Dec 25, 2013

Petards Stuffed in Cows: A Necrocarcerus Armoury

Here's an extraction of the weapon expertise, feat and training rules, and the weapon tables from the Necrocarcerus house rule document. Parts of this are inspired by Courtney Campbell's Numenhalla weapons tables, as well as the BECMI weapon mastery rules. It is meant to be compatible with Swords and Wizardry Complete. All costs are in obols, the Necrocarcerus equivalent of gold pieces.

Weapon Feats

Each level beyond Proficient provides a cumulative +2 to hit and on damage rolls. Characters using a weapon they are unskilled with deal 1d4 points of damage on a successful hit.

Weapon
Proficient
Skilled
Expert
Master
Broadsword
1d8
Deflect
Bleed
Keen
Claymore
2d6
Disarm
Deflect
Vicious
Club
1d6
Delay
Stun
Knockout
Composite Bow
1d8
Skewer
Vicious
Swift
Crossbow
2d6
Delay
Stagger
Skewer
Dirk
1d4
Swift
Bleed
Keen
Falchion
1d6
Bleed
Keen
Vicious
Francisca
1d6
Delay
Stagger
Swift
Halberd
2d6
Trip
Skewer
Vicious
Lance
1d8
Delay
Skewer
Vicious
Long Bow
1d8
Swift
Skewer
Keen
Maul
2d6
Stagger
Stun
Knockout
Musket
2d6
Stagger
Delay
Stun
Pistol
1d6
Delay
Stagger
Vicious
Quarterstaff
1d8
Trip
Deflect
Swift
Rapier
1d8
Deflect
Disarm
Riposte
Sling
1d6
Stagger
Stun
Knockout
Spear
1d8
Delay
Skewer
Keen
Sparr Axe
1d8
Bleed
Delay
Vicious
Thrown Knife
1d4
Swift
Bleed
Skewer
Warhammer
1d8
Deflect
Delay
Knockout
























Expertise Feats

Bleed – Target suffers 1 HP damage / round until they save.
Deflect – Wielder may save to negate one attack / round
Delay – Save or lose initiative next round
Disarm – Save or lose weapon
Keen – Critical hit on natural 19 or 20
Knockout – Save or fall unconscious
Riposte – Wielder may save to counterattack immediately
Skewer – Next round target takes the same damage again
Stagger – Save or can’t move for one round
Stun – Save or can’t attack / cast spells for one round
Swift – Wielder makes two attacks / round on one target
Trip – Save or fall over
Vicious – Wielder rerolls damage, takes higher result

Training Costs for Weapon Expertise

Level
Cost for Training
Training Time
Untrained
0
None
Proficient
1,000
1 week
Skilled
5,000
1 month
Expert
10,000
3 months
Master
20,000
6 months.








Melee Weapons

Weapon
Cost
Wt.
Special
Hands
Broadsword
50
1.5kg
-
1H
Claymore
100
3kg
-
2H
Club
5
0.5kg
Light
1H
Dirk
2
0.5kg
Light
1H
Falchion
50
1kg
Light
1H
Halberd
50
4kg
Reach
2H
Lance
50
2.5kg
-
1H
Maul
100
5kg
-
2H
Quarterstaff
2
1.5kg
Reach
2H
Rapier
50
1kg
-
1H
Spear
5
2kg
Reach
1H
Sparr Axe
50
2kg
-
1H
Warhammer
50
2.5kg
-
1H

Ranged Weapons

Weapon
Cost
Wt.
Rng.
RoF
Special
Composite Bow
100
2kg
100m
1/1

Crossbow
50
3kg
75m
1/2

Francisca
5
0.5kg
10m
2/1
Light
Long Bow
100
3kg
100m
1/1

Musket
100
4.5kg
40m
1/2

Pistol
50
1.5kg
10m
1/2
Light
Sling
2
0.25kg
100m
1/1

Spear
5
2kg
10m
1/1
Reach
Thrown Knife
2
0.25kg
10m
2/1
Light

RoF is number of shots / round. e.g. 1/2 is one shot every other round. 2/1 is two attacks per round.

