Showing posts with label Tom Moldvay. Show all posts
Showing posts with label Tom Moldvay. Show all posts

Tuesday, 22 September 2015

OD&D Cacozealot Class






A new class: the Cacozealot. This class was written for OD&D, however it is entirely useable with Labyrinth Lord, or Swords & Wizardry (Moldvay etc.). If you are using Swords & Wizardry's ascending armour class system, simply deduct 1 from the listen armour class values. For example, 11 would be 10. Simple.

This class was developed when one of my players wanted to play a winged demonic fey. He linked me to the 3.5 fey'ri (mixture of elven and demon). He liked the idea of a monkish character also. With these as a guideline I developed the Cacozealot. This class has many Arnesonian (is that right?) features, taken from the Blackmoor supplement. In addition, they have the dark twist of growing leathery wings, claws, or a barbed tail, as their devotion to the fiends of the underworld grows to fruition.

Hope you enjoy.

Note: this has not been playtested yet, so any feedback you have would be valuable. I have considered bumping up the hit dice, but have not made up my mind. 






Cacozealot


The putrid blood of the underworld courses through the veins of the Cacozealot. They are offspring, devotees, and dervishes of demons, imps, and other unwholesome beings. Initially, the Cacozealot is weak, but over time their minds and bodies become warped through their chaotic dabbling. Some grow claws, fangs, barbed tails, and even wings. Whether this is genetically endowed, or whether the disciple gains these powers through meticulous dark devotion, depends on the zealot. It is not uncommon for the Cacozealot to be a “half-blood”, born of a malignant spirit’s interference with humanity.

Prime Requisite: Wisdom.
Alignment: Chaotic.
Fighting, Hit Dice, & Saves: The Cacozealot fights and saves as a Cleric of the same level. They progress in hit dice as a Magic-user.
Bonus Experience Points: A Cacozealot with 13+ wisdom receives a 5% bonus to any experience points earned, while those with 15 or above receive a 10% bonus to any experience points earned.
Equipment & Armour: Cacozealots cannot use armour and shields. They may use any weapon. Many choose to fight unarmed however, as they possess an unnatural strength and speed as they gain levels.

During character creation Cacozealots may subtract 2 points of charisma or 1 point of intelligence in exchange for adding 1 extra point to their raw wisdom score. This may be repeated as many times as desired but these lowered scores must not drop below 9.

Experience: The following table illustrates the experience point progression for each level.

Level
Title
Experience Points*
Unarmed Damage**
Damage Reduction
Armour Class
Speed
1
Deviant
0
1d4
1
9 (11)
12” (40’)
2
Scourge
2,500
1d6
8 (12)
3
Fiend
5,000
1d8
2
7 (13)
4
Demonkin
10,000
2d4
6 (14)
15” (50’)
5
Demonologist
25,000
1d10
3
5 (15)
6
Infernalist
50,000
1d12
4 (16)
7
Demonmancer
100,000
2d6
4
3 (17)
18” (60’)
8
Low
Cacozealot
200,000
3d4
2 (18)
9
Cacozealot
300,000
2d8
5
10
High Cacozealot
450,000
2d10
21” (80’)
* Each additional level above 10 requires an additional 150,000 xp.
** If playing 3lbbs, use the extra damage rule under “Demonhide” as a replacement for unarmed damage.



Abilities:

Unarmed Damage: The Cacozealot is a weakling, yet over time they may grow very powerful as their soul becomes increasingly corrupted and warped. The table above indicates the damage a Cacozealot will deal if they are using no weapons. “Unarmed” can mean hands, knees, elbows, headbutts, etc. Additionally, if the Cacozealot rolls 18-20 on an unarmed attack roll (unmodified) they have a 50% chance of stunning their victim for 1d4 rounds. If a 20 is rolled on an attack dice (unmodified), there is a 25% chance of killing the victim outright.

