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måndag 21 september 2015

Aenglum: Ranged combat rules

Ranged combat
I was looking through the ranged combat rules for Aenglum and I have been running with class based damage, something that has worked really well. But with Ranged combat beeing just one category there wasn't really no incentive to use any diffrent kinds of ranged weapons. Why not use the sling instead of a longbow if the damage output is no diffrent? Ok, we have reload time and distance, but what else could one change to spice the rules a little and still keep it simple?

Ranged Weapons
Weapon Price dam short medium long Reload*
Short Bow (R) 25 R+1 01-12sq +1 13-24sq +0 25-36sq -1 0
Long Bow (R) 50 R+1d4 01-15sq +1 16-30sq +0 31-45sq -1 0
Light crossbow (R) 30 R+1d4 01-10sq +2 11-20sq +0 21-40sq -2 1
Heavy Crossbow (R) 45 2dR 01-14sq +2 15-28sq +0 29-42 -2 2
Sling (R) 2 R 1-8sq +1 9-16sq 0 17-24sq -1 -
Oil (T) 0.1 spec 1-2sq +1 3-4sq 5-6sq -1 -
Dagger (T) 3 R+db 1-2sq +1 3-4sq 5-6sq -1 -
Javelin (T) 1 R+db 1-4sq +1 5-8sq 9-12sq -1 -
Short Spear (T) 1 R+db 1-2sq +1 3-5sq 6-7sq -1 -
Throwing Axe (T) 1 R+db 1-2sq +1 3-4sq 5-6sq -1 -

Arrows – 3A for 10
Bolts – 5A for 20

*Reload is how many full rounds must be spent reloading the weapon.

R = Ranged combat class dice. Class-less characters use the d4 for any damage.

Movement and shoting
Shortbow and light crossbow – full move -4, half move -2
Longbow – half move only -4
half move only -2


Longbow and crossbows make 2 life damage at +5

Prices are in Aengles (standard currency)

tisdag 18 augusti 2015

The Musou counter, part 1

I discuessed the Aenglum morale system with a friend and we wanted to add something extra to the mix and spice things up, and so the musou power was born! Ok, I will not steal this name from the dynasty warriors series, that game that only japanese people and myself like.

What is Musou? Well derived from Musou Ranbu, meaning unmatched wild dance. It is a power that is unlocked if battle progresses favourable your way, a special attack that will beat the shit out of the enemy.

In Aenglum, when you roll a natural 20 you get a morale boost and an advantage, not necesarily damage to the enemy. It also gains morale to each ally in reach if you choose. Well, you either take 1d4 morale for yourself or 1 for all, players choice.

So, each class, race and monster will gain a "Valor-ability" - a class/race ability that is locked at the start of each encounter, but can be unlocked when you gain enough moral by natural dice rolls, by yourself or by your allies. It is not that often someone rolls that natural 20 so the cost of unlocking should be around 3-5. Making that choice of taking a d4 instead of beeing solidary that much harder.

When the counter is filled, he/she must choose to unleach the special valor ability during the encounter or it is lost.

examples of 'Valor Abilities'

Fighter  - Hurricane. The Fighter get an attack roll to each opponent within reach.

Defender - Impenetrable move. Make a move (usual distance). The defender get to move through occupied squares and may move any of these targets a square to the side. This applies to any ally in a square to.

Archer - Disrupting shot. Make a normal attack on an enemy. Whether you hit or not the target will be dirsupted and loose his next action.

Priest - A new miracle. The priest regains a spell for the day.

Swordmage - Arcane Strike. The swordmage can add his lvl to both attack and damage for the next attack.

tisdag 19 maj 2015

Aenglum culture traits

I have struggled with the human traits for some time but I have it finnaly solved now!


Northman

The winterborn sons and daughters, of the cold and dark northern lands, of Aenglum; are the most suitable, without training or difficulty, to adapt to a life of that of a warrior. They are big, strong and hardy in many ways.

Winterborn 
The sons and daughters of the north all are used to the long and cold harch winters.
Resist cold +2, Max life at 12 (+/- Con modifier).

Roll Sign/Ability
  1. A friend to the wild, +8 mod to any KAR roll to get a friendly result from an animal encounter. (Natural animals), have a +4 mod on all order rolls.
  2. Live by the sword, Die by the Sword, +2 AV with swords but -1 AV with all other weapons. +2 on saves vs fear
  3. The coldest heart , Resist Cold +4 (instead of +2), Con +1
  4. The Dragon, +4 on reaction rolls vs dragons and understanding the draconic. +1 Will
  5. Berserker – -1 KAR, 1-5 on 20 to go berserk. +1 AV when not berserk, +1 Damage while berserk, +4 on all saves vs fear while berserk, +1d6 temporary CM while berserk. Can each round make a will roll vs Diff 15 to break out of the rage.
  6. Sweihander - +1 STR, gains +1 AV with all two-handed wepons
  7. Man of the Mountain - +1 DEX, +2 on Climb checks
  8. Path of Ancestors - +2 KAR, +2 on any check to hire northman companions
  9. A mind of stone - +1 INT
  10. Hold it! Hold it!- +1d4 CM

