Showing posts with label Knave. Show all posts
Showing posts with label Knave. Show all posts

Wednesday, June 17, 2020

Minimodule 3 Part 2: ATTACK AND DETHRONE GOD


Gambargin

Picking up where we left off...

The battle of Yetek works like the opening sequence of Deep Carbon Observatory - everything is happening at once, you never get a chance to catch your breath. Pick one of the three entries into the city: you will be able to see anything that the arrows are pointing to. Your goal is the temple in the center.

There is a twist here: The God of Ankhar is also active and will move around the city. Every time the PCs move between events, roll d6.
  • 1-2: The God stays where it is.
  • 3-4: The God moves 1 space.
  • 5-6: The God moves 2 spaces.
If there are multiple routes it can take, a d6 roll divided by two or three as applicable will direct where the mad one goes.

What if I Don't Want Hyperlethality?

  • Option 1: Grievous Wounds - If you drop below 0, use Emmy Allen's grievous wounds here.
  • Option 2: Replacement characters - Use this handy Knave generator. You start with  a sword or spear, a shield, and Armor 13.
  • Option 3: Take A Break HP - You recover all lost HP when you get a moment to collect yourselves (Bath House, Elephant Enclosure, Arena without the manticore)


The Main Gate

Who needs a ram when you have Ayo?
  • A chaotic mass of soldiers (HD 4 HP 25, d8 damage, Defense 13, morale 8) waits on the other side. The formation will break after it hits 0 HP.

Over the Wall

The ladders! Get up the ladders!
  • Takes 2 rounds to get up to the top. Defenders will hurl down stones (DEX save vs d8 damage) or burning oil (DEX save vs d6 damage for d4 turns). Successfully hitting someone at the top of the wall will interrupt the attack.

Through the Drainage

Hold your breath.
  • Takes extra time to feel your way through the dark - the God rolls twice for movement. The Enemy camp is reduced to Low Chaos.
  • Crocodile attack! (5 HD 25 HP, 14 armor, d8 bite, morale 8, WIS save with disadvantage vs surprise attack, will attempt to death-roll after a successful attack)
  • Senech must use both hands to keep her guns and ammo from getting ruined. If this changes for any time, all her weapons have a 50% chance of being useless.
  • You are all caked in filth and smell terrible.
***

The Town

People running in chaos, soldiers fighting in the streets.
  • Combat is deafening. People are fighting house-to-house, you can barely tell who is enemy and who is friend.
    • Individual combat in this area would be miserable, so it will be abstracted like this: each player may grab as many d20s as they wish (including 0). They will roll them all at once. Each success (over 13) means they are able to break up a cluster of enemy soldiers and will be granted 1 Reinforcements (more on that later). Failure means they will take d8 damage.

Artist's Alley

Still filled with the impaled bodies of those deemed to have been working idolatrous crafts.
  • A mass of soldiers (HP 15, d8 damage, Defense 13, morale 8) runs through the streets to where the main fighting is.
  • From an upper-story window, an old man cries out: "Send them back to whatever demon's teat they sucked on!" He tosses the party a figurine of the Mother of Dawn, which possesses 1 charge each of 3 different spells:

The Market

Looted and smashed to bits.
  • A mass of soldiers (HD 3 HP 20, d8 damage, Defense 13, morale 8) charges on to reinforce their fellows at the gate.
  •  A Scholar and a Clown have taken shelter under an overturned fruit cart. If the soldiers are dispersed, they introduce themselves as the "Sons of Thunder" and will gift the party a smooth grey stone which, if thrown on the ground, will blind and deafen anyone nearby, after which they will use one of their own and run away.

***

The Baths

An old, sturdy complex of buildings where folk would purify themselves before heading to the Temple.
  • Townsfolk have barricaded themselves inside. CHA check or the head of Malenairis needed for entry.
  • Three sailors are lounging around in peace, despite the chaos outside. One is Tall, one is Fat, and one is Old. They generally (as they will inform you) don't tend to do anything much at all, but their ship is down in the harbor just outside the city and they'll be able to smuggle people out of the warzone and down the coast to friendly territory.
    • This is an emergency means of escape, should the party become too injured to continue on to victory.

The Stables

The stench of camel dung and the terrible sounds of animals in terror fill the air.
  •  The horses are panicking, and the stablehands are unable to keep them under control.
    • Releasing the horses will cause a stampede. If the Enemy Camp is Low Chaos, it is now High Chaos. If it is already High Chaos, the mass of soldiers' HP is reduced to 20.

