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.
Squamous and Noisome
Pernicious Albion Character Creation
- New Londoner: You are from the city of New Londinium. Your cosmopolitan upbringing (and proximity to a slightly radioactive knowledge-goddess) has given you a talent for languages; you have +2 to your Languages skill
- Briton: You are from one of the chieftaincies beyond the grasp of New Londinium’s rulers. Your people made pacts with the spirits of the wild long ago; you can use your Bushcraft as Languages when attempting to communicate with animals.
- Roman: The Empire had a rich tradition of poorly conceived sorcerous experiments. It is this fact that deposited Albion into the middle of Carcosa, and it is this fact that infused the blood of all Romans with a lingering taint of undeath. You can cast Speak With Dead 1/day.
- Deep One: You are descended from one of the marine monstrosities from far beneath Albion’s seas and lakes. As you are some sort of hybrid between fish and human (the specifics of how this looks is up to you), you can move with equal speed through water and over land, and you can breathe underwater.
- Tiefling: You are descended from one of the soldiers that took part in Hell’s semisuccessful invasion attempt a century ago. You can ignite a fist-sized flame in the palm of your hand at will. You can throw it or thrust it at your enemies to deal d4 damage. It lasts for 1 turn after it leaves your hand, sheds flickering light, and otherwise acts like a regular flame.
- Changeling: You are descended from a bona fide fairy. You cannot utter a lie. Any promise made to you cannot be broken, and you cannot violate any oath you swear.
- Nephilim: You are descended from the race of giants born when exiled angels bred with humans. You are 6 to 8 feet tall and have a +1 to your Strength modifier.
- Human: you and your ancestors are (rather improbably) unwarped by the magics, radiations, and influences of Carcosa, which makes you sensitive to malign presences. You can Detect Evil at will.
Cleric of The Grigori |
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Cleric or Druid: as Lamentations of the Flame Princess Cleric. You are a priest, druid, or prophet for one of the gods or goddesses of Albion. You have access to 3 miracles (which depend on your deity), and you can cast them without preparing.
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Her Majesty Gloriana: Queen of Albion, Supreme Governor of New Londinium, Sovereign Goddess of Forbidden Knowledge and Black Magicks
father dagon. by roryrory, distributed under creative commons -
Father Dagon: Patron of Deep Seas and the Beasts Therein
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Cernunnos: Horned God of Hunt and Wild
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The Morrigan: Black-winged Goddess of Crows and War
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Desdemona: Princess-Diabolic of the Iron City of Dis and General of the Infernal Expeditionary Army
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The Grigori: The Watchers, The Angels-In-Exile, The Banished Council, Fathers of Giants and Artifice
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Magician: as Lamentations of the Flame Princess Magic-User. You start with 4 random spells in your spellbook.
a gentleman magician -
Fairy-Knight: as Lamentations of the Flame Princess Elf. You have sworn yourself into service for one of the great fairies of Albion. You are skilled at both magic and combat; you start with knowledge of 2 spells (which depend on your liege) and can cast any spell you know.
fairy-knight of rose -
King of Roses Red: Fair Monarch of that Land Known as Earth and All Denizens of its Surface and Interior, Liege to the Knights of Rose and Knights of the Thorn
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The Regent of Midnight and Noon: Seneschal of All Hours, Steward of the House of Death, Lord of the Tower at the End of the World, Liege of the Knights Chronic
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Morgaine: Sorceress Supreme, Mother of All Witches, Sister of All Spiders, Keeper of the Last Breath of the True King, Founder of the Dark Knights
Morgaine -
Gogma, the Last and Most Splendid of the Sea Giants, Mistress of the Castle Glaces, Benefactress of the Knights Undulant
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Fighter: as Lamentations of the Flame Princess Fighter.
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Paladin: XP as Magic User, HP, Saves, and Spell Progression as Cleric; Attack Bonus as Fighter. You are a warrior who has taken holy vows to fight for one of Albion’s deities.
