Tuesday, 18 July 2017

Xor and Ideas for my next version of my home rules






































Had last session of Xor with LOTFP rules in Sydney. Im off to Adelaide to welfare again and hopefully I can bet some games going there. No game shops in city but card ones and 4 comic shops one which has RPG nights. Am more interested in DnD5 and my eyesight has improved along with my diet and new meds and Ive lost over 7kg so that was good. A bit too much good shopping in Sydney and got some game stuff and toy cars I shouldn't have.

My next house rules draft will be streamlined and simplified. Also meaner. I'm a bit influenced by the starkness of LOTFP and lots of the one use per fight abilities in 5th ed. So I will tone down some of the cumulative bonuses and mods that made a few characters a menace in play. I also killed my first PC in years tonight. Im quite good at making everyone feel at risk and i like killing followers which upsets players quite a bit. Had players resurrect another character's dead wife after he got remarried - fun times.

This was over two sessions and had a player swap second one due to food poisoning save fail.

So the brothers were sent by the wizard of Skulltower to help the yellow men of the Scarlands so the adventurers flew by blood hawk to the entrance to the goblin flesh tunnels carrying the cowardly leader of the yellow men a lesser wizard. They arrived and climbed in the puckered sphincter gateway. Found several tunnels from a chamber with a drool pool. One smelled of salt. One had air moving in and out. One had scratch marks another had bloody goblin and human footprints and sled marks in the damp floor.

So one tunnel they found a stinking side passage into the depths. In a sewerage filled pit a eye gazed at them and tentacles reached for them. A voice called their minds inviting them in and the warrior was slapped by a feces covered diseased tentacle so the fled. He was diseased by knew he could fly to a priest so they went looking for goblin slavers with the old wizard. Raided the goblins and killed most and freed the slaves. Surviving goblins were tied up and made slaves. Awaited the rest of the goblins to come home and captured them. Spoke to the goblins about the dungeon and the sewer god they worshipped. Went to explore more and found a chamber of breasts the goblins and baby monsters used. A egg chamber where monsters were born. A starving rust monster they fled after the clerics iron studded mace was destroyed and eaten. Found a lung room with morlocks working on a starstone and as they cut through the membrane the rust monster smelled the forge and ran in chasing the morlocks iron. Morlocks were killed and the rust monster was left happily gorging itself on hammers and the meteorite.

The brothers returned to Skulltower to get healing and the priest was required to initiate new followers for a while. So the warrior turned amatuer wizard teamed up with a female Elf dandy from Sweden in metal armour with a piebald pony who had arrived on Xor.  Flew by hawk to the humans in the former goblin tunnels and set to work exploring. Followed the scratched tunnel and found one brach was a owlbear lair and another was the goblins meat mine. They looked about the mine and the Owlbear arrived screeching and naked. They shot at it then closed. The elf flintlocks were a surprise but the furious bear kept attacking. They managed to kill it, skin it and collected it's foreclaws.

Planned to get the humans to collect the body later. Went to the salt smelling tunnel and found a chasm with with a ruined spanish ship in a pool of drool. Ruined shacks and skeletons littered the shore. The adventurers got closer. The warrior wizard examined the skeletons which had been gnawed and the libs cut off. The elf on overwatch saw a chest in a shack and both looked inside and found a sextant, spanish maps and gold. They got into a conversation about the treasure when the warrior heard a snip sound near his ear and the elf felt something hack into his flesh. A giant lobster had come up behind and surprised them. They scattered and ran the warrior scattering some meat to slow it but it chased the elf and snipped his head off.

Ran back to the villagers and rested. Flew back to Skulltower and the wizard sent him back with a muscle bound violet skinned amazon. He was a bit sheepish about what happened to his short lived elf friend. The new duo went met the villagers and took the old man and two javelin wielding skirmishers along. They lured out the lobster with meat on a rope and killed it in a hail of javelins. They gathered to loot and found footlong lobsters in the flooded bowels of the ship. Gathered some iron nails too. Moved to next forbidden chamber  and found three gelatinous blobs rolling around a jally lump with a spaniard treasure chest inside. They shot the smallest and retreated shooting as the blobs were not too fast. The new warrior woman got into melee with her axes to test her muscles and the jellies were killed. The chest had thousands in spanish gold and silver and aztec masks and idols. Not too amazing to Xorians but still ok. One of the masks could detect magic, only magic things seemed clear and real to look on.

