dangerousdungeons:chapter1
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dangerousdungeons:chapter1 [2019/05/25 20:59] – robertfreemanday | dangerousdungeons:chapter1 [2020/08/22 16:54] (current) – [DESCRIPTIONS OF BACKGROUND PROFESSIONS] fixed minor rendering issue with name title section robertfreemanday | ||
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====== DANGEROUS DUNGEONS CHAPTER 1 Draft ====== | ====== DANGEROUS DUNGEONS CHAPTER 1 Draft ====== | ||
- | ---- | ||
**Draft 09/18** | **Draft 09/18** | ||
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**CHAPTER 1: CHARACTERS** | **CHAPTER 1: CHARACTERS** | ||
- | ---- | ||
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**Adventurer Appellations and Titles** | **Adventurer Appellations and Titles** | ||
- | **HUMAN SUB-RACES** | + | ===== HUMAN SUB-RACES |
---- | ---- | ||
- | **HUMAN, NORTHMAN** | + | ==== HUMAN, NORTHMAN |
A hearty and strong Barbarian race from the frozen north, representing various literary archetypes such as Howard' | A hearty and strong Barbarian race from the frozen north, representing various literary archetypes such as Howard' | ||
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**Minimum/ | **Minimum/ | ||
- | |||
- | |||
**Strength**: | **Strength**: | ||
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- | **HUMAN,** **SOUTHMAN** | + | ==== HUMAN, SOUTHMAN |
An educated and civilised race from the south, regarded by northmen as effete and decadent. They represent literary archetypes such as Howard' | An educated and civilised race from the south, regarded by northmen as effete and decadent. They represent literary archetypes such as Howard' | ||
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- | **HUMAN, AMAZON** | + | ==== HUMAN, AMAZON |
An olive-skinned, | An olive-skinned, | ||
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- | **HUMAN, ATLANTEAN** | + | ==== HUMAN, ATLANTEAN |
A race originating from a remote island or continent, which in some milieux will have sunk beneath the waves (or be fated to do so in future). Atlanteans are a long-lived race representing literary archetypes such as Howard' | A race originating from a remote island or continent, which in some milieux will have sunk beneath the waves (or be fated to do so in future). Atlanteans are a long-lived race representing literary archetypes such as Howard' | ||
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- | **HUMAN, EASTLANDER, CITIZEN OF THE CELESTIAL EMPIRE/ | + | ==== HUMAN, EASTLANDER, CITIZEN OF THE CELESTIAL EMPIRE/ |
People from the far east, citizens of a centuries old bureaucratic empire spanning a remote eastern continent. | People from the far east, citizens of a centuries old bureaucratic empire spanning a remote eastern continent. | ||
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- | **HUMAN, PICT** | + | ==== HUMAN, PICT ==== |
Picts in __OSRIC__ resemble Howard' | Picts in __OSRIC__ resemble Howard' | ||
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- | **DEMI-HUMAN SUB-RACES** | + | ===== DEMI-HUMAN SUB-RACES |
- | **GNOMES** | + | ==== GNOMES |
The following gnome sub-races are loosely based on Irish myth. They have the abilities described under " | The following gnome sub-races are loosely based on Irish myth. They have the abilities described under " | ||
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- | **GNOME, FIR BOLG** | + | === GNOME, FIR BOLG === |
Dark-haired and swarthy-featured, | Dark-haired and swarthy-featured, | ||
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**Witch**: N/A | **Witch**: N/A | ||
- | **GNOME, FIR DOMNAN** | + | === GNOME, FIR DOMNAN |
Red-haired, freckled and fair-skinned, | Red-haired, freckled and fair-skinned, | ||
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- | **GNOME, GÁILIÓIN** | + | === GNOME, GÁILIÓIN |
Gáilióin are the largest of the gnomish subraces (as big as a dwarf). | Gáilióin are the largest of the gnomish subraces (as big as a dwarf). | ||
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- | **DWARFS** | + | ==== DWARFS |
The following dwarf sub-races are loosely based on Slavic myth. They have the abilities described under " | The following dwarf sub-races are loosely based on Slavic myth. They have the abilities described under " | ||
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- | **DWARF, DOMOVOY | + | === DWARF, DOMOVOY |
- | **DWARF,** **DVOROVOY** (pl. Dvorovye) (evil-aligned) (Hearth Dwarf) | + | (pl. Domovye) (good-aligned) (Hearth Dwarf) |
+ | |||
+ | |||
+ | === DWARF, DVOROVOY | ||
+ | |||
+ | (pl. Dvorovye) (evil-aligned) (Hearth Dwarf) | ||
These are the hearth-dwarfs, | These are the hearth-dwarfs, | ||
