Monday, March 14, 2022
Rule Hub
Friday, March 11, 2022
Barbarian Home Depot
Before the PCs set out for their field trip, they will be allowed to stock up on any amount of the supplies listed below before they set out. Once they do set out, they will need to find more supplies and resources the traditional way.
Inventory: str+(bag you carry)
Refresher on weapons:
- 1d6 damage
- 1d8 if you two handed and str is 7+
- Two handed weapons take up 2 inventory slots
- Even if a weapon does not explicitly state a function in its description below, you can probably think of a unique use. For example while there are no inherent mechanics for crushing vs bleeding wounds, I am sure that the type of weapon you choose will make crippling or hemorrhaging easier. Modifying your weapons and options may also produce differences
- Hirelings taken from your tribe will have 14 inventory slots if given a backpack
Weapons:
- Stone spear: 25/35/40, versatile
- Stone dagger: better for tight spaces
- Boomerang: 40/55/65, returns if you miss, curved flightpath
- Sharp rock or sharp rock tied to a handle: as handaxe
- Bow and arrow: 150/210/240, two handed
- War club/root club, wooden or bone (mammoth): may be one or two handed depending on size
- Rock sling: 80/110/130, rocks are almost anywhere
- Spear sling: 50/70/80, damage as two handed
- Macuahuitl: two handed
- Dart blower w/ darts: 25/35/40, no damage: depends on poison
- Femur bone stabbers: easy to make, also can be used as stakes
- Remorhaz jawbone kukris: can also be used as flesh hooks
- Ivory harpoon: 30/40/50, barbed, can be tied to a rope
- Net: 5/-/10, can be used to catch things
Tools and Resources:
- Stone mallet
- hammering things
- 1 slot
- Stone axe
- chopping and carving
- 1 slot
- Chisel
- useful with a mallet for carving
- 1 slot
- Flint rock
- neolithic striker
- 1 slot
- Leather backpack/sacks
- backpack +7
- sacks +4
- no slots
- Rope/twine/string
- 30 feet of rope = 1 slot
- "infinite" ball of twine/string = 1 slot
- Attachable bone hook
- can be used with poles, rope, and for any number of applications
- no slots
- Poles
- of the 10 foot variety and more
- 1 slot
- Torches
- 2 torches = 1 slot
- Waterskins
- can carry three "drinks"/doses
- 1 slot
- Grease/lard/oil
- Fermented or normal milk/Cheese or butter
- Rations
- 1 ration = 1 day of eating = 1 slot
- Mostly dry aged meats
- Blankets/furs/basic animal skins
- 1 good blanket/skin = 1 slot
- Absorbent rags
- 1 slot
- If wrapped around a stick and hung above boiling water, can be used to collect distilled drinking water
- Bag of smoothed/jagged rocks
- pebble sized, time consuming to make but can function similar to ball bearings or caltrops
- 1 slot
- Bag of spiders
- 1 slot
- Cave/ritual paint
- 1 slot for a handheld jar
- Wooden or bone stakes
- 3 stakes = 1 slot
- Pipes
- 1 slot
- Clay pots
- Containers and mixing materials
- slot depends on size
- 6 inch diameter = 1 slot
- 1 foot diameter = 3 slots
- 2 foot diameter = 7 slots
- can also be used to contain other slot filling items but cannot be carried in backpack this way; only in carts/vehicles
- Boat
- canoes
- small rowboats: 5 people each
- smaller sized longship: 20-30 people
- Goats
- fermented goat milk (alcohol), normal milk
- pure souls for sacrifice
- Pine resin/sap
- Great for sticking things together, or fire starting material
- 1 slot for a bundle
- Black smoke leaves
- When burned produces a thick black smoke that results in partial blindness up to 5 feet away and complete blindness any farther
- 1 slot of leaves can fill a 30x30 room for 10 minutes
- Woodland ghillie suit
- Blending in forested environments
- 2 slots in a bag
- Basic animal pheromone glands, dung, or blood
- Giant or normal sized feathers
- Commonly found giant feathers go up to 10 feet in length
- Shedded exo-plates of a Remorhaz
- Not mirrors, but highly reflective and durable. Interlocking plates provide temperature insulation
- 1 slot for a 1 foot x 1 foot plate, but they come in many sizes
- Therapeutic Compounds:
- 1 slot = 1 bag. For non animal compounds, 3 doses are in each bag. 1 dose for normal effect, 3 doses for extreme effect.
- Mother's Milk: Found in the bulbs of the flowers brought up by the lowlanders. Induces an extraordinary dreamlike bliss that pulls the smoker into a sleep just precipitating the border of death. Can be diluted in the caverns of the mountain to produce Mother's Kiss, a liquor that sends the mind into the Waking Dream.
