Friday, July 3, 2020

Fantastic Friday - Critical Hits & Fumbles

I like FH&W's rules for Critical Hits that allow characters to apply special effects on a critical hit based on their class, but I've adapted and modified it to better suit my tastes. A formatted pdf of the following can be downloaded here - Critical Hits & Fumbles; as can a collected series of reference charts I use in my DM screen - Ability Scores & Skills; Equipment; Weapons; Armor; BtH & Saves; Turn Undead & Combat Modifiers.

Critical Hits
A roll of a "natural 20" is always a hit. If the total result is also equal to or greater than the target's AC, it is also a Critical Hit.
A Critical Hit inflicts maximum damage and roll on the chart below to determine an additional Critical Effect. Some classes have a "Special Critical Effect" that they may opt to use instead of rolling randomly.

Critical Hits
D12 Roll
Critical Effect
1
Knocks opponent prone (Str or Dex save to resist)
2
Disarms opponent (Str save to resist)
3 - 4
Dazes opponent, -2 penalty to his Armor Class and
attack rolls for 1d6 rounds (Con save to resist)
5
Maneuvers opponent into danger, granting a
nearby ally an immediate free attack of opportunity
6
Outmaneuvers opponent, granting a +4 bonus to his
attack roll against that opponent on the next round
7 - 8
Extra attack (against same or adjacent enemy)
9 - 10
Extra damage (roll the weapon's damage
again or the attacker's HD type)
11
Double damage (roll the weapon's damage
again or the attacker's HD type, twice)
12
Roll twice or choose once

Fumbles
A roll of a "natural 1" is always a miss. If the total result is also less than the target's AC, it is also a Fumble. To determine the Fumble's effects, roll on the chart below.
Fumbles
D12 Roll
Fumble Effect
1
Character hits self for normal damage.
2
Character may accidentally hit nearest ally,
requiring a normal attack roll.
3
Character may break his weapon
(save vs Crushing Blow to resist).
4
Character twists ankle or knee, halving
his movement rate and suffering a -1 to his
Armor Class for 2d6 rounds (Con save to resist).
5
Character stumbles and may fall prone (Dex save to resist).
6
Character creates opening in his guard, suffering
a -4 penalty to his Armor Class for one round.
7
Character bumbles into danger, granting a nearby opponent an immediate free attack of opportunity.
8
Character momentarily off-balanced, suffering
a -4 penalty to his attack rolls for one round.
9 - 10
Character momentarily disoriented, suffering a -2 penalty to his Armor Class and attack rolls for one round.
11 - 12
Character drops weapon (primary action needed to recover).

Class
Special Critical Effect
Acrobat, Adventurer, Mystic, Scout, Thief
Can tumble aside (or retreat) out of range of the victim without incurring an attack of opportunity
Assassin
This counts as a Death Attack (if already a Death Attack, there is no save)
Berserker, Crusader, Inquisitor, Kensai, Ranger, Scarlet Fist, Thick Brute,
True Paladin, Warden, Warrior-Monk,
Wild Brute, Witch-Hunter
Extra Damage (roll the weapon's damage again or the attacker's HD type)
Cavalier, Clans-Dwarf, Fighter,
Fighting-Man, Folk-Champion, Gothi,
Knight, Sea-Dog, Templar, War-Mage
Extra Attack (against same or adjacent enemy)
Eldrich-Archer
Extra Damage (roll the bow's damage again or the attacker's HD type) if using a bow
Rifleman
If the rifleman hits with a firearm, the victim must make a Con save or be reduced to 0 Hit Points
Spellcasters
Extra Damage (roll damage again) if using a spell

Target
Penalty
Effect
Arm
- 4
Arm rendered useless for 1d6 rounds and drops any carried item
Leg
- 6
Base Movement is halved and character can't run or do acrobatics for 1d6 rounds
Head
- 6
Stunned for 1d6 rounds, can only defend, poorly (no Dex bonus to AC)
Eyes
- 8
Blind and disoriented for 1d6 rounds, -4 to all attack rolls (melee only) and no Dex bonus to AC
Worn Object
- 4
Object broken (unless it saves vs Crushing Blow) or knocked to ground
Shoot into Melee
- 4
This penalty ensures that no one else is hit if the target is missed
Shoot Object
- 4
This penalty ensures that no one is hit if the target is missed

Monday, June 29, 2020

Mythras Monday - Arcane Skills

A handful of skills (some new) in Mythras allow the character to perform extraordinary effects, so I've taken the time to define some of those skills here. The rules for Alchemy were adapted from Mongoose's Arms & Equipment Guide for RuneQuest II.  A formatted pdf of the following can be downloaded here - Arcane Skills.


