Wednesday, October 2, 2013

HOW ANIMALS (and lots of monsters) FIGHT (in Kos)

In ancient times, the Gods (in their wisdom) divided all animals & monsters into two types:

1. ANIMALS THAT LOVE TO STOMP & ROMP

2. ANIMALS THAT ALWAYS FLEE
the Gods aren't perfect, though, and most creatures do a mixture of both.


TYPE 1: ROMPIN' STOMPERS 
Those That Stomp use the Rampage Circle Style of Combat (some humans use this style too - including berserkers, Blood Bull worshipers, and other desperate / mentally unstable people).
the attack power of a Type 1 animal or monster (or a person using the Rampage Circle Style) is dependent on its size, strength, endurance, and desperation.
- Smaller than a medium dog: -1
- is pretty big and strong, like between a wolf and a tiger - +1
- is really big and strong, like a bear or a buffalo - +3
- is enormous and overwhelmingly strong, like a rhinocerous or a triceratops - +5
- is truly huge and monstrously strong, like a brontosaurus or an elder serpus - +8
- is unusually ferocious (tiger, hyena, displacer beast) - +1
- is unfathomably, unreasonably ferocious (troll-wolf, tyrannosaurus) - +2
- protecting young or a mate - +3
- wounded - +1
- badly wounded - +2
- in its lair - +1
- has powerful natural weapons, such as giant claws or powerful jaws - +1
- has supernatural weapons, such as acid for blood or firey breath - +3

Add up these bonuses.  This is the amount of "attacks" it can make.  Anybody entering its range is subject to these attacks.  The full total of the bonuses can be applied in one attack against one character, or it can be divided against a number of attackers.

OR, it can make a SPECIAL ATTACK.  these depend of the type of animal, but here's some example:

- POUNCE: monster jumps at you.  you get a free attack if you're aware of it and can respond, but if you're flat-footed, caught off guard, etc it's an automatic success.  animal can knock you down.  and at that point, you're on the ground with a tiger/bear/whatever on top of you

- CHARGE: bull through / over enemies, trampling them / knocking them down

- ATTACH TO VICTIM: some monsters tend to attach themselves to people - ticks grab on and suck blood, crocodiles bite + shake, wendigos grab and then strangle, etc.  usually, this involves an initial attack, and then further automatic damage every round until the victim finds a way to get it off OFF GET IT OFF GET IT OFF

- DIVE-BOMB: some creatures can fly, and this is often how they attack.  the dive-bomb involves swooping in, making an attack, and then swooping away.  the defender get an attack of opportunity, but only 1 attack per Fight mod (minimum 1).  if the dive-bomb is a natural 1, the attacker accidentally crashes into the ground or something. flying creatures don't normally end their turns in melee distance, so all you can do is attempt to shoot it or attack it as it dive bombs



- sting/venomous strike/breath weapon etc ???: the "everything else" category


TYPE II: THOSE THAT FLEE
will come later



ENCOUNTER ROLLS in KOS

An encounter has occurred in the Wilderness!

Encounter Chances by Area:
Road, near a town: 60% / turn
Road, wilderness: 15% / turn
Plains/Kos Basin: 15%
Marsh/Swamp: 20%
Badlands: 15%
Badlands, near Rampage Circle: 90%
East Broken-Back Mountains: 15%
North Broken-Back Mountains: 5%
Area near Ar-Kos: 25%
Northern Kos: 5%
Wildwood: 35%



(1d4, +/- fieldcraft mod of best fieldcrafter)
1: The Player-Characters are surprised.
2-3: Nobody is particularly surprised.
4: The monster is surprised.