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- | **DWARF, LESHIY | + | === DWARF, LESHIY (FOREST DWARF) |
These are forest-dwarfs, | These are forest-dwarfs, | ||
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- | **DWARF, VODNIK | + | === DWARF, VODNIK (RIVER DWARF) |
The river-dwarfs live in fresh water; salt water poisons them. They have both gills and lungs, with webbed fingers and toes. They love tobacco, and come onto land to smoke their pipes. In Vodnik-inhabited rivers, human fishermen will sometimes drop a little tobacco in the water, hoping to be rewarded with a fish. | The river-dwarfs live in fresh water; salt water poisons them. They have both gills and lungs, with webbed fingers and toes. They love tobacco, and come onto land to smoke their pipes. In Vodnik-inhabited rivers, human fishermen will sometimes drop a little tobacco in the water, hoping to be rewarded with a fish. | ||
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- | **VOZDUSHNIY | + | === VOZDUSHNIY (Storm Dwarf) |
The storm-dwarfs are the rarest and most magical of the dwarfish folk. They love thunderstorms, | The storm-dwarfs are the rarest and most magical of the dwarfish folk. They love thunderstorms, | ||
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- | **ELVES** | + | ==== ELVES ==== |
The following elf sub-races are based on various literary sources. | The following elf sub-races are based on various literary sources. | ||
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- | **POLDER ELF** | + | === POLDER ELF === |
" | " | ||
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- | **WARDEN ELVES** | + | === WARDEN ELVES === |
Warden elves are a caste or subgroup charged with maintaining the border of the polder. They are fierce and inquisitive. They get +1 Dexterity and -1 Constitution like normal elves, and are often Rangers. | Warden elves are a caste or subgroup charged with maintaining the border of the polder. They are fierce and inquisitive. They get +1 Dexterity and -1 Constitution like normal elves, and are often Rangers. | ||
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- | **LIMINAL ELVES** | + | === LIMINAL ELVES === |
In an alternative view of elves, their " | In an alternative view of elves, their " | ||
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- | **HALF-ELVES** | + | === HALF-ELVES |
The concept of a half-elf goes back to the Norse sagas, and comes to __OSRIC__ in a curiously wide variety of forms. | The concept of a half-elf goes back to the Norse sagas, and comes to __OSRIC__ in a curiously wide variety of forms. | ||
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- | **CHANGELING (ELF-BROOD)** | + | == CHANGELING (ELF-BROOD) |
Elf-brood changelings tend to be unpredictable. | Elf-brood changelings tend to be unpredictable. | ||
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**Witch**: N/A | **Witch**: N/A | ||
- | **CHANGELING** (MAN-BROOD) | + | == CHANGELING (MAN-BROOD) |
Man-brood changelings are wanted as warriors and as envoys to the mortal world. | Man-brood changelings are wanted as warriors and as envoys to the mortal world. | ||
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- | **HALF-OGRES** | + | ==== HALF-OGRES |
Half-Ogres are large and long limbed, with lanky dark hair and dark eyes. Their complexion is usually sallow and many resemble thin ogres with slightly gentler traits. Half-Ogres have very little body hair compared to Ogres and humans being almost glabrous. Their hide is incredibly tough giving them a natural unarmoured AC of 9. While not as crude as full-blooded Ogres, Half-Ogres retain much of their unhuman side. More cunning than intelligent, | Half-Ogres are large and long limbed, with lanky dark hair and dark eyes. Their complexion is usually sallow and many resemble thin ogres with slightly gentler traits. Half-Ogres have very little body hair compared to Ogres and humans being almost glabrous. Their hide is incredibly tough giving them a natural unarmoured AC of 9. While not as crude as full-blooded Ogres, Half-Ogres retain much of their unhuman side. More cunning than intelligent, | ||
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**RACIAL LIMITATIONS: | **RACIAL LIMITATIONS: | ||
+ | |||
**Minimum/ | **Minimum/ | ||
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| PP - 5% | FT -5% | HN +5% | OL -5% | RL -15% | MQ -5% | HS -5% | CW +10% | | | PP - 5% | FT -5% | HN +5% | OL -5% | RL -15% | MQ -5% | HS -5% | CW +10% | | ||
- | **Tables of Compiled Level Limits by Class and Race** | + | ===== Tables of Compiled Level Limits by Class and Race ===== |
- | ---- | + | |
- | **Table 1: Human Sub-Races** | + | ==== Table 1: Human Sub-Races |
