Showing posts with label Flailsnails. Show all posts
Showing posts with label Flailsnails. Show all posts

Monday, January 13, 2020

DEATH DUGEONS, MEAT GRINDERS and DUNGEONPUNKS


There is a little project that I have been working on. Here is a Hint of what it will be called. 




DEATH DUGEONS, MEAT GRINDERS and DUNGEONPUNKS


In this game the Death Master IS trying to kill your character.





Stripped down. Adult Content. Violent beyond all other games. FUCK Grammar and Spellchecking!





PRIMITIVE ZINE STYLE!!! 





The Death Master is trying to kill you.





3D6 in order 6 times in four columns and your hit points and keep what you roll. Flawed or great by the roll of the dice but all equally doomed! IF you don't like it then FUCK YOU go play something else. THIS RPG gives you NOTHING! You must earn every Fucking XP that you get.




UNLIKE other modern RPGs there is no Min-Maxing and Character Optimization like a bunch of little fucking pussies! 





You get what the dice god MASLIF gives you. 




IF you don't like it, then FUCK YOU and go play something else!




An 18 is going to mean something again.




There is no schedule for when this is going to get completed but one day I will release a print your own fold over ZINE for it. Depending on the response, I will make more content. You bet your ass that when I make an dungeon or setting it will be trying to kill your characters. 




Only the clever and the lucky will survive.

Monday, April 17, 2017

Back to the Dungeon 2nd Edition! Simplified and Stripped!

Plans to simplify Back to the Dungeon RPG are underway!  

The game will still be compatible with the all the modules and such just character creation will be simplified. Many of the long winded modifiers and such will be put either into one word descriptors, or eliminated all together.   

Attribute modifies may be (Have not decided yet) replaced with minimum scores (like an elf needs to have a 16 Dex instead of a +2 to Dex modifier) for certain classes or races. 

The simplicity I was going for was obscured by the "just get it finished" mode I was in. 

After running it for awhile , I noticed that many of the features were not even used so they are going out the door. TOO MUCH CLUNK! This will allow for more customized characters I think.

I also went to make a stack of pregenerated characters for the local CON and said DAMN IT! I did it again! Made it too clunky! It was just too much work!

Here's how it should and is going to be! Roll Attributes, Pick Race, Pick Class, Roll for gold, Buy Stuff, Start playing in less that 10 minutes.   

I am also going to put all the difficulty ratings on the GM. The player will simply roll his D20 plus attribute modifier. On the GM's side will be subtraction of -1 every two levels and if he is skilled then drop the difficulty by 5. The player will not have to deal with any of the math save combat.

A few tweaks on the Armor rules and the price list. 

Monsters are pretty much going to stay the same. 

It will be released as an update on each booklet, so if you already got yours downloaded from DrivThruRPG then you will get this update for free!    

Saturday, February 18, 2017

Back to the Dungeon Role Playing Game is for sale! Here is the MASTER BUNDLE! (OR sold separately!)

Back to the Dungeon Role Playing Game is for sale! Here is the MASTER BUNDLE! (OR sold separately!)

Easy to run, Easy to play...

A HUGE BIG OL BUNCH of stuff for one low price.

A printer printing out the PDFs in Zine booklet style and with less than a hundred pages you have complete set of rules!

www.drivethrurpg.com/product/197560/Back-to-the-Dungeon-Master-Bundle-BUNDLE

Easy to run, Easy to play...

Saturday, April 4, 2015

Expeditionary Campaigns: Final Thoughts...

A set of rules conducive to quick play and ease to create. Stick with one set of rules. Steal ideas from other rules! 

What I am talking about is simple.  Many of the modern sets of rules, even though great in their own way, would crush an Expeditionary Campaigns such as the one we are suggesting. The reason so many groups became so large is the rules themselves were so simple that they could facilitate such huge growth. Notice that there are huge societies today with huge numbers but due to the rules, mostly the publishing company releases the adventures. Is this the main factor that the huge multiple game master and huge player groups don't happen anymore? 

My rules Back to the Dungeon RPG were written with the Expeditionary Campaign in mind. Check them out if you have not. 





Plans for economics and politics.

Have the groups form economic and political intrigues between each other. Another group could be sabotaging the wheat and dairy production, not for war but for economic takeover of the industry and to gain power over another nation without a drop of spilled blood.  Does the kingdom upstream have the right to dam up the river to flood his crops each year? Why are hunters from the next kingdom hunting in our nation's forest? If characters of are royal blood make one character in another group heir to the king IF the current character of noble blood in the other group dies.  