The Arena

Where once there were chariot races and theater services, Malenairis transformed it into a place of bloodshed.
  • The manticore (HD 6, HP 30 Armor 13 2 1d6 claws OR 2d6 bite OR poison quills - ranged, CON save or keel over frothing at the mouth) has been fed on townsfolk since the occupation began, and like any overfed cat it has decided to sleep it off for twenty hours a day. (If it is not woken up, a surprise round is made.)
    • The manticore's quills are coated with a deadly poison (alas, the manticore itself is immune). They can be removed without waking it (DEX with disadvantage) and thrown like knives.
    • The manicore's gut is filled with 2d6 soul-pearls. Eating one of these will allow a PC to revive after hitting 0 HP, recovering half of their max. They can be eaten multiple times, but further revivals require re-rolling the PC's hit die - if the sum is lower than their current max HP, that number is their new maximum. If it is higher, they permanently lose 1 max HP.

***

The Enemy Camp (Low Chaos)

Malenairis' lieutenants have managed to establish order among the main body of soldiers.
  • Mass of Soldiers (HD 7 HP 40, d8 damage, Defense 13, morale 8)
    • For every point of Reinforcements the party has, remove 2 HP from the enemy.

The Enemy Camp (High Chaos)

The soldiers of Ankhar fight amongst themselves now, leaderless and in a panic. This is the default state of the Camp.
  • Mass of Soldiers (HD 5 HP 30, 2d6 damage, Defense 13, morale 6)
    • For every point of Reinforcements the party has, remove 2 HP from the enemy. 

***

The Palace

Once home to the queen and her consorts, then home to Malenairis and his lieutenants, now ablaze.
  • Soldiers scramble about, trying to form a bucket chain.
  • It's possible to rush in and salvage some of the treasures within, as follows
    • Players who go into the palace must make a DEX save. On failure, they will take 1d6 damage from heat and smoke inhalation. Either way, they will recover 1 slot worth of art and treasures, which will be 1-3 of your people or 4-6, Ankhar plunder of other nations. Either might be handed over for gold.

The Gardens

A moment of quiet, but not for long. The fire of the palace casts dancing shadows among the date trees and palms.
  • The Widow and Handmaid signal the party from their hiding spot with the call of a screech owl. They have Malenairis' head in a basket and are trying to find a way out of the city. 
    • The Baths provide the safest option, seconded by the party's direct protection. If they try to escape on their own, they will not make it beyond the walls.

The Elephant Enclosure

A makeshift wooden palisade set up in the gardens abutting the palace.
  • The elephant (HD 15, HP 75, 2d6 tusks x2 or 4d8 trample) is old, imprisoned, and grieves still for the loss of her herd. Her only comfort is the blind, deaf elephant handler who has been her companion for 40 years. She hates the Ankhar soldiers with depths that cannot be imagined. 
    • If she is freed from her chains, she will will fight alongside the players. Should she survive (and should the players keep going with these characters), all elephants shall be their allies.
    • If Ayo has any booze left, the elephant will sniff it out and down it all. She will fly into a rage, and all of her attacks will do double damage.
***

The Temple

The statues have been toppled, the frescoes scratched out by spearpoint, the mosaics torn up with shovels. The desecration is total, gleefully done. In the center of the wreckage a pavilion has been erected,a tent of shimmering indigo cloth whose dimensions are so perfectly measured that it hurts to look at it: the angles are too sharp. An altar has been erected in front of the tent; blood from the sacrifice of sheep and bulls already stains the scarred image of the Mother of Dawn on the floor.
  • The chief priest and his acolytes have hunkered down here. They are shaken by witnessing the God's departure. They are unarmed and unskilled in combat, but they remain defiant and utterly unbearable
  • This is the home of the God of Ankhar. He is not likely to be here.
  • The Azazel remains inside the tent.

The God of Ankhar

A naked manlike figure, twelve feet tall with golden skin and fiery beard. He has been mutilated by his worshipers: eyes cut out, ears cut off, feet hobbled. Screams and babbles incoherently. Masturbates furiously.

HD 9 HP 45 Armor 15 1d10+3 stone pillar, Morale 11 Can throw bolts of divine lightning (3d6, cooldown 5)

 

The Azazel

A bloated black goat just a bit smaller than the elephant. It has grown fat on Ankhar's sin, taking on all of their crimes against humanity into itself so they might absolve themselves of guilt.

The Azazel will not try to fight: it will permit itself to be killed. This will curse the party with the Mark of the Goat - they will not be welcomed in any city this side of the Indus if they bear that mark.

(MAKE SURE THE CURSE IS CLEARLY COMMUNICATED. PCs will have bad vibes about killing it - too easy, walking into a trap, whatever. Don't use it as a gotcha.)

