Wednesday, April 29, 2020

Writing an OSR(?) game from memory, Part 2: Races, classes

The project continues. Aplogies for the terrible blogger formatting. I'm noticing this is a bit stream-of-consciousness. I can't really remember the specifics of XP, saves, and spell tables so expect a lot of discrepancies to pop up.



Races:
Races are somewhat akin to species. Races are broadly categorized into humans (us), demi-humans (dwarves, elves, gnomes, halflings), and humanoids (goblins, hobgoblins, kobolds, orcs)

Man
Men (and women) are typical examples of humankind.
Racial languages: Common
Extra languages: Dragon, dwarven, elven, goblin, kobold, giant, orcish, sylvan
Powers: None
Typical alignment: Neutral (with notable outliers)
Classes & level limits: All classes, no level limits

Dwarf/Gnome
Short, human-like creatures with great beards (for males) or great manes (for females). Dwarves are stocky, live in mountains, and hate goblins; gnomes are thin , live in hills, and hate kobolds.
Racial languages: Dwarven and common
Extra languages: Giant, goblin, kobold
Powers: Infravision 30' range (they can see in grayscale but only in total darkness), 1-in-6 chance of automatically detecting hidden stonework features, dips, rises, or other details in rock, +1 to hit and damage against goblins (dwarves)/kobolds (gnomes).
Typical alignment: Lawful
Classes & level limits: Fighting-man 7; cleric 5 (dwarves only); magic-user 5 (gnomes only)

Elf
Lithe, human-like creatures with pointed ears. Elves usually live in or near forests.
Racial languages: Elven and common
Extra languages: Orcish, sylvan
Powers: Infravision 30' range (they can see in grayscale but only in total darkness), 1-in-6 chance of automatically detecting hidden doors or other entrances, may advance as both fighting-men AND magic-users simultaneously, allotting XP earned to one class per session, using the best values for HAC0, saves, and total hit dice. Elf fighting-men/magic-users may use any weapons but not shields or plate armor. 
Typical alignment: Chaotic with Neutral minority
Classes & level limits: Fighting-man 8; magic-user 6; anti-cleric 7


Halfling
Halflings are about 3-1/2' tall human-like creatures with hairy/furry hands and feet. The possess keen eyesight.
Racial languages: Common
Extra languages: Goblin, kobold
Powers: Infravision 30' range (they can see in grayscale but only in total darkness), +1 to hit and damage with ranged weapons.
Typical alignment: Neutral with Lawful minority
Classes & level limits: Fighting-man 6; shaman 5

Classes:
Explanation of some terms:
] Level: Relative measure of power.
] Hit dice: Abbreviated HD, the number of six-sided dice rolled to generate hit points (hp). Pluses are added and minuses are subtracted but a minimum of 1 hp is gained per each hit die.
] XP needed: Experience required to obtain this level.
] HAC0: The unmodified roll needed to Hit Armor Class (AC) 0 (zero). To hit AC 9 subtract 9, to hit AC -9 add 9, etc.
] Save vs. _____: Roll 1d20 against certain effects or at referee's discretion, if the number equals or exceeds this number then the effect will either be lessened or negated.
] Spells per day: The maximum number of spells that can be stored for use within the caster's mind.

Fighting-man
Fighting-men (and fighting-women, fighting-elves, etc.) are masters of martial arts. They can use any weapon or armor.

Level | Hit Dice | XP needed | HAC0 | Save vs death | poison/paralysis | breath | spell | wand
1   | 1 | 0 | 19 | 16 | 14 | 14 | 16| 14
2   | 2 | 2000 | 18 | 16 | 14 | 14 | 16 | 14
3   | 3 | 4000 | 18 | 16 | 14 | 14 | 16 | 14
4   | 4 | 6000 | 17 | 15 | 13 | 13 | 15 | 14
5   | 5 | 8000 | 17 | 15 | 13 | 13 | 15 | 13
6   | 6 | 10000 | 16 | 15 | 13 | 13 | 15 | 13
7   | 7 | 12000 | 16 | 14 | 12 | 12 | 14 | 13
8   | 8 | 14000 | 15 | 14 | 12 | 12 | 14 | 12
9   | 9 | 16000 | 15 | 14 | 12 | 12 | 14 | 12
10 | 9+2 | 18000 | 14 | 11 | 11 | 14 | 13 | 12
11 | 9+4 | 20000 | 13 | 11 | 11 | 14 | 13 | 11
12 | 9+6 | 22000 | 12 | 10 | 10 | 14 | 12 | 11

 
Magic-User
The magic-user uses esoteric knowledge to cast spells. A magic-user starts with a spellbook containing 1 randomly determined spell (see the Spells section for details), a gift from his master(s). =EDIT= Magic-users may only use daggers, staves, and slings and may not wear any armor.        

Level | Hit Dice | XP needed | HAC0 | Save vs death | poison/paralysis | breath | spell | wand
1  | 1 | 0 | 20 | 17 | 16 | 16 | 14| 12
2  | 2 | 4000 | 20 | 17 | 16 | 16 | 14 | 12
3  | 2 | 6000 | 19 | 17 | 16 | 16 | 14 | 12
4  | 3 | 8000 | 19 | 16 | 15 | 15 | 13 | 11
5  | 4 | 10000 | 18 | 16 | 15 | 15 | 13 | 11
6  | 5 | 12000 | 18 | 16 | 15 | 15 | 13 | 11
7  | 5 | 14000 | 17 | 15 | 14 | 14 | 12 | 10
8  | 6 | 16000 | 17 | 15 | 14 | 14 | 12 | 10
9  | 7 | 18000 | 16 | 15 | 14 | 14 | 12 | 10
10 | 8 | 20000 | 16 | 14 | 13 | 13 | 11 | 9
11 | 8 | 22000 | 15 | 14 | 13 | 13 | 11 | 9
12 | 9 | 24000 | 14 | 13 | 12 | 12 | 10 | 8