(1d4 +/- terrain)
1: They're right in front of you (melee range)
 2, they're close (medium archery range).
3, kinda far (100 - 500 yards).
 4,+ Quite far (dots on the horizon).
Terrain:
Desert / Ocean: +2
Barrens, plains, rivers: +1
Rocks, roads, fields: 0
Towns, forest: -1
Jungle, swamp, city: -2


Unintelligent Beast/Monster/Animal Reactions
1d4.
1. they want to fight, right away (hungry or very threatened)
2. They will fight but will growl, menace, etc (normal animal behavior)
 3. they could give a fuck about you (eating, sleeping, mating, grooming, etc)
4. They run away or attempt to parley (cower, mimic human speech, offer treasure locations, etc)

some more on FEATS

there are 3 classes in Kos:

1. Those who ACT
2. Those who CAST
3. Those who PRAY

none of them are really "classes", though - they just determine some of your starting equipment and abilities.  anybody can learn anything.  more on this later.

anyway, MEN or WOMEN who ACT are partly distinguished from the other classes because they often get to start with some FEATS.  There are many feats to be learnt, but here are some extended notes / features from feats that have been used in game:

the Salmon Leap
Req: 14+ Fight
a leap of incredible distance and/or height.  for every point above 13, the ACTION-PERSON can jump 6' ft. straight up in the air, or 8' laterally.  Once you get above 20 Fight, you no longer track your Fight stat and are instead simply said to have HEROIC Fight.  Once you reach HEROIC Fight, there is no longer any need to track exact distances for the SALMON LEAP and you instead can be assumed to routinely jump over rivers, castle walls, etc.

the Weapon Feat
Req: +1 Reflexes, 13+ Fight
Perform incredible weapon dances / tricks.  Some common tricks:
- juggle several swords or battle-axes at once
- repeatedly stab the spaces between your own fingers or toes with shocking alacrity
- perform excellent flourishes and leap over your own weapons
These tricks can be used to impress people.  If you take the time to perform a Weapon Feat before a battle or duel, you can give +1 morale to your followers or -1 morale to your enemies (if they are intelligent - it has no effect on oozes, skeletons, etc).  Every 2 points in Fight above the minimum provides an extra +1/-1.  This feat can also be used at parties or other social endeavors to increase the odds of success in social endeavors.

the Death-Lord's Stare
Bore into somebody's soul with a glance.  Petrify the puny, bend lesser spirits to your will

the Great Toss - hurl a very heavy object, or a smaller object very far
Req: Fight 10+
You are just so good at throwing!  You can hurl giant rocks or logs a short distance, or throw a small object such as a rock hard enough to seriously hurt somebody (1d4 damage + Fight mod, range = 20 ft. + Fight mod x 10)

the Iron Hands & Feet
Req: Endurance 13+
plunge hands into boiling water without harm, dance on coals, etc.  This feat requires a few moments of mental preparation, but once you are ready, you can stick your hands in boiling water, through the flame of a torch, walk on daggers, etc.  This usually impresses people very much and can grant social bonuses.  Once your Endurance reaches HEROIC, this feat can be used to endure anything, including lack of oxygen, endless cold, standing inside a bonfire, etc.

the Hero's Chant
Req: 10+ POW
This remarkable chant is the death-song of the valiant.  It can only be used in combat.  As long as the chant continues, your followers will never flee.  In addition, this chant marks a hero.  Intelligent enemies may single a hero-chanter out for duels or missile attacks.

the Battle-Howl
Req: None
This howl focuses rage and unleashes predatory instincts.  If used more than once per battle, the Howl loses its efficacy.  When the howl is used, the howler should choose how to use it:
1. AT THE BEGINNING OF A BATTLE: POW mod * +1 damage when charging during the battle.  If multiple allies take up the Howl, charge damage is increased by +1 for every Howler and enemies may have to make a morale check or else withdraw.
2. WHEN THE ENEMY IS WEAK: Enemy must make a morale check immediately; failure indicates weak creatures will flee and stronger ones will suffer -2 modifier to attack.
3. AFTER KILLING AN ENEMY: All allies within 20' regain 1d4 HP due to rampant bloodlust
4: WHEN PURSUING THE ENEMY: All allies within hearing distance gain +10'/round to movement

the Feat of Thunder & Lightning
Req: 18+ Fight or POW
A magnificent thunder-clap stuns enemies as the hero bangs their shield, hurls javelins, tears up the ground and stomps with unfathomable ferocity.

the Squirming Feat
Req: None
The hero can fit through any opening the size of their head or larger.

the Trick of Walking on Eggs
allows you to either
a) walk without leaving any tracks
b) walk without making any sound
A hero with HEROIC Thievery can do both at the same time.


the Feat that Dazzles, like the Sun
Req: 14+ Pow, Panoply of War or better armor in battle-ready condition
by revealing his highly-polished armor and heraldry in their full resplendence, the hero catches the light and exudes brilliant beams which stab the eyes of enemies.  Once it has been used on an enemy, it will never affect them again.

