Sunday, February 2, 2014

Half-Ogres and Mites [Race] [S&W]

Half-Ogre
Half-ogres can see in the dark (darkvision) to a range of 60 feet. They begin play with one extra Hit Die (1d6) in addition to their hit dice from their class.  They have a +1 bonus to their starting Strength and Constitution scores, but take a -1 penalty to their Intelligence and Charisma attributes. These modifications cannot take an ability over 18 or below 3.

Half-ogres can be fighters (5th level), clerics (3rd level), or fighter/clerics. Single-classed half-ogres add one to these limits. They advance as high as 7th level as a fighter with a Strength of 13 or higher, and 5th level if their Wisdom is 15 or higher.

Mite (Common & Pestie)
Mites are diminutive relatives of goblins.
Mites can see in the dark (darkvision) to a range of 60 feet. They have a -2 penalty to their starting Strength attribute. Common mites have a move of 9 and bite attack that inflicts 1d3 points of damage. Pesties have a move of 15 and can surprise others on a roll of 1-2 on a d6. All mites have thief bonuses as a halfling, except they have a +10 to Hear Noise and a +5 to Open Locks.

Pesties cannot speak. Mites with an Intelligence of 9 or higher can begin play speaking Goblin.

Mites can be fighters (3rd level), thieves (unlimited), or fighter/thieves.

Friday, January 31, 2014

Ring of Gravity [Item] [S&W]

Ring of Gravity
For one hour each day the wearer of this ring can treat any surface as “down”, allowing them to walk on walls, ceilings, etc. This effect extends to their items. Three times a day a ring-wearer can change another creature’s personal gravitational orientation to match their own; this effect lasts only a single round.

Thursday, January 30, 2014

Rod of Revelation [Item] [S&W]

Rod of Revelation
This light, hollow rod allows the wielder to detect secret and concealed doors as an elf, and to find traps with a 3 in 6 chance of success. The end of the rod opens: the hollow interior can hold up to 50 feet of slender silk rope, lockpicks, or similar accouterments for the enterprising young lady. Pressing a stud on the rod transforms it into a +1 short sword; pressing the stud a second time changes it into an ornate metallic fan which functions as a +1 shield; a third press reverts the rod to its original form.

Wednesday, January 29, 2014

Rod of the Great Beast [Item] [S&W]

In case it's not clear, I've been working on magical rods.  I started off doing magical items in general, but turned out to be easier to focus on one kind of item at at time, and rods seemed like an easy choice to do "entire".  Frankly, anyone that knows me would be utterly baffled by the completest tendencies that have gone along with my OSR conversions, and I don't understand them myself.  I've got roughly fifty magical rods written up, and that number plus noted down. At least half, and probably more, are new items; the rest are conversions from various sources.  I'm consoling myself with the knowledge that rods, with their varied functions and lack of direct-spell-effects probably take the most writing of any class of magic item (followed by rings and wondrous items).


Rod of the Great Beast
This fearsome-looking bone rod can be wielded as a +3 mace. More importantly, when the command word is spoken, the wielder can bend a dinosaur to his will. The dinosaur gets a save; if the save is unsuccessful, the dinosaur will accept and carry the rod-holder as a rider. The effect lasts for as long as the rod-holder owns the rod and keeps it about their person, although actually guiding the dinosaur requires the rod to be held in one hand. Controlled dinosaurs are slightly but not greatly more docile than usual when the rod-holder is not about: using carnivorous great beasts as mounts is likely to result in the loss of stablehands (assuming one can find help willing to approach such a creature).

Tuesday, January 28, 2014

Defining Magical Rods

Rods are the red-headed stepchild of magic items.  Not as prestigious as wands or staves, but a step above wondrous or "miscellaneous" magic items, they'e never had a well understood place in the pantheon of artifacts.  So what exactly is a magical rod?

There are two keys to identifying and understanding rods. First, they are usable by all classes. If any class is restricted in their use of rods, it is in fact likely to be magic-users and their ilk.

Second, rods transform. A rod with one shape and one function is a magical stick. Almost every rod transforms itself; many transform the wielder as well.

Rods are a symbol of rulership and supremacy.  Sceptres and crosiers are both forms of the rod. Many rods evoke this symbolism in their powers, whether conjuring rich clothing or followers, forcing obedience on those around the rod, or enforcing certain behaviors. Fighters, clerics, and to a lesser extent druids favor rods that create leadership effects. These rods are never subtle.

Rods are utilitarian. On the flip side of the symbolism is the utility of the rod. Fighters and thieves both enjoy more functional, less flamboyant rods that hold a variety of effects and tools. As a corollary to this, most rods are also weapons.

Rods are not defined by spells.  Rods are not collections of spells. If an item can be defined by the spells it casts, it's almost certainly not a rod. Spells are the hallmark of wands and staffs, not rods.

So a magical rod is an item that (primarily) benefits fighters, clerics, and thieves; has multiple functions and usually changes shape; and whose most prominent abilities are not spells.

(FWIW, a lot of 1e & 2e wands and staffs are now rods by my definition. Not all, but a lot of them.)

Monday, January 27, 2014

Chalkeion Rod [Item] [S&W]



Chalkeion Rod
This bronze rod can be used as a +1 mace or transformed into a +1 javelin.

By expending one charge, the rod-wielder can transform their own skin into a hardened substance resembling bronze that grants them an AC of 5 [14] while still allowing normal movement, and gains the ability to attack twice in a round. This transformation lasts for one hour. If the rod-holder is not a fighter, or is of less than 6th-level, and uses the transformation function of the rod, there is a chance of being transformed into a chalkeion. This chance is equal to 6% minus the character’s level, doubled if the character is a cleric, tripled if they are a thief, and quadrupled if they are a wizard. Nonhuman characters double their chances again.

