Tuesday, February 27, 2018

Woodland Animal Friends

The following indicates the animals that can be called in desert-vegetation biomes.


Shown is a list of animals, their hit dice and their intelligence.  The first animal a character calls should be rolled on the "1st" column; the next animal on the "2nd" column and so on.  All animals after the fourth are rolled for on the "4th" column.

Druids and rangers are permitted a set number of animal friends according to their level.  While usually a character will call a new animal as soon as the boon is gained, it may happen due to circumstances that more than one animal may be called at a given time.  In such cases, the die should be rolled separately for each animal.  Each roll will call one animal, regardless of species.  Called animals may be of the same species as animals already possessed.

See Animal Friends

Tundra Animal Friends

The following indicates the animals that can be called in desert-vegetation biomes.


Shown is a list of animals, their hit dice and their intelligence.  The first animal a character calls should be rolled on the "1st" column; the next animal on the "2nd" column and so on.  All animals after the fourth are rolled for on the "4th" column.

Druids and rangers are permitted a set number of animal friends according to their level.  While usually a character will call a new animal as soon as the boon is gained, it may happen due to circumstances that more than one animal may be called at a given time.  In such cases, the die should be rolled separately for each animal.  Each roll will call one animal, regardless of species.  Called animals may be of the same species as animals already possessed.

See Animal Friends

Steppe Animal Friends

The following indicates the animals that can be called in desert-vegetation biomes.


Shown is a list of animals, their hit dice and their intelligence.  The first animal a character calls should be rolled on the "1st" column; the next animal on the "2nd" column and so on.  All animals after the fourth are rolled for on the "4th" column.

Druids and rangers are permitted a set number of animal friends according to their level.  While usually a character will call a new animal as soon as the boon is gained, it may happen due to circumstances that more than one animal may be called at a given time.  In such cases, the die should be rolled separately for each animal.  Each roll will call one animal, regardless of species.  Called animals may be of the same species as animals already possessed.

See Animal Friends

Savanna Animal Friends

The following indicates the animals that can be called in desert-vegetation biomes.


Shown is a list of animals, their hit dice and their intelligence.  The first animal a character calls should be rolled on the "1st" column; the next animal on the "2nd" column and so on.  All animals after the fourth are rolled for on the "4th" column.

Druids and rangers are permitted a set number of animal friends according to their level.  While usually a character will call a new animal as soon as the boon is gained, it may happen due to circumstances that more than one animal may be called at a given time.  In such cases, the die should be rolled separately for each animal.  Each roll will call one animal, regardless of species.  Called animals may be of the same species as animals already possessed.

See Animal Friends

Ocean-going Animal Friends

The following indicates the animals that can be called in desert-vegetation biomes.


Shown is a list of animals, their hit dice and their intelligence.  The first animal a character calls should be rolled on the "1st" column; the next animal on the "2nd" column and so on.  All animals after the fourth are rolled for on the "4th" column.

Druids and rangers are permitted a set number of animal friends according to their level.  While usually a character will call a new animal as soon as the boon is gained, it may happen due to circumstances that more than one animal may be called at a given time.  In such cases, the die should be rolled separately for each animal.  Each roll will call one animal, regardless of species.  Called animals may be of the same species as animals already possessed.

See Animal Friends

Jungle Animal Friends

The following indicates the animals that can be called in desert-vegetation biomes.


Shown is a list of animals, their hit dice and their intelligence.  The first animal a character calls should be rolled on the "1st" column; the next animal on the "2nd" column and so on.  All animals after the fourth are rolled for on the "4th" column.

Druids and rangers are permitted a set number of animal friends according to their level.  While usually a character will call a new animal as soon as the boon is gained, it may happen due to circumstances that more than one animal may be called at a given time.  In such cases, the die should be rolled separately for each animal.  Each roll will call one animal, regardless of species.  Called animals may be of the same species as animals already possessed.

See Animal Friends

Desert Animal Friends

The following indicates the animals that can be called in desert-vegetation biomes.


Shown is a list of animals, their hit dice and their intelligence.  The first animal a character calls should be rolled on the "1st" column; the next animal on the "2nd" column and so on.  All animals after the fourth are rolled for on the "4th" column.

