Wednesday, April 29, 2020

Hirelings of THE FACE

This is stuff about hirelings for the Face campaign/setting that Deus ex Parabola and a few other people are working on. He hasn't done a post about it on his blog yet, but the long and short of it is that the world is an upside down pyramid and you're trying to climb down the side of it. It's the reason I wrote my previous post on climbing. All of these hirelings have all average stats (+0 across the board).

Types of Hireling

  1. Person: People are just, well, normal people who are really desperate for cash for some reason and they're willing to follow you down the precipitous Face of the World for it. They may or may not actually understand what they're getting into. Skills (1d3): 1. Cleaning and repairing, 2. An art or craft, 3. Stealing. Quirks (1d3): 1. Enjoys eating beetles, 2. Has a fear of heights, 3. Severe narcolepsy. Climbing Experience: None. Pay: 1 gp per day. Morale: 5. HP: 1d4.
  2. Porter: Porters are the mechanism of your expedition. They haul the gear, they use the pulleys and tackle, they move all your weapons and magic items and loot, and they've lived their whole lives on the Edge. You wouldn't get anywhere without them, but they aren't willing to risk their lives for you in ways that aren't related to moving your things. Superstitions (1d3): 1. Whistling causes ropes to snap, 2. Red sky means demons attack, 3. Monkeys are heretics. Climbing Experience: Proficient. Pay: 2 gp per day. Morale: 5. HP: 1d4.
  3. Mercenary: Mercenaries fight, so long as they get pay, and lots of it. They're willing to go to other risks as well, but they're wary at the least. Weapons (1d3): 1. Long rifle and bayonet, 2. Spear, seax, and shield, 3. Carbine and sword. Climbing Experience: None. Pay: 3 gp per day. Morale: 8. HP: 1d6.
  4. Climber: These fairly experienced climbers will help you with all the technical stuff that needs to get done in a typical day of Descent of the Face. They'll set anchors, put up fixed lines, convey messages between different camps, but they won't take hard leads or be the first one on a route. Skills (1d3): 1. Encouraging those who are afraid of heights, 2. Finding routes, 3. Taking pitons out. Climbing Experience: Proficient. Pay: 4 gp per day. Morale: 6. HP: 1d4.
  5.  Monkey Wrangler: This veritable lord of monkeys (self-described) is not in fact a very good monkey wrangler. They have only one monkey in their troop and only 1 Monkey Drugs. Their monkey can do the same things as a PC Monkey Wrangler's monkeys can do, with, of course, the appropriate reward. The monkey wrangler will not risk their life or their monkey's life for you. Monkeys (1d3): 1. Aseril the Golden Tamarind. Very loud. 2. Eärendíl the Mandrill. Loves boats. 3. Lana the Capuchin. Impossibly cute. Climbing Experience: None. Pay: 4 gp per day and you are responsible for obtaining their Monkey Drugs. Morale: 6. HP: 1d4.
  6. Priest: This priest may be with you because they are a natural explorer. They may be with you for the money. They may just want to kill demons. Who knows? They have 1 Magic Die and know 1 cleric spell. They may or may not risk their life for you. Sects (1d3): 1. White Mask, 2. Black Mask, 3. Yellow Heretic. Climbing Experience: None. Pay: 5 gp per day. Morale: 7. HP: 1d4.
  7. Expert Climber: This highly skilled climber will help you with technical stuff as a normal climber would do, but they are also willing to take on dangerous leads and hard first climbs given sufficient preparation. They're in this for the climbing as much as for the money, but climbing is the only way they'll risk their life for you. They have their own harness, crampons, ice tools, climbing shoes, and 10 pieces of sustainable protection. How Many Times They've Almost Died Climbing (1d3): 1. Only three, 2. Too many, 3. They did die. Then they came back. Climbing Experience: Expert. Pay: 7 gp per day. Morale: 6. HP: 1d6.
  8. Vertical Ranger: This Vertical Ranger (I'll put a link to the class here once it's finished) is only an apprentice but is nonetheless an expert climber and finely skilled in the arts of vertical finesse, as well as a good shot with their rifle. They have the Pants of a Vertical Ranger, with one drawback and one modification. They are willing to fight for you and to climb for you as an expert climber, and have all the climbing gear of an expert climber. Quirks (1d3): 1. Claustrophobic, 2. Hates mandrills with a passion. They know what they did. 3. Will shoot at any living thing that isn't an ally as soon as it's sighted. Climbing Experience: Expert. Pay: 10 gp per day. Morale: 9. HP: 1d8.

 Examples: 