Useful notes
  • The Azazel hates fire - that alone will spur it to move. Sunlight is even worse and can kill it without triggering the Mark of the Goat.
  • The Azazel is incredibly heavy, but could easily be chained up and dragged by the elephant.
  • The Azazel always lies, convincingly. It wants people to sin, so it can feed.
  • The Azazel will offer forgiveness of sins via transferral. This will require swearing a covenant with it, which will entail consistently and continuously feeding it through greater acts of evil.
  • The Azazel can be exiled without killing it - driving it out with fire or hauling it to the harbor and setting it adrift on the sailors' ship.
If the God has not been dealt with, it will interfere if there is an attempt to move the Azazel from its tent.

Final Reckoning

  • If the God of Ankhar is killed - Ankhar'swar effort is broken. Even if they survive and regroup, the loss of their general and their god in one night is too much. They will not visit this place again for generations.
  • If the God of Ankhar lives - It will return to the tent of the Azazel, if possible. If the Azazel is dead, it will limp out of the city, either to the Ankhar encampment (Low Chaos) or out into the desert alone (High Chaos)
  • If the Enemy Camp is in Low Chaos - Ankhar's forces retreat and regroup outside the city under the command of surviving
  • If the Enemy Camp is in High Chaos - Ankhar's forces are routed in their entirety. No surrender or orderly retreat is possible.
  • If the Azazel is...
    • Killed - PCs inherit the Curse of the Goat
    • Banished - Depending on method, it will either die a true death under the sun or slink away into the night, to emerge again some other cursed time.
    • Untouched - It will be taken with the retreating Ankhar soldiers OR the liberating army will find and have to deal with it.
    • Joined by Covenant - The PCs will be driven to lead the counter-attack, pillaging Ankhar's lands with equivalent cruelty. If the Widow and Handmaid survive, the war will eventually unseat the king of Ankhar himself.
  • If treasure recovered > 5 - The PCs can gain enough coin through rewards from return or profit from sale to retire to a wonderful little island somewhere, at least until they need to murder another god.
  • If the Widow and Handmaid are safely extracted from the city - The triumph over Malenairis brings not only all the people of the nearby cities together, but the hill tribes as well. This unified resistance not only drives Ankhar out of these lands, but helps to establish a new queen..
  • If the PCs die without dealing with the God or the Azazel - The Ankhar war machine continues despite the loss of its general. Your land is conquered.

Tuesday, June 9, 2020

Minimodule 3 Part 1: BREAK THEIR PRIDE BY A WOMAN'S HAND


Massimilano Haematinon Nigro

A level 4 adventure for Knave for 4 players, cribbing from the GLOG.

This started as a joke, and it has gotten completely out of hand.

Let it never be said that I do not give my all whilst shitposting.

The Apocrypals are to blame for much of this.

The swordwife class was made by Phlox.

This is part 1, being the premade PCs. Part 2 will be the adventure proper.

ATTACK AND DETHRONE GOD


Long has this land fallen under the shadow of distant Ankhar. Long have its people endured the overflowing violence from its wars with Tishar and Zet. But now Ankhar sweeps down into our lands to conquer and devour.

Who is this god that the priests of Ankhar praise, this god who hides beneath veils? Who is this god they carry before their armies as they pillage our lands and enslave our people? Who is this god that desecrates our high places and demands that he alone be worshiped? Who demands obedience to a cruel and distant king?

Ankhar's great general Malenairis has camped in the city of Yetek. His god has taken up residence in the temple there, desecrating the sanctuary of the Mother of Dawn and killing her attendants.

He believes that he might march on from Yetek conquer us unopposed, just as he did the cities in the north.

Vanity! In the depths of the night, he has lost his head: for he was drunk on wine and thought that no threat might come from the widow and her handmaid.

Break down the gates of Yetek, wives of the sword, and cast out the army of the tyrant.

THE FOUR WHO RIDE


Dhaibr, Swordwife (WHITE HORSE)

"While men seek earthly pleasures, I study the blade."

STRDEXCONINTWISCHAHP
16141711141214
  • Lean. Scarred. Dark. Frizzy hair. Disciplined. Detached. Precise speech. Melancholic.
  • Art of Flying Blades - Swords, especially enemy swords, can be used as projectiles.
  1. Desperate Dodge - 1/combat, can drop 1d4 items to avoid all damage from an attack.
  2. Find the Opening - If attacking someone who attacked her on their turn, she gain either +2 to hit or +2 damage.
  3. Bronze Tongue - Can speak the languages of metals.
  4. 'Til Death - Cannot be struck by a fatal blow so long as she consciously holds a sword.
  5. Bronze sword (1d8) - Forged by her mother during labor.
  6. ""        ""
  7. Iron sword (1d8) - Severs the soul from the body. Prevents the spirit from returning.
  8. ""        ""
  9. Mithril sword (1d8) - Cuts through any material weaker than iron. Shatters on a 20.
  10. ""        ""
  11. Phosphorus Dagger (1d6) - Glows with an actinic white light when struck against rock.
  12. Bronze breastplate - Defense 14
  13. ""        ""
  14. ""        ""


Ayo, Mountain-Stance Adipomonk (RED HORSE)

"Reach heaven through...ah you know what comes next."

