2 hit point per level per day, spread amongst characters as you please. Roll again, and it becomes 3 hit points per level, then 4, etc.

86-90: brutal life - you recover an additional number of hit points every night equal to half your level (rounded down). Each time you re-roll this, add 1 more hit point per night.

91-95: quick as a viper - increase your movement by 1

96-00: dual-wielding - you can use a weapon in each hand. Decrease the damage dice of both of them by 1. If you re-roll, the weapon in your main hand is at regular damage. If you roll this again, your off-hand gets normal damage. After that, re-roll.