  1. Everhill the Sneak is a person. He is very good at sneaking and thieving, and is afraid of heights. He keeps his myriad knives very sharp and well-oiled. What did he do that's so bad he's forced to flee over the Edge of the World despite his phobia? He won't say. Probably for the best. Hope he doesn't murder you in your sleep. 
  2. Jordan is a porter. They are very strongly religious, and believe that all monkeys are heretics. You might catch them preaching to a monkey herder's troop in a vain effort to bring them back into the fold. They still maintain a personable relationship with most monkeys, somehow.
  3. Elwing Albatross is a mercenary. She wields a carbine and a cutlass. She's called Albatross for her headband and cloak, both made of albatross flight feathers. She will mercilessly murder any albatross she sees.
  4. Tammy Cildwind is a climber. She is a master of the fine art of extracting pitons from the cracks they've been hammered into (90% chance instead of 50%). She is missing two fingers from an unfortunate incident with a frying pan full of boiling oil, a missed telegram, and a clown, but this doesn't hinder her climbing ability. 
  5. Banovich, King of Primates is a monkey herder. His monkey is Lana, a capuchin monkey. She's the cutest thing you've ever seen. Just unutterably adorable. She is fiercely independent and will bite if you touch her. Her favorite Monkey Drug is peyote. Banovich claims to be the sovereign ruler of all primates, but none of them acknowledge his claim, much to his dismay. He loves Lana very much, and so only rarely gets her peyote. You don't want to see her on peyote.
  6. Saint Eldr of Kerth is a priest. They've never taken their Black Mask off, as far as you've seen. They claim to be a saint, and you haven't heard anything to the contrary, but then what are they doing here, clinging to the edge of nothing? And where even is Kerth, anyways?
  7. Olx Hannala is an expert climber. He claims to have fallen 2000 feet while doing an ambitious free solo climb, died on impact, and then woken up in the same spot some days later unharmed. He might well be telling the truth. He's utterly fearless and a fantastic climber.
  8. Alexis the Snail is a vertical ranger. She will shoot at anything that moves unless she's sure it's a friend, and she's a very good shot. She's called the Snail because of her uncanny ability to cling to the sheerest faces with nary a crimp or toe smear in sight. Her eyesight varies wildly between hawk-like and practically myopic daily.

Monday, April 27, 2020

Climbing and Mountaineering FIRST DRAFT

After a big ol' discussion on the OSR Discord about a campaign all about descending down a massive overhanging cliff face (this cliff is several thousand miles long), I am going to write a bunch of rules for various climbing and mountaineering related things. I am going to be assuming some level of climbing technology, so it's definitely going to be anachronistic for any game set before the 1930s or so. Mostly, I'll try to assume 1960s levels of competence and technology (such major climbs as the first aid climb of El Capitan and the first free climb of a 5.10d happened in the late 50s).

Gear

 

There's a lot of climbing gear and jargon so I'm going to make a list of a lot of it here with definitions. "Slots" refers to the GLOG inventory slots.

Anchor: An anchor is what you fix your ropes to at the top of something. Typically, it's a couple of pieces of protection (see below) or a solid natural feature such as a large rock you can loop your rope around, something strong wedged in a crack, or a solid well-rooted tree. A typical anchor (not using a solid natural feature) requires 3 pieces of protection and 10 feet of webbing or cordelette (see below).

Belay: Belaying is controlling a rope that someone is climbing on the other end of so that they can climb without the rope hindering them but have the rope hold them when they fall. Since top-rope belaying isn't relevant to RPGs, being a purely recreational activity, this refers only to lead belaying and belaying from above.

Belay Anchor: A belay anchor is what the belayer (the person belaying the climber) anchors them self to so that they don't go flying off somewhere if their climber falls and yanks them, or if a rock hits them in the head (wear your goddamn helmet), or any other unforeseen occurence would move you from where you need to be to belay. Constructed the same as a regular anchor (above).

Belay/Rappel Device: A belay device is the equipment you use to regulate the rope while belaying so that you can actually take the force of a fall, rather than the rope ripping itself from your hands. You can belay without equipment using a hip belay, but it isn't recommended. A belay device can be just a simple carabiner (using the Münter hitch), but there are a variety. All belay devices can also be used for single-rope rappelling (see below), and most can be used for double-rope rappelling. For our purposes, all belay devices are 1/3rd of a slot and can be used for belaying, single-rope rappelling, and double-rope rappelling.

Bolt: A bolt is a solid and permanent piece of protection (see below) drilled into the rock. It doesn't require any natural features to use, but to place one you must have a drill. As gear, 1 bolt takes up 1/10th of a slot.

Carabiner: A carabiner is a loop of steel with a gate. Many have locking gates. They are unspeakably important for anchors and many other climbing applications. If you are equipped for climbing, assume you have infinite carabiners because fuck keeping track of anchor construction in detail.

Climbing Shoes: Climbing shoes are specialized shoes with high-friction rubber on the bottom. If you're equipped for climbing, you have a pair, and you need them to climb difficult routes. If you're carrying them, a pair of climbing shoes is 1 slot.

Cordelette: Cordelette is a relatively thin but strong static cord (see static rope below) often used for constructing anchors. 10 feet (enough for an anchor) is 1/3rd of a slot.

Crampons: Crampons are spikes that you attach to your boots in order to ice climb or walk ice of more than moderate steepness (in combination with an ice axe to cut steps). If you're carrying them, a pair of crampons is 1/3rd of a slot.

Harness: A harness is both what you wear to keep yourself attached to your rope, belay device, anchors, etc, and where you attach all your climbing gear. For our purposes, all harnesses include a personal anchor system (how you attach yourself to an anchor so you can do stuff with the rope you're tied to without falling), and do not take up any slots. In fact, they count as a belt for quick-access slots.

Ice Axe: An ice axe is a shaft with a point on one end and a head consisting of a pick and an adze (or hammer) on the other end. Longer ice axes are mostly used as walking sticks on ice and for keeping yourself from sliding precipitously down an ice slope. The adze is mostly used for cutting steps in ice. An ice axe is a light melee weapon, but isn't throwable and takes a full slot.

Ice Tool: An ice tool is a small ice axe required for ice climbing (typically, 2 are used for ice climbing). They typically have a hammer rather than an adze. One ice tool takes 1/3rd of a slot.

Ice Screw: An ice screw is a piece of protection (see below) that can be screwed into solid pieces of ice. They are reusable (like cams), and 1 ice screw is 1/10th of a slot.

Mechanical Ascender: A mechanical ascender is a small device that allows you to ascend fixed ropes. It grips the rope solidly unless "opened" in order to move it along the rope or take it off the rope. A mechanical ascender does not take up any slots, and you need at least two to climb a rope.

