Mulmaster, 1360 DR - Roxy game
Kyre's Beast |
Kyre's Laurel |
Kyre, Paladin of the Black Order |
All PCs are Human (standard or variant), standard attribute rules. Point Buy or roll best 3 of 4d6 assigned in order SDCIWC and optionally replace any one roll with a 15.
Multiclassing (see below) and Feats are permitted.
Start level: 3, 900 XP.
Armour Proficiency Unarmoured Base AC
NONE 10+DEX
LIGHT 11+DEX
MEDIUM 12+DEX
HEAVY 13+DEX
Helmet: light armour, when worn gives +2 to DEX saves vs area attacks.
Steel Jack: heavy armour, AC 17, STR 15, +2 to DEX saves vs area attacks.
Soldaten: AC 14 HP 13 (2d8+4) STR 13 DEX 12 CON 14 INT 10 WIS 10 CH 10 Weapon: M98 Mauser ATT +3 Dam 2d10+1
Leutnant: AC 14 HP 13 (2d8+4) STR 13 DEX 13 CON 14 INT 12 WI 12 CH 13 Weapon: Luger ATT +3 Dam 2d6+1. Intimidate +3 Survival +3 History +3
Sonnenrad Sturmsoldaten: AC 17 (Steel jack, helmet, gas mask) HP 16 (3d8+3) STR 15 DEX 14 CON 13 IN 10 WIS 12 CH 11 SKILLS: PERCEPTION +3 WEAPON: mp-41 SMG att +4 dam 2d6+2, or sturmgewehr-44 assault rifle att+4 dam 2d8+2. Intimidate +2
Starting Classes Available
Rogue (any)
Fighter (any)
Monk (any)
Warlock (Great Old One)
Wizard (any) - 1 level only for starting PC.
Weapons
Modern weapons ignore AC bonuses from archaic armours.
Machine pistol: 2d6 damage, automatic.
Assault rifle: 2d8 damage, automatic.
Heavy rifle: 2d10 damage
LMG: 2d10 damage, automatic.
Carbine: 2d8 damage
Grenade: 60' range, to hit AC 10, BLAST 20' radius, DEX save DC 15 or take 5d6 piercing damage. On a successful save either fall prone or take half damage.
Heavy pistol. eg .45: 2d8 damage
9mm or .38 pistol: 2d6 damage
Automatic weapon 3 round burst: Attack action, 1 target. If an attack hits, roll 1d3 for the number of bullets that hit. DEX mod applies only once. For a longer burst eg d6 or d10 the same rule applies, to a maximum of the weapon's fire rate - typically d10 for hand weapons, or d20 for the famous MG34 and MG42.
Automatic weapon area burst: As an attack, the firer shoots a 10+ round burst at a group of targets all within 15' (hand weapon) or 30' (mounted weapon). Up to 1 target per round fired. Roll a d6 for each target, on a roll of 4-6, roll a weapon attack vs that target. Cover bonuses apply normally. No DEX mod applies to damage. After 3 long bursts a hand weapon must be reloaded.
Characters: standard Mini Six, 12 dice on Attributes min 2D max 4D. 7 skill dice. Standard and Exotic perks are permitted.
Advancement: Attributes may be raised in play to the standard maximum of 4D. Skills may be raised up to 6D above the controlling Attribute. So the highest possible skill is 4D+6D = 10D.
Extra Damage: every 10 over attack target number increases damage by +1 die.
Armour
Helmet: +3 Might vs explosion damage.
Steel Jack: -2D Dodge, +6 Might vs damage.
Attributes 3d6 in order.
Dungeon Fantasy: Can reroll if sum total attributes are under 70, or net attribute mods are below +1. Start with 0 XP.
Every unsuccessful stat line is a zero level associate of the PC - retainer, henchman, friend or family, who the player may detail as desired. Each starts with 1d6x10 gp and base hp equal to 1/3 their STR, rounded to nearest integer.
STR HP
3-4 1
5-7 2
8-10 3
11-13 4
14-16 5
17-18 6
PC hp are maximum at 1st level and high average thereafter.
0 hp = unconscious. -10 hp = dead.
A character reduced to -1 hp by a sharp weapon or -3 hp by a blunt weapon is dying, losing 1 hp/round until death.
A dying character may be stabilised by a successful healing (Wisdom) check. This takes 1 round.
House Rules
BFRPG with S&W single save/task resolution number.
Cleric: 16-level, minimum 4. +2 vs paralysis and poison.
Fighter: 15-level, minimum 4.
Magic-User: 16-level, +2 vs spell effects, minimum 4.
Thief: 16-level, +2 vs devices inc traps and rod/staff/wand, minimum 4.
Fighter multi attack
Level 4-7: 2
Level 8+: 3
Haste etc give +1 attack.
Two weapon fighting: a character using two weapons makes 1 attack (either weapon) at +1 to hit.
Shield wall: a shield wall of 2+ characters, or using a shield in narrow doorway, gives an additional +1 AC, +3 vs missiles.
Critical hits: a 20 always hits and does maximum damage.
Thief Backstab may be by melee or missile attack.
Thief Backstab multiplier by Level
1-4 x2
5-8 ×3
9+ x4
Fireball Maximum damage dice is 10d6.
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High Fantasy: best 3 of 4d6 in order, can reroll if under 75 or net mods below +3. Start with 10,000 XP.