Endure Labor
Req: Endurance 10+
This is a very common feat amongst common-folk.  It allows the character to work from sun-up til sun-down without becoming bored or overly tired.  "Work" only includes basic manual labor; skilled crafts-work and combat do not count.

Sober Up / Sober up Another
Req: Endurance 11+
This is a very popular feat amongst old soldiers.  It can be used at any time to more-or-less banish the deleterious effects of alcohol, at least for a little while.  The hero will still be drunk, but will be able to act sober for the purposes of speaking normally, marching, performing manual labor, etc.  When used on another, it entails using ancient tricks of warrior-folk (such as splashing the victim with cold water, slapping them around the face and body, feeding them special concoctions of herbs, etc) in order to quickly sober them up enough to walk home or avoid arrest by zealous local authorities.

Always Awake
Req: Endurance 13+
Another popular feat amongst veteran warriors.  When this feat is learnt, the hero becomes an extremely light sleeper.  They gain the normal effects of rest, but count as being awake at all times for the purposes of surprise.


these feats can be combined - for example, a warrior with the Iron Hands and the Salmon Leap could run across the tips of spears.  A warrior with the Wolves' Lope and the Always Awake feat can run while sleeping.
PEOPLE of ACTION gain 1 free feat at character creation, and some STARTING EPITHETS grant others.  All others must be learned in the course of the game.

ramble

Patrick Stuart got me thinking about why i do what i do on this blog, and i wanted to write about it.

i am a firefighter by vocation and do not play Dungeons & Dragons (or the various other iterations of fantasy roleplaying game that have since appeared or been unearthed) very much any more.  Nonetheless, I find these ideas crowding my head and i feel compelled to put them in words sometimes.

That is why the tone is frequently inconsistent, the writing is sloppy and poorly edited, things often aren't cited (especially art, which is usually from an ancient hard-drive which contains years worth of collected digital art and has been transferred and lost several times)

[sorry my little brother came in and started doing a "prayer routine" he claims to have learned "far to the east"


and i lost my place]

anyway, i try to live my life in such a way that all of my actions and sentences can be ended with the phrase ",....MOTHERFUCKER!"
as in
1d4
1. "I QUIT, MOTHERFUCKER"
2. "So then I went out and got some god damn ice cream, motherfucker"
3. "I'll drink as much as I want, MOTHERFUCKER"
4. "I'm swearing so much because I just got a new tattoo, motherfucker"

so, while this vocabulary of my life doesn't involve sentences like "SO THEN I EDITED A BLOG POST FOR AN HOUR....... MOTHERFUCKER???", it does involve sentences like "So then I just threw some trash about elves on the internet and didn't edit it, motherfucker."  so, uh, thanks for reading.......

Monday, September 30, 2013

COMMON ANIMALS of KOS pt. 1: RIVERS/LAKES

Once, there were ordinary animals in Kos.  Dogs, hawks, and fish are some examples.  These types of animals, though rare today*, formed the "base creatures" which compose many of the animals which exist in Post-Cataclysmic Kos.
In game terms, this is for those times when you need to say "Dungo the Luckless rolled a 1 on his Fieldcraft check and succeeded only in bringing in [vermin] for dinner..." or "Your last biscuit is suddenly snatched by a..."

first, select an interesting-sounding creature or roll d12 for one
then, in case you need to know,  roll 1d4 to discover what these creatures actually are and what they do

d12

1. Great Swan
       1. Enormous swans, always black, large enough to pull boats, totally docile
       2. very large and territorial but otherwise normal swans
       3. not really so "great" after all; this appellation is a fancy of inebriated local river-men
       4. large swans, always come in matched pairs of black & white, mate for life.  Considered good omen             for love

2.Ebon & Ivory Eel
       1. they're just black and white eels.
       2.-4. come in both colors, but only appear together over the location of sunken treasure