Pitch: A pitch is a section of a long climb that must be split up into portions (for rope length or many other reasons). A pitch must have an appropriate spot for anchoring and belaying on either end.

Piton: A piton is a piece of protection (see below). It is a small metal spike or shim which can be hammered into cracks in the rock. 1 piton takes 1/10th of a slot, and using pitons requires a hammer or an ice tool (1/3rd of a slot). Unlike ice screws and sustainable protection (see below), pitons can only be successfully removed from the rock 50% of the time.

Protection: Protection is the term for things you put into the rock or ice and then attach to the rope so that if you fall, your fall will be arrested by the protection, or in order to create an anchor. Protection pieces also need slings of webbing (see below) and carabiners to attach them to the ropes, but we're assuming that those are included with the pieces of protection so you don't have to keep track of them.

Prusik Knot: A Prusik knot (or one of the many, many variations on it) is a knot used to tie a piece of cord or webbing around a rope so that the rope can be ascended, or as a "third hand" while rappelling (don't worry about this; it's assumed you have one). A Prusik knot does not take any slots.

Rappel: Rappelling is the process of descending a face by ropes hanging from an anchor on the top of the face. It can be done with a single rope or a doubled-up rope, and there's a lot more detail in the section on rappelling in Types of Climbing below.

Rope (Dynamic): Dynamic ropes are ropes which stretch under high forces in order to lessen the force of a fall. They are mostly used for free climbing (see Types of Climbing below). They can be used to rappel, but this can cause bouncing and put undue stress on the anchor. Modern dynamic ropes can get up to 80 meters long, but we'll assume that all dynamic ropes are 200 feet long and take 1 slot. Climbing with a rope tied to you (such as lead climbing) takes 1/3rd of a slot.

Rope (Static): Static ropes are ropes which do not stretch under high forces. They are lighter than dynamic ropes and are better for rappelling, but should not be used for free climbing (see Types of Climbing below) unless there is no other option. A static rope is 250 feet long and takes 1 slot. Climbing with a rope tied to you takes 1/3rd of a slot.

Sustainable Protection: Sustainable protection refers to a number of various types of pieces of protection which, unlike pitons, can be easily removed from the rock (usually) and don't cause damage to the rock (although that's unlikely to be something you're concerned about). The most common types are cams and nuts. 1 piece of sustainable protection takes 1/3rd of a slot.

Webbing: Webbing is a strong flat strip of fabric used similarly to ropes. It is static and often used when constructing anchors. 10 ft (enough for an anchor) is 1/3rd of a slot.

Yosemite Decimal System: The Yosemite Decimal System is the American system for ranking climbs by difficulty. Technically, it can be used to rank any trail, hike, or climb (Class 1 is walking, 2 is terrain where you may occasionally have to use your hands, 3 is scrambling, 4 is a very exposed scramble, and 5 is technical climbing), but the part we're concerned with is the subdivisions of Class 5. They go from 5.0 on up. 5.0 - 5.5 is trivial as far as technical climbing goes, 5.6-5.9 is easy for people with some experience, and 5.10 on up is where things begin to get difficult. From 5.10 up, each grade is further subdivided into a, b, c, and d, with a being an easy climb for that grade and d being a hard climb for that grade. The highest-rated climb ever free-climbed (see below) is a 5.15d. For reference, the highest grade I have ever free-climbed as a mediocre but modestly experienced climber is a 5.10d. This rating system is only for rock climbing, not ice climbing, but we're going to use it for ice too because I don't ice climb and ice rating systems are confusing.

Types of Climbing

 

I'm going to restrict these rules to five types of getting where you're going, with both ice and rock climbing included. The types are aid climbing, free climbing, free soloing, rappelling, and climbing along fixed lines. Rappelling isn't strictly a type of climbing, but it's incredibly important, so we'll talk about it too. There's a couple of things I'm leaving out that could be relevant, like simulclimbing, but fuck it.

Aid Climbing

Aid climbing is using equipment to help you get up/down the face. Vital gear is pitons or bolts, to secure your stuff and yourself to the cliff. You have stuff like etrier (rope ladders), fixed lines, belay/rappel devices, pulleys, and Prusik knots or mechanical ascenders to help you and your stuff get up and down. Aid climbing is slow but safe and, given a willingness to drill many holes, pretty much infallible. It can be done solo or in teams of two to three.

Free Climbing

Free climbing is climbing with at least one partner (we'll say no more than two partners for our purposes) and using protection in the rock to keep yourself safe but not relying on that protection to climb. You climb on the rock, but have a rope fixed to the rock so if you fall it will hopefully not kill you. It's much faster than aid climbing but carries significantly more risk.

Free Solo

Free solo climbing is climbing by yourself with nothing but you and the rock. It's the fastest way to climb, but if you slip that is it and you are dead. Not too much more to say about it; it's very simple and very dangerous.

Rappelling

Rappelling is the main descent tool in a climber's toolkit. You fix ropes at the top, then descend those ropes. As long as your anchor at the top is solid, it's pretty much infallible. The problem arises when you're on an overhang and your rope isn't long enough to get to the bottom (if there is a bottom), because you go straight down and the wall goes away from you. Your solutions are either to downclimb (which is hard and awful) or, if the overhang isn't too steep, to rappel a short distance, swing in to the wall, and hope there's something to catch hold of so you don't swing away again. If you can't swing in, you'll have to climb back up your anchor with Prusik knots or mechanical ascenders. There are two types of rappelling - single-rope and double-rope. Single-rope rappelling means fixing one end of your rope at the top of the wall, meaning that you can use the full length of the rope but the rope is stuck there unless someone is still at the top to untie it. Double-rope rappelling means that your rope length is halved, but that you can pull the rope through the anchor once you're at the bottom. You can tie ropes together, but you can only tie two ropes together for double-rope rappels because you can't pull the knot through the anchor.