Midlander

Children of Autumn Max life at 10 (+/- Con modifier) 

Roll Sign/Ability
  1. The Spear - +1 Str, +1 AV with spears, CM +1
  2. The Bow, +1 AV/Damage with bow and arrows, and can shoot 20% longer with these.
  3. The Ox, con +1, CM +1, heal 20% faster
  4. The lake (of secrets), +2 save vs magic, -2 on save vs undead, +4 on rolls to comprehend text and code
  5. The Free (of the land), +2 CM, +1 AV with swords
  6. The Mirror (of an old world), +2 Kar
  7. The Watcher - +2 on all rolls for noticing things (eyes and ears)
  8. The Woods - +2 AV with bows, +2 on hiding in woods, +4 on all tracking rolls in woods
  9. The Fey touched- Get a 1st level fey spell.
  10. In waters deep - +2 on Swim check, can hold breath twice as long,


Southling

Summerborn +2 on saves vs heat/fire

Roll Sign/Ability
  1. The Guard - +1 AV with all polearms, -2 on save vs magic attacks
  2. The Sands - +6 on rolls to find water, +1 Con
  3. A Dance in Leafs - +1 Dex, +2 hide in woods, +2 on reaction rolls with all animal encounters
  4. The helper - +1 Kar, all healing increased by +2
  5. The Red Anger- +2 AV on all attacks vs undead and demonic creatures. +2 on all saves vs magic
  6. The Secret - +2 Kar
  7. The (Fearless) lion - +1 Will, +2 DV vs undead, +1 vs fear.
  8. The Sun - +1 STR, +1 KAR, -2 on all reaction rolls vs people other than southlings cause of arrogance. +1 AV with swords.
  9. The Cloak - +1 AV with daggers, +2 when hiding in shadows, +1 on climbing
  10. The Emperor - +1 WILL, +1 KAR, +4 on all rolls while hiring henchemen and getting a decent price.


måndag 20 april 2015

Playing around with the rules of Aenglum

A few things, that have occured lately, have encouraged me to start playing around with the Aenglum rules some more. Some of the major parts of the game are allready done, but while playing with the rules, as a player, playing mad monks of kwantoom, I realised how diffuse some things are and how really undone some other things are.

Aenglum has, like a lot, of races and classes to choose from, and this is not only a good thing of course, but I choose this step, maybe as a part to make each player choosing THE package he/she wanted.



The races as of now are:


  • Northman (Sort of human vikings)
  • Midlander (Human "european"- french, swizz, dutch, german)
  • Southling (Mostly like Romans - Italians, greece )
  • Swordelf (a kind of island living bushido elves)
  • Blackling (The goth elves. if elves were Romanian)
  • Dwarf (the usual kind)
  •  Halflings (That short people)
  • Moleman 
  • Badgers
  • Minotaurs

The Classes as of now are:

Three pure fighter classes
  • Fighters (best melee)
  • Archers (best ranged)
  • Defenders (best defense)
Three pure magic classes
  • Dollmasters (best summoners)
  • Necromancers (best at death)
  • Wizards (best at magic as a whole)
Three Specialist classes
  • Assassin (best silent killer)
  • Thief (best at skills)
  • Jester (special)
Three Faith classes
  • cleric
  • Healer
  • Witch
Four mix classes
  • Swordmage (offensive magic fighter)
  • Templar (good at keeping the morale)
  • Witchhunter (best at protection from evil)
  • Beasthide (best at changing form)
It is a god damn work to balance these and make each intresting and a good choice to play. Yeah, and this mixed with my from time to time reluctance of rules. To keep it simple and at the same time fun and diverce. Sometimes I wich I had a partner in crime so this mountain wouldn't feel as tall, but the next day it is fun to be the head crazy in the asylum as well!

This week inpirations: Ironclad, season of the witch and some more like that.
note to self. The templar must be less paladin and more a fighter with inspiration, training and faith as weapon. The code of conduct, promises made, that way of living.


tisdag 29 juli 2014

D is for Dog (WIP)

In the last session my players started to plan the expedition to Under. One of the players wanted to buy a dog, and of course he or she can buy a dog, but I got a feeling that the rules or the way we use dogs are not the way I want.

The dog is a mans best friend and all, but it is still only an animal. They can be more usefull than many henchemen but we talk about the arse-sniffing and ball catching creatures with a will of their own and all.
And the better the dog, the bigger the pricetag.

oh, and we are not talking small poodles or something but we talk about ten diffrent breed of trained killing machines and usefull dogs. Not that kind you put in your purse or anything.

step 1 - decide the number of available dogs in town.