Druids and rangers are permitted a set number of animal friends according to their level.  While usually a character will call a new animal as soon as the boon is gained, it may happen due to circumstances that more than one animal may be called at a given time.  In such cases, the die should be rolled separately for each animal.  Each roll will call one animal, regardless of species.  Called animals may be of the same species as animals already possessed.

See Animal Friends

Monday, February 26, 2018

Using Found Objects as Weapons

A description of any improvised object that a character grabs in the midst of a combat, with the intention of employing it as a weapon: pieces of glass or metal, stools, boxes, books, lamps, even tables or benches. In most cases, improvised weapons are used in situations where persons would normally not go armed - bar fights or ballrooms - or in situations where combatants cannot afford weapons, participating in lynch mobs or riots.

There are two varieties of found weapons.

The first sort includes objects that strongly resemble traditional weapons: a rake can be considered a token pole arm, a broken bottle is a sort of dagger, a tree limb is a club and so on. In each case, treat the found object as the weapon it resembles. The limitations on weapons of this sort will not be in the amount of damage done (as it will cause the damage of a low-order pole arm, dagger or club), but in the sustainability of the weapon, which will be difficult to grip and easy to fumble and break.

The second sort of found object are those whose intrinsic value as a weapon is found in their weight, not in their shape or use. This includes objects unlikely to break, such as heavy books, furniture, chests, bricks and stones.

As a guideline for determining the damage that can be done with any uncertain found object, use the following table:

Smallest effective object is 0.3 lbs, or 9 oz.  All weights in lbs.
indicate "up to" that weight.  2 lbs. would include 1.1 lbs., for example

The part of the table describing the distance that found objects can be thrown applies to both kinds of improvised weapon - those resembling traditional weapons and those that do not. As found objects, balance and streamlining are lacking, so these objects can be thrown effectively a shorter distance.


Fumbles

When rolling a d20 to hit with a found object, it is three times more likely for a fumble to occur: that is, on a die roll of 3 or less, a fumble occurs. As well, when a fumble occurs, it must be noted that some objects, such as bricks or stones, will not break; however, if the object can be broken, it will be broken. In some cases, this may not mean that the object will break clean through (as a tree limb two inches thick probably would not), but the object will become split or otherwise ineffective for use as a weapon (treat as -4 to hit with thereafter).

See Attacking in Combat

Tumbling

Describes a situation where a combatant falls helplessly to the ground due to a full stop while moving at triple-speed or from being stunned while moving at a speed faster than normal. At the moment prior to tumbling (when it is, in fact, going to happen), then the combatant must make a dexterity check. Success indicates that the combatant has been able to roll with the fall, taking no damage - but a failure indicates that the combatant has become tangled in their own feet or landed poorly, so as to take 1d4 damage.

When tumbling, regardless of the damage taken, combatants move forward one hex along their line of travel before coming to a complete stop. If this final movement ends in the combatant entering a hex occupied by an enemy, then the enemy must move back one hex to make room for the tumbling combatant. If this backward movement puts the enemy in jeopardy, such as forcing them off a drop or into deep water, the enemy is entitled to a dexterity check to permit side-stepping the tumbling combatant.

If the enemy is twice or more the size of the tumbled combatant, they will not give ground.  This will result in a crash (see Crashes & Collisions).

Once a combatant has tumbled, attackers are permitted a +4 to hit bonus if it is possible to do so for their attacks until the tumbled combatant is able to take action. Thus, if the tumbled character can be stunned, the +4 bonus is extended to the next round.

See Movement in Combat

Rouse Sleeping Creatures

Creatures in normal sleep may be aroused by noise or physical interaction, the result being dependent on how much noise, how specific the noise is and how physical is the effort of waking. Creatures are divided into three groups: heavy sleepers, normal sleepers and light sleepers. The effect of stimuli on each kind of sleeper is as follows:
  • Heavy sleepers must be aroused by shouting that is done very close or by rough shaking. This requires 3 action points (AP) expenditure from an outsider, who must enter the sleeper's hex first (which counts as an additional AP cost). Loud sounds such as combat or shouting that happens around the sleeper will eventually awake the sleeper in 2 to 3 rounds (with a 50% chance of each). For 1 round after waking, heavy sleepers are -3 to hit in combat and cannot spellcast. Treat as fully awake thereafter.
  • Normal sleepers can be aroused by shouting their name or giving a single kick costing 2 AP, either of which can be done from an adjacent hex. If done from 2-3 hexes away, normal sleepers will awake upon hearing their names on the second attempt (in the next round), or from hearing the sound of fighting. For 1 round after waking, normal sleepers will be -1 to hit in combat and can spellcast only cantrips or 1st level spells. Treat as fully awake thereafter.
  • Light sleepers will be aroused by hearing any non-stealthy stranger moving within one hex of their person, upon hearing their name hissed from two hexes away, or upon being touched. This last requires 1 AP expenditure from an outsider in an adjacent hex. Additionally, the sound of a weapon leaving its scabbard, a crossbow being loaded, an arrow whizzing past or any weapon contact will awake them. Light sleepers should be treated as fully awake at once.

