Showing posts with label A Bit of Fun. Show all posts
Showing posts with label A Bit of Fun. Show all posts

Thursday, 20 July 2023

HoNK Rules! Character Building

 The following is a brief discussion of how characters are built in HoNK/ToNK. Character Classes are built using this system, as are 'classless' characters.

Character Building

 

Characters are built using Proficiency Points. Most of these points at first level are spent building the character Class but the character always has at least 10 free Proficiency Points to spend. You may not, however, ‘double up’ on any expenditures that your Class already grants

 

1 point of Proficiency can be spent gaining Proficiency in:

a weapon/attack style;

an armour type;

a shield;

 

3 points on a standard weapon group (such as light blades or medium hammers), or all shields, or an armour group*;

 

9 points on a full weapon group (all polearms, or all blades);

 

30 points for proficiency in all weapons;

 

8 points on all armours;

 

2-6 points for extra Vitality dice (2 for 1d6; 4=2d6; 6=3d6, 1 extra dice only if purchasing Vitality beyond 1st level):

 

5-15 points to gain a permanent bonus of 1-3 to a Specialty or a Skill (although there must be a limitation attached when applying a bonus to a Skill, see below). 5 points per point of bonus (e.g., 15 points for a permanent bonus of 3 - i.e., adding 3 to the target number - for Influence rolls, using the Specialty Haggle). If the bonus is conditional or limited (e.g., a bonus of 3 to Nature skill - Hunting, only in forests), the cost is reduced by 3 per point of bonus. This limitation must be significant, preventing the bonus from being applied in at least half of the likely situations. If a limitation is blatantly ridiculous or meaningless there is no discount.

 

4-8 points on a Magical Aptitude (access to a style of magic to a certain level);

 

6 points to increase a Skill Pool (this is known as a Boost) by 1 (once per Skill only);

 

9 points to purchase an extra Skill (Crafts cost 6 points; Vocations cost 8 points).

 

Characters gain 3 Proficiency Points per level above the first (these can be saved).

 

From 3rd level (Fighters, Gallants, Knights, Rangers, Berserkers, Paladins & Barbarians may do so at 2nd level) a character may spend 3 Proficiency Points (if they have them available) to gain a permanent +1 to all attacks with one weapon, combat maneuver or attack mode. Proficiency Points can be spent in this way no more than three times for a single weapon, combat maneuver or attack mode. This cost may be tripled to apply the +1 bonus to a standard weapon group. Proficiency points can only be spent in this way once for any standard weapon group, and cannot be spent this way for a full weapon group. Bonuses for standard weapon groups and individual weapons within that group do stack with each other.

 

 *Note that if you wish to buy proficiency in a weapon group, or armour group, or a Magical Aptitude, you must meet any prerequisites, such as having proficiency in at least one type of light armour before purchasing the chain armour group, or knowing Level 1 Witchcraft in order to learn level 2 Witchcraft

 

All characters begin with a Base Vitality score equivalent to their HT score plus 1d6.

 

There are 9 levels. Every second level (2, 4, 6 and 8), a character may attempt to increase an Attribute by 1. They must roll over the Attribute score on 1d20 to do so (they must exceed the number. Merely rolling equal is not enough). No Attribute may be boosted above 19 by this method.

 

Characters select their Class. This grants them a number of abilities: Skills, Proficiencies, Skill Boosts, Specialties, Weapon & Armour Proficiencies, Magical Access and access to a special Class-related Skill Pool.

 

Characters receive skills as per their Class. Each Skill has an associated pool of 4 points, which the character may apply on a 1-to-1 basis to increase the target number (or, in the case of Combat, add to the roll). This pool replenishes with rest, and increases by 1 every level (to a maximum of 13 or 15 for an Advanced Combat Pool).

 

Characters also begin play with 3 free Specialties (spent as preferred, such as a single +3, a +2 and a +1, or three +1 Specialties) over and above those they receive from their class. These are entirely the player’s choice, save for the fact that no limitations are permitted, and that Specialties already received due to Class cannot be improved (at level 1).

