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Post by tmao on Jul 9, 2016 11:46:56 GMT
NOTE: I run low level games(1-5) so take that into consideration when using these)
Healing Strong drink 1 /day heals d4+L HP Second wind You catch your breath and rest for 1 combat round gain D4+L HP and +2 to AC for round Bind wounds Heal D4 plus L HP once a day 3 round action, additional binding in same day cures d2
Stat generation 1)roll 3d6 in order 2)If you roll one or more 16s you may swap two stats 3) if you do not get #2 you may replace two of your stats w/ a 15 and a 13 4)You may declare your character "Hopeless" and roll again, this time you may only replace one of your stats w/ a 15 5) If you really, really want to you can roll again and replace one of your stats w a 14 (now your stuck) 6) Wisdom is min 8
Luck Luck is determined by D4 +7
Fighters - get 3 specializations to start (I've got a bunch of them coming) - get d6 +3 HP per L
Sorcerers
Patrons (this idea is a work in progress so will be prob fiddled with)
In keeping with the traditions of S&S literature, patrons are the source of your magical power. Patrons take many forms. Remaining angelic beings, very minor demigods,.liches, and Others, Specific advantages and disadvantages will be in the description of specific patrons (below, coming) all must be apeased and sacrificed to. As a cool RPing hook your spells verbal components can be invoking the name of your patron.
If you have no Black magic in any of your spellbooks you can cast 1 add'l cure per day
Corruption Again as the players will be spending a Loooong time at first and low levels,corruption is calculated normally then the percentage roll is 1/3rd of actual total
Cantrips
add 4 Cantrips from list to your spellbook Sorcerers cast 6 cantrips at first l then one add'l cantrip at odd L 2 of the beginning cantrips are Permanently chosen and may be cast 4/ day , one can be changed each time you gain a Level As cantrips are very weak they do not attract Others nor do you gain Corruption from them (lists to follow)
(more to come)
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Post by tmao on Jul 9, 2016 11:48:33 GMT
Armor and Weop's
Weapons Battle Axe D8 ignores 1 damage resistance Hand axe D6 may be thrown Dagger +2 to hit Heavy Mace D8 does 1 HP on a miss Lt Spear D6 reach, may be thrown Heavy Spear D8 reach Staff D6 -1 AC if used Two handed) Long Sword D8/D12 vrs large Short sword +1 to hit Two Handed Sword D10/ 3d4 vrs large Two Handed Battle axe D8 +1 ignores 1 pt of damage resistance Military Pick D6 Crits on 19/20
Steel weapons average +1 to hit (5x cost, commonly available in medium sized cities) exceptional +1/+1 (10X cost, uncommonly available in Large cities) Meteoric Metal +2/+2 (30x cost, very rare) Orichalium +1/ +1 (very easily enchanted, hits creatures you need magic to hit, very, very rare)
Shields
Shields provide +1 AC and +3 (total) vrs Missiles ( a separate AC must be noted) Steel shields provide +2 (+4 vrs missiles) and are 7X cost
Armor Light (max Sorcerer) Leather +2 Padded +0 1 damage resistance
Medium (max Thief) Ring Mail +3 Hide +1 AC 1 Damage resistance
Heavy (max Barbarian) Chain shirt +2 AC 1 damage resistance Breast plate +4 AC
Super Heavy (fighters only) Chain Mail +4 AC 1 damage resistance
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Post by tmao on Jul 9, 2016 11:49:41 GMT
Cantrips
White
Virtue-gain 1 temp Hp(stacks w/ any temp HP) Guidance-take +1 to any D20 roll once(lasts 10 min till used) Light- as torch 10 min duration
Grey Prestdigitation small magic trick (may not cause harm or effect people or objects Flare make a Luck roll that does not result in Luck loss, if you make it target is -1 to hit for d4 rounds Thunder Kick - if you miss w/ a melee attack yoy may make a second roll to do an unmodified D6, may not be memorized permanantly
Black
Shocking Grasp D8 melee touch Ray of Fire D6 ranged attack Voor Sign cast with other spell gains small bonus to effect (Keepers Discretion) may not be memorized permanently
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Post by tmao on Jul 9, 2016 11:50:48 GMT
Spells
STARTING SPELLS only the following spells are available to starting characters. They are to be considered very "common" (for spells) and "easily " learned
White L1 Animal friend CLW Luck Shield
L2 Strength Speak w/ animal
Grey L1 Divination Repair
L2 ESP Knock
Black L1 Hex Magic Missile Oppression Soulburn
L2 Inviso Web
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Post by tmao on Jul 9, 2016 12:09:37 GMT
Patrons(UNDER CONSTRUCTION) There are 3 types of patrons Jealous, Major and Petty. at the start of your char you may pick 1 Jealous or Major or 2 Petty. If you pick a Jealous Patron you may never gain another. Major Patrons allow you to gain Petty Patrons also. You may have any number of Petty Patrons as your Major allows or if you just choose Petty you can have as many as the Keeper allows. Patrons are NEVER gained as a result of Level advancement, they must be found and courted as the keeper allows. Changing Jealous or Major Patrons is a highly dangerous process and should be STRONGLY discouraged ( at the VERY least it should involve gaining of MANY corruption points. You may drop Petty Patrons unless the individual Patrons description says otherwise, 1d8 Corruption points are gained.