Determining if a creature is a heavy, normal or light sleeper is as follows:
  • Magical creatures of all forms, including undead, faeries, creatures from the outer planes and dragons, should be counted as light sleepers. This group will also include beasts with an intelligence greater than 7 (average), along with animal felines and canines.
  • All other non-humanoid creatures should be counted as normal sleepers.

Humanoids are calculated as follows:
  • When known, add intelligence, wisdom and constitution to obtain a sum.
  • For monster humanoids where wisdom and constitution are not known, double the monster's intelligence and add the equivalent of the humanoid's probable strength. For example, a bugbear's intelligence is 8 and it's strength is considered to be 17. This produces a sum of 33. Where applicable, make estimates based on this principle.
  • For monster humanoids, add 1 point per hit die above the first. A bugbear would add 2 points.
  • For player demi-humans and humans, add 1 point per level.
  • Thieves, assassins and monks should add an additional 3 points.
  • Mages, illusionists and bards should subtract 3 points.
If the sum is 36 or less, the humanoid is a heavy sleeper. If the sum is between 37 and 45, the humanoid is a normal sleeper. If the sum is 46 or better, the humanoid is a light sleeper.

This system is deliberately designed to be prejudiced against humanoids, for game-playing purposes.


See Also,

Thief Combat Abilities

With every level, thieves roll a d6 to determine their hit points. At first level, characters are presumed to have rolled an ‘6’ on the die, starting with ‘full’ hit points. Thieves also gain hit points for their body mass, which is rolled by the DM.

Thieves are able to wear only armor fashioned without metal, including leather or padded armor, and leather gauntlets. They are not permitted to use shields or helmets.

Thieves begin with two weapon proficiencies. A new weapon proficiency is gained for every four levels above 1st, at 5th level, 9th level, 13th level and so on.

Thieves may use only those weapons described on the Thief Proficiencies table. Missile weapons, with thrown and hurl ranges, are shown on the Thief missile weapons table.



For additional notes regarding these weapons, see the Weapons List.

For missile weapons, thrown and hurl ranges are given below, in hexes:



Thus, if the fighter is throwing a dart at an opponent that is 10 hexes away, the range would be considered medium - but if a dagger were thrown at the same distance, the range would be considered long. Modifiers to hit due to range are as follows:

point blank = add 1
short = no adjustment
medium = subtract 2
long = subtract 5

See Thief

Swimming Combat

Due to recent changes in underwater combat mechanics, much of the content of this page is now out of date and needs rewriting. It is being left here as a placeholder until the content can be adjusted; it should not be considered accurate for the purpose of my campaign.

This page is meant to describe only combat that takes place on or near the surface of water by humanoids who are dependent upon breathing air. For combat that takes place completely underwater, see Submerged Combat.

Combatants who engage in melee while swimming must have one hand free, with which they can turn or maneuver themselves. The table on the right indicates the number of action points that must be used in order to move one combat hex. Thus a combatant with five AP and a 14 strength would be able to swim with one hand a distance of one hex, retaining enough AP to swing a weapon in the same round.

Combat progresses normally in water, though it is presumed that the combatant will be dunked by the effort of swinging a weapon. Dexterity functions normally. Weapons can be thrown but bows or crossbows cannot be effectively loaded or fired.

There is a severe penalty for striking with or hurling a weapon while swimming that equals -1 to hit per length of the weapon per foot. Obviously, weapons that require two hands cannot be used while swimming.

(content to follow)

See Combat

Wind Speed

Also known as wind force, the relevant speed of the wind and the effect that wind has on its environment, as demonstrated by the image below depicting the Beaufort Scale. In my game, wind speed is determined, along with other weather conditions, through the use of this weather informational system.

