Ach! Your Mustache…!

Well, I’ve still not gotten much writing done. Pretend I’ve listed all of the excuses here instead of this sentence. That said, my attention deficit slipped into attention surplus long enough for me to complete about thirteen pages of Commandos & Cultists, a sort of The Cthulhu Hack, The Black Hack, and WWII: Operation WhiteBox mash-up. (I’ve mentioned this once before in another post.)

Once of the aspects of The Black Hack (TBH) that I’ve read (and cribbed for my own work) several times relates to how measurements of time are abstract. The basic unit of time is the moment. In general, moments are fleeting, lasting no more than a few seconds. In another words, a moment in TBH corresponds to a melee round in D&D.

As I was working on Commandos, I had a minor epiphany. Since TBH treats time as relative, not all moments are as momentary as other moments. When appropriate to the story played out in a game session, a moment might be six seconds long (a modern D&D melee round), a minute long (an AD&D melee round), ten minutes long (an AD&D turn), et cetera. But, in the final wash, if the GM can measure every PC’s individual actions with an identical unit of absolute time, then that unit of time can be treated as a single moment.

For example, a team of commandos wants to spread a bit of chaos and fear in the enemy ranks. The commandos plan out a campaign of nocturnal harrassment that lasts for three nights. The GM decides to treat each night as a single unit of time during which each commando can accomplish three tasks. For each commando, two of these tasks are moving into and back out the enemy lines. The third task might be stealing food, sabotaging a vehicle, absconding with classified documents, disrupting communications, et cetera.

In keeping with TBH‘s action resolution system, each commando’s actions would be resolved with a single die roll, using whichever ability score seems most appropriate. Sneaking behind enemy lines? Dexterity. Disguising oneself as a high-ranking officer and bluffing one’s way behind enemy lines? Charisma. Sloshing through a half mile of rat-infested sewer tunnels? Constitution. It doesn’t matter that each one of those tasks would take longer than a moment when measured with a stopwatch. Game-wise, treating each action as a bit of narration followed by a single die roll suffices to keep the action moving.

So, back to the commando team and their three night campaign of harassment. Each night has the potential to be resolved by as few as three d20 rolls per commando. Should a roll fail (“Ach! Your mustache has fallen off!”), then all of sudden time compresses, and a moment that before might have lasted for a few hours suddenly becomes a series of seconds-long moments in which a commando has to fight for his life.

December 12th, 2019  in RPG No Comments »

The Veikindi

Check out this pic by MitchGrave on DeviantArt.

The veikindi is voracious undead horror formed when a humanoid creature dies from a wasting disease. The combination of the sufferer’s pain, anger, and remorse becomes twisted into a refusal to pass on to what lies beyond mortal life.

Veikindi
Medium undead, neutral evil

Armor Class 14 (natural armor)
Hit Points 39 (6d8+12)
Speed 30 ft.

Ability Scores STR 14 (+2), DEX 15 (+2), CON 14 (+2), INT 6 (-2), WIS 13 (+1), CHA 7 (-2)

Damage Resistances cold
Damage Immunities necrotic, poison
Condition Immunities exhaustion, poisoned
Skills Athletics +4, Perception +3, Stealth +4
Senses darkvision 60 ft., passive Perception 13
Languages the languages it knew in life
Challenge 3 (700 XP)

Blood Frenzy. The veikindi has advantage on melee attack rolls against any living creature that doesn’t have all its hit points.

Keen Smell. The veikindi has advantage on Wisdom (Perception) checks that rely on smell.

Magic Resistance. The veikindi has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The veikindi makes three attacks, only one of which may be an oversized arm attack.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) slashing damage.

Oversized Arm. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 8 (1d12+2) slashing damage. If the target is a living creature, it must succeed on a DC 13 Constitution saving throw against disease or become poisoned until the disease is cured. Every hour that elapses, the target must repeat the saving throw, reducing its hit point maximum by 3 (1d6) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target’s hit point maximum lasts until the disease is cured.

A humanoid slain by the veikindi’s disease rises 24 hours later as a veikindi, unless the humanoid is restored to life or its body is destroyed. The newly risen veikindi is not under the control of its creator.

December 7th, 2019  in RPG No Comments »

Hunka, Hunka!

Back in January 2018, I showed off my exquisitely barbaric miniature for Tupke the Red, my character in my son Christopher’s then-new D&D campaign. Tupke rocked, and Rob of Pennyfew Painting did a fabulous job of bringing her to life, so to speak. The Tupke miniature itself comes from Reaper, specifically this model here.

This coming January, my friend Terry likely takes over the GMing job for our twice-monthly Sunday game, whereat he’ll run one of the classic AD&D modules updated for 5E D&D. This seemed like a good excuse to get Rob to paint me a new miniature. This time, I could not resist the rockabilly charms of Elvis, King of the Bards from Iron Wind Metals. I mean, seriously, who could?

