DARK HORROR
Dark Horror is a very rules light Role Playing Game. Unlike most RPGs you simply start out with a name and concept and start playing. Everyone starts out with no equipment and must collect it as the game and story progresses.
First of all come up with a concept. You are a normal person trapped in a Dark Horror world. From your concept you can come up with your hit points.
Hit Points
Nearly Superhuman 180+
Extremely Tough 160
Very Tough 140
Tough 120
Average 100
Wimpy 80
Very Wimpy 60
Extremely Wimpy 40
Nearly Cripple 20
Nearly all actions are done by rolling a six sided dice. 1-3 is success and 4-6 is a failure in most cases. If a character WOULD be better than average at a task the Game Master may give an additional +1 or +2 bonus to the chance of success at the same time there may be times where is is harder to succeed and a -1 or -2 is subtracted from the chance of success. In most cases you will succeed on a 1 unless the action is impossible.
One possibility is to give each player 4 points to built their characters. Younger characters will have less than 4 points.
Example: Tom says his character is a tough construction worker so he spends one point on hit points giving him 120 total. He also says he is a good fighter so the GM will let him hit on a 1-4 and miss on a 5-6. He also get one point on Fabrication as his story is he is a machinist. He put the last point on perception as he considers himself paranoid from all the bar fights he has been in.
Example: Kenny is a teenage computer nerd. He automatically gets Very Wimpy 60 as his hit points but the Game Master decides to give him the two points back for computers. Any actions with computers he can do on a 1-5 success and 6 a failure. The GM decides to let him have the other three points. He choose hiding as one as he is used to hiding from bullies. Chemistry as another and Comic Books as the last.
You never know what skill may save your life so no skill is too ridiculous.
Try not to make super characters as the world of Dark Horrors will take notice of someone too great and send it's evil minions to destroy.
A few Example Skills
Shooting, Fighting, Hit Points, Perception, Speed, and many others.
Combat
In most cases you roll a 1-3 Hit and a 4-6 Miss. Damage is subtracted from the total Hit Points. At ½ Hit points you get -1 to all actions and -10 to movement and at ¼ hit points you get -2 to all actions and -20 to movement. When you reach 0 Hit Points you are Dead.
If a character's concept has him hitting on a 1-4 or 1-5 he is capable of a critical hit. On a roll of a 1 the character does DOUBLE DAMAGE!
Armor: Light 10 Medium 20 Heavy 30 Stops Damage. Any left over is subtracted from Hit Points.
Cover: From 10 to 100. Stops Damage. Any left over is subtracted from Hit Points.
Healing: You heal your total Hit Points divided by 10 with a full 8 hours of rest. Bandages Heal 20 points. Medical Kits Heal 40 points.
Here below is a chart of different damages.
Punch, kick, slap 10
Small Weapon such as knives, daggers, hatchets, clubs, and short swords 20
Medium Weapon such as swords, axes, maces, and the like 30
Large Weapon such as two handed swords and axes 40
Huge Weapon such as great swords, great axes, and chainsaws 50
If someone were to add points to their character concept such as Strong +1 or Very Strong +2 It would add 10 or 20 points to damage respectively.
Guns are much deadlier
Pistol 40 and fires twice. 2-12 +3 bullets left.
Revolver 50 1-6 bullets left.
Submachine Gun 40 fires three times 3-18 +2 bullets left.
Rifle 60 1-6 +2 bullets left.
Assault Rifle 60 Fires three times 3-18 +2 bullets left.
Single Barrel Shotgun 70 and 1-6 shells left.
Double Barrel 70/ Fires two times 1-2 shells left.
In the world of Dark Horror bullets are always rare. There are many different types of guns and different rates of fire. Most guns will only shoot 1 round a turn but some may shoot up to 3 if fully automatic.
In most cases players move 30 feet a round unless they have come up with a good story of why they are faster and so athletic. No player can move faster than 50 feet a round.
Now for the setting of Dark Horror. Your character wakes up in a dark place. Some kind of building in the dark. How did I get here? Who am I? That is up to the Player. Has there been some tragedy in the Character's life? Have they been searching for a lost loved one? Has a dead loved one been seen and they followed?
What is the Setting?
1. Large Farm or Ancient Estate
2. Small Town
3. Large Town
4. Small City
5. Large City
6. Megalopolis
It's really dark outside and there appears to be a problem with the electricity. It turns on and off. There is usually a storm or bad foggy weather. It is mostly a bone chilling coolness but once in awhile it may be terribly hot. Weird sounds of moaning or screaming is in the distance but it seems to have no source. If you wander outside you hear things wandering about. Make a terror roll 1-3 stay calm or 4-6 become terrified and run back inside.