The last tunnel the goblin slaves had warned lived another god.
"How is it different to the sewer god"
"Oh it has more tentacles and lives in a slime pool not sewerage"
"Great"

So they battled a roper and were horrified to feel their strength sapped away. Managed to break and burn some tentacles but two skirmishers were horribly pulled into it's mouth and horribly ground up as swallowed whole. Heroes managed to destroy it's tentacles and throw javelins. The monster unable to escape had no choice but to charge. The old yellow wizard ran off and returned with two more men and more javelins and the roper till it was killed.

Retired to the village and helped them take charge of the caves which would be a important trade stop and better than the old village with nothing but slime to eat and drink and whose main export as dried slime. They took some of the goblin slaves back to Skulltower and rested. Perhaps next they would kill the sewer god or go to the yellow city which was occupied by metal clad outlanders from Europa.

Monday, 17 July 2017

Quick Classes for Goat Quest


Would thou like to live herbivorously?

Past Episodes of Goat Quest

Nanny Binx the Arch Goat Messiah
BX Goat Class
Good Magic Goats
Chaos Goats, Goat Communities, Goat Monsters, The Anti Goat
Evil Chaos Magic Goats and Dung
Goat Quest Campaigns

d100 goat quests and d100 village secrets coming up, hope to be ready to play on G+
Any ideas like new skills i can revise here if required

Typical Goat HD 1+2 Att d3 butt Mv 15. Typical billy has +2 hit and damage (MM2)
Dehorned goat bump damage dice down one
Neutered goat loses 1 STR

Fighting GoatRequires STR 12
HD D8 +1 to hit per level/HD
+1 AC every 2nd level (2/4/6/8/10 etc)
+1 Attack every 5th level (5/10/etc)
d6 butt attack or 2d6 with 2" charge or two d4 kicks
at 5th level these dice are bumped up to next highest dice
-d8 butt/2d8 charge or two d6 kick attacks
On a natural 20 a opponent saves or is knocked over (19 at 6th, 18 at 12th etc)
Fighting goat can rally followers or goats within CHA+Lv" radius

Scout GoatRequires DEX 12
HD D6 +1 to hit every second level/HD
+1 AC every 3nd level (3/6/9/12 etc)
d4 butt attack or 2d4 with 2" charge or a d3 kick
at 5th level these dice are bumped up to next highest dice
-d6 butt/2d6 charge or a d4 kick attacks
A scout goat does double damage if attacking by surprise x3 at 6th x4 at 12th etc
A scout gets +4 to hit a foe from behind instead of +2
A scout goat can sneak or hide with a easy DEX check
A scout goat can climb any rough surface or balance on a easy DEX check
A scout can listen with a INT check to incoming threats or eavesdrop through doors
A scout goat can manipulate objects with his mouth on a easy DEX check
-can pick pocket, untie knot, open a gate or door, sneakily eat something
Jump 6 foot across or up double with runup +1 every Level after 1st
Fall 20 feet plus 2 per level and with a jump roll and can land with great accuracy
Move +1" per two levels (2/4/6/8/10)
A goat has one bonus luck point per level per day allowing any dice to be re-rolled
-this encourages scouts to take risks

Priest GoatRequires WIS 12
HD D6 +1 to hit every second level/HD
+1 AC every 3nd level (3/6/9/12 etc)
d4 butt attack or 2d4 with 2" charge or a d3 kick
at 5th level these dice are bumped up to next highest dice
Can cast spells as a druid or priest (pick one) of similar level

Wizard GoatRequires INT 12
HD D4 +1 to hit every fourth level/HD
+1 AC every 4th level (4/8/12 etc)
d3 butt attack or 2d3 with 2" charge
Can cast spells as a wizard

Goat Equipment
Leather Collar 1cp
Collar with brass bell 4sp
Straw Hat 1cp
Floral Wreath 1cp
Gators help protect feet 4sp
Leather Barding 13 base AC 12gp
Chain Barding 15 base AC 90gp
Goat bags - carry 30lb of goods without penalty, 31-60lb reduces speed/jump by half 1gp
Goat Saddle - suitable for children, halflings, gnomes or unarmoured dwarfs 12gp
Quality Goat Feed - 1cp per day includes lucerne hay, molasses, barley
Goat Wagon - 30gp carry a child or 40lb/per goat a two goat version and a four goat version exist