Fixed Lines

If there's a particularly difficult pitch you're going to need to travel over a lot, or any pitch at all you need to get non-climbers or heavy gear across, you'll want to use fixed lines. You can anchor ropes along a traverse or up and down a vertical climb. People can then attach themselves to these ropes using Prusik knots (or any of the many variants) or mechanical ascenders. Just a simple carabiner will work for easy traverses. You then climb along the traverse, do this along the vertical rope to get up, or rappel down along the vertical rope to get down.

The Rules

 

Now that I've gotten all the preamble out of the way and hopefully now that those who don't climb can understand a word I'm saying, here are the actual rules. They're loosely based around the GLOG (no specific hack) but they should be usable with adaptation for any given system.

The Climb Rolls

The mechanic I'm going to base this off is a modified d20 roll over a DC. You have two modifiers - your Climbing modifier and your Climbing Skill modifier. The climbing modifier is either your Strength mod or your Dexterity modifier, whichever is lower*, plus an additional +5 if you're a very experienced climber, or a +3 if you have some climbing experience. This is used for the actual physical acts of climbing. Your Climbing Skill modifier is either your Intelligence or Wisdom modifier, whichever is higher, plus an additional +5 if you're a very experienced climber, or a +3 if you have some climbing experience. This is used for the many technical skills associated with climbing, such as anchor construction and belaying.

*I have this mechanic as it is because both Strength and Dexterity, in D&D terms, are extremely important in climbing, and you will be limited by whichever you are worse in.

What is This Climb Like?

This section should hopefully help DM's determine how difficult a climb is. We'll use 2 numbers: D, for Difficulty of Climb, and P, for Difficulty of Protection. Difficulty of Climb is pretty straightforwards. A 5.0 climb, on the Yosemite Decimal System, is 1D, and a 5.15 climb is 16D. Difficulty of Protection refers to how easy it is to place protection on a route. Basically, any type of protection, excepting a bolt, can only be placed in a crack in the rock. Some routes, even if they have hand and footholds, don't have cracks next to where the climber can go and easily protect themselves. The P of a climb can be between 1 and 10, although it can't be higher than the D of a climb.

How Do You Determine Difficulty?

As the DM, how do you determine the D and P of a climb? My recommendation is to roll a d20 for D, with over 16 being truly impossible. You can also apply some modifiers to this roll based on what the cliff is like. An overhang might get a +2, a roof (severe overhang) might get a +4, a slabby (less than 90 degrees) climb might get a -1. An overhang is also unlikely to be less than a 5.9, aka 10D, and a roof is unlikely to be less than a 5.12 (13D). You can then roll a d10 for P, rerolling if it's more than D. You could add modifiers to this based on rock type, but I won't bore you with that.

How Do I Climb That Thing?

Ok, say your player wants to climb that cliff over there. First things first, if the character has some climbing experience, they don't need to roll to climb anything with 6D or below (5.5 or below), unless there's some circumstance making the climb harder. Very experienced climbers don't need to roll for anything 10D or below (5.9 or below), unless there's some circumstance making the climb harder. Circumstances that might make the climb harder is anything on the Circumstances table below and free soloing a climb. No matter how trivial the climb is, you always roll when you free solo. Now, if you do need to roll for the climb, you determine your DC. The base DC is 5 + D, and there might be some modifiers to that, in the below table (modifiers are specified for either rock climbing or ice climbing). If you roll over or equal to the DC with d20 + your Climbing modifier, you succeed. If not, you fail. There are different consequences to failure with different types of climbing, but success means you reach the top of the pitch.

Circumstance Modifier
Crumbling (Rock) +2
Wet (Rock) +2
Icy (Rock) +4
Fragile (Ice) +2
Melting (Ice) +2
Rotten (Ice) +3
Carrying more than 3 slots of gear (Either) +1 per slot over 3
Exposed (Either) +1
Downclimbing (Either) +3
You've attempted it before (Either) -1 per attempt

Consequences for Failure

Aid Climbing

If you fail while aid climbing, the climber with the highest Climbing Skill modifier must roll Climbing Skill vs DC 6. On a failure, go to the consequences for lead climbing (in free climbing), but automatically succeed that Climbing Skill check. You messed up somehow and someone's fallen. On a success, you haven't made any progress in however much time it would have taken you to finish the climb on a success. You've stalled out wherever you started, and haven't gotten any further.

Free Climbing

The first person to free climb the route is lead climbing, any who follow them up while the first climber is belaying from above are toproping. If you fail while lead climbing, whichever of you or your belayer has the higher Climbing Skill modifier must roll Climbing Skill vs DC 6. On a failure, you messed something up and actually fell without the rope catching you. Go to consequences for free soloing. On a success, take Pd4 - P damage from shock and the rope catching you. If you're using static rope instead of dynamic rope, take Pd6 damage because that rope is not going to be gentle to you. Either way, you're back at the bottom of the climb, and as much time has passed as it would have if you'd succeeded the climb.

If you're toproping and fail, go to consequences as aid climbing.

Free Soloing

If you fail while free soloing, roll 1d4 to determine how high you were on the pitch before you fell. 1 is 25% of the way, and 4 is on the final move. Take fall damage corresponding to how far you fell. You're back at the bottom of the climb (or quite likely, your corpse is), and as much time has passed as if you had succeeded the climb.