STRDEXCONINTWISCHAHP
17131813111521
  • Towering. Corpulent. Curly hair. Gregarious. Gluttonous. Booming speech. Sanguine.
  • Adipomancy - Ayo casts magic by rolling Bulk Die, and then reading the [Sum] or [Dice] as written. Any dice that come up as 6 are burnt and cannot be recovered without eating an additional ration.
  1. Bulk die (d6), bonuses only apply past 1 die.
  2. Bulk die (d6), +2 defense
  3. Bulk die (d6), +2 defense
  4. Bulk die (d6), +2 defense
  5. Mountain Stance - Cannot move. Cannot be knocked down. All damage moves up 1 die size.
  6. Ironshod Greatclub (1d10) - And this is my thwacking stick!
  7. ""        ""
  8. ""        ""
  9. Frighteningly large jug of booze - Contains 3 charges of drunkenness. 
  10. Belly Drum (spell) - Cuts current HP in half - points lost may be distributed among future damage rolls.
  11. Breath of Fire (spell) - [Sum] damage in a 15' cone. Consumes 1 charge of booze.
  12. Metabolic Overdrive (spell) - Recover [Sum] HP
  13. Gravity Pull (spell) target within [Sum] x 5 feet is pulled in a straight line towards Ayo. Target gets a save to resist.
  14. MESHI MESHI MESHI MESHI ORA! - Burn a bulk die. Gain an extra attack. Explodes on 6.

Anbara, Book Club Witch (BLACK HORSE

"THEN PERISH BENEATH THE EYE OF Θώθ!"

STRDEXCONINTWISCHAHP
12131216141316
  • Tiny. Tanned. Cropped hair. Excitable. Aggressive. Rapid speech. Horny on main. Choleric.
  • Literate: As a priestess of the scribe god, Anbara can read and write. It's not technically magic, but it might as well be in these days.
  1. Blessed robes and ibis mask - Defense 12
  2. Dusty tome of ancient and forgotten lore - Required to cast spells
  3. Bronze spear (1d8)
  4. ""        ""
  5. Command (spell) - Issue a 3 word command to target. Target gets save.
  6. Bookspeak (spell) - Books and scrolls disclose their contents.
  7. Reveal Invisible (spell) - A silvery powder
  8. Sign of Thoth (spell) - A doorway is marked so that enemies of CL or lower HD cannot enter.
  9. Burning Cloud (spell) - Burning red grit deals CL damage / turn, 15' radius.
  10. Memory Fog (spell) - Target's memories of the last CL hours become muddled and indistinct.
  11. Hypergeometry (spell) -Move through doors, walls, objects, individuals, open space for CL x 5'.


Senech, Gun-Saint of An-Hehm (PALE HORSE)

[Escalate immediately to gun violence]

STRDEXCONINTWISCHAHP
13131312141313
  • Sallow. Wiry. Oily hair. Burn scar. Tolerant. Lazy. Whispered speech. Phlegmatic.
  • Nimblefingers - Senech can reload a weapon or change ammo types without spending a turn if she switches to another weapon for that turn.
  1. Reinforced schema habit - Defense 13
  2. Pistol (1d8, 6 shots)
  3. Hand cannon (1d10, 1 shot) - + to hit and damage at short range, - to hit and damage at long range, can hit 2 adjacent targets (roll once for damage and halve)
  4. ""        ""
  5. Black powder grenade (2d6, ignores armor, 10' radius)
  6. Hellian fire grenade (1d6, flammable oil, 10' radius)
  7. Ammo pouch (Standard, 24 shots)
  8. Ammo pouch (Blessed, 12 shots, double damage to magical beings)
  9. Ammo pouch (Buckshot, 6 shots)
  10. Ammo pouch (Incendiary shot, 4 shots)

Friday, March 22, 2019

Mother Stole the Background Kits #4

Marc Scott

Previous Tables:
  1. Basic Kits
  2. Uncommon Kits
  3. Knightly Orders

Table 4: Assorted Professions 


1. Prostitute

Honorable painted ladies of the night.
  • Pigsticker (d6, 1s)
  • Perfume
  • Elegant Clothing
  • Union Membership