Plans for warfare!

When the talking fails and the victims of economic schemes become tired of victimization, war occurs. Make the wars good and deadly. Make them suck. Make things precious destroyed. Many times wars in the past took place in a battlefield and there were rules of engagement. This may or not be the case. 

Monday, May 12, 2014

Back to the Dungeon Role Playing Game

Here is the latest version of the Back to the Dungeon RPG !!!

Hope you enjoy this edited version with a Table of Contents.

Got to go to bed!

Friday, March 28, 2014

Back to the Dungeon RPG Assassins and Rouges (FLAILSNAILS)

 
ASSASSIN
Assassins are highly trained hired killers that exist in secret brotherhoods and cabals around the ancient world. Anyone can be a killer but only the assassin guilds choose the most deadly and then hone them into a finely trained killing machine. Assassins tend to dress very lightly and are always prepared to escape any situation as if they are found out they would be hung or burnt at the stake. Assassins specialize in the quick kill only if the opponent is unaware and fails his save. Only one chance is given for a surprise attack. They tend to wear light armor and can use any weapons. An assassin has all the abilities of a Rogue.
An assassin uses his Strength to climb and hold himself in hiding places for long periods of time.

The assassin uses his Dexterity to do acrobatic feats of agility. The Assassin is a flinger of darts and daggers and may fling one plus his Dexterity bonus per round.
Constitution score is used in assisting how long the assassin can stay in hiding in a cramped or difficult place. The Assassin also uses his Constitution resist poison and drugs which improves as character levels up.

If the assassin uses his Intelligence he may brew up poisons or drugs.

He uses his Wisdom to shadow a victim.

The assassin use his Charisma to charm and fool victims and if he is clever enough to disguise himself act like another person. If medium or higher armor is worn subtract one point for every point past AC 12. Assassinate (DC10-Level)+(+1 DC) per level of victim only on a surprise attack. Their unarmed Attack does 1d6.

Hit Points: 8 HP + 1d8 a level.
Armor: Up to Leather without penalty
Weapons: All
To Hit: +1
Natural 20: On a natural “20” the Assassin may Eviscerate an opponent causing instant death unless the victim saves 10 + damage done, Gory Bleeding that does 1d6 for 1d4 rounds, Blinded giving a -4 to all actions, blood spray to blind another opponent two squares away giving a -4 until he wipes the blood out of his eyes. Make a victim gimped giving you -2 to all actions and half speed. A morale roll may be in order.



ROUGE
The Rogue can be a trained criminal, a thief, the master of stealth and locks, a charmer, or conman. A Rogue can be many things though most depend on their dexterity and craftiness. Some are nothing of the sort using their ability to manipulate others by their sheer personality. In some cases these more criminally organized sorts kinds will gather together and form Thievery Guilds.

The Rogue uses his Strength to climb sheer surfaces that no other class can climb.

The Rogue uses his Dexterity to pick locks, pick pockets, stealth, and other criminal activities. The Rogue is a flinger of darts and daggers and may fling one plus his Dexterity bonus per round.

They use their Constitution to hang out in hidden places to stalk their prey. If they hit a victim with a surprise or flanking attack they do an additional 1d6 damage every two levels.

The Rogue use his Intelligence to decipher maps and magic scrolls as well as ancient text if he is literate. They have knowledge of various poisons and their effects. They also speak a thieves cant which varies from area to area.
The Rogue uses his Wisdom to spot hidden things and to notice traps and tricks. He can also use his Wisdom to shadow someone in a crowd.

Many Rogues are glib tongues and use their Charisma to charm and convince others.
Armor: Anything past Leather interferes with abilities.
Weapons: Any
Hit Points: 6 + 1d6 per level.
To Hit: +0
Natural 20: On a natural “20” a rogue may Slow an opponent causing him to move at half speed until healed, Stun the opponent for 1d4 rounds, or cause 1 point bleeding for 1d6 rounds.

Sunday, March 9, 2014

BttDRPG my version of the Fighter and Barbarian (also for FLAILSNAILS)

Here are my version of the old classes. 