3. Peckel
       1.-4. this is what all uninteresting fish are called

4. Drowned Lady
       1. an actual dead ghost of a drowned lady who tries to tempt lonely men to a watery tomb.  Usually               effective only on the deeply inebriated, badly wounded or suicidally depressed
       2. a fish which is created when an unloved woman dies, they are considered exceptionally tasty by               certain jaded epicureans and valuable in several alchemical processes.  Hard to catch, though, because        you have to sing a true love song to get them into a net.
       3. A fish with pliant flukes on the sides of the face that resemble the hair of a woman.
       4. A frog that has beautiful hair and appears to be flush-cheeked and red-lipped; sings loudly at night

5. Soil-Fish
       1. a spiny fish which dwells under the sand and is very uncomfortable to step on.
       2. a bottom-sucker or cat-fish
       3. slang term for any fish considered unfit for human consumption
       4. a minor magical creature which draws nourishment from dirt and leaves everything sparklingly white;        large fleets are often spotted cleaning the teeth of sea-monsters

6. Savage Pike
       1. descendants of former battle-pike of the Aquatic Southland Invasion.  Bred to chew holes in the        bottom of boats and attack anything flailing around in the water.  Otherwise eat only small peckels.
       2. Crocodile-sized monsters, highly territorial but easy to avoid on land
       3.-4. the same as a normal pike but incredibly vicious, using a strong thrashing motion to rend prey and        attacking anything that moves; easily spotted by the constant thrashing a school of them makes at all times        as they constantly fight for dominance

7. Knight-Fish
Knight-Fish are covered in armor, and
       1. Totally subservient to a golden Emperor-Fish, and follow him in silver swarms.  Have lance-like horns attached to their foreheads.
       2. carnivorous fish which attack other fish by ramming them
       3. beautiful fish admired for shimmering scales
       4. small fish that aggressively try to defend small "fortified" areas

8. Emperor-Fish
       1. local name for a dunkleostus spotted in the river
       2. Large, yellow pufferfish, so named for the pompous look it presents when it puffs up
       3. Fish with a large fin strung with iridescent semi-precious accumulations of sand
       4. mistranslated South Land name for "whale" or "small volcanic island", re-imagined as a fanciful beast

9. Glittering Crab
       1. vicious but beautiful little predators with crystalline shells.  Painful to step on, and sharp pincers
       2. bio-luminescent flashes allow them to find one another in the dark. Considered appealing by song-writers and other sentimentalists in certain parts of Kos
       3. Highly organized expansionists.  Always attack in squares, with one crab facing out each direction.  Make sorties onto to land and kill small lizards and insects.  Only come out at night, where the moon reflects on their shells
       4. a type of tiny crab that collects shiny objects.  usually has a small hoard of minor treasures

10. Snake-Fish
       1. just a common name for any aquatic snake or eel
       2. the Northern Snakehead fish we have now, except much worse.  They are plotting to invade and settle, and most humans are not yet aware.
       3. actually the infant form of the Serpus, who must travel to water to lay her eggs
       4. a brightly-striped fish with a venomous bite

11. Nautili
       1. are quite numerous in the River Kos and are said to be sacred to God Kos.  Some believe they are the souls of river-worshippers.
       2. have survived the Cataclysm remarkably well. Sometimes become so numerous during the spring melts that men claim they could cross the River Kos without wetting their boots
       3. are considered a pleasant species, tasty and attractive in their jetting swarms.  a staple of life for many people, their spiral shell is said to represent infinity and rebirth
       4. Held as the emblematic animal of Kos, frequently featured on heraldry

12. the Submerged Crawler
       1. Kossick translation: "horseshoe crab"
       2. Kossick translation: "Trilobite"
       3. Kossick translation: "crawfish"
       4. a type of minor magical creature which burrows under the sand and eats ancient detritus; can only be seen by the lump it makes as it travels near the surface.  Produces an irritating rash if stepped on.