2. Antiquarian

Delving dust-choked archives.
  • Rare Tome of Eldritch Lore
  • Relic of an Ancient Civilization
  • In-Progress Dissertation
  • Map of Distant Lands

3. Cook

"Mwah!"
  • Set of Knives
  • Pots and Pans
  • Herbs and Spices
  • Finely Tuned Smell and Taste

4. Astronomer

"And if you look past the shoulder of Orion..."
  • Portable Telescope
  • Big Book of Star Charts
    • Spell: Navigate the Night Sky
    • Spell: Read the Heavens

5. Apothecary

No! Don't eat that!
  • Assorted Herbs and Unguents
  • Mortar and Pestle
  • Bottles and Vials
  • Book of Herb Lore
  • Book of Prescription Records

6. Fisherman

Well, it's not called catching...
  • Fishing Pole
  • Tacklebox
  • Sun Hat with Lures
  • Net
  • Canoe and paddles

7. Sailor

And we’ll roll the old chariot along
  • Mooring Hook (d8, 2s)
  • Rope
  • Tattoo
  • Ticket to a Certain Brothel in Port

8. Farmer

Just like your pa, and his pa, and his pa
  • Pitchfork
  • Old Mule
  • Sack of Produce
  • Straw Hat

9. Artist

Pouring out soul into form.
  • Tools of the Trade
  • Work in Progress
  • Completed Work (For Sale)
  • Completed Work (Not For Sale)

10. Teacher

The sustainers of civilization.
  • Bundle of Textbooks
  • Packet of Fresh Pencils
  • Area of Expertise
  • Spell: Alma Mater

11. Gongfarmer

It’s a living.
  • Shovel(d8, 2s)
  • Wading Boots
  • Bucket of Shit
  • Incredible Stink

12. Houndmaster

On patrol with man's best friend.
  • Blackjack (d6, 1s)
  • Gambeson (12ac, 1s)
  • Dog Treats
  • Loyal Wolfhound

Friday, February 22, 2019

Mother Stole the Background Kits #3

Johasnes Helgeson

Previous posts 1, 2

Table 3: Knightly Orders


1. Order of the Sable Maid

Defenders of the weak, enemies of the wicked.
  • Greatsword (d10, 3s)
  • Chainmail and Tabard (14ac, 3s)
  • Holy Water
  • Anointing Oil

2. Knight of Autumn

Followers of the Folk of Fall.
  • Sword (d8, 2s)
  • Gambeson (12ac, 1s)
  • Shield (+1ac)
  • Spell: Grow Mighty Oak (Magic Acorns)
  • Cloak of Leaves
  • Bottle of Goblin Moonshine

3. Knight Embryonic

Justice will not wait for birth.
  • Warhammer  (d10, 3s)
  • Elaborate Plate Armor (16ac, 5s)
  • Helmet (+1ac, 1s)
  • Spell: Aura of Safety

4. Crusader

The front line against Hell.
  • Sword (d8, 2s)
  • Plate Armor (16ac, 5s)
  • Battle Standard
  • Shield (+1ac, 1s)
  • Helmet (+1ac, 1s)
  • Spell: Turn Demon (Blessed Scroll)

5. Lantern Knight

By our light, the path in the dark.
  • Sword (d8, 2s)
  • Brigandine and Cloak (13ac, 2s)
  • Lamplighter + Snuffer
  • Lantern
  • Flask of Oil

6. Leper Knight

They shall not die timidly.
  • Sword (d8, 2s)
  • Mask and Bandages
  • Shield (+1ac)
  • Healing Balm
  • Terrifying Visage

7. Red Witch

Blood red in tooth and blade, life and death.
  • Barbed sword (d8, 2s)
  • Blood-Soaked Rags
  • Spell: Blood-Lore
  • Spell: Frenzied Lust for Violence

8. Incense Knight

Such sweet smells that rise up to the gods.
  • Censor-Mace (d8, 2s)
  • Bag of Charcoal
  • Tin of Incense
  • Half Plate (14ac, 4s)
  • Helmet (+1ac, 1s)

9. Gunpowder Knight

Sworn by Colt and Winchester.
  • Revolver (d8, 1s)
  • Repeating Rifle (d10, 2s)
  • Spell: Quickdraw (Coat of Arms)
  • Powder and Shot

10. Harmatean Knight

Know thyself, and know thy demons better.
  • Axe
  • Shield
  • Brigandine
  • Spell: Summon Demon
  • Spell: Chain Demon

