This is a player booklet I wrote up for a World of Dungeons Dark Souls game. It certainly isn’t a master class in usability, but I want to get this idea out of my head.
Witch 2.0
final fantasy xiv |
Witches start with a 1 in 6 chance of successfully casting any given spell, and if they fail a spell, they must wait 1 round (10 min) before they can try it again. They can allocate spell points to a spell in order to increase its odds of success. Witches start with 4 spell points, and gain 2 more every level. The list of spells is not set; players can invent them, as long as they fit the parameters for witch magic stated above.
The maximum number of spells a witch can have active at one time is half level, rounded up. Otherwise, spells last until dismissed. If a spell involves particularly strong resistance on the part of the target, the Witch must make a Charisma check with a bonus equal to their level.
Aegis (shield)
Ascendance (pulley)
Adherence (rope or chain)
Attraction (grappling hook)
Destruction (bow and arrow)
Incandescence (torch)
Inscription (marker)
Quicken (roller skates)
Repulsion (pole)
If you find skill points too fussy, just use the Elf skill progression for Search as the skill for all witch spells, the way Tales of the Grotesque and Dungeonesque uses Hear Noise column for all thief abilities.
World of Lamentations
So games with others is on a wicked cool Dark Souls kick, and it got me thinking about the kinds of NPCs I would have in such a game. It also made me want to get around to hacking a less forgiving version, more LotFP-like version of World of Dungeons. I briefly considered calling it World of Princesses, but that’s another game.
Perish is an island-nation-continent that exists in an endless state of darkness. It is also a megadungeon. There is no real civilization, just a handful of scavenging settlements and a half-dozen domains run by slowly dying, half-mad godlings. The fact that the characters are on Perish means that they have, sometime before level 1, screwed up in an extraordinary way. The main things to do on Perish are finding out how to get off or, if you are particularly ambitious, figuring out how it ended up being such a terrible place. The two tasks may not be completely unrelated.
Denizens of the Land of Perish
Diminished Gods
Centuries ago, something killed the God of the Sun, which plunged nearly all of Perish into perpetual night. Time has consumed many of the details, but some think one, some, or all of the surviving gods were involved. Whoever committed the crime likely knows where the missing Sun God’s soul is, which is necessary to bring light back to the Sun.
As I imagine this, all of the following details are extremely valuable and difficult to find—this is a sort of megadungeon murder mystery, so facts have to be scarce on the ground for this to work.
- Vast, the Verdant Wyrm presides over the Febric Wood. Some say it lured the Sunlit God to the place of his murder with the promise of a gift. Its favored children are the Great Stags and their riders, the Horned Hunters, who prey on the slavering beasts of the Wood.
- Ixion, Envoy of the Many Dead rules the Elysian Demimonde. He claims to serve the innumerable infernal powers of the Underworld, and it is rumored that they compelled him to betray the Sunlit God, his greatest and most beloved ally. His greatest servants are the Asphodel Maidens, who wear red in their hair, and the Knights of Gules, who rot inside their armor.
- Haeme, Princess of the Splendid Dead holds court in the Manse Macabre. She loathes Ixion and his affinity for shambling masses of restless Dead, but her hatred of the God of the Sun and his searing daylight is legendary. Her most powerful servitors are the Sanguine Coterie, who admit only vampires of the purest of bloodlines , and the Midnight Choir, whose choristers can wound with their song.
- Vercingetorix, the Golden Hero reigns from the top of the Tower of Blades. There are those who suspect that only the skill and sword of such a warrior could kill the God of Sunlight, but his Soldiers of Fortunes and Auric Priests believe in nothing but his virtue.
- Elagabulus, Lord of Dusk can be found in the chambers of his father’s Solar Palace, where he drafts his plans to reignite the Sun. Surviving histories note that the courier who reported the Sunlit God’s death found the Lord already sitting in his father’s throne. The Crepuscule Wanderers and the Archivists number his most devoted followers
- Martel, Radiant Envoy of the Moon dwells with her servants in the Lunary Gardens. The cynical note that where the power of the Sun has failed, the Moon hangs steady in the sky, but Perish would be truely lightless her illumination, attenuated as it is. The Knights Nightingale and the Plangent Dreamers attend to her dutifully.
