hacksalot
The Perilous Pit (a cave system) draw bandits hid treasure there, old cult
dumped bodies there
Mines of Madness
Dread Dungeon of Doom/Despair
Woods of Woe (outdoor) draw magic plants, flowers of platinum
====== Hackin ======
No political intrigue, nor moral dilemma’s, nor romances…
Only hordes of monsters, bloody gore and sweet, sweet loot.
===== The commandments, are three. Three is the number of commandments =====
**One - No cheatin** \
By players or GM. GM is allowed to fudge things(less than cheating)
if they screwed up and made a mistake and not fixing it will spoil the fun.
But if the kobold cook rolls a natural 20 with his Vorpal Ginzu Blade, off with your head sucka.
**Two - No broken rules remain** \
Overpowered, overweak, complex, stoopid rules will be dealt with. In
other words the GM wields a mighty nerf bat. You’ll hate this, you’ll
become weak and worthless, you’ll cry, you’ll deal with it.
**Three - No hogging the action** \
If you’re the burly fighter, don’t bash in every locked door the party
encounters let the thief pick it or the spell flinger do their thing.
The non-commandments
**All rules subject to change** \
But, not arbitary change. Rules changes will be discussed with
players, suggestions heard, opinions noted, ruminated upon and then
layed down. See commandment Two.
**GM is not out to kill you** \
But, the monsters probably are. The GM is not your opponent. They don’t “win” by
killing your PC’s. Even though they laugh when it happens.
The GM will endeavour to play the monsters to their abilities. Which means the
kobold cook isn’t going to be devious enough to set a trap envolving a rotating salad
bowls, dinner knives, and poisonous turnips. On the otherhand, the high-priest
of Chaznar won’t be tricked, fooled, cajoled, romanced, pickpocketed, or beaten
by the likes of you.
**You will die**
Prepare for it.
**If it moves it’s killable, although …** \
Not everything is worth killing. Not everything is killable by your puny
characters. Finaly, killing has repercussions (typically negative) beyond
what xp/loot you get.
**Appropriate roleplaying encouraged** \
This is hackfest/powergaming. No pussyfooted, longass dialogs — “Well met,
my lady. Perchance my band of noble heros shall qwell thine troubles blah
blah.” NPC’s will often act the stereotypical fantasy archetypes by design.
You would do well to follow their lead.
===== The other rules =====
==== Players roll for treasure ====
With die modifiers assigned, seemingly arbitarily, by the GM.
==== Dice Rolls ====
1d6+ if you roll 6, add 5 to your total and roll again \
10-60 roll d6 multiply by 10, not roll 10 d6 \
10-60+ if you roll 6, add 5 to total, reroll, times final result by 10 \
==== Fate Stones ====
Everyone starts with one.
Gained for roleplay, making the GM laugh, etc.
Spend to: \
- reroll one roll affecting character, once & must take second roll.
- automatic non-combat success, must posess some level of skill and task must be possible.
- narrative nudge, push the action / plot slightly one way. Ex
- takeback what you said and do something different (players do this way more often then they realize, I’m charging for it)
- win luck/fate roll which might be something cool/might not hrmmm
==== Other Stones ====
Use stones to track things.
Spell components. 4 colors to represent 4 “fundementals” elements, schools, chi etc.
When foraging or found stash player grabs from bag:
* a stone of one of the 4 colors
* special stone that gets roll on table or other bonus
===== Character Creation =====
==== Races ====
Single classed demi-humans have no lvl limit.
=== half-orc ===
* +1 Str, +2 Con, -3 Cha
=== half-ogre ===
* +2 Str, -2 Dex, +2 Con, -2 Cha
* Use two-hand as one-hand
* Can’t use small weapons such as daggers, short-bows.
=== pixie ===
* -4 Str, +4 Dex, -2 Con, +2 Cha
* +3 Defense for being tiny.
* Can’t use most weapons. A tiny dagger is large pixie sword
Tiny (1-1/2’ tall), cute, naked. Fly around scattering pixie dust, which is really pixie poop.
=== short people ===
From 3’ to 5’
Come in three flavors:
grumpy (dwarves)
* +1 Str, +1 Con, -2 Cha
big nosed (gnomes)
* +1 Int, -2 Wis, +1 Con, -1 Cha
annoying (hobbits)
* -1 Str, +1 Dex
All get +1 defense for being runts.
=== humans ===
Get +1 to any stat after it is rolled, max 18.
==== Stats ====
Six of em -
**Str**ength: Grrr \
**Int**eligence: I do say \
**Wis**dom: Hmmmmm \
**Dex**terity: Hai ya! \
**Con**stitution: Ugh \
**Cha**risma: Tehee
Roll 4d6(keep three) six times. Assign to stats in any order. Apply racial bonusus.
The seventh stat **Com**liness is not rolled for, if you want it just decide if your character is hot or not. Choose an exact number if you like. Number represents what a human thinks.
^ **Com**liness Effects ^^
| < 3 | people with leprarocy are less hideous |
| 3-5 | you make babies cry |
| 6-10 | ugly, plain if one wishes to be polite |
| 11-16 | eh, you’re pretty |
| > 17 | teenagers swoon, strangers grab you, powerfull people try to compromise you |
^ Racial **Co**m min-max ^^
| elves | 11-20 |
| orcs | 1-8 (to orcs 1 is a hottie 8 is butt-ugly) |
| ogre | 3-10 |
| short people | 3-14 |
| with big noses | 3-10 |
==== Starting loot ====
* 3001 xp
* no money
* 2 rolls on Special Tables
* 1 Fate Stone
* up to d4 + cha bonus cronies
==== Special Tables ====
Everyone gets 2 free rolls
* +1 per stat(Com counts) under 6. note; per stat, not point under 6.