Below are pics of Tupke the Red and Evlis Pressed-Leaf. Click on a pic for the embiggening. If you want a miniature painted by a courteous, gifted, and professional artist, contact Rob at Pennyfew Painting. I’m planning on doing so again relatively soon, perhaps with a request for the goblin Nazztee Badfinger (assuming I can find that unpainted miniature I bought way back when I was stationed in Hawaii).

December 5th, 2019  in RPG No Comments »

Armor of Light

The night is passed, and the day is at hand. Let us therefore cast off the works of darkness, and put on the armour of light. (The Epistle to the Romans 13:12)

Armor of Light
Armor (half plate or plate), very rare (requires attunement by a good-aligned creature)

This armor gleams like a mirror, its metal surfaces polished to a high sheen. While wearing this armor, you gain a +1 bonus to AC even if you’re not attuned to the armor. If you’re attuned to the armor, its additional powers become available. The armor has 5 charges for the additional powers, which you can use while wearing the armor. For 1 charge, the armor sheds light for one hour. For 2 charges, this light has the same effect as magic circle affecting fiends and undead, doing so for one hour. For 3 charges, the armor emits a sunburst in a 60-foot radius centered on you. The sunburst damages only fiends, undead, and oozes, but otherwise conforms to the spell of the same name. The armor regains 1 expended charge daily at dawn. If the armor is reduced to 0 charges, roll a d20. On a 1, the armor’s additional powers cease to function until the armor is fully charged.

December 2nd, 2019  in RPG No Comments »

Operation: Lovecraft?

Nota Bene: The H.P. Lovecraft picture is from Publishers Choice Quality Stock Art, copyright Rick Hershey/Fat Goblin Games.

Yes, I know about Achtung! Cthulhu. By all accounts, it’s a great game, but I don’t own it. I do, however, own The Cthulhu Hack and WWII: Operation WhiteBox, which are also great games. So, what if I combined the latter two, while perhaps drawing some inspiration from the second edition of the also-great The Black Hack?

In my mash-up, the PCs fight against the Axis. They’re also fighting against the Thule Society, an occult society that directs much of Nazi Germany’s occult activities, operating through the Heereswaffenamt (HWA) (with its Wissenschaft (HWW) and Okkulte (HWO) divisions) as well as the Ahnenerbe, a Nazi-backed archaeological and occult organization. (Nota Bene: These groups come from the “Mini-Setting: Nazi Occult” section of WWII: Operation WhiteBox.)

Some character classes come from WWII: Operation WhiteBox. These are the Charmer, Combat Engineer, Grunt, Maquis, Sniper, Tactician, Wheelman, and Überläufer. There are also civilian assets, specifically the Bruiser, Ruffian, Adventurer, Philanthropist, and Scholar, all adapted from The Cthulhu Hack. Or, at least at the moment, I’m thinking that’s how things could work out. Thus, a group of PCs could be comprised entirely of commandos, entirely of civilians, or of a combination of the two. I also might adapt The Cthulhu Hack classes into expanded background “packages” for the military and partisan classes.

For example, let’s explore what the Charmer might look like. This is a very rough draft. The Commando Usage Die would apply to doing commando things, like scaling a cliff, setting an explosive charge, et cetera. It represents the “Special Forces Training” rule found in WWII: Operation WhiteBox (p. 37). Flashlights, Sanity, and Smokes work as described in The Cthulhu Hack.

The Charmer
Charmers rely on a combination of wits and natural charisma to influence others and avoid trouble. They often play support roles in operations, acting as negotiators, translators, and liaisons, but charmers can pull their weight in a fight when necessary.

Starting Stats
Starting HP: 1d6+2
Starting HD: 1d6
Attack Damage: 1d6 or 1d4 in unarmed

Usage Dice
Commando: d6
Flashlights: d8
Sanity: d8
Smokes: d10

Special Features
Detect Deception: Roll with Advantage when attempting to detect deception.

Loyal Allies: The Charmer has a special Loyal Allies Usage Die that starts at a d4. Given time and the proper means and location, the Charmer can call upon a number of allies equal to the Usage Die roll.

His Mind of His Own: Roll with Advantage when resisting attempts to influence the Charmer.

Gaining a New Level
Acquire and share a number of Experiences equal to current HD to advance a Level. When a Level is gained:

Attributes: Roll 1d20 for each Attribute. If you roll over, that Attribute goes up by one. Make an extra roll for either Dexterity or Charisma.

Hit Dice: Gain one HD. Roll 1d6 and gain that many additional maximum HP.

Usage Dice: At every odd-numbered level, increase one Usage Die by one step.

November 27th, 2019  in RPG No Comments »