 

Characters may also purchase new skills from level 4, gaining a base pool of 3 points, which increases as normal (e.g., 3-point pool in a skill selected at 4rd level will increase to a maximum of 8, and so on).  There must be some sort of narrative justification for any skills chosen.

 

Advanced Combat (costs 18 points, pool = 8)

            Points may be spent in any way within a given round, and may be applied to any Attack roll, Active Defense, Initiative, any Combat Maneuvers, Wounding Strike checks.

Advanced Flexible Combat (costs 15 points, pool = 8)

            Points are allocated to either Offense or Defense each round. If nominating Offense, points may be applied to the Attack Roll, Initiative, Offensive Combat Maneuvers, Wounding Strike checks. If nominating Defense, points may be applied to Active Defense, Initiative, Defensive Combat Manuevers.

Simple Defensive Combat (costs 9 points, pool = 4)

            Points may be allocated to Initiative, Active Defense, Simple Defensive Maneuvers.

Simple Offensive Combat (costs 9 points, pool = 4)

            Points may be allocated to Initiative, Attack Rolls, Simple Offensive Maneuvers.

Simple Flexible Combat (costs 9 points, pool = 4)

            Points must be allocated to either Offense or Defense each round. If nominating Offense, points may be applied to the Attack Roll, Initiative, Simple Offensive Maneuvers. If nominating Defense, points may be applied to Active Defense, Initiative, Simple Defensive Manuevers.

  

You can only ever have access to one Combat Pool, although once you reach 3rd level, (2nd level if you are a Ranger, Berserker, Paladin or Barbarian) you can spend 9 points to upgrade any of the Simple Combat Pools to the Advanced Combat Pool or 6 points to upgrade to the Advanced Flexible Combat Pool, or 3 points to upgrade from Advanced Flexible Combat to Advanced Combat. If you bought a Boost for the previous Pool, this carries over to the Advanced Combat Pool, as do any level-related increases to that Pool.

 

Skills: (cost 9 points each unless otherwise specified)

Arcana

Athletics

Brawn

Craft (costs 6 per Craft, pool = 3, no passive advancement)

Communication

Detection

Discipline

Endurance

Expression

Influence

Interaction

Finesse

Guile

Healing

Lore

Mechanics

Movement

Nature

Religion

Riding

Stealth

Vocation (costs 8 per Vocation, pool = 3, no passive advancement) 


Below is an example of a character class:


Diabolist

The Infernal Realms strive constantly to conquer and colonise the worlds of mortals, and the Diabolist is one of their mightiest servants, inserting themselves into all corners of civilization, and subverting or corrupting all that they find.

 

Skills: Arcana, Guile, Influence, Religion (cost: 36)

Boosts: Arcana, Guile, Influence (cost: 18)

Proficiencies: four light weapons (cost: 4)

Vitality Bonus: none

Specialties: +3 Demonology (15); +2 Diabolism (10); +1 Wizardry (5); +4 distributed between 2-4 Specialties in the Guile Skill (20); +1 Scholarship (5); +3 distributed between 2-3 Specialties in the Influence skill (15); +2 distributed between 1-2 Specialties in the Interaction skill (10).

Magical Access: Diabolism – Basic (cost: 8)

Free Points: 14

Class Talent: Fiendish Pool (10) Creates a 4-point pool (passive increase of 1 point/level, no boosts), that may be applied to any Spell casting, Countermagic, Conjury, Demonology, Diabolism or Insight check.

If the Fiendish Pool is full, all points may be expended to create a Demonfire Bolt, a ranged attack that does 1d6 Vitality damage per point in the Fiendish Pool, to a maximum of 6d6. The Bolt has range of 20’ (plus 5’ per point in the Fiendish Pool). A normal ranged Attack is required to strike with the Demonfire Bolt, and there is an attack bonus of +1 per point. Demonfire Bolt damage is magical and ‘unholy,’ and ignores ‘holy’ defenses, including Divine or Devotion Points applied to Active Defense. It cannot produce a Wounding Strike. If the damage dice roll produces 3 or more rolls of 6, the target must make a Magic Resistance check or have their alignment shifted by one factor towards that of the Diabolist (as per Conversion). Note that if the full Pool contains an odd number of points, the remaining point is nonetheless consumed by the Demonfire Bolt. If a Demonfire Bolt is used, the Pool is empty until replenished and cannot be recovered.