Rappelling and Fixed Lines

 

You don't have to roll for rappelling or using fixed lines. However, if you put unusual stress on the lines (an extremely heavy load, for example) or the anchor is iffy for some reason, the person who constructed the anchor must roll Climbing Skill vs DC 8. On a failure, anything on the line suffers from consequences as if free soloing as the line pulls free from the anchor or snaps.

Rappelling on Overhangs

If you're rappelling on an overhang of less than 120 degrees from horizontal and you can't reach the bottom (don't worry, you won't slide off the rope, you tied a knot on the end), you must roll Climbing vs DC 15. On a success, you swing yourself to the wall and grab hold of it. On a failure, you can't get to the wall. Your options are to get the people above you to lower another rope down to you and keep rappelling or to ascend the rope as a fixed line.

How Fast Can You Do It?

 

Task Speed
Aid climbing 10 feet per minute
Free climbing 20 feet per minute
Free soloing 20 feet per minute
Rappelling 100 feet per minute
Ascending a fixed line 10 feet per minute
Traversing a fixed line 30 feet per minute
Setting an anchor 10 minutes
Setting a belay anchor 10 minutes

How Much Gear Does It Take?

 

Task Gear
Aid climbing 1 protection per 5 feet*
Free climbing 1/P protection per 5 feet
Free soloing -
Rappelling Anchor at the top
Vertical fixed line Anchor at the top
Horizontal fixed line Anchor at either end, 1 protection per 10 feet*
Setting an anchor 3 protection or a solid natural feature
Setting a belay anchor 3 protection or a solid natural anchor

*Aid climbing can only use 1/P pitons or sustainable protection per 5 feet, all other protection must be bolts, which require a drill to use. Horizontal fixed lines are the same, but per 10 feet.

In Conclusion


These rules haven't been playtested; take them with a grain of salt, or maybe several shakers worth of salt. Any feedback is appreciated and I'd love to hear if anybody uses them.

Saturday, April 25, 2020

GLOG Fighter Technique: Crane's Neck

This is a technique for Deus ex Parabola's Sword-Shepard GLOG class.

Swords are sidearms, not primary weapons. Those who use a sword as more than a last resort are amateurs and posers, their sight obscured by the glamor and 'grace' of a long blade (how graceful is it to have your most powerful blows glance off plate armor with no effect at all?). Real professionals use polearms.

Equipment: The equipment from the Sword-Shepard, excepting the sword and shield, a polearm from the below table, and a dagger.

Since this is for Deus' Sword-Shepard class, I'm using his weapon rules. A medium weapon deals 1d8 damage, can be used with 1 or 2 hands, and takes 1 slot. A heavy weapon deals 1d10 damage, can only be used with 2 hands, and takes 2 slots. A massive weapon deals 2d6 damage, can only be used with 2 hands, and takes 4 slots. All of the below polearms have reach.

d20 Polearm
1 Spear and shield (medium)
2 Dane axe (heavy)
3 Hewing spear (massive)
4 Bill (massive)
5 Partisan (massive)
6 Glaive (massive)
7 Poleaxe (heavy)
8 Halberd (massive)
9 Guisarme (massive)
10 Bec de corbin (heavy)
11 Ranseur (massive)
12 Bohemian earspoon (heavy)
13 Fauchard (massive)
14 Voulge (massive)
15 Naginata (heavy)
16 Yari (massive)
17 Nagamaki (heavy)
18 Dagger-axe (heavy)
19 Guandao (massive)
20 Pudao (heavy)

Yes, all of these are real, even the Bohemian earspoon. There's also plenty of other polearms that I wish I could put on here but d20 is plenty so if your favorite is missing feel free to use that instead (shoutout to all those Lucerne hammer fans). Now on to the techniques.

Crane's Neck
These practical, straightforwards techniques are used by professional soldiers and mercenaries the world over. To learn them, you must find a true master of the art, usually drunk and crippled in a seedy bar or leading a reputable and expensive mercenary company.

1. Brace For Impact: While you are wielding a weapon with reach, when a target moves to within your reach , you may make an attack of opportunity against them. If you hit, they must save or not be able to move closer to you this turn.

2. Whirl of Steel and Wood: While you are wielding a polearm with two hands, if you make an attack, you may choose to make another attack dealing 1d4 damage instead of moving.

3. Shattering Blows: While you are wielding a heavy or massive weapon, you have +1 to hit against heavily armored opponents (15 AC or more).

4. Who Says You Can't Throw a Halberd? You can throw any polearm, no matter its size.

Wednesday, March 25, 2020

GLOG: Redwall Classes v1

Here's the first draft of my Redwall classes for the GLOG (for the Arnold K GLOG, not any other hack, but it'll probably work fine in pretty much any of them). It's races-as-class for all of the major non-vermin species (except for voles, you can probably just multiclass mouse and shrew or something). I might add vermin, birds, cats, reptiles, and amphibians in at some point, but maybe not because most of those will be better off as NPCs. We'll see.

Link

Quick Edit: I've moved squirrels to medium size. Thanks to deus ex parabola from the OSR Discord for pointing this out.

Sunday, March 22, 2020

GLOG: The Mouse (Redwall class)

Recently deus ex parabola (from the OSR discord) and I have been talking a lot about a Redwall hack of the GLOG. If you don't know what Redwall is, it's a series of children's books about talking rodents and mustelids having adventures and it's fantastic. Here's my take on what a Mouse class would look like (I don't have my own GLOG hack, so it's written for the Arnold K. GLOG. Hopefully it should work for most hacks). Most of it is stolen from the Goblin Guts Fighter and Knight, because those represent a lot of what the Mouse is about.