Strange Wanderers
There is a 1 in 6 chance a random wanderer will be waiting for you in a place of safety when you arrive.
- The Scholar of Clabrous is dressed in antiquated finery and wears a crow mask at all times. It rewards with Soul anyone who brings it fresh specimens of the blood, flesh, or bone of any creature, though it favors rare or exotic creatures. No one knows what the Scholar does with these substances, or how it is able to wander as it wishes unharmed.
- Newt is a pallid little boy with great dark eyes and sharp pearly teeth who sells rumors, stories, maps, and ciphers, though he insists all his customers buy them sight unseen. He hates the light of the moon.
- Charles is a spider the size of a large dog with a man’s face on its thorax. It lives in a place it calls the Eaves, which shares a border with nearly everywhere. For a fee of Soul, it can lead you on a shortcut through the Eaves to almost anywhere you please, though you may not come out the same way you went in.
- Starlit Witch Imanta wears veils of silver thread and a red crown. She will summon forth loyal servitors from the space between stars in return for Soul, but these beings require a steady supply of yet more Soul to stay in this world
- Sariat the Weaver is wrapped head to toe in pristine white bandages. She will lift curses, purge poisons, mend wounds, and obliterate traumatic memories for a price.
- Rosario the Greatsmith bears a hammer of black stone and his forge burns with ancient flame. He will forge Soul into wondrous weapons and armor, but his prices are astronomical.
And here’s how the game is played.
The Primary Rule
When you attempt a task that is difficult or carries grave consequences for failure, roll 2d6+relevant attribute.
- On a 10+, you enjoy the fruits of your success.
- On a 7-9, you succeed partially or pay a cost for achieving your goal.
- On a 6-, you fail, and bad things happen to you.
Character Advancement
When creatures in Perish are slain, they leave behind Soul equal in value to their level. Soul is required to recover HP—when you receive healing by any means, whether it be natural or magical, you must expend Soul equal to actually regain the HP. It can be used to level up, as well as acquire equipment, spells, servants, and information, though entities that traffic in Soul are rare and seldom pleasant to deal with.
Gaining a level requires the expenditure of 10*current level Soul. When you gain a level, you gain d6 HP and gain abilities as determined by you class. You may also forgo all other benefits of leveling up to increase an attribute by 1, to a maximum of +1.
Character Creation
The six attributes are Strength, Constitution, Dexterity, Intelligence, Wisdom, and Charisma. For each attribute, roll 1d6.
- On a 6, the attribute is +1
- On a 2-5, the attribute is 0
- On a 1, that attribute is -1
You begin your misadventure with d6 HP and pick one of the following classes.
Warrior
You add your level to damage rolls and start with 6 additional HP
Thief
You have skills. When you make a roll to which a skill is applicable, add that skill’s bonus, in addition to the relevant attribute, to the roll. You start with +1 in every skill. When you gain a level, you can increase a single skill’s bonus by 1, to a maximum of +2.
- Architecture
- Bushcraft
- Climb
- Languages
- Sleight of Hand
- Stealth
- Tinker
In short, thieves roll 2d6+relevant attribute+relevant skill
Magic-User
You start with a single random spell, selected from a list determined by your college. You can cast any spell you know as much as you like. When you do, describe the exact effect you want the spell to have, and roll 2d6 with no modifiers.
- On a 10+, the spell succeeds, as safe as houses
- On a 7-9, the magic works somewhat, or it succeeds at a cost, whether it be in HP, Soul, or be some other turn for the worse.
- On a 6-, something terrible happens.
When you level up, you can either acquire an additional random spell or gain a +1 bonus to a spell you already know. You can choose this bonus no more than 2 times per spell.
Sorcerers of the Dark College can learn the following spells. There may be others, waiting to be discovered by the cunning and perspicacious.