Other Weapons

Other weapons than the ones listed above cannot be mastered. All characters are proficient in using them.

Weapon
Cost
Damage
Wt.
Rng.
Special
Bolas
2
1d4
0.5kg
 10m
Entangles
Blowgun
2
1d4
1kg
10m

Blunderbuss
100
2d6
4.5kg
20m
Cone
Flamethrower
250
2d6
30kg
20m
Burns, Cone
Grenades
10
2d6
0.5kg
10m
Explodes
Holy Water
10
2d6
0.1kg
10m
Burns
Net
5
-
3kg
5m
Entangles
Petard
50
4d10
3kg
-
Explodes
Petrol Bomb
5
1d8
0.5kg
10m
Explodes, Burns
Whip
10
1d4
1kg
-
Entangles, Reach

Ammunition

Type (# of shots)
Cost
Weight
For
Arrows (10)
3
1kg
Bows
Bolts (10)
5
1.5kg
Crossbows
Gasoline (5)
25
5kg
Flamethrowers
Shot & Powder (10)
10
2kg
Guns
Slingstones (10)
1
1.5kg
Sling

Weapon Qualities

Burns - Target suffers 1d6 automatic damage / round until they save
Cone - May attack up to three side-by-side targets simultaneously
Entangles - Target must save or become helpless
Explodes - Everyone within (# of damage dice x 2)m is hit. Save for half
Light – Can be wielded in off-hand
Reach – Can attack from behind someone else

Dec 24, 2013

[Review] Openquest 2

Disclosure: I am a fan of Openquest. I was one of the backers of the Indiegogo campaign for OQ2 (I am thanked by name on the general thanks page, along with other contributors to the campaign).

Openquest 2 contains zero fundamental changes to the mechanics of Openquest. Instead, it provides more spells, better explanations of gameplay and how to tweak it to suit your style, a brief realm system, some new skills, and colour pictures. Broadly speaking, a lot of the changes are incorporating material / inspired by other systems, including other versions of BRP (Basic Roleplaying, the percentile system that powers Runequest, Stormbringer, Call of Cthulhu and other systems). Sometimes this is good, sometimes it seems extraneous.

The two new skills are Wealth and Relationship (X). Both at optional, so you don't have to use them if you don't want to.

The Relationship skill is basically a passion-system like other BRPs have, and is something I really dislike outside of its use in Clockwork and Chivalry, since it rarely does anything directly in any of these games (typically, such skills add their tens digit as a percentile bonus to another skill). At least in C&C it represents one's ideological commitment to some position in the Civil War and comes up whenever you try to proselytise for your side or resist proselytisation by another side. I'm very leery of skills - and older versions of BRP are notorious for this kind of skill - where having them doesn't allow one to do anything different, it simply gives one a bonus to some other skill roll, or allows one to make a second kind of skill roll under certain conditions one otherwise couldn't. The Relationship skill here collects a bunch of fuzzy benefits together under four headings (Allies, Dependents, Enemies and Organisations) with different benefits in each case. If you wanted to create something like the D&D 3.5 Rangers' specialty enemy ability, this would allow you to do it. One of the things I like about Openquest is that it tends to give you clear expectations - whether in the form of concretely defined actions one can take, or in the Big Bonus rule - and I find that the relationship skill doesn't really do that.

Wealth is the typical BRP skill for people who don't want to track individual coins or assets. I go back and forth on this skill, since it mainly exists in games to represent credit but does a bad job representing how credit works or how it motivates people to act. This isn't OQ2's problem tho', it's really a problem with Call of Cthulhu / the BRP gold book, which use this skill. Personally, I think I would stick with the individual asset approach, at least at lower levels of play. This skill has all sorts of sublevels and requires you to determine where specific pieces of gear fall (tho' it provides a chart with some guidelines) so you know what kind of stuff you actually have to roll for or not.