Size

Redwall involves a lot of various creatures of different sizes. There are 4 different size categories: Small, Medium, Large, and Huge. Small creatures get -1 Str, -1 Con, and can reroll Dex. Medium creatures get no bonuses or penalties. Large creatures can reroll Str and get -1 Dex. Huge creatures get +2 Str, can reroll Con, and get -2 Dex. The minimum and maximum ability scores are still 4 and 16.

The Mouse


Size: Small

You gain +1 HP and +1 Save vs Fear for every Mouse template you possess.

Starting Equipment: Any two-handed weapon or any one-handed weapon and a shield (with 20 ammo if ranged), light armor

Starting Skill (1d3): 1. Wanderer, 2. Farmer, 3. Teenager

A     Parry, +1 Attack
B     Fury of the Small
C     Tricky, +1 Attack
D     Indomitable, Cleave


Parry: Once per day you can reduce incoming damage by 1d12 points. If you also choose to sunder your shield, you can reduce the incoming damage by 12 points instead of 1d12.

Fury of the Small: You have +1 Defense vs enemies larger than you. Once per day, you can gain +1 Attack and +1 Damage vs enemies larger than you for the rest of the combat.

Tricky: You get +2 to Combat Maneuver rolls. Additionally, whenever you attack and get exactly the number you needed, you may make a Dex check opposed by the target's Str or Dex (whichever is higher). If you win, you successfully execute a free Combat Maneuver.

Indomitable: When you are reduced to zero hitpoints, make a Save vs Death. On a success, you are instead reduced to 1 hitpoint. Once per day when you fail a save, you can reroll it.

Cleave: Whenever you reduce a creature to 0 HP with an attack, you can make another attack with the same weapon.

Tuesday, March 17, 2020

The Fighter and The Cavalier

I'm going to start my overview of my (still very much in development) system with the classes, and the classes with the Fighter and the Cavalier (which are pretty similar classes).

How Do Classes Work In This System Anyways?

I don't think I've ever actually put this into writing anywhere, so here goes.

Classes are definitely very derivative of the GLOG. You get 5 templates at most, one per level. You can still level up beyond that, but you only get the "+1" benefits from the class you have the most templates from. Classes do not have different XP requirements. Skills are a d8 system that I'll make a post about at some point. 1 p. (1 pence/denier) is 1 XP.

What is a Fighter?

A Fighter is not your normal run-of-the-mill person waving around a weapon and hitting things while wearing tons of armor. A Fighter is a leader of men, a beacon of hope and glory, a standard of blood and steel. Importantly, Fighters fight on foot. They may ride horses to get to their destinations, but they do not do battle from the backs of other creatures (this isn't a moral prescription, it's just how they fight). The Fighter's damage die is a d10.

The Fighter

Template XP HP Abilities Skill Points
1 0 1d8 Weapon Specialization, +1 AB* +2
2 600 +1d8 Inspiring Leader +1
3 1800 +1d8 Weapon Specialization, +1 AB +1
4 3500 +1d8 Intimidating Foe +1
5 7500 +1d8 Extra Attack, +1 AB +1
+1 +5000 +2** +1/2 AB (round down, max +6) +1/2 (round down)

*AB is your attack bonus.
**You do not add your Constitution modifier for levels above 5th.

Equipment: Mail shirt; any two weapons and a shield or small shield, or any three weapons (three javelins count as 1 weapon, ranged weapons come with 20 ammunition); an adventurer's pack; 20p.

Weapon Specialization 

You get Weapon Specialization once at Fighter 1 and once at Fighter 3. You can either specialize in two weapon types, or specialize doubly in one.

Javelin 1: You get +1 to hit versus enemies with at least 15 AC when throwing this weapon.
Javelin 2: If you've moved at least 5 feet towards your target this round, you deal an additional 1d4 damage to them when throwing this weapon.
Sword 1: You get +1 to hit versus enemies with less than 16 unshielded AC.
Sword 2: If you hit with a modified roll of 20 or greater, you cut off one of the enemy's body parts (if applicable), 1d10: 1-2 left hand, 3-4 right hand, 5 left arm, 6 right arm, 7 left leg, 8 right leg,  9 head, 10 reroll.
Spear 1: You can attack an enemy entering your range once per round.
Spear 2: You deal 1d4 additional damage when you hit an enemy who you attack with your Spear 1 feature.
Axe 1: You get +2 to hit versus enemies using shields.
Axe 2: You deal x3 instead of x2 damage on a critical hit.
Club 1: If you miss an enemy with unshielded AC greater than 10 by less than 2, you still deal 1d4 damage to them.
Club 2: If you hit with a modified roll of 20 or greater, your target must Save vs Paralysis (No, I haven't decided how I'm doing saves yet. This might be a Con save.) or be stunned until the end of your next turn.
Hewing Spear 1: Once per round, when you attack, you can make an additional attack with the butt of your spear, dealing 1d4 damage on a hit.
Hewing Spear 2: Once per round, if you miss an attack, you can instead attack another target within range.
Sling 1: If you miss an enemy with unshielded AC greater than 10 by less than 2, you still deal 1d4 damage to them.
Sling 2: If you hit with a modified roll of 20 or greater, your target must Save vs Paralysis (or a Con save.) or be stunned until the end of your next turn.
Bow 1: If an enemy has approached you by at least 20 feet this round, you deal an additional 1d4 damage on a hit.
Bow 2: You deal x3 instead of x2 damage on a critical hit.

Inspiring Leader

 Your hirelings get +1 + your Charisma modifier to morale checks and your allies get +2 to Saves vs Fear (or Wis saves vs being frightened) when within 20 feet of you. You can add your level to your hireling limit.