Fiendish Points can be used instead of Vitality points to power Diabolical spells.

The Fiendish Pool can be recovered by a normal Recovery check (Discipline), and replenishes once per day, assuming a period of full, undisturbed rest.


Saturday, 15 October 2022

Fortnightly Fiends: The Mither

Out in the wild grasslands of the Fourwind Bleak, where the foul winds blow from the ruins of Aria, on the magequake-scarred veldts of Old Hyarenia, and across the wide plains flanking the alchemy-poisoned waters of the River Trebb, and in other grassy places where uncontrolled or corrupted magic has caused serious damage, there can be found the Mither. This - generally timid - small herbivore, which resembles an armadillo, but with lank ratty fur tufting up from between its little plates of armour, is a byproduct of such magical mishap. At about one foot in length, the Mither would normally be regarded as merely a nuisance, but it has several effects that make it somewhat more vexatious, especially for those who wield magic power. Their bite carries an unpleasant disease that is particularly debilitating for spell casters, forcing them to exert themselves to an unusual extent when looking to cast spells. In addition, Mithers are hard to affect through magical power, and their armour is difficult for many weapons to pierce.




Thursday, 1 September 2022

TONK Turns 100: Reflections and Prognostications

So this is actually the hundredth post for Tales of the New Kingdoms, which is kind of a cool thing, and about ninety more than I expected to do. I can't claim that this blog has taken off, but it does seem to get a little attention now and then, and hopefully provides some enjoyment or interest. I don't know what amount of views constitutes success, and, in any case, that's probably not the best metric: putting this stuff online - a species of thinking aloud - has been enjoyable in its own right, and has enabled me to consider many different gaming systems as well as refining my own ideas about the New Kingdoms themselves. A lot of what's been presented here has found its way into my own campaign (one way or another), and I hope that some of the ideas have been adopted elsewhere. That pretty much ticks all the boxes for me, as a niche writer in a niche hobby. 

 

Of those hundred posts, some have been very minor, whilst some have required a very great deal of thought. Oddly enough, some of the high effort posts have gone unremarked, almost unviewed, and a few of the posts that were almost automatic in their production seem to have attracted a quite high - for this blog - number of views. The Callac, Grommel and the Winter Gnomes seem to have been very popular, as have been the Petty-classes and there seems to be some need for converting Rolemaster skills to Pathfinder skills and vice versa. 

 

Conversely, some of the posts that have been most important to me have passed without much of a ripple: the material on broadening the possibilities of RMFRP professions through Talents and skills for OSR games seems to be overlooked, and certainly passes without comment. But, as I noted above, its the act of writing, and thinking about all this stuff that is intrinsically rewarding, so in many respects, the popularity contest aspect of blogging about TTRPGs, is, if not wholly irrelevant, mostly so.

 

ANYhoo, I've been gratified to have struck a chord every now and then, and hugely appreciative of anyone who reads this stuff - even if they come away thinking it's not all that good. Thanks very much for your time and attention.

 

OK, so that's looking back: what about the future direction of this generally directionless blog? I suspect that there will be less and less material for OSR systems outside a select few. There are so many that I suspect I'll confine myself to Blood & Treasure and Labyrinth Lord. As to RM in its various guises, it remains my first love in tabletop gaming, so I doubt I'll stop making up material for previous editions, when I care to. So far, so more of the same. I've also recently re-engaged with Fantasy Hero, and Against the Darkmaster (and the Open00 License!) and discovered Legend. Quite what that means for this blog, I'm not sure, but I suspect material influenced by those systems, or even directly related will seep in over time. Pathfinder probably won't get an awful lot of love, but the mountains of content out there for the game will doubtless see some conversion and adaptation.   