Wind effects on movement define the influence of wind upon ships of different sizes and forms.

Gales & storms can capsize small vessels, damage rigging and hulls, cast crew and equipment overboard and wreck ships.




See Also,

Sunday, February 25, 2018

Necrotic Damage

Necrosis is a form of bodily injury that results in the total death of living tissue by enzyme digestion. Because the body is not merely injured or the flesh ruptured, but completely dead, necrosis cannot be counted as a 'poisoning' of the flesh, nor a 'disease' - therefore, necrosis cannot be saved against as a poison nor cured as a disease. Furthermore, as necrosis is not a wound, the flesh surrounding the damage cannot be bound together by spells such as cure light wounds, cure serious wounds or cure critical wounds. These spells will only serve to close the body over the necrosis, while leaving the dead tissue under the skin where it can continue to spread and kill the body.

However, an aid spell will restore lost hit points to necrosis (though one must be a believer in the cleric's religion) as will a heal spell. Both healing salves and boric serum will be effective against necrosis.

Rest of any kind will have no effect whatsoever on necrosis-damaged hit points, nor will binding wounds. In fact, necrosis will have the opposite effect as rest, causing the affected creature to lose 1 hit point per level per day as the necrosis spreads through the body. Any necrosis damaged tissue that is left will continue to destroy health flesh at the same rate. This will continue until all hit points lost to necrosis are restored or the character dies.

Violet fungi, green slime, yellow mold and numerous other creatures cause necrotic damage.

See Damage

Mage Combat Abilities

With every level, mages roll a d4 to determine their hit points. At first level, characters are presumed to have rolled an ‘4’ on the die, starting with ‘full’ hit points. Mages also gain hit points for their body mass, which is rolled by the DM.

Mages may not wear any type of armor. They are permitted the use of a skull cap, which imparts no improvement of armor class, but will protect them against triple damage attacks against no helmet.

Mages begin with one weapon proficiency. A new weapon proficiency is gained for every six levels above 1st.

As mages have generally dedicated little or no time to the understanding of weapons, they are very limited in what weapons they are able to use. Following is a complete list of melee weapons which a mage may use:


For additional notes regarding these weapons, see the Weapons List.

For missile weapons, thrown (or hurled) ranges are given below:


Thus, if the mage is throwing a dart at an opponent that is 10 hexes away, the range would be considered medium - but if a dagger were thrown at the same distance, the range would be considered long. Remember that modifiers to hit are as follows:

point blank = add 1
short = no adjustment
medium = subtract 2
long = subtract 5

See Mage

Illusionist Combat Abilities

With every level, illusionists roll a d4 to determine their hit points. At first level, characters are presumed to have rolled an ‘4’ on the die, starting with ‘full’ hit points. Illusionists also gain hit points for their body mass, which is rolled by the DM.

Illusionists may not wear any type of armor. They are permitted the use of a skull cap, which imparts no improvement of armor class, but will protect them against triple damage attacks against no helmet.

Illusionists begin with one weapon proficiency. A new weapon proficiency is gained for every six levels above 1st.

As illusionists have generally dedicated little or no time to the understanding of weapons, they are very limited in what weapons they are able to use. Following is a complete list of melee weapons which a illusionist may use:


For additional notes regarding these weapons, see the Weapons List.

For missile weapons, thrown (or hurled) ranges are given below:



Thus, if the illusionist is throwing a dart at an opponent that is 10 hexes away, the range would be considered medium - but if a dagger were thrown at the same distance, the range would be considered long. Remember that modifiers to hit are as follows:

point blank = add 1
short = no adjustment
medium = subtract 2
long = subtract 5

See Illusionist

Saturday, February 24, 2018

Hit Points per Die

The table on the right describes an adjustment for the number of hit points per die for creatures depending upon the weight.

I made a proposal for the importance of adjusting hit points for very large monsters based upon the unlikelihood of killing very large beasts by ordinary weapons. Earlier posts on the subject can be read here and here.