| **Human Character Class/Level Limitations** | | **Human Character Class/Level Limitations** | ||
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| Witch/ | | Witch/ | ||
- | **Table 2: Gnomes** | + | ==== Table 2: Gnomes |
| **Gnome Character Class/Level Limitations** | | **Gnome Character Class/Level Limitations** | ||
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- | **Table 3: Dwarfs** | + | ==== Table 3: Dwarfs |
| **Dwarf Character Class/Level Limitations** | | **Dwarf Character Class/Level Limitations** | ||
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- | **Table 4: Elves** | + | ==== Table 4: Elves ==== |
| **Elf Character Class/Level Limitations** | | **Elf Character Class/Level Limitations** | ||
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- | **Table 5: Half-Elves** | + | ==== Table 5: Half-Elves |
| **Half-Elf Character Class/Level Limitations** | | **Half-Elf Character Class/Level Limitations** | ||
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| Witch/ | | Witch/ | ||
- | **Table 6: Other Races** | + | ==== Table 6: Other Races ==== |
| **Other Racial Character Class/Level Limitations** | | **Other Racial Character Class/Level Limitations** | ||
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⁹ 7 (Dex 17), 6 (Dex 16 and below) | ⁹ 7 (Dex 17), 6 (Dex 16 and below) | ||
- | **TABLES OF STAT LIMITS BY RACE (AFTER ADJUSTMENTS)** | + | ==== TABLES OF STAT LIMITS BY RACE (AFTER ADJUSTMENTS) |
---- | ---- | ||
- | | | **DWARFS** | + | | | **DWARFS** |
| | Gen | Dmv | Lsh | Vod | Voz | Gen | Pol | War | Lim | Gen | FBo | FDo | Gai | Gen | EBr | MBr | | | | Gen | Dmv | Lsh | Vod | Voz | Gen | Pol | War | Lim | Gen | FBo | FDo | Gai | Gen | EBr | MBr | | ||
| **STR** | | **STR** | ||
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- | **CHARACTER DETAILS** | + | ===== CHARACTER DETAILS |
- | ---- | + | |
- | **AGE AND AGEING** | + | ==== AGE AND AGEING |
Characters of different races age at different rates, so character age and ageing is an aspect of the character' | Characters of different races age at different rates, so character age and ageing is an aspect of the character' | ||
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- | **TABLE OF STARTING AGES BY RACE AND CLASS** | + | ==== TABLE OF STARTING AGES BY RACE AND CLASS ==== |
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- | **EFFECTS OF AGEING** | + | ==== EFFECTS OF AGEING |
Most player characters will begin as adults, with a few adolescents. There is no effect in game terms when advancing from adolescent to adult. | Most player characters will begin as adults, with a few adolescents. There is no effect in game terms when advancing from adolescent to adult. | ||
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- | **MORTALITY** | + | ==== MORTALITY |
If for some reason it becomes necessary to calculate the risk of death from natural causes/old age, then for game purposes mortality rates are: | If for some reason it becomes necessary to calculate the risk of death from natural causes/old age, then for game purposes mortality rates are: | ||
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- | **SUPERNATURAL AGEING** | + | ==== SUPERNATURAL AGEING |
The following spells or effects cause supernatural ageing: | The following spells or effects cause supernatural ageing: | ||
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- | **CHARACTER BIRTH AND FAMILY** | + | ==== CHARACTER BIRTH AND FAMILY |
- | ---- | + | |
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- | **SIBLINGS** | + | ==== SIBLINGS |
**Multiple births**: For those who desire a greater degree of complexity and verisimilitude, | **Multiple births**: For those who desire a greater degree of complexity and verisimilitude, | ||
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- | **COMPLEX FAMILY GENERATION** | + | ==== COMPLEX FAMILY GENERATION |
- | ---- | + | |
Using these tables it should be possible to create a family of any desired complexity. | Using these tables it should be possible to create a family of any desired complexity. | ||
- | **MOTHER' | + | === MOTHER' |
| | **HUMAN** | | | **HUMAN** | ||
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- | **SOCIAL CLASS** | + | ==== SOCIAL CLASS ==== |
- | ---- | + | |
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- | **Noble subtable: | + | === Noble subtable: |
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- | **BACKGROUND PROFESSIONS** | + | ==== BACKGROUND PROFESSIONS |
Player characters were not always adventurers. Before they decided to head off into dark mysterious dungeons or ogre-infested wild lands, they may have started down one or more " | Player characters were not always adventurers. Before they decided to head off into dark mysterious dungeons or ogre-infested wild lands, they may have started down one or more " | ||