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Pick a deity from the Cleric list
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Specialist: as LotFP Specialist
there are so many knives in that hat -
Wildling: HP as Dwarf. Skills, XP, and Saves as Halfling. You have learned to survive in the strange wilderness outside the walls of New Londinium. You can withstand more punishment than any other class.
a wildling who is totally about to save vs death
Post-Anglican Nightmare
Leaden Perdition: their enormous faces are cast masks of terrible suffering, and their giant simian hands promise terrible violence. In the chest of every Leaden Perdition is a slowly spinning wax cylinder, playing a song that un-makes, un-knits, and generally un-happens everything in earshot. Nails shiver out of boards, cloth begins to fray, and flesh slowly unwinds off of bone. This also affects the Perdition itself, though if the cylinder stops spinning or is destroyed, the construct ceases to function.
Brazen Herald: stooped and lanky and made of brass and leather. Wears an apparatus of ropes and hooks and springs that it uses to yank itself across the district. It possesses a thunderous voice, which it uses to report the location of interlopers to all that can hear.
Argent Diluvium: serpentine figure of silver wire and filigree. Generally lives in the canals and sewers of Paradise, but when it winds its way onto land, can summon a temporary flood of seawater.
Golden Rapture: human skeletons wrapped with golden wire; fly overhead on peacock wings. Can create Chimaerical Servitors from nearby refuse, as well as incapacitate with false visions of Providence.
Witches and Killers
Eschatological Conspiracy for a New Age
I just heard about a game called Nephilim. I only know its most basic premise, but this is what I am filling in the gaps with.
- All text in a small Kansan town is replaced with the Tetragrammaton, written in tiny letters over and over again.
- A small meteorite crashes into the center of Time Square. It is a figurine of Baphomet.
- Graffiti versions of the Eye of Providence start popping up all over Miami, just as a large number of people start to disappear
- Everyone in Seattle dreams the same dream every night. They can’t remember the details, but it involves a great deal of fire.
- All of the goats in the tri-state area have vanished.
- A genetics researcher is in a bit of trouble. They thought they were developing extra-wooly sheep, but now the lambs speak, and do so with the voice of mulitudes
- A meteorologically improbable hurricane hits Florida, and there are reports that it is raining snakes in the worst of it.
- Milk and honey are oozing out of the ground in northern California.
- All the children in a small North Dakotan town are speaking a strange language no one understands. A school teacher thinks it might be Greek.
- A band called the Whores of Babylon just reached the Top 40 list. No one knows who they are or where they came from, but everyone sure likes their music.
- An oil rig in the Gulf of Mexico detonates. Rescue teams find an unidentifiable piece of red metal with the word Malebolge engraved into it.
- There’s a fire-and-brimstone cultist gaining a following in Ohio. His message is the same old story, but his son’s name is Adrammelech.
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
So It Shall Be
- Ignis Fatuus: can ignite flammable objects with a touch
- Familiar: can turn into any mundane creature cat-sized or smaller
- Goblin: can eat anything horse-sized or smaller
- Great Stag: Carries 1 passenger. Moves three times as fast as an unencumbered human
- Nosferatu: -1 to enemy morale rolls
- Carmilla: recovers half damage dealt as HP
- Cynocephalus: can assume the likeness of any human it or the Summoner has seen
- Homunculus: can use equipment like a PC
- Juggernaut: Carries 2 passengers. +2 AC to everyone on its back
- Troll: 20 AC when guarding something
- Bahamut: Carries 3 passengers. Great serpentine fish, mobile in land and sea
- Husk: Summoner can possess it, controlling it directly as their own body lies helpless.
- Lamia: can command snakes
- Roc: +3 to grapple checks; can fly
- Undine: nearby allies can breathe underwater
- Behemoth: can trample enemies for d10 damage
- Ifrit: attack with flame, dealing d10 damage to all enemies in a 100 foot line
- Dryad: allies that spend all their time in its presence heal d4 HP per day
- Marid: any ship it is on will not sink due to natural storms
- Wicker Man: carries 4 passengers, who are immune to all damage except fire
Fifth Order spirits do not have a particular weakness.
- Colossus: +d12 damage
- Dragon: Carries 5 passengers. Also flies
- Dracula: can turn into a great swarm of bats (attack all enemies in cloud)
- Revenant: Can possess the remains of creatures of up to 10 HD, gaining their abilities
- Seraph: can learn 5th level Cleric spells