Anyone that tries to leave by the wilderness is
1-3
Returns with half hit points and has aged 1-6 years with a 6 adding 1-6 more years. For every year lost past 30 years old you permanently loose hit points from your maximum amount.
4-6
A scream is heard and they are never heard from again. Make another character. May return as a monster later.
Monsters of Dark Horror from A to Z.
HP Damage Movement
A
B
C
D
E
F
G
H
I
J
K
L
M
N
O
P
Q
R
S
T
U
V
W
X
Y
Z
Zombie HP40 Damage20 Movement10
This is your typical walking rotted corpse. They are quite mindless and easy to kill. They are not very good at attacking and only hit on a 1-2 and miss on a 3-6.
This is a blog dedicated to the simplicity of the Old School Renaissance of Role Playing Games and the Fusion of Modern Role Playing Game Ideas.
Friday, March 9, 2012
Wednesday, March 7, 2012
Back to the Dungeon Zine Part III
Getting closer! It's going to be 44 pages long. Can't fit the second level that will be next zine depending on response. Got to add treasure according to LL/AEC so the chart is generous.
Saturday, March 3, 2012
Back to the Dungeon Zine Part II
Things progress well.
Editing will be horrendous, things will be "mostly" done with many holes for you to fill in, as well as grammar but that's what I like about a zine! The first two levels of "The Black Stairs" is really looking good. I am going to put the monsters back that my various players killed out in order to make the dungeon refreshed.
I hope to add a bunch of little worthless articles that just add flavor and background such as a postings post. Things like "Adventurers needed for Flying Potion Experiment: People with any loved ones need not apply".
I hope to release Temple of the Monkey God as a zine soon as well.
Things at work went haywire on day shift so I had less "ass time" to finish up my zine as planned. It does seem that the universe is against me gaming!
Editing will be horrendous, things will be "mostly" done with many holes for you to fill in, as well as grammar but that's what I like about a zine! The first two levels of "The Black Stairs" is really looking good. I am going to put the monsters back that my various players killed out in order to make the dungeon refreshed.
I hope to add a bunch of little worthless articles that just add flavor and background such as a postings post. Things like "Adventurers needed for Flying Potion Experiment: People with any loved ones need not apply".
I hope to release Temple of the Monkey God as a zine soon as well.
Things at work went haywire on day shift so I had less "ass time" to finish up my zine as planned. It does seem that the universe is against me gaming!
Tuesday, February 28, 2012
Back to the Dungeon Zine
Guess what in my exile from all life called a turnaround for at least the next few weeks I am going to be cutting and pasting my notes from "The Little Barony: Raven's Keep" and possibly the first two levels of the black stairs as well as the one level dungeon Bloodrock Castle. Also the area map where one inch equal five miles.
I am putting it in a little foldover zine pdf inspired by the Ryth Chronicles and the Mikidemia Towns of the Outlands and The Black Tower. Been reading that between the writing sessions.
My how far we have come in gaming and how far off the path we have went.
As long as my people behave on the job it won't be too much of a task for me to write my little booklet. If people like then I may write more.
Ryth Chronicles LINK
http://www.risusmonkey.com/2011/06/ryth-chronicle-1975-1977.html
Midkemia Press
http://www.midkemia.com/
FREE PDFs.
Towns of the Outlands LINK
http://www.midkemia.com/Towns.pdf
The Black Tower
http://midkemia.com/BlkTwr.pdf
Sunday, February 12, 2012
NOVEL RPG 2.0
Looking at Fate and Fudge how could these systems be distilled into a system using a positive and negative D6 roll? I don't feel like looking for or buying special Fudge Dice so Nah!
Legendary +6
Grand Master +5
Master +4
Extremely Good +3
Very Good +2
Good +1
Average 0
Bad -1
Very Bad -2
Extremely Bad -3
Terrible -4
Like from Icons One Dice Light and one dice Dark. Subtract the dark dice from the light for a result of -5 to +5.
One starts out with 6 points to spend. An average set up is one VG and four G. One cannot start out with more than +3 EG.
Odruun Northwind Ranger of the seven hills.
VG swordsman, G Archer, G Tracking, G Wilderness, G Stamina
Weak and unimportant characters get less points.
You get 6 destiny points. Only players get these.
For example Markus the VG Swordsman and G dodge is attacking a thug with G Club and VG Dodge.
He rolls a 5 light and 3 dark for a total of +2 making the result Master +4.