FIGHTER
The brave and strong Fighter is the backbone of any adventuring group. He is the first line of defense against any and all threats. Fighters can be of any background and come from anywhere. Most Fighters depend on their Strength to do great damage on their opponents in combat. The Fighter answers most conflict with weapons drawn. They are trained at all weapons and armor. They are the simplest class to play.

The Fighter may use his Strength to perform a feat of Strength such as moving heavy objects that no other characters can use.

The Fighter may also use his Intelligence to see the quality of weapons and armor.

A Fighter may also use his Wisdom to keep control of his horse or other steed. The Fighter may also keep his undivided attention on opponents that if they try and get past him or attack anyone else, he will get a free attack against as many enemies as his Wisdom Bonus even if he has already taken an action this round.

A Fighter can cleave one extra victim every two levels. You are proficient in all weapons and armor.

Armor: Any
Weapons: Any
Hit Points: 10 + 1d10 per level.
To Hit: +1
Natural 20: Fighters get the Melee Critical Hit ability. When they roll a natural “20” they automatically do triple damage in Melee Combat only. This damage continues to cleave to the next monster if the first one dies from the massive damage. Critical hits improve to x4 at 4th level x 5 at 8th level improving every 4 levels. 








BARBARIAN
Barbarians are warriors from primitive civilizations that exist far from the gleaming decadent walled cities of mankind. Barbarians are very much feared in the borderlands of civilizations! They fight to exist in the plains, swamps, forest, highlands, and badlands against the hordes of vile humanoids and undead that lurks in great numbers in the ancient wildernesses. Barbarians are the warrior of the Primal Wildernesses that separate the small bastions of mankind. These daily challenges to life itself forge the powerful and strong Barbarians. Barbarians tend to distrust magic unless it is from ones that also lurk in the wildernesses such as Druids. Barbarians are quick to answer any challenge with huge blades and have very little problem killing those who cross them in the slightest offense. Barbarians use the primal rage that comes from having to survive in wild and monster filled wildernesses.

Barbarians use their Strength to perform Feats of Strength, Jumping long distances, and climbing sheer cliffs but not as good as a thief.

They use their Dexterity to perform stealth as good as a thief as long as they are in leather armor or less.

They use their Constitution to drink large amounts of alcohol, ignore pain, and resist poisons and drugs.

They use their Wisdom to sense the weather and wilderness survival.

They use their Charisma to intimidate and push around lesser people.

With two handed weapons may cleave +1 creature per level. Their Critical hits go up every four levels like Fighting Men every four levels but start out at only x2 damage. This means that when you kill one creature your blade passes through it to the next creature. You continue this as long as the victim dies and until you run out of cleaves or movement. Rage which gives +2 to hit and damage for Constitution in Rounds plus 1 a level. Barbarians must roll Wisdom or Higher to come out of Rage. All barbarians gain +5 to Movement every 2 levels if wearing light armor. Barbarians gain 1 point of damage reduction every five levels.

Hit Points: 12 HP+ 1d12 a level.
Armor: Any but prefer to wear lighter armor as heavy armor is a sign of weakness in their society.
Weapons: Any but prefer large two-handed weapons
Hit Points: 12 + 1d12 per level.
To Hit: +1
Natural 20: On a natural “20” you hit all adjacent friend or foe sending them flying 10 feet and stunning them for one round doing normal damage. The distance increases by 10ft every 5 levels. The flying opponents take 1d6 per 10 ft thrown.
 

Friday, March 7, 2014

Warlock for BttDRPG (and FLAILSNAILS)

Warlock
One who has made a pact with dark forces for great power. With this pact they are allowed great power with very little variety but they can use their magic unlimited times per day.

A warlock can use his Dexterity to dodge and flip with acrobatic precision as long as he does not have any Armor past +3.
He uses his Constitution to resist having his Invocations messed up.
They use their Charisma to charm, terrorize, or intimidate others.

Eldritch Blast based on Charisma. Range is Charisma + Level. Damage is 1d8 from 1st to 4th level, 1d10 from levels 5th to 8th, 1d12 from 9th to 10th, And finally 1d20 from on up. They get Infernal Invocations that they can always use.

Least 1 Every 4 levels
Lesser at 5th level then every 4 levels.
Greater at 9th level then every 4 levels
Dark at 11th level then every 4 levels.