Below is a table that expresses a creature's total number of hit points based upon their mass, also known as biological units, or BU. See Hit Points. The total hit points/BU for creatures is based upon their weight, or mass. Thus, a goblin with typically 1 HD, weighing anywhere from 31 to 70 lbs, would have 1-4 hit points. A goblin of a tougher, hardier race, with a natural 2 HD, may have the same approximate body weight but more overall hit points: 2 x 1-4 hit points, or 2d4.

See Also,

Enlistment of Hirelings

[this needs a note about charisma]

For details regarding the relationship between characters and hired persons, see Hirelings.

Hirelings are paid per month, up front, before they participate in any activity. It is presumed for game purposes that player characters have some reasonable ability to determine the quality of persons applying to be hired, and that given the time and circumstances of the campaign setting that most persons are much more loyal and respectful than in the present day. As such, it is presumed that a hireling will not flee with their wages, unless the employer deliberately accepts hirelings of poor quality (see below).

When enlisted, hirelings will provide the base materials necessary to perform their jobs. For example, men-at-arms will provide their own armor and weapons; artisans will have the specialized tools necessary to perform their work; a rider will typically provide their own horse; a scribbler their own pens. However, it should be noted that permanent structures will not be made available by the hireling, such as laboratories, forges, ships and boats, office furniture and so on. These things will have to be provided by the employer.

Methods of Location

There are four basic methods of seeking persons who can be enlisted as hirelings:

Frequenting Inns & Taverns will cost characters 5 g.p. per day in bribes, drinks and other insundries, enabling them to interview enough persons to have a chance of locating reputable hirelings. By this method, the character makes a wisdom check. If the check succeeds, the enlistment of a hireling will be successful that day. The character may make an attempt to locate a hireling once per day, to a limit of one day per 1,000 persons (with a minimum of once) that inhabit the city, town or village, per month. This means that if a given city were to have a population of 8,000, the character could attempt to find hirelings in that city eight days out of every month, indefinitely. A city with more than 30,000 persons can be searched every day without fail.

Hiring a Crier will cost characters 20 g.p. per day. The crier being hired must be a local resident, who will carry the respect and trust of those who hear. A crier will drive potential hirelings to the character, freeing the character to act otherwise for the main part of the day. Hiring a crier will allow the character to make two wisdom checks per day, the success of each resulting in an enlisted hireling. Since criers are in high demand, a crier may only be hired once per 3,000 persons that inhabit the city, town or village, per month. Thus, in a city of 8,000 persons, a crier could be hired three times per month.

Posting Notices in Public will cost characters a flat outlay of 50 g.p. To do so, however, requires that the character be able to prove residence, have a writ of passage, be a member of a local guild or in some similar way show themselves to be a citizen of worthy standing. Over the space of a week, posting notices will enable the character to make one wisdom check per 1,000 persons that inhabit the city, town or village. Each successful roll will result in an enlisted hireling.

Hiring Agents to Seek Prospects will cost characters a flat outlay of 10 g.p. per prospect sought. No roll must be made, as the agents who have been hired will provide the enlisted hirelings as requested. The maximum number that can be enlisted by this method will be equal to one hireling per 500 persons that inhabit the city, town or village. An agent will take a minimum of two weeks to provide up to twenty hirelings, then an extra week over and above that for each additional twenty hirelings desired. Thus, to provide 100 hirelings would require six weeks.


Nature of Hirelings

When obtained, hirelings will typically possess a morale of 9 (several factors may adjust this number). Ability stats can be rolled, usually with 3d6. Most hirelings, those who possess one amateur skill (see Sage Abilities) will not have an experience level. All hirelings who possess an authority-level skill, a study or a knowledge field will have one or more experience levels.

Players who have successfully obtained more hirelings than they actually want will likely want lists of ability stats and personal skills that will enable them to choose the best candidates for enlistment. It should be assumed that characters cannot distinguish the difference between one potential candidate and another from a surface interview, and that the hireling enlisted was, in the opinion of the character at the time, the best person for the job. This will save enormous amounts of time.

Types of Hirelings

There are many, many varieties of hireling that can be hired. At the moment, this list is a placeholder for additional content to be added later. For the present, I will add a link for the one type that was requested by my campaign: the mercenary.

Poor Hirelings

Characters who are desperate for any hireling may choose to ignore their wisdom checks and merely accept any person who applies. The purpose of the wisdom check above is to enable the character to disregard an unworthy applicant ~ but the character may choose to hire them nonetheless, from desperation or from the surety of knowing the hireling cannot escape (for shipboard crew, for example).