Magic-user spells per day
Character level | # of 1st-level spells | # 2nd | # 3rd | # 4th | # 5th | # 6th
1 | 1 | - | - | - | - | - |
2 | 2 | - | - | - | - | - |
3 | 3 | 1 | - | - | - | - |
4 | 4 | 2 | - | - | - | - |
5 | 4 | 3 | 1 | - | - | - |
6 | 5 | 4 | 2 | - | - | - |
7 | 5 | 4 | 3 | 1 | - | - |
8 | 5 | 5 | 4 | 2 | - | - |
9 | 5 | 5 | 4 | 3 | 1 | - |
10 | 5 | 5 | 5 | 4 | 2 | - |
11 | 5 | 5 | 5 | 4 | 3 | 1
12  | 5 | 5 | 5 | 5 | 4 | 2

Cleric/Shaman/Anti-cleric
The servants of the gods, most obvious soldiers in the Cosmic Struggle.

Clerics are Lawful. Their holy symbols are the ankh or sun. They cannot use bladed or piercing weapons. If they cast reversed spells they have a 30% chance of their god(s) taking away their spellcasting abilities for 1d6 days. They have the power to turn (repel) or destroy undead.

Shamans are Neutral. Their holy symbols (carved from bone or wood) are animals, plants, and elements. They may only use weapons and armor made from "living" materials (leather, wood, bone, etc.). They may cast reversed and unreversed spells freely.

Anti-Clerics are Chaotic. Their holy symbols are the skull, inhuman eye, or savage maw. They cannot use bladed or piercing weapons. If they cast unreversed spells they have a 30% chance of their god(s) taking away their spellcasting abilities for 1d6 days. Anti-clerics who obviously display their allegiance will never receive a "hostile" reaction from Chaotic creatures or a "helpful" reaction from Lawful creatures (this does not allow them to act without consequence).

Level | Hit Dice | XP needed | HAC0 | Save vs death | poison/paralysis | breath | spell | wand
1     | 1 | 0        | 20 | 15 | 15 | 15 | 15| 13
2     | 2 | 3000  | 19 | 15 | 15 | 15 | 15 | 13
3     | 2 | 5000  | 19 | 15 | 15 | 15 | 15 | 13
4     | 3 | 7000  | 18 | 14 | 14 | 14 | 14 | 12
5     | 4 | 9000  | 17 | 14 | 14 | 14 | 14 | 12
6     | 5 | 11000 | 17 | 14 | 14 | 14 | 14 | 12
7     | 6 | 13000 | 16 | 13 | 13 | 13 | 13 | 11
8     | 6 | 15000 | 15 | 13 | 13 | 13 | 13 | 11
9     | 7 | 17000 | 15 | 13 | 13 | 13 | 13 | 11
10   | 8 | 19000 | 14 | 12 | 12 | 12 | 12 | 10
11   | 9 | 21000 | 13 | 12 | 12 | 12 | 12 | 10
12 | 9+2 | 23000 | 13 | 12 | 12 | 12 | 11 | 10

Cleric/shaman/anti-cleric spells per day
Character level | # of 1st-level spells | # 2nd | # 3rd | # 4th | # 5th | # 6th
1* | - | - | - | - | - | - |
2 | 1 | - | - | - | - | - |
3 | 2 | - | - | - | - | - |
4 | 3 | 1 | - | - | - | - |
5 | 4 | 2 | - | - | - | - |
6 | 4 | 3 | 1 | - | - | - |
7 | 4 | 4 | 2 | - | - | - |
8 | 4 | 4 | 3 | 1 | - | - |
9 | 4 | 4 | 4 | 2 | - | - |
10 | 4 | 4 | 4 | 3 | 1 | - |
11 | 4 | 4 | 4 | 4 | 2 | - |
12 | 4 | 4 | 4 | 4 | 3 | 1
*1st-level clerics/shamans/anti-clerics cannot cast spells

Turning/repelling/destroying undead
Cleric level | Undead 1 HD | 2 HD | 3 HD | 4 HD | 5 HD | 6 HD | 7 HD | 8 HD | 9 HD | 10 HD | 11+ HD
1   | 7 | 10 | - | - | - | - | - |  - | - | - | - |
2   | 5 | 8 | 11 | - | - | - | - |  - | - | - | - |
3   | 3 | 6 | 9 | 12 | - | - | - |  - | - | - | - |
4   | A | 4 | 7 | 9 | 12 | - | - |  - | - | - | - |
5   | A | A | 5 | 7 | 9 | 12 | - |  - | - | - | - |
6   | D | A | 3 | 5 | 7 | 9 | 12 |  - | - | - | - |
7   | D | D | A | 3 | 5 | 7 | 9 | 12 | - | - | - |
8   | D | D | A| A | 3 | 5 | 7 |  9 | 12| - | - |
9   | D | D | D | A | A | 3 | 5 | 7 | 9 | 12 | - |
10 | D | D | D | D | A | A | 3 | 5 | 7 | 9 | 12 |
11 | D | D | D | D | D | A | A | 3 | 5 | 7 | 9|
12 | D | D | D | D | D | D | A | A | 3 | 3 | 7 |

To turn undead a cleric must present his holy symbol with a free hand. The player then rolls 2d6 and if the result equals or exceeds any number shown then the undead are turn away and cannot approach or attack the cleric or his party for 10 minutes (1 turn). All of the closest and weakest undead are affected first. An "A" indicates automatic turning and a "D" indicates that turned undead are instead destroyed.


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