The thug with a result of 3 light and 5 dark for a total of -2 result Average Dodge which is four less than the Swordsman's Legendary result giving him a -4 to all actions.
If Markus was a PC he could spend Destiny Points to make the result higher.
If his Stamina was higher his result could have been lesser. For example a G Stamina (+1) would make the result -3. If he had on Medium Armor (+2) with the G Stamina (+2 plus +1 = +3 total) you would only have a -1.
Offense add Strength and Weapon Damage.
Defense add Stamina and Armor.
Four Attributes are needed so far.
Strength, Might, Muscle
Stamina, Fortitude, Health
Dodge, Reflexes, Speed, Agility
Willpower, Mental Strength, etc.
Everything else make up skills for your setting.
Skills is good.
Magic: One would have a Sorcery Skill in order to cast.
Druneing: The range of the magic
Keening: The damage of the magic
Someing: The complexity and duration of the magic.
From -4 to +6
Magic will be found in Tomes of specific use. Such as!
Book of the Night and Stealth
Shadow Form: Remain unseen for one hour. Someing at complexity of +3
Drain Life: A touch spell so no Druneing but a Keening of +2 and a Soming of +1 for a total of +3 difficulty.
Travel through Shadows: Druning of a range of +2 and Someing for a compleity of +2 for a total of +4 Difficulty. Don't mess up!
More on this idea later as my Gamer ADD strikes me!
Legendary +6
Grand Master +5
Master +4
Extremely Good +3
Very Good +2
Good +1
Average 0
Bad -1
Very Bad -2
Extremely Bad -3
Terrible -4
Like from Icons One Dice Light and one dice Dark. Subtract the dark dice from the light for a result of -5 to +5.
One starts out with 6 points to spend. An average set up is one VG and four G. One cannot start out with more than +3 EG.
Odruun Northwind Ranger of the seven hills.
VG swordsman, G Archer, G Tracking, G Wilderness, G Stamina
Weak and unimportant characters get less points.
You get 6 destiny points. Only players get these.
For example Markus the VG Swordsman and G dodge is attacking a thug with G Club and VG Dodge.
He rolls a 5 light and 3 dark for a total of +2 making the result Master +4.
The thug with a result of 3 light and 5 dark for a total of -2 result Average Dodge which is four less than the Swordsman's Legendary result giving him a -4 to all actions.
If Markus was a PC he could spend Destiny Points to make the result higher.
If his Stamina was higher his result could have been lesser. For example a G Stamina (+1) would make the result -3. If he had on Medium Armor (+2) with the G Stamina (+2 plus +1 = +3 total) you would only have a -1.
Offense add Strength and Weapon Damage.
Defense add Stamina and Armor.
Four Attributes are needed so far.
Strength, Might, Muscle
Stamina, Fortitude, Health
Dodge, Reflexes, Speed, Agility
Willpower, Mental Strength, etc.
Everything else make up skills for your setting.
Skills is good.
Magic: One would have a Sorcery Skill in order to cast.
Druneing: The range of the magic
Keening: The damage of the magic
Someing: The complexity and duration of the magic.
From -4 to +6
Magic will be found in Tomes of specific use. Such as!
Book of the Night and Stealth
Shadow Form: Remain unseen for one hour. Someing at complexity of +3
Drain Life: A touch spell so no Druneing but a Keening of +2 and a Soming of +1 for a total of +3 difficulty.
Travel through Shadows: Druning of a range of +2 and Someing for a compleity of +2 for a total of +4 Difficulty. Don't mess up!
More on this idea later as my Gamer ADD strikes me!
Labels:
design,
indie games,
Insane Flipfloping,
NOVEL RPG
Saturday, February 11, 2012
Yur World Fantasy
Yur World Fantasy
A Pathfinder/3.5 OGL Experiment
1.Take your current modern city’s population and divide it by 10. This is your fantasy city’s current population. Change the name to a more fantasy feel. For instance I changed Lake Charles, LA to Lake Charlemagne (which I am currently fiddling with due to other projects writers block and ADD), Baton Rouge, LA to Red Staff (or Staff Rouge I can't remember), New Orleans LA to Saint Orleans. Towards the west I changed the name of Beaumont, TX to Bearmount and Houston TX to Hugestone. ANYWAY get the picture? Change your hometown into a fantasy setting! Divide the population by 10 or it will be way too hard to manage all those NPCs!
2. Use the standard method for character creation. Standard races and classes unless allowed by the GM. Get some players. Be honest. We may have to go to a point buy of Attributes but for now it will be standard rolls.