The spells are strong, and good additions to the system. Openquest is now in competition with Runequest 6 for the best battle magic system in a BRP-type game.They're mostly fixed-magnitude, and appear inspired by various low level spells from D&D (this is good), though there are some progressive ones that upgrade. There are a few "extra action" type spells, which I am mixed about. Multimissile was already in the game, but new ones have been added, and I worry that this will create an action / magic point economy at the higher levels of power and transform high level combat into managing it. Still, overall, the additions to the spell lists (not just battle magic, but divine and sorcery as well) are welcome.

The Realm management system is mostly about quest generation, as it should be, and includes notes on using the quests for the various power levels PCs will be at. Like most stock OQ work, it's pretty sparse. I may expand on it and the attached mass combat system sometime in the upcoming year.

The game in general includes a lot more advice on how to play it, which is good for me, as I use Openquest to introduce people to BRP-type systems. I would feel more comfortable handing OQ2 to a new referee than OQ1, now that I have the option to choose between them. The examples are more fleshed out, different campaign power levels are discussed, and there's some discussion of modifying the base assumptions (i.e. different types of magic available and how) to help you create a particular feel.

So, I like Openquest: It remains one of my preferred systems for fantasy roleplaying games, and I will continue to use it for such in future. Openquest 2 is more an extension and continuation of that source text that a radical revision of it (the two are fully compatible, which is nice as I already own three well-loved copies of Openquest 1). I would recommend picking Openquest 2 up for all the same reasons I recommend picking up Openquest 1. I don't know that it's dire and urgent that you switch over if you're happy with Openquest 1 already, but if you like it and want more spells and options, it's worth checking out.

Dec 23, 2013

Filling Out Your Alignment Forms

"Changing Alignment
Alignments are registered with the Association of Useful Citizens – Administrative Division on a theoretically quarterly basis. One’s alignment changes by altering or forging one’s record, upon the result of a trial, upon release from punishment, upon registration with AUC – AD, by special request by the Guardians (common in inter-Guardian factional struggles), or through other forms of bureaucratic manipulation."
- from the Necrocarcerus play document

Alignments in Necrocarcerus are simply an administrative recording of whether you are an enemy of the Necrocarcerus Program, and how much of an enemy. Think of them as combination terrorist watch list, no fly list, criminal record, and administrative categorisation used by the people running your reality. This means that you don't get to pick your alignment (except for Citizens, who get an initial choice, which is then set until they change it in the usual ways), nor does it motivate your behaviour. The biggest effect is mainly in interacting with spells and abilities - Detect Evil detects anyone who has a file marked "Chaotic" in the records of the Guardians, Unholy Word will smite anyone who is marked "Lawful". It's a metaphysical-administrative state. Bureaucracy is king, so even the Undead, Rogues and Projectors can be declared Citizens in good standing if their paperwork is in order.

Why Are You Currently Chaotic, Citizen?

1 - An open warrant from local authorities
2 - Misfiled form JM-58 (b): Application for Incarnation (1-3 Wrong cabinet 4-6 Incomplete form)
3 - Bureaucratic delays in filing the paperwork to clear your name from last time (1d4 weeks)
4 - Same name as someone else on the Guardians' Priority Threats Schedule for 9998
5 - Currently listed as "Evading Arrest" due to clerical error on punch-card
6 - Name appears on informant's list of criminal confederates
7 - Local Guardian disapproved of conduct, filed form HX-99: Request to Remove Citizenship
8 - Office containing your records was recently attacked by a third party and all records lost
9 - Daring raid by unknown enemies surreptitiously inserted false denunciations into your file
10 - Taxes in arrears (1-3 Receipts and a thorough audit can rectify 4-6 Will need tax lawyer)
11 - Identity theft has led to you being blamed for someone else's crimes

12 - Your actual behaviour has been duly, efficiently and correctly logged

Where Is the Master Copy of Your Record Stored?