Armor: Ring mail or less.
Weapons: Warlocks prefer any simple type weapons such as short swords, rapiers, spears, staves and daggers. Not that it matters as Warlocks are sorry fighters.
Hit Points: 6 +1d6 a level
To Hit:-1
Natural 20: On a natural 20 the Warlock may gain half the damage done to his own hit points.

Infernal Invocations
Infernal Invocations are the powers of a Warlock.

Least
Dark Charm gives +2 to Charisma.
Dark Luck gives Charisma Bonus to all saves.
Dark Strike adds Eldritch Blast damage to weapon strike.
Darkness gives -4 to hit to enemies in Charisma radius in feet. Dark Sight can see in darkness 60 feet.
Demon Spear doubles Eldritch Blast Range.
Devil's Jump adds Charisma bonus + level to jump distance.
Drain Blast adds Slowing effect to Eldritch Blast.
Fright Blast add Fear to Eldritch Blast.
Seer of the Dark can see the invisible.
Vampire Touch damages for 1d6 but give the Warlock 1d6 healing.

Lesser
Chain Blast hits multiple opponents in a row equal to Charisma Bonus plus level.
Cold Hell Blast does extra 1d6 damage.
Cut Ties Blast does damage and save or ends any magical effect if no save is made.
Dark Walk means invisibility at will.
Dead Minion summons minor undead equal to Charisma bonus plus Level.
Despair gives -2 to everyone in Charisma + level area.
Devil Charm gives +4 to Charisma.
Devil Run means the Warlock has double the movement.
Hellfire Blast adds fire to Eldritch Blast 1d6 a round save ends.
Shadow Blast adds Darkness to Eldritch Blast.

Greater
Confusing Blast confuses enemies.
Dark Whirlwind Blast makes conical blast 10 feet plus Charisma bonus wide.
Demon Acid Blast does 1d10 a round and takes away magical enchantment.
Hellfire Barrier does 1d6 per level and is Charisma in feet long.
Plague Blast does 1d12 a round save ends.
Spell Eater ends spell of lower caster and heals 2 hit points per level of caster.
Tentacles and Thorns in Charisma in feet and all take 1d12 in the tentacles and thorns.

Dark
Demon Form allows the warlock to change into a Demon.
Hell's Armor stops damage equal to level unless magic is used.
Out of the God's Sight is invisibility but is dispelled there is a blast in Charisma radius that does 1d6 a level.
Wraith Drain Touch damages 1d6 levels and gives that much in healing.


Thursday, March 6, 2014

Psion for BttDRPG

Psion
A Psion is a student of the powers of the mind. Psions are very rare and have secret schools that teach their arts. They must choose one discipline when starting off and may choose another every four levels but this new discipline starts off at first level. Power Points are equal to Intelligence and Wisdom Bonus plus 1d6 a level. He may detect Pisonics by an Intelligence Check within Wisdom in feet range.

Psionic Disciplines
A discipline is one of six groupings of powers, each defined by a common theme.
The six disciplines are clairsentience, metacreativity, psychokinesis, psychometabolism, psychoportation, and telepathy.

Clairsentience: A psion who chooses clairsentience is known as a seer. Seers can learn precognitive powers to aid their comrades in combat, as well as powers that permit them to gather information in many different ways.

Metacreativity: A psion specializing in metacreativity is known as a shaper. This discipline includes powers that draw ectoplasm or matter from the Astral Plane, creating semisolid and solid items such as armor, weapons, or animated constructs to do battle at the shaper’s command.

Psychokinesis: Psions who specialize in psychokinesis are known as kineticists. They are the masters of powers that manipulate and transform matter and energy. Kineticists can attack with devastating blasts of energy.

Psychometabolism: A psion who specializes in psychometabolism is known as an egoist. This discipline consists of powers that alter the psion’s psychobiology. An egoist can both heal and transform himself into a fearsome fighter.

Psychoportation: A psion who relies on psychoportation powers is known as a nomad. Nomads can wield powers that propel or displace objects in space or time.

Telepathy: A psion who chooses the discipline of telepathy is known as a telepath. He is the master of powers that allow mental contact and control of other sentient creatures. A telepath can deceive or destroy the minds of his enemies with ease.

Armor: Any but not trained to wear it.
Weapons: Any simple light weapons.
Hit Points: 6+1d6 a level.
To Hit:-1
Natural 20: Gain back 1d6 a level in Psionic Points and stun opponents equal to level for one round from Psionic overload unless they save.