 

However, I've not given up on the idea of gifting the New Kingdoms their own system, for reasons I've given previously (and often! My apologies). It may well be that this blog transmutes over time into a TONK-system only blog. Of course, that will require finishing - and releasing - the system, so that's taking the longue durĂ©e with a vengeance. A true TONK ruleset would incorporate lots of the material around Petty-classes (and OSR content in general), some facets of RM, WFRP or vs.D and incorporate it all under a single percentile mechanic, but with some use of other kinds of dice (why? I like different kinds of dice, especially in odd combinations in character creation. No other more serious reason).

 

The other thing a true TONK ruleset would have is skills GALORE. I’m a mostly unapologetic fan of skills, and, indeed, finicky arithmetic (in any case, a TONK ruleset would not see release without a viable spreadsheet for character creation, so, arithmetic shouldn't be a barrier to entry). I find myself thinking that everything in a TONK game could plausibly be reduced to skills, including magic, unique talents and so on. I rate skills higher than I do classes/professions, so I’d possibly go classless, and let the characters express themselves through their choice of skills.

 

Much to think about, and, I hope, much to look forward to. Thanks again, so very much, for checking out Tales of the New Kingdoms over the last hundred posts and – almost – five years. More to come!


As a late addition, I decided to celebrate by releasing the first ever Tales of the New Kingdoms product on DTRPG. It's PWYW, so feel free to check it out!


As another late addition, posts may be even more sparse than usual here at Tales of the New Kingdoms for a while: this weekend just gone has been busy ("Men's Health Weekend", when five of us. friends since school and university, hire a house somewhere and spend a weekend playing Rolemaster and board games, as well as hurling good-natured abuse at each other and solving the world's problems), and also there are family medical issues that will be taking up a likely huge slice of time over the next month or so. I have a bit lined up - just needs editing - for the next few weeks, but once that's cleared up, there may be something of a hiatus.

And, in the final update, I'm happy to share that the family medical issues mentioned above have been surmounted for the while, and a period of chaos at work is hopefully abating for now as well, so I can hopefully start getting content out again. 


Friday, 26 August 2022

The Knife Master: a Training Package for RMFRP

 

This one very much belongs in the "bit of fun" category. It's basically an old file I found in an old folder. 
It's a mere bagatelle, but kind of neat.

KNIFE MASTER (V)

Myrdan was tired and annoyed: things had gone poorly in his meeting with that bumptious bureaucrat, Dennant. In the end, Myrdan had exploded with temper and issued threats, threats he fully intended to carry out. He hastened along the Hawker’s Way, almost oblivious to the milling crowds as he savoured his revenge. When he bumped into the nondescript little chap in a workaday smock and pants he barely halted, but the impertinent fool had the temerity to pluck at his sleeve. Myrdan wheeled back to face him, saw that he was unarmed and sneered.  “What do you want, churl?” The man’s wry smile was almost apologetic as he suddenly lunged forward, so close – too, close – to Myrdan, who reached, in vain, for his sword.

“Dennant sends his regards, sir,” the man murmured, and Myrdan was transfixed by the short cruel blade that suddenly bloomed, as if by magic, and danced, almost quicker than the eye, in the man’s nimble fingers. Then the blade thrust forward…

 

The Knife Master is an individual who combines swiftness and stealth to wield small blades with great skill. They specialise in misdirection and the concealment of their chosen blade, fully aware of the possibilities of an easily hidden weapon in a world of cautious nobles, merchants and crime lords. In combat they strive to keep more powerfully armed foes from wielding their weapons, using feints, disarms and quick movements to get inside their opponent’s guard.

Time to Acquire:

19 months

Starting Money:

normal

Special:

Weapon (+10 non-magic)………………………………………………………………………..……...….…………………30

Sheath (+10 to Quickdraw)……………….…………………...………………………………………………....…..….……30

Sheath (+10 to Hiding Item)………………………………..................................................………..................….…………15

Rival (equal or better skill)…………..………………………...……………………………………………………..………10

Sheath (+5 to Quickdraw)………………...…………………………………………………………...…………….…..……15

Weapon (+5 non-magic)…..………………………………….................................................……………..…................…100

Category or Skill:

Weapon•One-handed, Edged skill category

2

one Short Blade*

2

Subterfuge•Mechanics skill category

1

Hiding Items

2

Special Attacks skill category

0

Disarm Foe, Armed

1

Feint, Armed

1

Combat Maneuvers skill category

0

Closing

1

Quickdraw

2

Reverse Stroke

1

Weapon Trickery

1

* includes Dagger, Dirk, Knife or Misericorde.