1 - In the Incarnation Temple you were created in (1d20 Guardians, 4d10 AUC guards)
2 - In the regional AUC - AD headquarters (4d10 bureaucrats, 1d10 guards)
3 - No one is really sure, but you can file a form to request they search (1d6 months, roll again)
4 - Last copy is in a monster's hoard via a circuitous route of happenstance
5 - In the corrupt clutches of Theosophist sadistocrats (1-3 hermit sect; 4-6 militarised sect)
6 - In one of the haunted outer rings of the Ineffable Nomoplex (1d6 shadows)

Bureaucratic Assistance With Changing Your Alignment


Type
Cost
Clerical bribes
1d10 x 10 / case
Filing Fees
10 / page
Forged Forms
200 / page
Lawyer
2500 / case

Changing your alignment requires processing 1d100 pages, in cases where you pay by the page & this is possible. All prices are in obols.

Dec 6, 2013

Tables from Necrocarcerus

I'm trying to turn Necrocarcerus into a single document with all the handy reference material in one place a la those primers that Courtney Campbell puts together. I'm working on the gear section right now. Here are some extracts. I'm using Erik Jensen's Oh Crap My Hat rule in Necrocarcerus.

Clothes


Outfits
Cost (OB)
Notably Includes
Artisanal Workwear
10
Leather apron, gloves
Cold Weather Gear
50
Wooly mittens
Diving Suit
100
Form-fitting bodysuit
Fancy Tailored Clothes
500
Slick styling
Former God-King
1000
Lots of gold fabric
Grey Jumpsuit
5
Many pocketed-jumpsuit
Hot Weather Gear
25
Brightly coloured fabrics
Military Uniform
20
Tabard of issuer
Petty Official’s Suit
10
ID badge, wrinkles
Priestly Vestments
200
Gaudy religious icons
Spiky Biker Gear
50
Sweet leather coat, chaps
Stealth Gear
200
Ninja mask & gloves
Tattered Rags
Nil
Rags
Trenchcoat
200
Trenchcoat
Wizard Robes
200
Softly glowing runes


Hats

Type
Cost (OB)
Special Effect
Aviator & Goggles
100
+1 to Pilot rolls
Balaclava
15
+1 to Stealth rolls
Bonnet
50
+1 to Decipher rolls
Capotain
100
+1 to Tracking rolls
Diving Helmet
250
Breathe underwater
Gas Mask
175
Immune to gases
Hardhat & Goggles
50
+1 to Engineering rolls
Impressive Wig
175
+1 to Law rolls
Kufi
15
+1 to Religion rolls
Mortarboard
50
+1 to Geography rolls
Outback
50
+1 to Foraging rolls
Scary Mask
100
+1 to Arcane Lore rolls
Shako
100
+1 to hit with blades
Surgical Cap & Mask
50
+1 to Healing rolls
Telescoping Goggles
175
+1 to Devices rolls
Tin Foil
100
+1 to saves vs. spells
Top Hat & Monocle
100
+1 to Appraisal rolls
Tricorn
50
+1 to Listening rolls
Turban
50
+1 to Alchemy rolls
Ushanka
100
+1 to hit with guns
Veil
100
+1 to Disguise rolls
Wreath
50
+1 to Athletics rolls

Mounts

Mount
Cost (OB)
Daily Speed
Your Feet
Nil
20 km
Horse-like
150 
40 km
Motorcycle
2500
75 km
Golem Palanquin
60 / day
10 km
Charter Train
500/ day
100 km
Nightmare
10,000 
400 km
Airship
200,000 
1200 km

Mount
Upkeep
Cost / Day (OB)
Your Feet
Calluses
Nil
Horse-Like
Fodder-like
5
Motorcycle
Gasoline
35
Golem Palanquin
Nil
60
Charter Train
Wages & supplies
500
Nightmare
Eats people
1 person per day
Airship
Wages & supplies
200