- An incantation to extinguish light
- A spell to bestir the Dead
- A charm to commune with beasts
- A conjuration to call forth a weapon
- A glamour to change one’s form
- An invocation to seal a pact
Seers of the Celestial College can learn the following spells. There are others to be found, if you are prudent and pious.
- A spell to illuminate the darkness
- A chant to banish the Dead
- A petition to heal the wounded
- An augury to peer into the past
- A prayer to destroy enchantment
- An orison to glimpse the future
Equipment
You begin with d6 pieces of equipment of your choice from the Lamentation of the Flame Princess Miscellaneous list, in addition to the following:
You start with a single weapon. It can be melee or ranged, though you begin play with only d6 pieces of ammunition
- Light weapons require one hand, are easy to hide, and deal d6 damage on a hit
- Martial weapons require one hand and deal d6+1 damage on a hit
- Huge weapons require two hands and deal d6+2 damage on a hit
You start with a single piece of armor. It can be of any type.
- Clothing reduces all damage received by 0+Constitution and allows the wearer to move quickly
- Light Armor reduces all damage received by 1+Constitution, and the wearer to move at moderate speed.
- Heavy armor reduces all damage received by 2+Constitution, though the wearer moves slowly, loudly and struggles with activities such as climbing and swimming.
but i repeat myself
Summoner
A class for LotFP
HP and Saves as Cleric, Experience as Elf
Summoners call forth spirits. They can only summon spirits with whom they have made a pact. Forming a pact simply requires the spirit’s acquiescence, which can be acquired through violence, deception, persuasion, or bribery. Spirits follow commands delivered verbally and in person by their Summoner to the letter, and often try to twist the words of an imprecisely delivered order, though they will do their best to conceal their ability to do so.
The sum of the HD of all Spirits a Summoner has pacts with cannot exceed the Summoner’s level. When a Summoner gains a level, they can either raise the HD of a Spirit they already have a pact with, or leave the level open to make another pact later. Summoners start with a single 1 HD spirit.
Summoning or dismissing a spirit takes one full round. If a spirit is reduced to 0 HP or fewer, the Summoner takes d6 damage per spirit HD, and the spirit cannot be summoned until it has positive HP. Spirits recover a number of HP equal to their level per day. They cannot regain HP any other way.
Max HP: +d6 per level
Attack Bonus: equal to half level
AC: 12+half level
Saves: 12-half level
Damage: d12 (melee)
Movement Speed: As running unencumbered human
Right now I only have 2 spirits because Lamentation of the Flame Princess has a relatively small spell list (especially at higher levels), and I want to keep the spirits’ spells distinct and thematically coherent.
When she is acting under her own power, Red Madama is grandiloquent, arrogant, and generally insane. She is willing to place herself in terrible danger in pursuit of impractical and elaborate schemes, which may or may not align with the Summoner’s interests. Red Madama often pursues extraordinarily violent revenge against those she believes have slighted her, but will also act with destructive generosity towards those she thinks have helped her.
Spells Known
Generally pertain to illusion, delusion, and transformation
clothing by Iris van Herpen |
The Mother of the Depths is a hadopelagic sea-demon from beneath the bottom of the world. She manifests as a tall woman wreathed with nautiloid limbs. She can only be summoned from bodies of water with a depth greater than an inch and a diameter greater than a foot, and she cannot set foot on dry land. However, she can move instantly between any two bodies of water in line of sight of each other. She can attack any target in melee range of any body of water in line of sight.
When she find a way around her Summoner’s orders, The Mother acquires as many specimens, artifacts, and pieces of knowledge as possible. She holds power over secrets, and so she will also try to erase little-known pieces of information to which she already has access; this includes destroying books and killing people. The Mother is patient, and will sometimes forgo taking advantage of loopholes in her Summoner’s orders in hopes that they will make the same error at a more expedient time.