11. Legio Ultimo Marine

The last of Darvatius’ finest.
  • Spear (d8, 2s)
  • Segmentata (14ac, 3s)
  • Helmet (+1ac 1s)
  • Shield (+1ac, 1s)
  • Short Sword (d6, 1s)
  • Sling (d4, 1s)
  • Field Ration x1

12. Knight of Cordyceps

Chivalry is an effective quarantine.
  • Longsword (d10, 3s)
  • Half-Plate and Cloak (15ac, 4s)
  • Spore Pods
  • Spell: Cloud of Spores
  • Spell: Creeping Mycelium

Thursday, January 31, 2019

Mother Stole the Background Kits #2

Lady Arrowsmith

Previous Posts: 1

Table 2: Uncommon Kits


1. Shield Maiden

I am no man.
  • Axe(d8, 2s)
  • Chainmail (14ac 3s)
  • Shield (+1ac, 1s)
  • Runestones (Augury)

2. Flagellant

Pain purges sin, pain keeps Hell away.
  • Cat o’ Nine Tails (d6, 1s)
  • Heavy Scarring (+1ac, 1s)
  • Penitent’s Hood

3. Plague Doctor

Bring out your dead.
  • Dissection Tools (d6, 1s)
  • Treated Robes (12ac, 1s)
  • Sealed Mask
  • Censer & Incense

4. Whaler

Twenty years on the decks and docks.
  • Harpoon (d8, 2s)
  • Oilskins (12ac, 1s)
  • Rope
  • Jug of Grog
  • Scrimshaw Set


5. Frontiersman

A simple life in the woods; Clean air and solitude.
  • Axe (d8, 2s)
  • Heavy Furs (12ac 1s)
  • Musket (d10, 2s)
  • Ammo Pouch
  • Spell: Hermit’s Hideaway
  • Companion Hound

6. Black Amazon

Orca's laconic warriors.
  • Obsidian Greatsword (d10, 3s)
  • Whalehide Armor (13ac, 2s)
  • Jug of Hot Milk Tea
  • Ambergris Totem-Fetus

7. Shrine Keeper

Keeping the local Folk are satisfied.
  • Bell and Staff
  • Ceremonial Robes
  • Spell: Call Upon the Folk

8. Monster Hunter

Hunting the bumps in the night.
  • Monster-Bone Greatsword (d10, 3s)
  • Monster-Hide Armor (14ac, 3s)
  • Camouflage Shroud
  • Bottle of Musk

9. Collegiate Wizard

All that debt was worth it, right?
  • Robes and Hat
  • Spellbook
  • Framed Diploma
  • Spell: Levitate
  • Spell: Thaumaturgy
  • Spell: Wizard's Eyes

10. Veteran

Returned from the War, irrevocably changed.
  • Long Rifle (d10, 2s)
  • Bayonet (d8, 2s)
  • Ammo Pouch
  • Trench Shovel
  • Tinned Rations x2
  • Post-Traumatic Stress

11. Sanctioned Cambion

Evil beginnings do not mean evil ends.
  • Pistol (d8, 1s)
  • Ammo Pouch
  • Knife (d6, 1s)
  • Clerical Garb
  • Saint's Icon
  • Exorcist's Emblem
  • Holy Water

12. Bard

Pass the hat around.
  • Instrument
  • Knife (d6, 1s)
  • Colorful cloak
  • Spell: I Once Knew A Man...

Sunday, January 27, 2019

Mother Stole the Background Kits #1


Peter Klijn
Part 1 of 12 of starter character kits for Mother Stole Fire. These were written with Knave in mind, but could be applied to just about anything.

Table 1: Basic Kits

1. Red Hat Hobo

Have sword, will travel.
  • Sword (d8, 2s)
  • Gambeson and cloak (12ac, 1s)
  • Shield  (+1ac, 1s)
  • Lantern

2. White Hat Hobo

The brains of the operation.
  • Shortsword (d8, 2s)
  • Gambeson and Cloak (12ac, 1s)
  • Chalk
  • Grappling Hook
  • Iron Spike or Crowbar
  • Lockpicks

3. Witch

Practical solutions to practical problems.
  • Knife (d6, 1s)
  • Hat, Boots, Cloak 
  • Spell: Create Flame
  • Spell: Mend
  • Spell: Women’s Work
  • Spell: Call Upon the Folk

4. Hedge Mage

A bit of grandpa’s magic.
  • Staff (d6, 1s)
  • Rugged Clothing
  • Spell: Speak With Dead
  • Spell: Identify
  • Spell: Create Flame
  • Spell: Locate

5. Mendicant Priest

Let no child of Mother’s go hungry.
  • Walking Stick (d6, 1s)
  • Spell: Bless (Prayer Book)
  • Spell: Turn (Holy Symbol)
  • Letter of Introduction