- Opium. Painkiller, causes extremely deep sleep for 1~6 hours.
- Higher doses slow down the nervous system. Con save to not stop breathing.
- In diluted liquor form, your mind enters psychotropia for 1~6 hours while you are still awake. Actions and sights may layer over each other. Also acts as an alcohol.
- Fever Fire: The berries of a nearly translucent plant that can only grow up in the glaciers, where the cold carves flesh like a knife. For a few minutes, the body seizes and burns. Frostbite and rot can be driven back, but it leaves the eater shaken and exhausted.
- Drives the body into a powerful fever. Can save you against frostbite and jump starts the immune system. Con save at the end against exhaustion. 2~12 minutes.
- Higher doses overheat the body and over-activate the immune system. Con save against brain damage and con save against cytokine storming.
- Shaman Barb: A thorny vine bush found across the Broken Coast. Pricking the skin with Barb calms the nerves and tends to improve amiability. High doses paralyze the body and have been seen to drive some into madness, particularly shamans and their kin.
- Not a combat drug; would probably reduce initiative and combat rolls. Kind of acts like pot; can be used to reduce stress and improve morale, and is enjoyed during negotiations. 1~6 hours.
- Higher doses can act as a neurotoxin. Con save against full body paralysis. At ridiculous doses, wis/cha save against schizophrenia. If predisposed, schizophrenia is possible at high dose levels and offers no save at ridiculous doses.
- Salja: Made from the grounded hairy roots of tundra grass the grow near the Cloud Maker. The paste is grey and bitter. But, for a few minutes after eating, other things become addictive. The taste of other foods is easiest, then base sensations, and even behaviors.
- If unwilling, make a wis/cha save against developing addictions. High doses have basically no effect, but chronic and coordinated doses can strengthen the addiction.
- Tongue-Globber Toad in a Bag: Those who lick the toad will experience frightful swelling and great bouts of energy and strength. Unfortunately, they will also be rendered dumb and become completely unintelligible as their tongue swells up in the mouth.
- Your body swells with extra blood and your sympathetic nervous system roars into motion. Your tongue swells up, and so does your brain. +4 to physical rolls, -4 to mental rolls. You become incredibly drawn to bright colors and amphibians. 30 min~1 hour.
- Higher doses can be dangerous. Con save against hematoma. Con save against heart attack. Con save against shock.
- Blood Belly Viper in a Bag: A single bite is all it takes. The fangs are small and the teeth barely nick the skin, but it is enough. You will notice after a day or two; the wound does not heal. The blood trickles slowly over the days, then over weeks. Only the strongest survive the harrowing month, and are left crawling with skin tight hands at the maw of Mother Mountain.
- Long lasting anticoagulant. Con save against effects. Wounds will not heal normally and blood will not stop flowing out. Your blood smells noxiously and obscenely sweet to everything within a mile. Lasts 1 month.
- Higher doses will probably cause necrosis and breakdown of organs.
Saturday, March 5, 2022
Classless Magic
- 1 spell = +1 MD and int
- 3 spells = +2 MD and int
- 6 spells = +3 MD and int
- 10 spells = +4 MD and int
Thursday, March 3, 2022
Bad Idea Shitpost: Psychosurgery
The idea of translating pharmacology and other medical tidbits into the game keeps gestating in my brain. Another idea that I am rather fond of is psychosurgery.
I had originally started thinking about this while learning about neuroanatomy and the strange types of behavioral symptoms you would get after lesions in the brain or "ectomy" type surgeries. A classic is cutting the corpus callosum that bridges the two halves of the brain, keeping them both functional but limiting their ability to communicate. To a degree, it seems like both halves of the brain retain the ability to think (independently?) but information from one half has a hard time communicating to the conscious mind (one half of your brain has information you as a whole are not aware of).
While I was thinking about barbarian tribes, I thought about a concept where tribe members, as a coming of age exercise, would take a razor sharp "knife blade" of obsidian and slowly hammer it into the skull of the tribe member, right down the middle of the head. The problem is that I was never sure what exactly that would translate to in terms of gameable stuff. Split brain? Disrupted pineal gland resulting in less sleep? Going with a more abstract theme of "gaining insight"? I think having the procedure making the person immune to "blinding" effects might be interesting. Can't see illusions, can't be affected by perception altering things, can't be mindwiped? Who knows, there were enough tribes anyways
That idea was also inspired by a story by one of my Adv. Neurobiology professors. One day a man walks into the emergency room, followed by his brother who is apologizing profusely. Nothing seems wrong; there are no obvious behavioral or psychological symptoms. The problem is that the man actually has a knife embedded in his head. Punctured the right side of his temple and the tip was sticking out the other side. He ended up being fine in the end.