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- | **BACKGROUND PROFESSION CHARTS** | + | === BACKGROUND PROFESSION CHARTS |
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- | **DESCRIPTIONS OF BACKGROUND PROFESSIONS** | + | === DESCRIPTIONS OF BACKGROUND PROFESSIONS |
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Note, however, that while Joss bends luck in the character' | Note, however, that while Joss bends luck in the character' | ||
- | **Joss for Player Characters: | + | **Joss**** for Player Characters: |
- | **Joss for NPCs:** NPCs generally will have fewer JF than PCs, but the GM may wish to assign some Joss to particularly powerful or important NPCs. As a general rule, 0-level NPCs will have 0 JF (though the GM may wish to assign some, or even many, JF to a character whose luck is out of proportion to their skill; for example a preternaturally-plucky urchin youth), low-level NPCs (including henchmen) will have 1-2 JF, important and/or high-level NPC will have 3-8 (1d6+2) JF, and the most important rulers, demi-gods, and figures of similar stature may have as many as 9-14 (1d6+8) JF (noting that the same absolute maximum of 14 applies to NPCs as well as PCs). At the GM's discretion, certain intelligent monsters such as angels, couatl, daemons, demons, devils, dragons, qilin, lammasu, liches, shedu, titans, vampires etc. may also have JF as per the above guidelines. | + | **Joss**** for NPCs:** NPCs generally will have fewer JF than PCs, but the GM may wish to assign some Joss to particularly powerful or important NPCs. As a general rule, 0-level NPCs will have 0 JF (though the GM may wish to assign some, or even many, JF to a character whose luck is out of proportion to their skill; for example a preternaturally-plucky urchin youth), low-level NPCs (including henchmen) will have 1-2 JF, important and/or high-level NPC will have 3-8 (1d6+2) JF, and the most important rulers, demi-gods, and figures of similar stature may have as many as 9-14 (1d6+8) JF (noting that the same absolute maximum of 14 applies to NPCs as well as PCs). At the GM's discretion, certain intelligent monsters such as angels, couatl, daemons, demons, devils, dragons, qilin, lammasu, liches, shedu, titans, vampires etc. may also have JF as per the above guidelines. |
**KNACKS & QUIRKS** (Optional) | **KNACKS & QUIRKS** (Optional) | ||
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//Never forget that, at the most, the teacher can give you fifteen percent of the art. The rest you have to get for yourself through practise and hard work.// | //Never forget that, at the most, the teacher can give you fifteen percent of the art. The rest you have to get for yourself through practise and hard work.// | ||
- | // I can show you the path but I can not walk it for you. | + | // ////I can show you the path but I can not walk it for you. |
//- Master Tan Soh Tin | //- Master Tan Soh Tin | ||
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- | The number of leaders depends on the result rolled above. All troops will have a Captain. Every type of troops will also have a Sergeant assigned to that troop type. | + | **The number of leaders depends on the result rolled above. All troops will have a Captain. Every type of troops will also have a Sergeant assigned to that troop type. ** |
| **D%** | | **D%** | ||
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- | Anti-paladins are the champions of Chaotic Evil; human cultists in the service of Demon Lords. No act of cruelty or vile betrayal is beyond their capacity. Indeed, senseless violence, blind depravity, and pernicious corruption are their very trademarks. Few societies will tolerate an Anti-Paladin in their midst, and even fewer actually condone them. As a result, Anti-Paladins are proficient at operating alone and disguising themselves as the member of another profession - usually a Fighter or a Thief. | + | Anti-paladins are the champions of Chaotic Evil; human cultists in the service of Demon Lords. No act of cruelty or vile betrayal is beyond their capacity. Indeed, senseless violence, blind depravity, and pernicious corruption are their very trademarks. Few societies will tolerate an Anti-Paladin in their midst, and even fewer actually condone them. As a result, Anti-Paladins are proficient at operating alone and disguising themselves as the member of another profession - usually a Fighter or a Thief. |
- | Anti-Paladins have the same restrictions as Paladins. They may never possess more than 10 magic items, including only one suit of magical armor and one magical shield. | + | Anti-Paladins have the same restrictions as Paladins. They may never possess more than 10 magic items, including only one suit of magical armor and one magical shield. |