6. Barber-Surgeon

Bones set, blood let, teeth pulled, leeches plied, beards trimmed.
  • Razor, Scissors, Pliers (d6, 1s)
  • Bonesaw
  • Jar of Leeches
  • Bottle of Whiskey
  • Needle and Thread
  • Ether (1 dose)

7. Hauflin

Little men of the forests.
  • Blowgun (d4, 1s)
  • Knife (d6, 1s)
  • Camouflage Cloak (12ac, 1s)
  • Spell: Stillness

8. Néandr

Old men of the mountains.
  • Atlatl (d8, 2s)
  • Heavy Furs(13ac, 2s)
  • Spell: Old Man’s Song
  • Hand Axe (d8, 2s)
  • Clan Totem

9. Idaltu

Eldest of the peoples, in the sunset of their golden age.
  • Sword (d8, 2s)
  • Sunsilk Robes (14ac, 1s)
  • Spell: Learn Name
  • Spell: Star-Dart
  • Poetic Map of the Heavens (In-progress)
  • Calligraphy Pen & Blank Scrolls

10. Lilu

Our cousins, the subterrene albinos.
  • Stone Knife (d6, 1s)
  • Sun Goggles
  • Radical Literature
  • Bottle of Firewater
  • Tobacco and Pipe

11. Amazon

The happy horsewomen of the Thermodon.
  • Spear (d8, 2s)
  • Chainmail (14ac, 3s)
  • Shield (+1ac, 1s)
  • Greatbow and Quiver (d10, 4s)

12. Lantern Boy

Here we go again.
  • Knife (d6, 1s)
  • Lantern
  • 10’ Pole
  • Flask of Oil


Tuesday, October 16, 2018

Guns and Kung-Fu for Knaves of All Sorts


Arky Fitzwater

Guns

The bones of this are stolen wholesale from Luke Thomson and Ben Milton (again!)

Firearms come in two basic categories.
  • Pistol - d8 damage, 1 slot, 3 quality, can be fired in melee
  • Rifle - d10 damage, 2 slots, 3 quality, disadvantage when fired into melee.
Reloading depends on what kind of gun you have.
  • Black powder - Must be reloaded after each shot, reloading takes a turn.
  • Semi-automatic - Pistols have 6 shots, rifles have 8.
I tend to imagine the cutting edge of firearms in my games to be something akin to Colt revolvers and Winchester rifles. No further than an M1 Garand. Which will still co-exist with black powder muskets. Anachronism reigns supreme.

An ammo pouch and cleaning tools take up 1 slot. It can hold 24 charges / bullets

Rifles can be affixed with a bayonet (d6 damage, 3 quality, 1 slot), which can be removed and used as a normal melee weapon if needed.
For those who want more granularity / variety among their firearms, tags can be integrated, as per Luke's post.

A standard grenade takes up 1 slot and does 2d6 damage within a 10 foot radius, ignoring armor.


ATATATATATATATATATATATA

Martial Arts

Fighting styles fulfill the role of both weapon and armor, and take up equivalent slots. Multiple styles may be learned by a character, but only one can be equipped at a time - switching styles requires that you have the slots available for use. New styles can only be learned by finding a master and then leveling up while in their tutelage.

Each martial art has a perk and a drawback.

49 Empty Palms - d8 damage, 14 AC, 5 slots
  • Perk - Your attacks count as magical.
  • Drawback - Known only to angels.

Peasant's Path - d6 damage, 12 AC, 2 slots
  • Perk - You blend in with crowds of commoners and rural folk.
  • Drawback - You cannot hold a position of high social status.

Wheel of the Elements - d6 damage, 13 AC, Spells: Shape Earth, Control Fire, Bend Water, Move Air, 7 slots
  • Perk - 1/2 damage from preferred element.
  • Drawback - Double damage received from opposed element.

Crane Style - d8 damage, 13 AC, 4 slots
  • Perk - Your reach is as a spear.
  • Drawback - Disadvantage when resisting knockdown.

Mountain Stance - d10 damage, 18 AC, 9 slots
  • Perk - You cannot be knocked down in this stance.
  • Drawback -You cannot leave the ground in this stance.

Pressure Point Style - 0* damage, 15 AC, 5 slots   
  • Perk - You can catch anything thrown to you.
  • Drawback -Your hands are permanently numb.
* Target must pass a CON save or be paralyzed.

Way of the Pebble - d6 damage (ranged),  14 AC, 5 slots

  • Perk - If you kill an enemy, you may make an additional attack on a second.
  • Drawback -Skin takes on a rough, unpleasant appearance.