OLD FISHERMAN'S LYRIC
Nautili, Nautili, you are a friend of mine;
Your whole life is in a spiral, but mine seems stuck on a line


*except dogs in the vast countryside of Barbarian Krax.  don't worry, they're actually doing fine

Thursday, September 12, 2013

the CLASSES of KOS

in KOS, there are only 3 classes:


THE MYSTIC
Cannot gain Feats.
Choose 1 of 3:
1. Starting favor of 100 with a God of your choice.  Roll on the Priest table.  If you wish, you may begin         as an initiate of a church/cult of your choice
2. Starting favor of 50 with a God of your choice, and you know 1 Spell and 2 Incantations.  Roll on the Priest table.  If you wish, you may begin as an acolyte of a church/cult of your choice.
2. Starting favor of 25 with a God of your choice, and you know 2 spells and 3 Incantations.  Roll on the standard chart of Starting Epithets.

Mystics start with no gold, and no items except simple garb and a walking-stuff or cudgel.  The exception are Initiates of a Cult/Church, who begin play with the standard vestments of that faith


THE PERSON of ACTION
Gains +1 to all attacks and damage, and +1 to AC.  Starts with one Feat from the list found at my last post.
Roll on the chart of Starting Epithets.

Begins play with 100 Moons or possessions equivalent to that amount.



THE PERSON of LEARNING
A PERSON of LEARNING has a chance of knowing some pertinent facts about any situation.  the chance of success depends upon the esotericism of the fact.
EXAMPLES
"Io is a stern God who seeks to proselytize the land of Kos." - automatic success
"Those creatures are known as Chop-Hawks - they are very aggressive but will not attack outside their territory." - 5 in 6 chance of success
"Amble Edge is ruled by the Axe-Witch who dwells in a ruined oak.  Her guardsmen are a troop of 7 elite swordsman led by a veteran named Graysword." - 4 in 6 chance of success
"This scroll is written in the ancient language of the Stone-Folk".  - 3 in 6 chance of success
"This scroll written in Stone-Folk and details the legend of Arr the Iron, a silent priest who fought a wolf-like creature in a swamp.  It details the location of his tomb." - 2 in 6 chance of success
"Here, let me point out the exact location of the Hidden Tomb of Krynn the Hero on your map."  1 in 6 chance of success
If the information concerns the area in which you grew up/studied, you gain a bonus of +! or more

Persons of Learning begin play with 3 random spells and 3 random incantations, in addition to any bonus spells from Magic score.
Do not roll on the Standard List of Starting Epithets; instead, your nickname will simply indicate where you are from.  E.g, "Bort of Water-Fall Library", "Bort of Downflow", etc

Persons of Learning begin play with 2d10 Moons or possessions equivalent to that amount, along with simple clothing, a simple weapon of choice, and some writing materials in a haversack or pouch.
They also know 2 Facts of the player's choice.  These can be anything - "How do I become immortal?"  "What is the exact location of the greatest treasure of Kos?" "What really caused the Great Cataclysm?"  "How can I defeat Sheriff Dronlan 3-Swords?"

Barbarian-folk cannot be Persons of Learning.




THE PRIEST TABLE
determine your god, then roll randomly


KOS
1. Hermitic Wanderer - sworn to own nothing.  protectors and philosophers.  Must immediately give away all possessions as soon as they are aquired.  In return, respected by Folk everywhere.  Wanderers may utter blessings or curses.  Able to restore fallen Pukel Poles and control the Pukel Men.  Goal: Seek the lost secrets of the God Kos, whom you know you know yet lives, in your heart
2. Drowned One - a priest who has completed the Ritual of True Drowning.  Death now holds no fear.  Do not need to eat, drink or breathe.  Unnerving gaze induces obedience in the tremulous.  Respected & feared by Common Folk.  Animals tremble at your passing and the creatures of the water - even the mighty Kraken - obey your beck and call.  The rivers foam and burst their banks with your wrath. Goal: Restore the lost faith of Kos, cast out the evil of the foreign gods
3. Fig-Drinkler - Priest who specializes in horticulture and fermentation of Figs, the sacred fruit of Kos.  Everyone loves a Fig-Drinkler, for their merriment and fine times wherever they go.  Goal: None in particular
4. Spring-Step - where you go, things grow.  BeLoved as a fertility monk, often indulgent in material pleasures.  Known to be excellent travelers. Goal: Bring growth back to Kos - untangle the wildness of the woods, heal the cancerous and corrupted lands, and spread sacred wheat to every corner of the continent
5. Battle Chaplain - often found in attendance with the Red Knights of Kos.  Specialists at healing and battle-magic.  +1 to attack and +3 to Healing.  Roll on the MAN of ACTION starting FEATS.  Goal: Stand against the dark things of the world; heal those who fall in the line of duty that they may continue to fight the good fight (eternally, if necessary) .
6. Mender - can mend anything that is broken.  Goal: Unite the shattered peoples of Kos, create peace, and install a rightful King on the throne to bring order to the realm.  Always help the broken-hearted.