Not everyone wanna part with their dog of course but a few dogs at least could be available.
Availabe dogs are at no price adjustment, "ex" are exclusive dogs with a loving owner whom can part with their dogs only because they feel that the money are really needed in their life right now,

Traders camp: 1t3-1 available, 1t3-1 ex.
small hamlet: 1t4 available dogs and 1t3-1 ex.
Village: 1t6 available dogs and 1t4-1
Small town: 2t6 dogs, and 1t6-1 ex.
Sprawling city: 2t8 dogs, and 1t8-1 ex.

Step 2 - Make a note of the basic values for a dog

Basic values, the untrained puppy stats
MD (Morale dice (Aenglum)/ Hit dice (other systems)): 1 (1d6)
Life: 4
DV (Defense value (Aenglum)/Armor class): 10
Attack:  #1, +0, bite 1t4
Movement: 6 sq (other systems: 12 )
Personality: None
Abilities: Good senses (+2 on smell/listen rolls, harder to surprise)
Order Difficulty: 14 (The difficulty to make a dog do what you want it to do. A roll made with your charisma modifier. The difficulty can be modified depending on some factors.)
Price: 10 Aengels

Step 3 - Roll the race of the dog

10 diffrent races of dogs in Aenglum. If they are at a breeders house there should be a 1-4 chance on a d6 that one dog share the same race as one of the other dogs.

1, Eizenheimer warbred. 
The Eizenheimer warbred is a big mastiff dog from the cold north. It is bred for war and a rough life in the northern wastes. It is big as a dwarf and have jaws from hell. It is considered the most intelligent of all dogs and like to have his own will in any group even tho it can't talk.
MD: +1 (2d6+2), Life: +4 (8)DV: +2 (12), Attack: #1 +2Damage: bite 2d4+1
Racial ability: Dog of war (is a tough son-of-a-dog)
Order Difficulty: -2 (12)
Price: +20 (30)

2. Draengherder.
The Draengherder is a common dog in the borderlands used mostly by farmers and hunters. They are mostly double coated with a tan body with a black sadle colouring. It has a good reputation for its good temper and obidience.
MD: +1 (2d6), Life: +2 (6) DV: +2, Attack: #1 +1Damage: 1d6
Racial ability: 
Order Difficulty: -4 (10)
Price: +15 (25)

3. Alkenhaerth hound.
The Alkenhaerth is a dog used primarily by hunters and scouts. It is known to find its way around the wilderness and is a favourite to any rangers of the wild.
MD: +1 (2d6), Life: +0 (4), DV: +3 (13), Attack: #1 +1Damage: 1d6
Racial ability: Guide (is really good to know its way around the wilderness)
Order Difficulty: -2 (12)
Price: +10 (20)

4. Lirdian Sheepdog
Used mostly by farmers and herders. This white long-haired beast likes to play but have a good way of combining this with following most commands.
MD: +1 (2d6), Life: +0 (4) DV: +2 (12), Attack: #1 +1Damage: 1d6
Racial ability: Herder (is very usefull to encircle prey and drive them in the right direction)
Order Difficulty: -4 (10)
Price: +5 (15)

5. Hjaelmengard.
The Hjaelmengard is a large molosser dog used most often in the Haergard army. This big black and mean dog is great for guard duty. Outside of the hard and diciplined life in the army it is known to misbehave and need a sturdy hand to keep it in order.
MD: +1 (2d6+2), Life: +1 (5) DV: +3 (13),  Attack: #1 +2Damage: 1d6+1
Racial ability: Guard (almost impossible to suprise)
Order Difficulty: -0 (14)
Price: +15 (25)

6. Imperial Lostrian.
The Imperial Lostrian is a dog that came with the imperial fleet at the landing. It is a huge dog of golden colour and is valued very high. It is often found in imperial bastions in the south. 
MD: +1 (2d6+2), Life:  +2 (6) DV: +3 (13), Attack: +2Damage: 1d6+1
Racial ability:
Order Difficulty: -0 (14)
Price: +20 (30)

7. Lenjin Strongnose.
The Lenjin Strongnose are very popular among bounty hunters. 
MD: +1 (2d6), Life: +0 (4) DV: +2 (12), Attack: +1Damage: 1d6
Racial ability: Tracker (is very good at tracking someone)
Order Difficulty: -2 (12)
Price: +10 (20)

8. Romphin Minepaw.
The dwarven dog of the underworld. As short and sturdy as their masters this grumpy dog is used to living in the dark.
MD: +1, (2d6) Life: +0 (4) DV: +2 (12), Attack: +1Damage: 1d6
Racial ability: Stone sense (good at finding secret passages, detecting traps and navigate underground)
Infravision (these dogs can see in the dark, at least a few feet)
Order Difficulty: -0 (14)
Price: +10 (20)