Goat Encumbrance
Most goats can carry up to STRx3 lb without penalty
Up to STRx5 lb move rate and jump ranged halved
Up to STRx10 just able to move and wont jump
Over STRx10 a goat wont move


Attributes
Roll 3d6 per attribute, can swap any stat rolled with prerequisite attribute for a class
May raise class prerequisite to 12 if no attributes high enough to even with a swap
Any roll more than one below 9 is raised to 9 (only one stat can be below 9)
At 4th level a goat gets a extra attribute point to spend as they please, then another at 8th, 12th, etc

Mod Table
3 -3
4-4 -2
6-8 -1
9-12 No bonus
13-15 +1
16-17 +2
18 +3

Attribute Mod Effects
CHA - adds a number of followers (a pet, servant or companion who is loyal)

CON - adds to HP per level gained
DEX - adds to AC and chance to hit with missile weapon (probably at best spit)
INT - adds number of skills or languages and number of 1st level spells if a wizard
STR - adds to melee hit and damage
WIS - adds number a number of luck points (see scout) and number of 1st level spells if a priest


Attribute Saves and skill checks
CHA - charm somebody or recruit a follower

CON - resist poison or disease
DEX - avoid a explosion or trap
INT - solve a puzzle or spot a clue
STR - move a heavy object of butt down a door
WIS -  resist mind control, make a good guess


Stat Checks and basic goat abilities
Difficulty:
Simple 2d6
Easy 3d6
Hard 4d6
Difficult 5d6
Impossible 6d6
Difficulty rolls step harder or worse for unskilled goats

Fighting, priest or wizard goats  may sneak, climb, manipulate with a hard roll
Most goats can jump 5 up or across, double with a runup and get +1 every second Lv (2/4/6/etc)
Most goats can fall 10 feet + 1 foot per level and land accurately with a jump roll

d12 Followers
1 Goat Kid
2 Dog
3 Cat
4 Sheep
5 Human Child
6 Hedgehog
7 Squirrel
8 Pigeon
9 Raven
10 Chicken
11 Duck
12 Rabbit

Goat Skills (One per level, can take up to three points in any skill)
Alertness +1 spot clues or threats with INT checks
Animal Language - pick one species, no limit on times you can select this skill
Bleat - can cry and be heard a mile away
Butt +1 hit and damage with horn attack
Break +1 STR to smash things like doors or gates with headbutt
Climb  +1 DEX climb skill roll +2 if a scout includes ability to balance
Dance +1 DEX can amuse and distract others with your antics
Dodge +1AC
Eat Anything +1 CON save vs poison or disease
Evade +1 DEX saves
Feint +1 CHA can feign death or unconsciousness
Find Water +1 WIS roll to find water
Foraging +1 WIS roll to find food
Gallop +1" Move
Healing +1 WIS heal 1hp per day with a lick
Jump  +1 DEX jump skill roll and foot range +2 if a scout
Kick +1 hit and damage with hooves

Knock +1 knockback chance or knock on a 20 if non fighting goat
Listen +1 INT listen skill roll +2 if scout
Luck +1 luck point
Magic Horns - Can hit creatures requiring silver, iron or +1 weapons (+2/+3)
Manipulate  +1 DEX manipulation skill roll +2 if a scout, can untie knots, pick pockets,etc
Midwife - +1WIS can aid mothers giving birth
Rally Bleat +1 Morale for your herd in battle
Resilience +1 HP per level
Scent - +1 INT can detect and identify animal scent trails, territory, gender and health
Sneak +1 DEX sneak skill roll +2 if a scout
Smell Chaos - +1WIS sniff taint of chaos trails
Track - +1INT can follow targets by scent and visual clues
Understand Human - but not speak, 2nd slot can read 3rd make crude human sounds

Gaining Levels
To go from 1st to second level you need to:
complete a quest, solve a mystery or overcome a crisis threatening a community
1st requires one quest
2nd requires two quests
3rd requires four quests
4th requires 8 quests
each extra level requires twice as many quests

Goat Spells
I recommend using Castles and Crusades or Osric lists or your prefered ruleset


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