In such cases, the hireling should be judged to have a base morale above nine. A d6 is rolled, resulting in a morale of 12 [1-3], 11 [4-5] or 10 [6].

Such persons will be of low character. Each day that they are required to work, the hireling should make a morale check ~ a failure will result in one of three possible effects. In each case, the hireling will have:

  • done something grossly incompetent, resulting in something of value being wasted or damaged. Roll randomly among items/materials the hireling regularly affects.
  • acted dishonestly, rolling a d20 on a list including theft of something worth less than 5 g.p. [1-5], drunkenness [6-9], deliberate failure to work or accomplish anything [10-17], lying in a way that causes someone else to act incompetently [18-19] or acting in a manner that allows an outsider to make use of tools, facilities or the name of the employer [20].
  • initiated an aggressive encounter with a co-worker, a guest of the employer, a tradesperson or other outsider, chosen by the DM. Such disputes will usually result in a minor fracas, a point or two of damage and potentially an unwillingness to participate together among co-workers, or a refusal to provide services by outsiders.


Hirelings of this type may have their morale improved by a forced situation in which they have to act in a positive manner. They will never, however, cease to be some sort of problem.

See Also,
Campaign

Friday, February 23, 2018

Standard Morale

[this needs a note about charisma]

A designation for the starting morale of hirelings or troops, prior to any experience with their leader or employer. Standard morale for most soldiers or hirelings is 9. Levelled persons have a standard morale of 8. Children younger than 15 have a standard morale of 10.

Soldiers in a standing army who receive a new commander will have a standard morale 2 points higher than their morale under their previous commander, so long as this number does not exceed 9.

Morale of disassociated non-player characters

Persons in authority who possess the ability to make policy within the municipality or state may be judged to have a standard morale of 3 where it comes to performing their duty. Such persons would never be hirelings, but would have hirelings of their own.

See Morale

Fighter Combat Abilities

With every level, fighters roll a d10 to determine their hit points. At first level, player characters are presumed to have rolled an ‘10’ on the die, starting with ‘full’ hit points. fighters also gain hit points for their body mass, which is rolled by the DM.

Fighters are able to wear any type of armor, including helmets and gauntlets.

Fighters begin with four weapon proficiencies. A new weapon proficiency is gained for every three levels above 1st, at 4th level, 7th level, 10th level and so on.

Fighters may use any sort of weapon:


For additional notes regarding these weapons, see the Weapons List.

For missile weapons, thrown and hurl ranges are given below, in hexes:


Thus, if the fighter is throwing a dart at an opponent that is 10 hexes away, the range would be considered medium - but if a dagger were thrown at the same distance, the range would be considered long. Modifiers to hit due to range are as follows:

point blank = add 1
short = no adjustment
medium = subtract 2
long = subtract 5

See Fighter

Fight While Immersed

For the purpose of these rules, "immersed" is distinguished from "submerged," in that the combatant is not fully beneath the surface of the water and still standing on the surface. If the character has no footing and is completely submerged, see Swimming Combat.

If the combatant is engaged in melee while immersed, that is standing in water that is above half-way up the character's calves, then both movement and the combatant's attack dice will be affected.

Penalties are adjusted at five points up the body: at the knees (mid-calf to knee-cap), at the hips (thigh to groin), at the torso (across the belly), at the chest (above the belly to the arm pits) and at the neck (submerged shoulders and up). In each case, use what seems the best description of the water surface as compared to the body. If the surface is below the level of the eyes, enabling the combatant to see, treat this as the neck. Immersion above the level of the eyes (and above the ability to push off the ground to temporarily gain vision), should be treated as submerged.

Adjustments to Movement

As parts of the body are immersed, a certain amount of the body becomes buoyant; additionally, movement through the water becomes a matter of pushing an additional weight of water in order to thrust the body forward, thus increasing the expenditure of action points (AP) for the combatant.

In the interest of establishing a universal impact on creatures of all sizes, movement through water (or thicker liquid) will be treated as an increase in encumbrance ~ or rather, a decrease in the base mass of the combatant due to buoyancy. Whether or not this is scientifically true (and I don't know that it is), the overall effect should be that the combatant's number of AP should fall as the combatant's immersion is increased.