Psychosurgery in this setting (Centerra based, using concepts like wizard vision and spells living in the brain), or any fantasy setting, could be quite interesting. Profane Ape did a post relating to how enchanters can change the mind. Very cool. But I also like the idea of kidnapping someone and fiddling with their brain to do some wicked CIA shit. That was originally the inspiration I used for an order of paladins known as the Black Hand.
The concepts in the blogpost above use "gates", and are generally more abstract. These can probably be used as they are and imported as procedures, but the types of psychosurgery I want to try and implement are as follows:
- reading "personality"
- toggling wizard vision
- entering psychotropia at will
- telepathy organs (other people with organs are "linked")
- implant/remove spells (basically just carving out that piece of brain or putting one in)
- reading a wizard's spells without killing them
- psychotropic ego retention
- telepathic inception (dive into the dreams of others you have a "link" with)
- reading memories (psychomotor memory and emotional memories easiest, descriptive/information based memories much harder)
- cure/implant phobia
- psychotropic memory retention
- selective memory triage
- telepathic syncope (you can instantly make unconscious anyone you have a link to)
- personality implantation
- cure/implant paranoia
- psychotropic lucidity
- telepathic psychotropic syncope (instantly send the linked into psychotropia)
- memory implantation
- cure/implant hallucinations
- telepathic blindspot (like a false hydra)
- The paladin following the PCs cannot easily enter a private area because he won't be blinded to people he has not specifically given the right procedure for
- To do procedures, the paladin needs to anesthetize and work on the "patient" for a lengthy amount of time
- Procedures can only be done once a month and need that time to heal. The might also leave scars/markings of performance
Thursday, February 24, 2022
Bad Idea Shitpost: D&D Pharmacology
All these bad idea shitposts will be meant to poke at the border between painful "realism" and practically usable rules and ideas that make the game more fun. Even if 99% will never ever practically work, I think it might be fun just to think about some of the ideas we can strip mine. Most characters are not assumed to have some kind of chronic disease, but drugs are not only used by people who are sick.
Today's topic is: pharmacology! Originally the idea was based around potions, but the principles here are a bit more expansive. I'll lay down some of the basic ideas I think can be interesting:
- Delivery methods
- Side effects/long term effects
- Dosing and alternative uses
- Mechanism of Action
- Source: biochemical tools, alchemy, natural occurrence
Monday, February 21, 2022
Bad Idea Shitpost: Ranged Autism
Currently this game does not have prevailing rules for ranged weapons. Somewhat because no one ever actually has used one yet. No one in Lair of the Lamb actually used the sling or the bow, and the fighter in Tomb of the Serpent Kings hasn't used his bow either.
Combination of resource management (no one wants to use their ammo if they don't have to) and what I would like to imagine is clever gameplay; no one is really getting themselves into a combat situation in the first place.
However, the time will come when someone actually tries to kill something else from far away. Either the players or, much more likely, me.
This is all largely inspired by Delta's 2011 post on D&D archery and probability curves and also by my instinctive drive for "realistic" emulation of certain mechanics. The post gives a rather nice table of a computer calculated probability to hit a target based on a certain range. When plotted, the graph looks something like this:
Nice. Notably, the decrease in accuracy is rather sudden from 200-400 feet than begins to taper out, taking longer and longer distances to become less accurate.
If I limit the amount of data that is used for a graph, I can also get some basic exponential equations for extrapolating further distances.
Somewhat useful. Despite the awful compression of these images, the basic trend lines can still be seen. (This particular screenshot is actually from when I was using polynomial equations, but a parabola doesn't make any sense) Equations are thus:
y=174e^{-.00357x}
y=165e^{-.00347x}
More or less the same result at a significant distance, a bit less accurate once you get closer. Both of these equations merely say that at a range of 1000 feet the computer calculated probability to hit is basically 5%. How sweet, roll those crits baby!
So how to we use this? This is where autistic emulation collides with practical goals. Is it fun to create a plethora of rules for how range and modifiers is supposed to be calculated? Not really. They can be hard to remember. This doesn't even factor in things such as skill of the archer, enemy AC, attack stats, environment, etc...
Which is why I am not going to give a shit about those. Attack and defense rolls are already intuitive, there is no need to mess around with those. So long as range is (more or less) the only major factor when using ranged weapons 95% of the time, even a relatively autistic method should be fine.