Trade roll for 1000xp
Trade roll for 1 Fate Stone
^ Special Traits (one roll max per character by any means) ^^
| 01-05 | Diseased (roll on non-existant table or pick one)|
| 06-10 | Phobia (roll on non-existant table or pick one)|
| 11-15 | *Dual Personality - roll-up another character, gm decides when you switch|
| 16-20 | *Lycanthrope - were-what? pick a mammal, be that mammal every month or so|
| 21-30 | *Psionic - pick; you are psionic, you are psionically numb/immune|
| 31-35 | *Body snatcher - current carcass is not yours, may posess new body|
| 36-40 | *Polymorphed - are we not men?|
| 41-45 | *Time traveller/robot/construct/AI/etc |
| 46-50 | Member of secret society|
| 51-60 | Too many hobbies, pick 5 additional non-combat skills|
| 61-70 | +1 stat bonus (pick)|
| 71-80 | Patron - wealthy and/or powerfull and/or demanding|
| 81-85 | Eidetic memory - keep notes. GM will tell you anything you have ever seen/heard|
| 86-90 | Animal affinity - talk/friendly with, got pet friend. Think beastmaster|
| 91-93 | Have angel/devil ‘guardian’|
| 94-96 | Inate spell-like ability (roll on non-existant table or pick one)|
| 97-99 | Fated - 10 Fate stones to start|
| 00 | Godling|
* if you really don’t wanna it, pick another
^ Special Wealth ^^
|01-05 | owe 100gp to Vinny the Dwarf |
|06-30 | 10-100cp |
|31-50 | 10-100sp |
|51-70 | 10-100gp |
|71-75 | 4d6 gems |
|76-80 | 1d4 pieces of jewerly each 10-60+gp |
|81-85 | Valuable object d’art |
|86-90 | Treasure map |
|91-93 | uMarteen’s everfull purse |
|94-96 | Deed to ship, make % of trade profit |
|97-99 | Deed to lands, earn % of rent |
|00 | Family business, money and headaches |
u unique, may be rolled once ever. On second roll player gets herd of yak’s.
^ Special Equipment ^^
| 01-05 | *cursed item |
| 06-10 | 2nd hand item(s) aka stolen, roll again d50+50 |
| 11-20 | Potion, powder, or oil (roll) |
| 21-30 | Scroll (roll) |
| 31-40 | Well Equiped, standard starting equipment for class |
| 41-50 | Pet |
| 51-60 | +1 (of quality) non-magic weapon or armor, choice |
| 61-65 | +0 magic weapon, (choice) |
| 66-70 | Roll for normal magic item, you get it, it’s broken |
| 71-75 | Funky magic item of GM’s invention |
| 76-80 | A Tome |
| 81-95 | Holy hand grenade |
| 86-90 | uPoor Yoricks head |
| 91-95 | *pick one [ flashlight(magical), compass(magical), telescope(magical) ] |
| 96-97 | *A writ - The bearer, a sworn officer of the kingdom, hath immunity to petty laws and orders not issued by his majesty. Signed ‘The King’ |
| 98 | uSteed, magical, flying, or otherwise especial |
| 99 | uDragon’s egg |
| 00 | *Fully Decked Out |
* may be rolled once per player. On second roll player pick potion, scroll, or re-roll.
u unique, may be rolled once ever. On second roll player pick potion, scroll, or re-roll.
Fully Decked Out - all normal mundane equipment for class, e.g. fighter would have full-plate, warhorse, barding, packhorse, extra weapons.
====== Player influenced npc’s ======
===== Cronies =====
Non-adventuring aquaintenances. They’ll scratch your back if you
scratch theirs. Willing to let you owe them a favor.
Each player starts with d4 plus max num of henchmen (from cha) unallocated
cronies. Negative results means you’re some NPC’s cronie! At anytime (GM
allowed veto) may ‘activate’ an unallocated cronie. Give them a name, a job, a
sentence or two. e.g. Party desperately needs transportation but lacks liquid
assets. The mage activates a cronie. Mr. Smith, he’s the, er, smith in the
next town and certainly will lend his ol’buddy a few horses.
===== Sidekicks =====
Loyal henchperson. Must support, does not require equal share of
loot. Can not abuse, not a doormat. May have one and only one sidekick
per PC ever! Rolled up as normal 1st lvl character anytime after gaining a
lvl. Earns 1/2 share of xp. A PPC, when you die may activate sidekick as PC.
===== Protege =====
A henchperson. May transfer 1/2 earned xp to protege if they are not present in
adventure. Rolled up as normal 1st lvl character anytime after gaining a
lvl. Each PC may have a number of Protege’s equal to 1/3 (round up) their
char bonus at any given time. Earns 1/2 share of xp. A PPC, when you die
may activate protege as PC.
===== Torch bearer =====
Every party needs one. Usually a hobbit, teenage human, or similarly
expendable creature.
====== Combat ======
===== Called Shots =====
Requires a 20. Magic, racial, class, environmental, dex modifiers
apply. Quality, strength modifiers do not.
===== Shock =====
1/2 more total hp in one hit == shock save vs con or stunned
===== Pushback / Knockdown =====
Fromm BRUTAL
===== Penetration damage =====
Works like + (open-ended roll)
If max damaged is rolled. Roll additional 1(one!) die of that best type, subtract 1, add to total damage, repeat. This means wepaons that do a single die are more likely to achieve penetration
Ex. 3d6 rolls 18, rolls d6 gets 6 (total is 23), rolls again a 3 (final total is 25)