Intimidating Foe

 Any enemy within 5 feet of you has disadvantage on Saves vs Fear (or Wis saves vs being frightened). When you attack an enemy, you can force them to make a Morale check. You cannot use this ability twice against the same enemy.

Extra Attack 

When you make a weapon attack, you can instead attack twice with the same weapon.

What is a Cavalier?

Cavaliers, like Fighters, are leaders as well as warriors. They survey the battlefield from their commanding position atop their mount, then deliver a resounding charge, the thunder of hooves echoing into the histories and myths. Cavaliers aren't incompetent on foot - in fact, they're still better than anyone who isn't a Fighter - but they still aren't necessarily the best for a campaign focused on dungeon delving. Cavaliers are also not horse archers. Horse archers are from Far Away in the areas I'm focusing on currently, but I'll make a separate class for them at some point. The Cavalier's damage die is a d10.

The Cavalier

Template XP HP Abilities Skill Points
1 0 1d8 Charge 1d4, +1 AB* +2, Horsemanship 4
2 500 +1d8 Inspiring Leader +1
3 1500 +1d8 Charge 1d8, +1 AB +1
4 3500 +1d8 Terrifying Onslaught +1
5 7500 +1d8 Charge 1d12 +1 AB +1
+1 +5000 +2** +1/2 AB (round down, max +6) +1/2 (round down)

*AB is your attack bonus.
**You do not add your Constitution modifier for levels above 5th.

Equipment: A horse (specifically a rouncey, a fast general-purpose horse often used as a relatively cheap warhorse); a mail shirt; any weapon and a shield or buckler, or any two weapons (three javelins count as 1 weapon, ranged weapons come with 20 ammunition); 2 lances; an adventurer's pack; 10p. 

Charge

When you are mounted on a horse or similar mount and have moved at least 20 feet this round, you deal an additional 1d4 damage to your target with a melee weapon attack (instead of the +1 damage a mounted charge already gives for all characters). This damage increases to 1d8 at Cavalier 3 and 1d12 at Cavalier 5.

Inspiring Leader

 Your hirelings get +1 + your Charisma modifier to morale checks and your allies get +2 to Saves vs Fear (or Wis saves vs being frightened) when within 20 feet of you. You can add your level to your hireling limit.

Terrifying Onslaught

 Any enemy you have attacked in within the round has disadvantage on Saves vs Fear (or Wis saves vs being frightened). When you attack an enemy, you can force them to make a Morale check. You cannot use this ability twice against the same enemy.

Tuesday, March 3, 2020

General Setting Outline and Classes

What do I want the setting to be like?


First things first, it should probably have a name. I'm very bad at thinking of names for things, but let's call it Carolingia, after the time period and places it emulates, for now. Hopefully I'll come up with a better name at some point. Anyways, Carolingia is based on Europe, mostly Northern and Western, in 840 CE. It's a fascinating period. Emperor Louis the Pious, son of the legendary Charlemagne, has just died, and his sons tear the empire apart in civil war. The Carolingians and the Byzantines dispute the title of Roman Emperor. There's fighting on all the borders of the empire, with the Umayyads in Iberia, the Byzantines and Lombards in Italy, the Slavs and Avars in Slovenia, Bavaria, Bohemia, and Germany, the Danes and Norse in Frisia, Francia, and Aquitaine. Outside the empire, the British Isles are also heavily raided by the Vikings, with both Scotland and Ireland being settled invaded in force. The Vikings, of course, are not entirely destructive. In Central and Eastern Europe, they establish trading posts, and begin to exert control over the river networks of what would later be Russia and the Ukraine.

Now, of course, I don't want to just directly mimic real life but with magic thrown in. That would be boring, and wouldn't make any sense. My goal is to capture the feeling of all these fascinating events and put that feeling into a weird, magical setting. Fantasy with longships and chain hauberks, with shield walls and bearded axes, with hewing spears and reasonable early feudalism, not your generic plate armor and monarchical capitalism thinly disguised as feudalism.

What elements of Early Medieval history create this feeling?

Of course, the technology level and political organizations of the period certainly help, but there's definitely more to it. A big part of the vibe is the plethora of competing tribes and cultures, as well as religions. There's the outwards pressure of Christianity against the various pagan religions, balanced with the inwards pressure of Christianity against itself (the pressures that would later lead to the Great Schism and far later the Protestant Reformation). No, I'm not going to put Christianity into the setting, but religion is going to be a huge part of it, one that will certainly have many other posts. Culturally, you have the Franks, the Lombards, the Visigoths, the Moors, the Burgundians, the Bavarians, the Avars, the myriad Slavs (Obotritites, Bohemians, Moravians, Poles, and on ad nauseum), the Saxons, the Frisians, the Danes, the Norse, the Swedes, the Geats, the Angles, the Jutes, the Saxons, the Cornish and Welsh, the Cumbrians, the Picts and Scots, the Irish, the Bretons, and I'm likely missing a few, all jostling and mixing and fighting. All of this is underlain by a backdrop of deeply felt history. There's only one empire, and that is the Roman Empire. If you call yourself an emperor, you are claiming to be *the* Roman Emperor. This is why Charlemagne (Charles the Great, if you prefer) was such a big fucking deal - the pope, the ultimate Christian authority, crowned him, thereby delegitimizing Empress Irene of Athens, which the Byzantines were not happy about in the slightest.