Generally pertain to necromancy, darkness, and the discernment
As You Wish It…
SUMMONER, a class for LotFP and retroclones
from final fantasy XIV |
Summoners call forth spirits. When they do so, the spirit appears before them and obeys all of their spoken commands to the letter. In order to call forth a spirit, a Summoner must make a pact with it.
There are 5 Order of spirits. A spirit’s Order determines how powerful it is and what kinds of spells it can cast. A Summoner can only make a pact with one spirit from each Order. This requires no more than the Summoner requesting a pact and the spirit accepting, though spirits are rarely accomodating. A Summoner can induce a spirit to accept a pact through bargaining, trickery, or violence.
Summoning or dismissing a spirit takes a number of rounds equal to half the spirit’s HD. If a spirit is reduced to 0 HP, its Summoner takes d6 damage for every HD the spirit had and cannot summon that spirit again for a full day. Spirits recover 1 HP a day no matter what, and cannot be magically healed.
SPIRIT ORDERS
OLD BAD WORSE VERSION FOLLOWS:
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Complete Arcane is completely terrible
- Warlocks from 3.5 are not very good.
- This short is charming:
From Tactics Ogre: Let Us Cling Together |
- Replicate the effect of any simple weapon, tool, or mechanical object, such as a torch, grappling hook, bow and arrow, or ladder.
- Manipulate an object. The witch uses Charisma in place of Strength and Dexterity.
- Have a level greater than or equal to the creature’s HD.
- Possess some part of the creature, such as a tooth, scale, or bone.
A Beast Child can have a number of forms equal to 1 + half level. If they exceed this limit, they must choose which forms to keep and which to discard. They can regain lost forms by reacquiring the corresponding creature part.They can transform as much as they like. It takes a full turn to turn into a creature. When in the form of a creature, Beast Children:
- Keep their max and current HP, saving throws and attack bonus.
- Gain the Strength, Constitution, Dexterity, of the creature
- Gain any special abilities the creature possesses.
A Pernicious Shortcut
Agrace, The Not-World, God’s Garden, the Vestibulum, The Third Kingdom
By Zazisław Beksińki; a gnostic titan |
- Corpus Inverter
- Debased Sorcerer
- Gnostic Titan
- Microcosmic Sun
- Travelling Fairy Lord-roll 1d4 (1-Duke of Sighs; 2-Bone Knight; 3-The Lady Electric; 4-The Lazarus King)
- Chaos of ravens
- Eternal haruspex
- Infernal dignitary-roll 1d4 (1—Alrinach, Whose Domain is Shipwrecks; 2—Agares; 3—Adramelech, the Hypocrite; 4—Ahriman)
- Heavenly ambassador-roll 1d4(1–Zephekiel, who rules Mercy; 2–Jophiel, guarding a tree; 3–Remiel, searching for a relic; 3–an angry cherub; 4–one angel and one demon, fighting)
- One of the winds-roll 1d4 (1—Boreas the North Wind, 2—Notus the South Wind, 3—Eurus the East Wind, 4—Zephyrus the West Wind
- Travelling Vampire Lord
- The Wild Hunt
- Bewitched Knight
- Splinter of Imperium
- The Green Knight
- Displaced djinn
- Servant of Steel
- Diminished god
- Dragon
- Death
As a note, this is entirely based off of a footnote in Susanna Clarke’s Jonathan Strange & Mr. Norrell
Druids
I never liked druids because they always seemed like medieval ecologists. This is silly because I am pretty sure that if I lived in medieval Europe I would think more about nature red in tooth and claw than nature as a place where you have talking animals and babbling brooks and wind in the trees. If I were a medieval peasant and I heard an animal talk to me I would get an exorcist.
I want a druid more in line with the creepy ones Julius Caesar talks about, what with the blood and guts and weird rites in the wilderness. Burning wicker men in the dark.
Druids are not magical hippies. They do not care about nature. They do not like animals. Druids do not study in wizard school. They do not meditate in temples. They do not memorize spells or petition deities for miracles. Druids track down the numinous and kick the shit out of it until it does what they want.