IO
Flagellant - specialists in whips and flails (+1).  Inured to pain and bleeding damage.  Can see and smell sins and evil creatures.  Goal: Purge the world of evil by excising it like a cancer
Watcher - protected by a sacred closed helmet bearing a great eye, they see deceptions while wearing it.  specialist in hammers and spears.  Goal: Discover the inequities of the world
Templar of the Crusading Flame - the righteous fist of the Church, able to smite Bleed-Throughs and evil-doers.  Goal: Bring the cleansing flame to every dark corner of this evil world
Excorcist - specialist trained in removing and fighting ghosts and parasitic Bleed-Throughs.  Can make knowledge checks as a PERSON of LEARNING in regards to matters of posession, Bleed-Throughs, etc
Cult Prostitute
Word-Bearer

ISSUS
Explorer
Many-Tongue
Merry Muleskinner
Golden Boy/Girl
Skald
Go-Between


IRON LORD
Sword
Cunning
Alchemy
Wizardry
Dominion
Secrecy

BLOOD-BULL
Stomphouse
Everything-Smasher
Party-Maker
Berserker
Ghoul-Finder
(see: Brute from SCRAP PRINCESS)


MINOR GODS
minor gods include any god from Petty Gods, Barbarian Gods, living demi-gods, any god the player makes up, or a number of sub-cults that are indigenous to Kos
AGNI, FIRE-GOD, RING-GIVER -
AGNI-MAGNI, SUN LORD, HORSE-THANE -
THIRD-EYE-BLUE -
RED LUNAR GODDESS
WAHU, the PEACEFUL BUTCHER
the PALE KING
ANCALAGON, the LIVING LORD of POISON
MAGLUBIYET, the INSANE GOBLIN GOD-KING of the ASH LANDS-by-the-TWISTED RIVER
VESKERILE the USELESS, FACELESS GOD of WRETCHES


YOU HAVE SPENT TIME AMONGST THE WRETCHES

THIS CHART SHALL BE ROLLED WHENEVER A PLAYER-CHARACTER'S TIME IS SPENT AMONGST A LESSER STRATA OF SOCIETY (see *1  and *2 and *5)

ROLL 1d20 (see 3* and *4)
1. You have slowly and methodically acquired a life-long immunity to bloodborne pathogens
2. You got fleas, but not as bad as everybody else (-1 to all rolls and AC until 2 weeks are spent in better company)
3-10. You have got fleas and lice.  The itching is unbearable, and will remain so until you seek proper medical and spiritual treatment (-2 to same)
11-12. You got fleas, lice, ticks; rats have crawled on you and worms have squirmed into you.  constant scratching has turned bite areas and rashes into oozing sores  -2 to all rolls and lose 1 level (until nursed properly and patiently)
13-15. Parasites are winning the war against your body.  -1d4 to all attributes per week (starting immediately) until healing from a soothe-wound
7-18. Emerged from the situation unscathed, but will forever carry a faint stench of sewage.  -2 Charisma
19. Rats and other vermin bit you amidst filth, and you have contracted a veneral disease
20. Rats and other vermin bit you, and you have the plague










*1. That is to say, a lower strata of society than that which they currently enjoy
*2. Reduce roll by -1 for every level of Rogue/Thief/Specialist (See *4), or every quantifiable level of Foulness in a Fighter, or every positive Constitution modifier
*3. aescetic PRIESTS & MYSTICS need not roll; they have all of these symptoms already
*4. MAGSMEN, THIEVES and MASTER THIEVES need not roll for similar reasons
*5. Reduce roll by -1 if player-character spends the whole time waving a hankie around and inhaling special salts and smokes, while complaining