The holder of a chalkeion rod can also summon 1d4+1 hoplite chalkeions for one hour; this expends two charges from the rod. The chalkeions will obey orders from the rod-holder, but are not magically compelled to do so. If the rod-wielder is a fighter of 6th-level or higher, and treats the chalkeions with honor and dignity, there is a chance some may seek her out later as followers.

A chalkeion rod is typically found with 2d20+20 charges remaining. It is rumored that a chalkeion rod can be recharged, but the secret of doing so is known only to the chalkeions.


Man of Bronze (hoplite): HD 5; AC 2[17]; Atk 2 weapon (1d6); Move 12; Save 12; AL N; CL/XP 5/240; Special: None. Monstrosities pg. 64

Sunday, January 26, 2014

Carpenter's Rod [Item] [S&W]

Carpenter’s Rod
This simple rod unfolds into a number of different configurations. It can be extended from 6 inches to 30 feet, closed, and then reopened to the same length. Placed on a surface (horizontal, vertical, or other), it will indicate degree of slope or pitch, and can indicate and lock at any angle. Markings on the rod assist the user in mathematical equations, to determine volume, quantity, and etc. A portion of the rod detaches; this portion will indicate distance and change in elevation from the main section when commanded. The rod can be separated into a chain reaching 66 feet; this chain is fragile and cannot support more than 10 pounds of weight. A carpenter’s rod does not use charges.

Saturday, January 25, 2014

Magically Itemish Stuff

I've been converting magic items recently; a change of pace from working on spells.  A few observations:

  • If you see the words "+x circumstance bonus to [skill]", just move on. (Same for spells, actually.) 9 times out of 10 it's not worth it.
  • It's not worth cutting and pasting either. If one follows the format of the rule book, most item descriptions are one line. Just rewrite the thing.
  • Those one line descriptions are really perfunctory. It makes me a little sad. I might go through and spruce them up. 
  • It's a lot harder to find good collections of magic items than good collections of spells. Most magic items collections are themed.
  • The thornshield was (I think) one of the few items rejected from my Dragon magazine article (Gnomish magical items, #272) and the only thing (out of 30 or so) accepted by Bastion Press for their Arms & Armor book. Weird. (And that's the sum total of my paid RPG writing profession, folks. In hindsight, Dragon paid pretty darned well.)

Thursday, January 23, 2014

Gnomes and Half-Orcs [Race] [S&W]

Gnomes
Gnomes can see in the dark (darkvision) to a range of 60 feet.  They can also speak to burrowing animals without the use of magic, and have a +2 bonus on their saving throws versus illusions.  Gnomes may be Illusionists, Fighters/Illusionists, or Illusionist/Thieves.  Fighters are limited to 4th level in the Fighter class, 8th level (9th with 18 Intelligence) in the Illusionist class, and 10th level in the Thief class. Gnomes have a +5 to all Thief abilities except Climb Walls. Gnomes that are solely Illusionists may take advantage of any XP bonus due to a high Intelligence score to gain experience more quickly.

Gnomes that are not player -characters might have abilities and limitations completely different from those of an adventuring Gnome. The nature of the gnomish race as a whole is entirely the province of the Referee, and might include non-player characters of any class.

Half-Orcs
Half-Orcs can see in the dark (darkvision) to a range of 60 feet.  They have a +4 on saving throws against poison and disease (+2 versus magical diseases).  Half-Orcs may be Assassins, Fighters, Fighter/Assassin, or Fighter/Thief. Multi-classed Fighters are limited to 6th level as Fighters, and may not advance past this point. Half-Orcs are likewise limited to 8th level as Thieves.  Half-Orcs that are solely Fighters may advance to 7th level with a Strength of 17, and 8th level with a Strength of 18. In the Assassin class, Half-Orcs have no level limit. A Half-Orc that is solely an Assassin may take advantage of any XP bonus due to high attribute scores to gain experience more quickly.

Half-Orcs that are not player -characters might have abilities and limitations completely different from those of an adventuring Half-Orc. The nature of the half-orcs and their place in the world is entirely the province of the Referee, and might include non-player characters of any class. In particular, half-orc assassin/clerics of dark and vile gods are rumored to exist.

Breaking Items Rules for S&W (rough draft)

Open Doors Method
Items have a rating of Fragile, Standard, Sturdy, Very Sturdy, and Extremely Sturdy. For Fragile items, roll a d4; Normal items roll d6; Sturdy items roll d8; Very Sturdy roll d10; and Extremely Sturdy roll d12.  Each result equal or less than the character's Open Doors chance on the Strength attribute table indicates a success. Fragile items require only one success; Normal and Sturdy items require two successes; Very Sturdy items require three successes; and Extremely Sturdy items require four successes to destroy. Each attempt takes at least a round, and possibly more.

An item can be damaged or disabled with one less success than is required to break it (automatically for Fragile items; one for Normal and Sturdy items, two for Very Sturdy; three for Extremely Sturdy items). A conventional roll to open a door in S&W disables a Normal item.

Glass, paper, and fine pottery are Fragile.
Most manufactured items (furniture, doors) are Standard.
Stronger wooden items (hammers, walls) are Sturdy.
Stone items and thin metal items are Very Sturdy.
Metal items are Extremely Sturdy.

Different materials might shift an item's rating up or down from "normal", or impose a minus (benefit) or plus (penalty) the character's Open Doors roll.

Save Method
Instead of the character rolling to break an item, items have a Saving Throw value and a required number of failed saves, as follows:
Fragile 20 (1 failure)
Normal 15 (2 failures)
Sturdy 10 (2 failures)
Very Sturdy 5 (3 failures)
Extremely Sturdy 2 (4 failures)
Once an item has failed the indicated number of saves, it is destroyed.