 
Psionic Powers are the powers of the Psionist. They can do all of the powers of their discipline.

EGOIST (PSYCHOMETABOLISM) DISCIPLINE POWERS
Alter- Can add to any attribute or AC at 1 Psion Point to one power point spent to a max of 1/2 your level.

Morph: The egoist can change shape and form. Egoist can make a charged tissue melee attack called a hammer that does 1d6 and goes up one dice every two levels. 1D8 at Level 3, 1d10 at level 5, 1d12 at Level 7 and 1d20 at Level 10 which is max damage. Can use Morph to change color of skin adding to 1/2 Level stealth.

Restore – You can heal yourself 1d6 every other level. Power Point cost equal to level.

Metamorphosis - Can use power at +1 every 1/2 level adding your Wisdom to change into any shape. Every four levels you can become one size larger.

KINETICIST (PSYCHOKINESIS) DISCIPLINE POWERS
Move - Can push or pull others at 1d6 damage every other level with a range of Intelligence plus Level in rage in squares.

Barrier - Can create a barrier that gives 1/2 your level in AC.

Density - You can cause things to become dense and weigh more. You can double the weight every other level. This can cause 1d6 damage every other level in living things. Victims save 10 +1/2 Level + Intelligence Bonus

Phasing - You can cause things or victims to become intangible weighting half their weight every other level and halving their hit points but giving them +1 to AC due to instability. After 6th level the victim is intangible. This last 2 rounds a level. Victims save 10 +1/2 Level + Intelligence Bonus

NOMAD (PSYCHOPORTATION) DISCIPLINE POWERS
Speed - Gains 10 feet of movement every other level. This also gives +1 to AC while moving. Gains an extra attack every four levels.

Ethereal – Every other level you gain +1 AC and weigh half as much. After 6th level you can become incorporeal. In this state you can see spirits and ghost.
Teleport – Can teleport equal to Intelligence plus Level every other Level.

Plane Walker - Can travel to next plane every four levels. It is a very dangerous power. Can jump back one round and redo it if victim fails save.

SEER (CLAIRSENTIENCE) DISCIPLINE POWERS
Precognition - Can gain a +1 AC or difficulty against a foe every 1/2 Level due to seeing what they are going to do.

Seer – Can sense others at a distance at Intelligence in miles every other level.

Obfuscate – Can stop other from seeing or sensing them at Intelligence Bonus +1/2 Level plus 10 Difficulty.

Fate – Can show other all possible fates and this attack does 1d6 every 1/2 level if used as an attack. Range is Intelligence plus Level in squares. Can try and break laws or reality by doing opposite but this is up to the Game master to decide how this works.

SHAPER (METACREATIVITY) DISCIPLINE POWERS
Creation – You can create items that do damage 1d6 every other level or entangle at +1 difficulty every other level or any other functions. These items only last 2 rounds a level.

Construct - Constructs start at AC10 HD1 Move 30 Damage 1d6 and go up +1 AC, +1HD, and +5 Move every other level. Damage goes as follows, 1d6, 1d8, 1d10, 1d12, 2d8, 1d20, 3d10, 2d20 and so on. Constructs only last 1 hour a level and then fade away.

Genesis – You can create small pockets of reality that are more fantastic every other level. Creations and constructs last weeks and years inside these small pocket dimensions. What can be created goes like this every four levels. Room, House, Mansion, Neighborhood, Village, Town, City, County, Nation,
Continent, Planet, Solar System, Star Cluster, Galaxy, Universe. There must be an entrance such as a door and there can be as many entrances to the pocket.

Destruction – You can do damage to other at 1d6 every other level or 2d6 to inanimate objects every other level.

TELEPATH (TELEPATHY) DISCIPLINE POWERS
Telepathy – You may communicate with others at your Intelligence times level in spaces. If the victim is not willing the victim may save.

Compulsion – You may make a victim do one action say something stupid for 1 round every two levels before he can react. He will see and know what has happened but have no explanation.

Domination – You completely take over the victim and may make them do whatever you want until released. He gets a save automatically if you are trying to get him to harm himself. The power is +1 every four levels due to the extreme difficulty. You may also implant false memories and delusions onto a victim who believes them if he fails his save.

Possession – You leave your body and possess theirs. If possessing another Telepath he can possess your body. Your body is defenseless. You can travel back to your body it Intelligence in feet