Cost By Profession

Fighter

25

Thief

27

Rogue

28

Warrior Monk

32

Layman

33

Barbarian

27

Outrider

29

Sage

41

Swashbuckler

25

Illusionist

57

Magician

57

Animist

51

Cleric

51

Lay Healer

54

Mentalist

53

Mystic

57

Healer

57

Ranger

35

Sorceror

57

Monk

39

Paladin

34

Bard

40

Dabbler

37

Wizard

58

Magent

36

Magehunter

35

Arcanist

58

Channeling Alchemist

50

Chaotic

43

Zen Monk

41

Essence Alchemist

54

Warlock

56

Mentalism Alchemist

52

Summoner

57

Taoist Monk

39

Dervish

40

Shao-Lin Monk

39

Seer

54

Feybinder

53

Enchanter

57

Runemage

57

Sleuth

39

Mythic

33

Macabre

40

Nightblade

36

Doppelganger

56

Astrologer

57

Tarotmage

56

Warrior Mage

37

Priest (Channeling/Essence)

57

Nuncio

56

Priest (Semi)

35

Armsmaster

33

Priest (Channeling)

53

Priest (Arms)

27

Priest (Channeling/Mentalism)

57

 

 

 

 


 

 

 

 

Monday, 15 August 2022

Fortnightly Fiends: The Straw Man

 The Elders of Nysste are a venerable - and slightly terrifying - order of Druid-Monks, sworn to preserve the ancient forest of Nysste (a stretch of primordial woodlands in the foothills of the High Esvels, north of the Kingdom of Helvaszoria). Their numbers, however, have long been insufficient to the task of defending the forest: few possess the level of commitment and love of the wilds to spend their lives in service to such an august - but inimical - land.

After various unsuccessful attempts to boost their numbers - through alliance with local Fey and one disastrous invitation to human settlers - the Elders chose to create the Straw Men, constructs imbued with intelligence and magical abilities to provide the first line of defense for the forest. The Straw Men are possessed of unbreakable loyalty to the Elders, and with their powers and spells and unswerving dedication to their task, have become an indispensable element of the order.

Straw Men, as their name suggests, are 7' humanoid figures crafted out of tightly bundled straw. They appear closely akin to Scarecrows, but instead of ragged clothing, they wear light robes and hoods of deep forest green, and in the shadow of their hoods, two points of pale verdigris burn steadily in place of eyes. They can not speak, only emitting a menacing hiss - as of a chill wind in dry grass - when casting spells.

Despite this air of peril, Straw Men are not particularly aggressive, preferring to operate unseen, using their Druidical powers and Illusionist spells to confuse and misdirect interlopers in the forest. They will not kill unless forced to do so, favouring instead a stunning attack that renders their opponents vulnerable to capture (whereupon they are delivered bound and helpless, to face the judgment of the Elders).

The Straw Men have a particularly feared ability to lay false trails, leading trespassers back out of the forest, or, in more serious cases, into a blind draw, where warriors of the order await. These trails exist only in the minds of those following them, and, should they fail in a Saving Throw against spells, the afflicted will refuse to accept any argument or evidence that seeks to persuade them of the false trail, for a period of 1-6 hours.

Straw Men, when they make recourse to violence, are capable of stunning a foe with their powerful bash, and they are particularly likely to use this attack - or their entangle spell - against foes wielding swords, axes, or fire. They are, however, more likely to withdraw if they can, using their false trail ability to confuse their foes.

The stat blocks below are for Blood & Treasure and Fantastic Heroes & Witchery




Fortnightly Fiends: The Brelkhaddar

It's been a while, for which I apologise: I've been spending much of my time providing COVID cover - too much, really - at work, the...