Demonhide (Damage Reduction & Armour Class): The Cacozealot’s skin appears sickly and deformed. It may thicken like the hide of a reptile or beast, and they have a preternatural ability to avoid blows. When damage is dealt to the Cacozealot some is absorbed by their grotesque skin, and by the unwholesome fortune of their bloodline. Optionally, if a weapon is being employed (rather than going unarmed), the Cacozealot receives their Damage Reduction in the form of bonus damage (on a successful hit). For example, a 3rd level Cacozealot (Fiend) would receive a +2 damage bonus on a successful hit.

Skills Chart:
Cacozealots have a preternatural ability to move silently and avoid detection. These abilities are resolved by rolling 1d6. Success is indicated when the number on the dice equals, or is less than, the number listed on the chart below.

Levels
Move Silently
Hide in Shadows
1-3
1
1
4-6
2
2
7-9
4
3
10+
6
5

Bodily Corruption: At 5th level the Cacozealot’s body becomes even more depraved and mutilated. Roll 1d6 on the table below:

1d6 Result
Corruption
Effect
1-2
Claws
+1 bonus to unarmed damage.
3-4
Barbed Tail
Tail whip deals 1d6 damage.
5-6
Leathery
Wings
Cacozealot
can fly.

This corruption can be disguised at the whim of the Cacozealot. Only a 10% chance exists for being detected, although magical spells can bypass this deception entirely.


Speed: The Cacozealot is supernaturally fast. Their speed increases as they become more powerful. Winged Cacozealots can fly at their listed movement speed.

Wednesday, 1 April 2015

How to Hexcrawl: A Practical Guide to Wilderness Adventures - Review

Author: Joe Johnston (Taskboy Games)
Price: Pay what you want
Format: PDF
Page count: 27
System: Labyrinth Lord (or any OSR/Old School FRP). 
Year: 2015

The context of this supplement assumes the reader will be using a Labyrinth Lord or Dungeons & Dragons B/X rule-set for their gaming (Basic & Expert), referencing both within this work. 

The Good
Very clear presentation. It was easy to read, only taking me about five minutes or so to get through it. For the complete newcomer to this style of gaming (the hexcrawl) it inevitably provides some very solid advice, and in many ways is a how-to in a step-by-step format. This aspect of it was very useful. Additionally it provided a few options for cases where rules may be slightly ambiguous or open to interpretation. All manner of considerations are covered in this short albeit substantial tome - wilderness travel, weather, mounts and equipment, fatigue, getting lost, resting, rates of travel, hunting, and foraging. The end section of this manual provides a page of resources for those interested in finding additional hexcrawl material online. It is a particularly practical supplement, and accompanied with a very simple FRPG rule-set, one could almost run a complete game with this. I have always found the Advanced Dungeons & Dragons Dungeon Masters Guide to be far too dense in its explanation of wilderness travel, and this supplement really distilled the whole concept/style into a digestible format. 

The Bad
In terms of content an impressive brevity of words has been achieved, minimising superfluous description. This is the real merit of this work in my opinion. Its content I cannot critique. Layout is generally presentable, however I would like to see a revised edition at some stage with commissioned artwork and layout. It felt very 'home job' to me (which it no doubt was). It was almost exclusively public domain artwork which isn't an issue, but I would have preferred some self-drawn maps (matching the hex map at the bottom of each page), along with some illustrations that mirrored that style. This would have provided a more consistent vibe and aesthetic overall. As I've said before, when something is free you can't really complain, but I guess I am a little!

Final Thoughts
This work undoubtedly clarified some of my own ambiguities surrounding the hexcrawl-style game. I tend to run things fairly differently than the way Johnston presents, preferring to 'fast forward' certain bits, resulting in a less hexy game overall. It did inspire me somewhat to run an entirely hex-based campaign, with various points of interest though, and I can see why this style of gaming is favoured by some. As a free download it's certainly worth checking out at least, and I'm certain you'll glean something useful from it, whether you are a master-hexer or a complete novice. The only real let-down, in my opinion, was the artwork.