Porcelain Fist - d10 damage, 11AC, 3 slots
  • Perk - You may damage yourself to do more damage (no greater than lvl)
  • Drawback - Healing you receive is half as effective.

Drunken Monk - 2d4 damage, 13 AC, 4 slots
  • Perk - Can use any item as an improvised weapon
  • Drawback - Must be intoxicated to use this stance.

Way of the White Hand - d6 damage 16 AC, Spells; White Hand, Black Hand, 8 slots
  • Perk - Knowledge of distant lands and cultures.
  • Drawback -Vegetarian diet, deathly feud with the Red Hand.


 Several perks / drawbacks were suggested by twocalf on the Discord server. That gif is an edit from K6BD done by Cryophage.

Wednesday, October 10, 2018

SpaceKnave Cybernetics Emporium

Jakub Rebelka

Each module takes up a single encumbrance slot, as a spell would. They may be "cast" according to Knave (one use per day, per module) or VAM rules (casts / day = level, shared among all modules). Some modules can be active all the time - in this case, invested energy is not restored.

Much of this list was torn directly from Ben Milton's Knave, and owes inspirational debt to Luke Thomson.

  1. Additional Arms - Two secondary arms.
  2. Advanced Hearing - Can hear faint noises, dampen excessive ones, filter specific sounds.
  3. Advanced Scent - Can identify and track scents.
  4. Advanced Vision - Telescopic, microscopic, enhanced clarity.
  5. Air Filter / Air Reserves - Filters out airborne toxins, provides internal storage for
  6. Body Jump - Can transfer consciousness to another entity with a cyberbrain.
  7. Brainskim - Can intercept superficial data / thoughts on local network.
  8. Catherine - Projects nanoswarm-form of woman in a blue dress who will fulfill sensible requests.
  9. Cryoprojector - Sprays a freezing mist.
  10. Cuttlefish Skin - May change skin color and texture at will; can disguise as other people.
  11. Cyberbrain - Direct brain-to-computer link and data storage device.
  12. Deafen - Temporarily deafens target.
  13. Detect Network - Detects nonstandard wireless networks.
  14. Disassembler Swarm - Nanites can break down 1 meter cube of material into components.
  15. Drone Module - Detachable, remote-controlled utility drone. Spider, snake, hover variants available.
  16. Exowomb - Provides comfortable and safe gestation of a wide range of available embryos.
  17. Foam Projector - Creates quick-hardening foam.
  18. Fog Projector - Creates a thick, cold fog.
  19. Ghostrider - Can store a secondary consciousness, requires cyberbrain.
  20. Healing Module - Any healing is made one step up the die ladder.
  21. Hibernation Module - User may sleep for up to 6 months without ill effect.
  22. Holo-Projector - Projects a moving, lifelike image.
  23. Hypercalculator - Permits high-power calculations and data-processing.
  24. Illuminator - Generates a bright light that floats about the user.
  25. Invisible Mark - You may place an AR tag that only you can see.
  26. Language Module - You may understand and speak languages they do not normally know.
  27. Library Card -  May ask research questions of the DM about specific subjects.
  28. Lockpick Module - Forcibly-opens a mechanical or electric lock.
  29. Magnetic Grips - Hands and feet may become magnetized.
  30. Marble Mania - Your pockets are filled with remote-controlled marbles.
  31. Mechanitendril - Prehensile mechanical tendril.
  32. Mindjack - Can hack into an inhabited cyberbrain.
  33. Nanovampire - Drains nanites from target individual or hive for health or additional implant usages.
  34. Night Vision - Grants greyscale, medium-range vision in low-light environments.
  35. Opposable Feet - Can hold and manipulate items with feet.
  36. Phobia / Aggression / Peace - Engenders titular state.
  37. Printer Module - Can print an item with time, blueprint, and raw resources.
  38. Protective Nanohive - Counteracts nanotech hazards.
  39. Q-Net Uplink - Permits access to the Q-Net, with all danger and reward that entails.
  40. Recover Data - Can bring back contents of damaged cyberbrain or computer.
  41. Reward Center - Grants dopamine shot or pain according to programmed criteria.
  42. Sensory Jack - You may scramble the sensory inputs of a single target.
  43. Sockpuppet - False identity, in case of emergency.
  44. Spider Grip - You can keep a grip on flat surfaces
  45. Springheel Feet - Aids in long-distance jumping.
  46. Temporal Perception Modulator - Accelerates or slows target's perception of time.
  47. Thermal Vision - Grants heat-sensing vision.
  48. Trollnet - Botswarm in a bottle, comes with selection of pre-programmed ideologies and behaviors.
  49. Web Projector - Creates a sticky silken web.
  50. X-Ray Vision - Grants vision through walls.