3. Now start creating maps based off of real world geography. Use most of your main streets and waterways. If living in dangerous areas the cities need to be walled. Many of the bridges can be replaces by ferry crossings although huge bridges and landmarks should be converted into gigantic ruins. Add in the demi-human races and their areas. For instance in forested areas and parks add elves and gnomes. Any rocky areas add Dwarves and such. Don’t forget to add areas where the foul humanoids live. The world has to be still untamed.
4. We will use the Pathfinder or any other OGL 3.5 rulebooks at first and go from there.
5. Every Player and GM MUST contribute to the setting by writing up at least a shop or building in the setting. Yes the players help write the game making it more theirs. Remember to not go too far.
6. Other Rules. Time units and Calendar. There are 365 days in a year. Unless the players want to write up a special calendar then we will use the standard earth calendar, as in days of the week and names of the month. There will be 365 time units that a character must spend as he plays. One day equals 1 time unit. A week is 7 time units. The starting day of the first official game will be Jan. the 1st. Year unknown until we come up with a story.
Is Yur World a good name?
New Skills, Feats, Classes, and Rule Variants in general will be judged very harshly. If your idea is rejected go rewrite it and then resubmit it. We are not trying to write rules we are trying to create a setting with the rules as the framework.
Any artwork, poetry, and adventures will be used if possible with full credit given to it’s creator.
This has to be the campy old school type of gaming mixed with the new rules.
Now make sure and have a graveyard with all your old deceased characters in it. If some of your old characters are still alive remake them and play them or reuse them as NPCs. Make the children of your characters from long ago! Rehash old villains and adventures into your setting and have that as part of Yur World's setting.
I know that Ronvug the wizard from back in 81 is now a lich and he is now planning on taking over the lands!
A Pathfinder/3.5 OGL Experiment
1.Take your current modern city’s population and divide it by 10. This is your fantasy city’s current population. Change the name to a more fantasy feel. For instance I changed Lake Charles, LA to Lake Charlemagne (which I am currently fiddling with due to other projects writers block and ADD), Baton Rouge, LA to Red Staff (or Staff Rouge I can't remember), New Orleans LA to Saint Orleans. Towards the west I changed the name of Beaumont, TX to Bearmount and Houston TX to Hugestone. ANYWAY get the picture? Change your hometown into a fantasy setting! Divide the population by 10 or it will be way too hard to manage all those NPCs!
2. Use the standard method for character creation. Standard races and classes unless allowed by the GM. Get some players. Be honest. We may have to go to a point buy of Attributes but for now it will be standard rolls.
3. Now start creating maps based off of real world geography. Use most of your main streets and waterways. If living in dangerous areas the cities need to be walled. Many of the bridges can be replaces by ferry crossings although huge bridges and landmarks should be converted into gigantic ruins. Add in the demi-human races and their areas. For instance in forested areas and parks add elves and gnomes. Any rocky areas add Dwarves and such. Don’t forget to add areas where the foul humanoids live. The world has to be still untamed.
4. We will use the Pathfinder or any other OGL 3.5 rulebooks at first and go from there.
5. Every Player and GM MUST contribute to the setting by writing up at least a shop or building in the setting. Yes the players help write the game making it more theirs. Remember to not go too far.
6. Other Rules. Time units and Calendar. There are 365 days in a year. Unless the players want to write up a special calendar then we will use the standard earth calendar, as in days of the week and names of the month. There will be 365 time units that a character must spend as he plays. One day equals 1 time unit. A week is 7 time units. The starting day of the first official game will be Jan. the 1st. Year unknown until we come up with a story.
Is Yur World a good name?
New Skills, Feats, Classes, and Rule Variants in general will be judged very harshly. If your idea is rejected go rewrite it and then resubmit it. We are not trying to write rules we are trying to create a setting with the rules as the framework.
Any artwork, poetry, and adventures will be used if possible with full credit given to it’s creator.
This has to be the campy old school type of gaming mixed with the new rules.
Now make sure and have a graveyard with all your old deceased characters in it. If some of your old characters are still alive remake them and play them or reuse them as NPCs. Make the children of your characters from long ago! Rehash old villains and adventures into your setting and have that as part of Yur World's setting.
I know that Ronvug the wizard from back in 81 is now a lich and he is now planning on taking over the lands!
Labels:
Adventure Ideas,
backgrounds,
Insane Flipfloping,
Pathfinder
Wednesday, February 1, 2012
CFRPG V0.91
A few items edited and added to CFRPG.
So far good reactions!
The LINK feature does not so work cut and paste.
https://docs.google.com/document/d/1XVpb8_3ol4P4v_doAdIKoWvMpvYgLE0lBZU2pgpCY_0/edit
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