Of course, the assumption is also that when important, you will add or subtract modifiers. e.g. blinded, hard to see shit, hurricane winds, shooting into a crowd. But it may just be easier in those cases to just chuck in a basic -2 or -4 or just tell your PCs that it's not worth even attempting the roll in these occasions. These are rather situational; range is important enough that I felt the need to figure this out.
My basic solution was to define a bunch of parameters that stack -2 modifiers on the attack roll. So parameters of 100/200/300 feet would imply 100-200 as -2 and 200-400 as -4. By the time you reach 600 feet, you will have like 8 or 9 different -2 parameters.
Theoretically you can extrapolate this out to like -20 or some shit using the equations but I would emphasize that these calculations should only ever be used in niche situations (trying to noscope the dragon 1000 feet away).
Practically, I think only labeling the first two or so parameters is usually good enough. For a longbow, anything between 0-150 feet of distance has no negative modifier at all. There are very few dungeon rooms where 150 feet of distance is even possible (let along with light). Full thing: 150/210/240/270/300/360/450/ 540/700
The original post goes into the theoretical probabilities as a pairing of a 12th level fighter from AD&D and a target of AC 10. While you could try to pair the probabilities around these expectations to change the range parameters, I think it's close enough to not give a shit.
You could also crunch the parameters into groups of -4 instead. The original post uses a -5 and -10 parameter. But for my game in which ranged combat is not exactly a likely expectation, highly staggered parameters I think are ok.
Or, just use what you already have. Unless you're super into wargaming and certain mechanics these rules don't even have to exist. Just use a flat range or the standard ideas of your preferred system. Elegant minimalism to facilitate the parts of the game you want to emphasize should always trump autistic equations.
For my game, this only practically affects snipers. Everything needs to be closer, and things become more dangerous. I like that. But if you want the opposite result then you can flip this on its head. After all, even though having light "should" make you more likely to be seen in the dark, the theme of the Mythical Underworld has led me to use an encounter system that punishes being in darkness. Light, in a game that is focused on dungeon crawling, should not be punished in this game.
The main point is; think about the themes of your game first before you implement any rule.
Also, if you do end up with parameters, it should be fairly easy to use them for different types of weapons. I plan to just shift the range curve down until I think I'm satisfied. Realistic? Maybe not, but it should work!
Sunday, February 13, 2022
KILL
Stone spear, axe, mallets, knives: classic neolithic stone weapons/tools. All are one handed except for the spear. Some people think the sword is the archetypal weapon of mankind, but the spear is a certified hut classic.
Bow and arrow: Also pretty classic, definitely possible for the tribes to have even made their own versions of longbows (fit to be used by insanely strong hunters). I'm not even gonna put an actual image here, you can figure out what this would look like.
War clubs: Maori clubs also exist but they kind of just look like paddles. The first image is an example of a native american war club. The second shows two other types of war clubs, fijian. The third is a root club, which is sick as fuck. Historically, these tended to be one handed weapons, but I won't cry and shit myself if the PCs used two handed war clubs.Spear slings: Hilarious chad weapon. Crazy thing: world record throw for one of things is over 848 feet. Would that be accurate? Probably not, but I like the idea of a war painted barbarian taking aim at some milklander archer and nailing a spear arrow through their stupid little head.
Obsidian based weapons: macuahuitl are great. I'd probably let someone count it as a two handed weapon. King of like a weird greatsword. Obsidian knives and cutting edges are very nice. Obsidian is rather fragile so carved swords were never used, but obsidian knives are usable.
Bone stabbers: Human (or maybe non human) femur bones sharpened into stabbers. Unbelievably cool. Almost anything made of bone could also have hypothetically been made from the bones of longstriders (supposed giant-kin) during the Revanwall super genocides.
100% fantasy world shit: Jawbone kukris are mentioned, even though they don't actually exist. I don't care though. Gigantic predatory jawbones could easily be turned into axe heads or war picks.Carved giant bones can probably be used as big ass war clubs or spikes. There's definitely something to be done with mammoth tusks, and the fangs of giant beasts and spiders are probably usable as the killing bits of weapons.
There are definitely weapons to be made from monster materials. But the point is that, in general, spears and clubs are some of the easier things to make using the methods of the tribes. In order for a sword to be useful it will probably have to be made from metal. You definitely can also say you took metal weapons from a lowlander, but most tribesmen would not consider metal weapons particularly superior.
In the Veins, most weapons made by cultures down there use bone and stone exclusively (wood doesn't grow very well). It may also be possible for PCs to have traded/obtained a sword or certain type of weapon from the caves. Examples include mantis-shrimp swords and scissorfish knives.
All said, a well made spear or war club will not fail you.



