This will mean that the character's encumbrance must be recalculated when entering the water for a loss in weight; it will also mean that the character's movement can be restored somewhat by dropping equipment once entering water. Below is given the amount of mass lost at each point of immersion, for this calculation:
  • Knees = 10% loss.
  • Hips = 25% loss.
  • Torso = 50% loss.
  • Chest = 80% loss.
  • Neck = 90% loss.

Note that the above movement can be counteracted while swimming; however, when swimming the character should treat their effective encumbrance mass at 5%, if they do not wish to sink or drown.

If the character is immersed in something thicker than water, then compare the specific gravity of the liquid with water and increase the loss of body mass by that degree. For example, quicksand has a specific gravity of 1.156, or 15.6% higher than water. This would mean that a character immersed to their belly would lose 57.5% of their body mass for encumbrance purposes, not 50%.

If, then, encumbrance was so much that the character had no AP on account of it, the character would drown in quicksand in a completely helpless manner. As well, if the character could not effectively unload their gear, due to their lack of AP, in order to reach an edge, while sinking steadily 1 foot per round, the character would again succumb.

Adjustments to Attack Die

If the combatant is fully submerged, the adjustment to attack dice is -8. Therefore, the effects of immersion are staggered to compare with this extreme. Attacks performed while sunk to the knees are done at -1; at the hips, -2; at the torso, -4; at the chest, -6; and at the neck, -7.

See Also,
Combat
Mariner Combat


Animal Friends

Druids that reach the 4th level and Rangers of 7th level of experience may, if they wish, call for 'animal friends.' For the purpose of clarification, in this article player characters with animal friends will be referred to as the 'Sire.'

This will be one or two animal creatures that, once called, will attach themselves to the Sire in a manner similar to henchmen. These animals will be wholly loyal and will be 'run' by the player - but they will be subject to morale checks like followers. Moreover, because animal friends are not as intelligent as most henchmen, there are limitations as to what actions they can take.

Intelligence

Animal friends will conform to four levels of intelligence, consistent with their having 1 to 4 intelligence points ('animal' or 'semi-intelligence'). The smarter the animal, the greater the animal's versatility. A complete list of animals and their intelligence can be found below. Note that all animals of any level of intelligence will come when called and show affection to the Sire.

Int 1: Animal Intelligence

These are animals driven by instinctive motivations - mating, rearing of young, finding food to consume and fleeing danger. They will be highly resistant to attacking other creatures unless cornered or protecting their Sire - in this case, the Sire. Because of that, they have a starting morale of 9.

Unless speak with animals is employed, friends of animal intelligence cannot be given complex instructions. They can be told to find food for themselves, to rest or to sleep. If it is an animal that can bear a burden or a rider, it can be told to hold still in order to be loaded or mounted. If the Sire is able to speak with the animal, however, it can be given a direct order (presuming it is something which the animal can do) that it will obey for three melee rounds. Once the three rounds have passed, however, the Sire must spend a full round acquiring its attention in order to give it new instructions. If the animal is beyond 40 feet from the Sire, however, it must be first called for, so that it can return to where it will be close enough to speak.

When not being given orders - and when the Sire is not threatened - an animal friend will tend to remain within 2 full rounds of the Sire (this would be equal to three times its normal movement rate per round, given that during the second round the animal will be moving at double speed). Very large animal friends may prove troublesome if not sent away at times when stealth is desired.

If the Sire's person is attacked (and the animal sees), then the animal will rush in and defend the Sire. In the case of very large animals, the Sire may suffer incidental damage on account of this action. In cases where the Sire is attacked, even if the Sire indicates otherwise there is a high probability that the animal will ignore the Sire (it must make an intelligence check to listen).

Int 2: Training Intelligence

These are animals that can be taught voice and gesture commands, so that directions can be given to the animal without the need for speak with animals. The commands that can be given include the following:
  • Attack. The animal can be directed to attack a specific individual until the designated creature is killed, the Sire calls the animal off or a morale check fails.
  • Guard. The animal will interpose itself between the Sire and attackers, defending against any attackers for as long as it is able (morale is improved by +1 by this command).
  • Fetch. The animal can be told to return a familiar object or person that has been placed or thrown by the Sire.
  • Home. The animal can be sent away to a specific location for safety.