9. Haestrinn buch-hound.
The Buch-hound is a common dog among the villages in the swamps of the south. They are known to turn on their masters at times and even themselves. If you want a shit-eating big angry unpredictable killing machine you would want a Haestrinn buch-hound.
MD: +1 (2d6), Life: +0 (4) DV: +2 (12), Attack: +1Damage: 1d6
Racial ability: Unpredictable
Order Difficulty: +2 (16)
Price: +5 (15)

10. Midlander Thucker.
These large long-legged mastiff dogs are well reputed in the midlands and are seen as great companions. The long legs make them as high as the Eizenheimer. They often have an harlequinn coating (White with black spots)
MD: +1 (2d6+1), Life:  +1 (5) DV: +2 (12), Attack: +1Damage: 1d6
Racial ability: loyal
Order Difficulty: -2 (12)
Price: +10 (20)

Step 4 - How trained is the dog?

1. Trained by a sadist.
Some people should not get an animal and this poor beast have been trained into a world of hate, fear and bloodlust. It gets +2 on order difficulty and have a 20% chance of biting an innocent, bark at children and missbehave. If the sadist sell you this creature you will have to pay 5 Aengels extra but if there is a normal person selling tou this it will come with a warning and a discount of 10 Aengels.
2. Poor training
This dog is not finnished with his training. It will have an order difficulty of +2.
3-5 Normal training
This dog is propperly trained and ready for adventure.
6. Good training
The dog is trained very well and has an Order difficulty of -2, and +1 MD (HD in other systems) The price is at +1d10 Aengels.
7. Very good training
This is exemplary training and the order difficulty is at -4, and +1 MD (HD in other systems). The price on this dog is at +2d10 Aengels
8. Trained by the best!
This dog is extremly well behaived and trained.  The order difficulty is at -6, and +1 maximum MD (+1 HD with maximum hit points in other systems). The price at +25 Aengels.

Step 5 - Quirks for the dog

1. Fat & Clumsy 
This dog may have been some hero-dog once upon a time but it has been left lazy for to long and is now an overweight and clumsy joke-of-a-dog. The price goes down by -1d10 Aengels. as do a MD and -2 on movement.
2. Small & Weak
It may happen that this dog is loyal and well trained but it is really small for its race and have less muscles. It lose 1 MD and does a damage die less (d6 become d4, a d4 become a d3) One get 1d10 discount.
3. Short legs
This dog has short legs for its breed. it get -2 in movement and can jump shorter distances, -4 on jump checks. you get a 1d10 discount.
4. Holy teeth of the inqusition 
This dog is great for hunting the undead and have +2 damage against them.
5. Hungry
If one doesn't feed this dog regulary it will have an order difficulty of +4. It will have to make a Willpower (wisdom in other systems) check every 2 hours or have an 1d4 morale damage.
6. Bad temper
This dog is temperate and like to bark at people and seem upset. It has a +2 order difficulty.
7. likes to play
This dog likes to play and if someone take their time and play around with it he will get a -2 order difficulty for the next two hours. The dog regenerates morale (HP in other systems) while playing.
8. Ghast Sniffer
This dog has a knack for finding ghost and other unseen horrors. He will bark at invisible things.
9. Pure Breed
This dog has an ancestry and are the purest of his kind. He will cost an additional 1d10 Aengels but has an additional strong attribute consistant with his race.
10. Mixed breed
This dog is a mix of two diffrent breeds. There is a small chance that this other mix is of a magical or otherwise supernatural sort.
11. The jesters companion
Some jester must have trained this animal as it is very good at tricks and can balance stuff on its nose.
12. Magical Sensitivity
This dog can sense magic and will bark at magical items.
13. Witch hunter
This dog can sense the smell of corruption and will bark at witches, wizards and deamons alike.
14. Scary looking
This dog may have a white eye and scars. Well something makes it very scary and it has a fear attack each combat. 1d6 morale damage against weak opponents. (a morale check in other systems)
15. Torch bearer
This dog is not afraid of fire and is trained to carry a torch.
16. Fast
This dog is very fast and have a base movement of +2
17. Hunter
This dog is trained in the art of hunting and can track and hunt at +2
18. good climber
climbs with a +2 modifier
19. Mans best friend
this dog really attach to another being and this being get +3 on Order Difficulty. The first person who succeed on a charisma check at difficulty 20 is this dogs best friend. Each person can only try one time each day. The person who want to charm this beast must really make an effort to make the roll.
20. the Holy dog of the gods
This dog is chosen by the gods as it will seem. Once per day the dog can cast the miracle of the god.
1d6 1. Aeidmar - light 2. Haergmor - cone of cold, 3.Laeendur - Heal 4. Dyince - pass without trace 5.Elmendar - bound by faith 6. shield against the corrupt