- | Upon their deaths, certain high-level Anti-Paladins may be transformed into a Demon Knight (1% chance/ | + | Upon their deaths, certain high-level Anti-Paladins may be transformed into a Demon Knight (1% chance/ |
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**Patron Demonic Lords** | **Patron Demonic Lords** | ||
- | Anti-Paladins are the earthly servants of the Demon Lords. Each will have but one patron Lord, to whom he has traded his soul they have traded their soul to. In return for this bargain, the Anti-Paladin receives certain material or magical boons. Some of the more common Demon Lords that can be selected as a patron, and their associated boons, are listed below. The GM should feel free to create additional patrons & boons to suit his own campaign. | + | Anti-Paladins are the earthly servants of the Demon Lords. Each will have but one patron Lord, to whom he has traded his soul they have traded their soul to. In return for this bargain, the Anti-Paladin receives certain material or magical boons. Some of the more common Demon Lords that can be selected as a patron, and their associated boons, are listed below. The GM should feel free to create additional patrons & boons to suit his own campaign. |
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Elementalists have the ability to influence all types of elementals encountered. The ' | Elementalists have the ability to influence all types of elementals encountered. The ' | ||
- | Only Humans may become Elementalists. | + | Only Humans may become Elementalists. |
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**Elementalist Spell List** | **Elementalist Spell List** | ||
- | Elementalists have access to the following spells (c.f. __OSRIC__ & Chapter 6 of this volume). Except for the level at which they have access to certain spells, all should be considered identical to the Arcane, Divine, Druidic, Maleficent or Occult spell of the same name. Elementalist spells however do not require any special material components as they depend entirely on the elements already present in the local environment. | + | Elementalists have access to the following spells (c.f. __OSRIC__ & Chapter 6 of this volume). Except for the level at which they have access to certain spells, all should be considered identical to the Arcane, Divine, Druidic, Maleficent or Occult spell of the same name. Elementalist spells however do not require any special material components as they depend entirely on the elements already present in the local environment. |
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**FREEMAN (Optional)** | **FREEMAN (Optional)** | ||
- | + | ||
Freemen (or Freewomen) are normal, non-adventuring NPCs. This class is presented to allow the GM to include some variation amongst these characters beyond Normal Men/0-lvl Fighters. | Freemen (or Freewomen) are normal, non-adventuring NPCs. This class is presented to allow the GM to include some variation amongst these characters beyond Normal Men/0-lvl Fighters. | ||
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- | Freemen do not gain experience or levels as do adventuring classes. The GM should assign a Freeman a level commenserate with their relative influence, wealth, or social standing. An apprentice blacksmith for example might be a 1< | + | Freemen do not gain experience or levels as do adventuring classes. The GM should assign a Freeman a level commenserate with their relative influence, wealth, or social standing. An apprentice blacksmith for example might be a 1< |
- | Freeman can use both flaming oil and poison as well as any magic items usable by Fighters or Thieves. | + | Freeman can use both flaming oil and poison as well as any magic items usable by Fighters or Thieves. |
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**Naming Conventions**: | **Naming Conventions**: | ||
- | [Name] the [Title]: Throngon the Formidable | + | [Name] the [Title]: Throngon the Formidable |
- | [Name] the [Title] of [Origin]: Territh-Jooun, | + | [Name] the [Title] of [Origin]: Territh-Jooun, |
- | The [Title] [Name]: The Sagacious Wonlee | + | The [Title] [Name]: The Sagacious Wonlee |
- | [Name] of [Origin]: Leif of Lexinbathi | + | [Name] of [Origin]: Leif of Lexinbathi |
- | [Title] [Name]: Bold Barthus | + | [Title] [Name]: Bold Barthus |
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| 49 | Magnificent | | 49 | Magnificent | ||
| 50 | Mean | 00 | Zombie | | 50 | Mean | 00 | Zombie | ||
+ |
dangerousdungeons/chapter1.1558817992.txt.gz · Last modified: 2019/05/25 20:59 by robertfreemanday