Other instructions can be given to the Int 2 animal using speak with animals. Like Int 1 animals, Int 2 animals will seek to remain within 2 rounds and will rush in to defend if the Sire is in danger. To change the orders given to an Int 2 animal (either by voice command or through speak with animals), the animal must be within 40 feet; the time necessary will be less, only 3 action points.


Int 3: Comprehensive Intelligence

These are animals that will be able to understand human speech so that commands may be given without speak with animals. In all ways they will conform to Int 2 animals, except that the voice and gesture commands that may be give are unlimited, and only 2 action points are required to give them instructions.

Int 4: Intuitive Intelligence

These are animals intelligent enough to function as ordinary followers, able to act on their own much of the time without the necessity of being told to change targets, take up a guarding position or fetching things on their own, as well as a variety of other things. On the whole, the player is free to run these animals as though they are possessed of a mind all their own; however, once beyond line-of-sight of the Sire, these animals will seek to complete the task they are given and return as soon as possible.

Calling Animals

Druids may call new animals friends at 4th level and every three levels thereafter (7th, 10th, 13th, etc). Rangers may begin call new animal friends at 7th and every three levels thereafter. When determining the animals called, rangers are treated as three levels below their own. A 7th level ranger, therefore, would call animal friends equal to a 4th level druid.

For each calling, the Sire must use the table which corresponds to the environment where the calling is done. If the Sire wishes an animal from another environment, the calling must be suspended until that environment is entered. Animals may not be called from inside urban or heavily cultivated areas, nor from underground.

The following tables outline the animals found in each environment:

There is no requirement for the character to call animals if they are not wished. As well, if an animal friend is killed, a new animal friend may be called after three months of game time has passed.

See Also,

Druid Combat Abilities

With every level, druids roll a d8 to determine their hit points. At 1st level, druids are presumed to have rolled an ‘8’ on the die, starting with ‘full’ hit points. Druids also gain hit points for their body mass, which is rolled by the DM.

Druids are unable to make use of metal armor of any type (even studding or reinforcing metal, and are therefore limited to leather, wood or turtle-shell for their armor. Turtle-shell armor is equivalent to scale mail.

Druids begin with two weapon proficiencies. A new weapon proficiency is gained for every five levels above 1st.

Druids are more flexible in weapon use than clerics and have a greater range of weapons to choose from. Below is a list of weapons a druid may use:


For additional notes regarding these weapons, see the Weapons List.
Bolas are designed so that if thrown at humanoids, on an adjusted 20, the balls and rope will wrap around arms and legs; the creature so struck must make save vs. petrification or be helpless; otherwise the creature will be able to free itself in 2-5 rounds.

For missile weapons, thrown and hurl ranges are given below, in hexes:


See Druid

Thursday, February 22, 2018

Cleric's Combat Abilities

With every level, clerics roll a d8 to determine their hit points. At first level, characters are presumed to have rolled an ‘8’ on the die, starting with ‘full’ hit points. Clerics also gain hit points for their body mass, which is rolled by the DM.

Clerics are able to wear any type of armor, including helmets and gauntlets.

Clerics begin with two weapon proficiencies. A new weapon proficiency is gained for every four levels above 1st.

As Clerics have not dedicated long hours to detailed combat training, however, they are limited to weapons that are neither edged nor designed for stabbing. Following is a complete list of weapons which a cleric may use:


For additional notes regarding these weapons, see the Weapons List.

Bolas are designed so that if thrown at humanoids, on an adjusted 20, the balls and rope will wrap around arms and legs; the creature so struck must make save vs. petrification or be helpless; otherwise the creature will be able to free itself in 2-5 rounds.

For missile weapons, thrown and hurl ranges are given below, in hexes:


See Cleric

Wednesday, February 21, 2018

Paladin (class)

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Monk (class)

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Water

Water

Creatures require a daily intake of water, which can be gotten from the food they drink but is mainly obtained through drinking water, beer, ale, milk and like fluids. The table shown gives a simplified chart for players to use in determining the amount of water that is needed in a ½-day according to body weight and temperature, assuming the character has eaten 2 lb. of food (likely while travelling). Some of the water a character needs can be gotten from food.

One cup of water is 8 fluid ounces (237 ml).  Failure to drink enough water will result in dehydration.

See Also,
Adventure, The
Nutrition & Preparation of Food
Player Characters