Since I am both running a secret magic game and my players have access to these rules, only the barest of description is included (just what the Char would know when they entered into a pact w/ the patron)
JEALOUS
Zivzeeric SpellBlight (Other)
You may cast one add'l spell per day add 2 extra black spells ro your spellbook
Restrictions You may never touch, carry or use weapons Twice a year you must sacrifice a human female that has given birth
The Darkest Witch (Liche)
benefits
Gain +2 Luck
Restictions
You may only have one white spell per spell level in your Spellbook You may never have more than 2 grey spells per spell level
Horath, Angel of Retribution A crazed Kindly One
Benifits Lose weapon restrictions Gain the ability to Cast any one white spell spontaneously
Restrictions You may NEVER ,EVER run from an Other or talk to it and you must use ALL your power to prevent your party from doing same You may only have 1 Black Spell in your Spellbook per spell level
MAJOR
Jezerel the divine Cat Spirit
Benifits Gain ability to cast bonus Grey Spell
Restrictions You may never harm a cat of any kind You can only ingest meat and Milk (No strong drink!)
Kanten Delban the Great Librarian (Grey Archmage)
Gain 4 scrolls of any spell s you can cast
Restrictions
You must deliver a scroll of every new spell you learn within one month of learning it, (He'll Pick up!)
petty
Kulathrin the Prancing Horse Spirit
Gain the following two spells to your Spellbook
Hasted Speed L1 Cast as an immediate action at any time -double movement for one round(grey) Speed L1 Double your movement for 1 hour (Grey)
Restrictions You may never ride a horse you must Sacrifice One Ton of hay every Season
Nothing the Abyss of lost Knowledge (Other)
once per day if you fail a Luck roll to remember a Spell you may take a second roll The roll is at +2 if it is Black and minus 1 if it is white
Restictions You must sacrifice a book every season You must sacrifice a spellbook every year
Kolrum the Nearly Just (archmage)
benefits Lose weapon restrictions
Restrictions You must kill an opponent w/ a melee weapon once a month
The Great Mountain Spirit-spirit of the greatest mountain of the realm)
benefit Gain +3 Climb
Restrictions None
The Eye Tyrant (other <major beholder>)
benifits take d2 less sanity loss from every source
Lose 2 wisdom permanantly
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Post by tmao on Jul 9, 2016 12:09:55 GMT
Add'l Fighter Spec's
War Cry party gains 1d2 temp hp, performed as an action 1/day, you may take this twice
Easily Angered First time in combat you take at least 4 HP , you may make an immediate attack against source of damage,must be mellee attack
Wild swing You may take -2 to AC to get Plus 1 to hit
All Eyes attackers swinging behind you only get the bonus to hit, not double damage
Studied Foe you get +1 AC vrs a specific type of monster(ie Others, constructs,undead etc.
Third wind You may take an add'i Second Wind(see above) 1/day
MANEUVERS ((these are a sub class of above, you may only use 1 of these at a time(ie during a single swing)
Building strike you gain +1 damage each time you miss(max +2)
Power Attack -1 to hit/+1 to damage
Bolstering Strike You gain 1 temp HP on a hit(these do not stack, does not stack w/ War Cry)
(the following cost 2 fighter specs and must be taken at char creation)
"Just plain Tough!" You ignore the first point of damage from every attack
Very Lucky Once a day you regain d2+1 Luck points as a free action
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Post by tmao on Jul 9, 2016 12:10:13 GMT
(place holder)
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Post by tmao on Jul 9, 2016 12:10:35 GMT
(place holder)
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Post by tmao on Sept 16, 2016 18:51:44 GMT
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Post by tmao on Sept 16, 2016 18:52:17 GMT
oh and its been updated there
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Post by Admin on Sept 17, 2016 16:22:12 GMT
tmao -- is Crypts && Things an OD&D clone? How does it relate to Swords && Wizardry? Prespos Ps. Please forgive me if i've asked this one before. Ps2. Great stuff! Keep it comin'.
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Post by tmao on Sept 17, 2016 16:33:30 GMT
Yes C&T is an OD&D clone based on S&W(To be honest I don't see the S&W in it,as I am now familier w both) The system is 60% Conan/40% Lovecraft all OD&D, all my update can be found through the above link because I'm getting WAY more traffic on the other site. Plus that site is sorta the home of D101 games and thus C&T, C&T has very unique systems for saving throws and sanity(these were the main selling point to me.) I'm working fromthe beta and am in doubt due to my finances that Im going to be getting the compleated rules anytime soon(The Remastered version is late and not out)
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Post by Admin on Sept 17, 2016 16:46:42 GMT
Right on, thanks. I'm a huge fan ov both HPL && REH, so this kind ov thing appeals to me. Matter ov fact, i will be adding elements ov both literary mythos to the Aerth campaign, when i get to the (A)D&D "layer": kinda like layers in photoshop. Layer 1 is Epic ov Aerth, Layer 2 is Theslo of Qualon's thread, Layer 3 is data from the Dictionary of Mythology, Layer 4 is references to (A)D&D material. (Both the stories of REH && HPL take place on a kind of "fantasy Earth", and, Aerth is basically Fantasy Earth). Next question: is there a setting yet for C&&T? Prespos Ps. Just an idea: it might be helpful to organize your House Rules according to the chapter organization of C&&T. Ps2. Congrats on the extra traffic!
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Post by tmao on Sept 17, 2016 17:26:24 GMT
There is a sketchy setting in the coming rulebook but I don't much care for it overall, can't really put my finger on exactly what I don't like about it, I'm going with my own version when I get to the "end "of my current game(I plan on this being the campaign I stay with till if and when I stop RP(which at age 56 and still with 2 players of over 30 yrs seems unlikely)
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Post by tmao on Sept 17, 2016 23:41:10 GMT
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Post by tmao on Nov 21, 2016 14:16:03 GMT
HOLY FUCK!!!!!! THIS IS ALL THAT"S LEFT!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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Post by Admin on Nov 24, 2016 2:47:59 GMT
Sorry to hear about your data loss, there.
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