Thursday, April 21, 2016

Pre-OSR System for NTRPG Con Across the Sea of Stars

Pre-OSR System

All Damage comes from one of three sources:
Magic
Combat
Physical Environment.

Three character classes:

Fighters
Mages
Cleric/Harpists

Each character has 1d6 per level, characters are measured by HD.  For the convention, everyone has a 6HD character.

In a melee round, a character allocates their HD.  A fighter  usually allocates all HD to attack, so a 6HD fighter would roll 6d6 in the attack.
A mage can allocate HD to magic effects or cast a spell.
A cleric can attack in combat or can allocate HD to restore others or to affect Undead or to clerical effects.


Combat:
Mages can wear light armor, use light weapons.
Clerics can wear medium armor, use shields and use medium weapons.
Fighters can wear heavy armor, use shields and/or use heavy weapons.

Light armor +0        Light weapon can have +1 to Attack or +1 to Defense  (mages)
Medium armor +1   Medium weapons split 2 points between Attack and Defense.
Heavy armor +2       Heavy weapons (2H weapons) are +3 on Attack
Shield is +1
Missile weapons -1Hd per 10’ of range covered by missile.
Magic missiles (such as a magic arrow) do not lose HD for range.

Magic user weapons are the following.
Dagger:          +1 Magic, +1 in combat Attack
Wand:                        +2 Magic, +0 in combat attack.
Staff:               +1 Magic, +1 in combat Defense

Some examples.

Frederick of the Hills is a 6HD Dwarf Fighter.  He wears heavy armor (+2 on defense) and uses a medium weapon (an axe, +2 on attack).  He is facing a 3HD Orc in light armor with a light weapon (+1 attack, fire hardened spear).

The highest HD character attacks first.  Otherwise roll d6+Dex to see who goes first.
Frederick rolls 6d6.  Since he is using a battle ax, he adds +2 to each roll.

In defense, the orc rolls 3d6.  With light armor, he adds +0 to each roll.

Let us suppose Frederick rolls 6, 5, 4, 3, 2, 1.  That becomes 8, 7, 6, 5, 4, 3.

The Orc rolls 6, 6, 6.  8>6 so the Orc is down to 2 HD.  7>6 so the Orc is down to 1 HD.  6 = 6 so the Orc doesn’t lose that HD. 5>0 (Orc is only 3 HD) so the Orc loses another HD is now 0 hit dice and incapacitated.  4>0 and the Orc is dead.

Had the Orc had surprise and gotten to go first, let us assume 6, 6, 6.  Frederick rolls 6, 5, 4, 3, 2, 1.  With +2 on his armor, that becomes 8, 7, 6, 5, 4, 3.  With +1 for the spear, the Orc gets 7, 7, 7.  8>7 so no effect.  7=7 so no effect.  7>6 so Frederick loses 1 HD and only gets to roll 5 HD for his counter-attack on the Orc.

Mages:

Spells:
First Level     Stun area (sleep)
Second Level Stun single target (charm/hold)
Third Level   Damage area with mage’s element
Fourth Level Damage with alternative element
Fifth Level    Specials

Effects (affects are limited to HD effects of ½ the HD of the character)
            1HD Effects
                                    Detect Magic
                                    Hold Portal
                                    Read Magic
                                    Read Languages
                                    Light
            2 HD Effects (uses 2HD)
                                    Detect Invisible
                                    Levitate
                                    Locate Object
                                    Invisibility
                                    Detect Evil
            3 HD Effect
                                    Fly
                                    Dispel Magic
                                    ESP/Clairvoyance
                                    Infravision
                                    Protection normal missiles.
                                    Water Breathing

Attack Spells
                        1st         2nd       3rd       4th        5th
1HD                1
2HD                2
3HD                3          1
4HD                4          2
5HD                4          2          1
6HD                4          2          2
7HD                4          3          2          1
8HD               4          3          3          2
9HD                4          3          3          1          1

Area spells affect all in an area.  The HD are divided between all the targets.  So, a 3HD mage who casts sleep, gets a 3HD attack on all in the target area.  If three Kobalds of 1d3 each in the area, the mage would roll 1d6 against each Kobald.


Harpist/Clerics

Assume a 6HD cleric in combat, armed with a Mace.  They could strike a foe with a 6HD attack in melee.  They could use 3HD for a 3HD effect and use 3HD to support another character (in either attack or defense).  They could use 2HD for a 2HD effect, use 2HD to heal another character and use 2HD against an undead creature.  Or any similar breakdown.

Effects (affects are limited to HD effects of ½ the HD of the character)
            1HD Effects
                        Purify food & water
                        Detect Magic
                        Detect Evil
                        Light
            2HD Effects
                        Find traps
                        Speak with animals.
                        Silence 15’ from caster.
            3HD Effects
                        Remove Curse
                        Cure Disease
                        Speak with recently dead.

Vs. Undead  Roll HD.  Double the roll and apply in an attack at up to HDx10’ against the undead.  Thus 4d6 would become 4d(2d6).  On a push, if the Undead has no hit dice left other than ones remaining from the push, the undead flees.

Pre generated Characters (pre-OSR)

Human Cleric

STR     9
DEX    15
Con     13
INT     14
WIS    18
CHA    11
Medium Armor
Shield
Mace (+2 attack) +1 Magical in attack, +2 when attacking undead in combat or by dispel.
Has a llama

Fae/Elf Harpist

STR 12
DEX 16
CON 14
INT 13
WIS 17
CHA 12
Medium Armor
Harp (functions as a shield and as a weapon +2 to defense, +1 magic to defense in combat or magic, +2 when dispelling undead).
Has a llama


Mage Human/Earth

STR 10
DEX 14
CON 13
INT 18
WIS 10
CHA 13
Ring of +1 to defense against magic
Uses a staff, which is magical, +1 to combat defense, +1 to magical attacks.
Has a llama


Mage Korlinth/Air

STR 8
DEX 14
CON 14
INT 18
WIS 14
CHA 8
Ring of +3 to CHA
Uses a dagger, enchanted to +1 to combat attacks, +1 to magical attacks.
Has a llama


Frederick of the Hills, Dwarf Fighter

STR 19
DEX 11
CON 16
INT 10
WIS 10
CHA 12
Heavy Armor, +1 enchantment to defense
Heavy Weapon, two handed ax, enchanted to +1 on attacks.
Dwarf, adds +1 to rolls vs. physical hazards
Has a clay mule construct


Arkat Dark-Breaker, Human Fighter

STR 16
DEX 10
CON 15
INT 12
WIS 10
CHA 16
Heavy Armor, +1 enchantment to defense
Shield, +1 enchantment to defense, +1 to defense from magic
Medium weapon, battle sword, +1 to defense, +1 to attack, enchanted +1 to attack.
Has a llama.


Fighters also have swarm ability when fighting from a mount that has swarm capability (other character types do not).

Llamas are 2HD, move as a medium horse, carry encumbrance as a light horse, swarm
Clay mule is 4HD, move as a medium horse, carry as a heavy horse, cannot swarm.