Religion

Religion is a huge part of what made the Early Middle Ages like what they were like. I'm not going to just make generic fantasy Catholicism but polytheistic #27, nor am I just going to port Christianity over. Instead, I realized that while a lot of medieval ideals are based in Christianity, a lot of them are also holdovers from pre-Christianity Rome. So the main religion is going to be similar to Roman polytheism, and I'm going to do my best to make it feel like genuine polytheism, not like what fantasy seems to think polytheism should be like. As far as other religions, I have a fond spot in my heart for D&D druids, despite them not really making sense as a religion, so there will be something sorta like that, either as the religion of the Slav-like people, or as a hidden cult in the main religion's area. I think the Viking-like people may be more monotheistic, or maybe something like Zoroastrianism (bi-theism, I guess).

Classes

With more general setting stuff out of the way, what classes are there going to be? This is going to largely leave mechanics out of the way and just talk about flavor and such. There are 8 classes I'm thinking of, four non-magical and four magical: the fighter, the cavalier, the scout, the specialist, the wizard, the witch, the chanter, and the priest.

The Fighter (d8 Hit Dice, d10 Damage Dice)

The fighter is pretty standard. They are the best class at using weapons on foot, and tend to be good leaders of men. Historical examples would be Alfred the Great, Brian Boru, Cnut the Great, Hastein of Nantes, Harold Godwineson, Harald Hardrada, Hrolfr/Rollo, Ragnar Loðbrok, Richard the Lionheart, Rorik of Dorestad, Sigurd Ring, Stephen of Blois, basically any great warrior and leader of a people who fought primarily on foot (there's a lot).

The Cavalier (d8 Hit Dice, d10 Damage Dice)

The cavalier is basically equivalent to the fighter, but focusing on horseback combat. The utility of this class is of course going to vary depending on what the campaign is about and how much time you spend underground, but they're still pretty good at fighting at foot. They're also just as good as fighters at leadership. Again, pretty basic. Historical examples are Charles Martel, Charlemagne, the 12 Paladins/Peers, William the Conqueror, Odo of Bayeux, and any other great warrior and leader of a people who fought primarily on horseback (there's also a lot). Horse archers probably won't be included in this class, because they are quite different from other cavalry, and will get their own class if I ever have to use this setting in a more easterly part of the world. Also, as an interesting side note, King Arthur and the Knights of the Round Table are primarily based on Charlemagne and the 12 Paladins.

The Scout (d8 Hit Dice, d8 Damage Dice)

The scout has somewhat less basis in reality than the previous classes, but I feel it fills an important RPG role. It's a lot like a ranger or a hunter, with a little rogue/specialist thrown in. They're good in the wilderness in general, in their favored area/terrain in specific, and good at tracking and scouting. They're pretty good at fighting, and don't have spells. The only historical example I can think of is Hereward the Wake, with a favored area of the marshes of Ely, but this type of person probably existed and were just a lot less renowned than the fighters and cavaliers. Robin Hood (himself inspired by Hereward the Wake) is a fictional example of the kind of person I'm thinking of, with his favored area being Sherwood Forest.

The Specialist (d6 Hit Dice, d8 Damage Dice)

The specialist is definitely the non-magical class with the least basis in reality - it's mostly inspired by the LotFP Specialist. Basically, they have a lot of skills they can pick from and be really good at, including stabbing people in the back.

The Wizard (d4 Hit Dice, d6 Damage Dice)

Wizards are inspired by both the classic D&D wizard and medieval wizards/witches/sorcerers who gained powers from dealing with spirits and ungodly powers. They summon spirits and bind them into spells to be cast when they wish, as well as binding spirits into scrolls, wands, and other items to produce magical effects. Their casting ability is based in their Intelligence, their ability to create the complex rituals needed to summon and bind spells, and in their Charisma, their ability to impose their will upon the world. There are general wizard spells which are from more general easily-summoned spirits, but most wizards will also specialize in a specific kind of spirit (devils, fey, star-spawn, human souls, etc).

The Witch (d4 Hit Dice, d6 Damage Dice)

Witches are not just female wizards. They are people who empathize so strongly with the world that they can change it with focus and thought. They also tend to be skilled herbalists and potion-brewers. Since their magic doesn't involve spirits or summoning, it is less taboo than wizardry - but they have no less potential for dark and evil magic. Their casting ability is based in their Wisdom, their ability to empathize and connect with the world, and their Charisma, their ability to change the shape of the world to fit their vision.

The Chanter (d4 Hit Dice, d6 Damage Dice)

Chanters are the collective memory of a society. They know the myths, the legends, the epics, and they share them where a book could not, for both books and reading are expensive. The tales they tell are vested with power, and they know arcane words and chants of magic. Their casting ability is based in their Intelligence - remembering so many long poems and mystic chants is no easy feat - and their Charisma, their ability to lie to the world and have it believe them. Chanters are mostly inspired by A Wizard of Earthsea and its epic poems, as well as various other epic poems (Beowulf, the Icelandic sagas, Tolkien's lays, and of course the Iliad, the Odyssey, and the Aeneid).

The Priest (d6 Hit Dice, d6 Damage Dice)

The priest is not your standard cleric with their daily prepared spells and turn undead. In fact, they can't even cast spells in the usual sense. They don't even have a monopoly on divine miracles. Anybody can sacrifice to any god and hope that god helps them out. Priests are special in two ways: Firstly, while they still worship all gods of their pantheon (Atalanta found out the hard way that you can't neglect the gods, or they will fuck you over), they are specifically devoted to one. Their miracles from this god are more potent, the aid more likely to come. They are initiated into the mysteries and cult of that god. Secondly, they are diviners. A haruspice, an augur, an oracle, anything of that sort. The gods do upon occasion give omens to normal folk, but you are blessed with many and trained in their interpretation. Your most relevant ability is Wisdom, your ability to connect to the gods and truly interpret their omens.