Hypnotism (Pow + Cha)
This allows the character to place another person into a relaxed, highly suggestible state. Placing someone in a hypnotic trance takes a few minutes, during which the hypnotist talks to, and relaxes her subject. The hypnotist makes an opposed roll against the subject's Willpower, unless the subject is actively cooperative, in which case the Hypnotism roll is unopposed.
A hypnotized person is easily manipulated and will do almost anything that doesn't seem dangerous or against his nature; he can be induced to remember things he has forgotten or forget things he remembers; phobias can be created or alleviated, habits can be made or broken, etc. Hypnotism may even allow a person to overcome long-term psychological conditions. 

Alleviate Pain
Difficulty - Standard
This allows the subject to more easily endure physical pain and discomfort, effectively ignoring its debilitating effects. This generally lasts one day.

Augment Healing
Difficulty - Standard
This aids the subject's ability to recover from a specific injury or illness, in regards to which his Healing Rate is doubled and relevant Endurance checks are two difficulty grades easier.

Calm
Difficulty - Easy
This allows the hypnotist to calm, comfort and reassure her subject. If frightened, horrified or suffering from the effects of madness, the subject may make another Willpower check (with a +20% bonus) to overcome it.

Command
Difficulty - Hard
This allows the hypnotist to implant a command word into the mind of her subject if he fails an opposed Willpower check against the hypnotist's skill roll. The hypnotist (or anyone else she designates) can then use this command word to force her subject to instantly re-enter their hypnotic state and obey a simple order, after which time they awaken confused. The subject can be commanded in this way indefinitely.

Forget
Difficulty - Hard
This causes a person to forget specific information if he fails an opposed Willpower check against the hypnotist's skill roll.

Hypnotherapy
Difficulty - Formidable
This allows the hypnotist to treat, and even remove long-term psychological conditions afflicting her subject, as well as to overcome habits, Passions, and Personality Traits.
After an hour of hypnotherapy (and a successful Hypnotism roll) the subject may regain 1d6 Sanity Points.

Insanity
Difficulty - Hard
This allows the hypnotist to inflict an indefinite psychological condition upon her subject if he fails an opposed Willpower check against the hypnotist's skill roll.

Resist Fatigue
Difficulty - Standard
This allows the subject to ignore the effects of Fatigue resulting from physical exertion. This generally lasts one day.

Self-Hypnosis
This allows the character to utilize her hypnotic powers on herself, although attempts to do so are capped by the value of her Meditation skill.

Suggestion
Difficulty - Standard
This allows the hypnotist to implant a suggestion in the mind of her subject if he fails an opposed Willpower check against the hypnotist's skill roll. The commands can be simple or complex, immediate or delayed, exacting or general, though the person will not knowingly do anything fundamentally against his nature.

Lore (Alchemy)
Alchemy compasses the study of metaphysics, philosophy, and practical chemistry. It is the art of transmuting one substance into another (both physically and spiritually), and of purifying the alchemist's mind, body and spirit.
Alchemists are skilled in the creation and use of all manner of chemical substances and magical elixirs.
 
Analyze Substance
Difficulty - Standard
This procedure allows the alchemist to analyze the composition of any substance. This requires a well-equipped laboratory and takes 1d4 hours to complete.
 
Brew Potions
Difficulty - Varies
This allows the alchemist to brew various magical elixirs, provided she knows the formula and has access to the necessary ingredients and equipment.
Each formula must be learned separately.
 
Create Philosopher’s Stone
Difficulty - Formidable
The "Great Work" of the alchemist's art is the creation of the "Philosopher's Stone", a legendary substance capable of harnessing physical and spiritual transmutative power.
The Philosopher's Stone is created through three components: mercury, sulfur and "salt" (a distillate of one of the following base metals - copper, gold, iron, lead, mercury, silver, or tin - that has been dissolved in strong acid).
This requires a well-equipped laboratory and can take months or even years to complete, during which time the alchemist imbues the stone with his own Magic Points.
The creation of the Philosopher's Stone is an extended action, wherein the alchemist must roll each day to imbue the stone with Magic Points. The process is ended if he fumbles an Alchemy roll, or ceases to work on it for one day.
Once created the Philosopher's Stone will last indefinitely, but it must be consumed to have effect (ground up and sprinkled onto a wound, drunk in a solution, etc).
The alchemist's skill level determines the stone's Purity, and thus its properties. The properties of a Philosopher’s Stone are cumulative, so an Albedo Philosopher's Stone would provide both Vigor and Longevity.

Alchemy
Skill Rating
Purity
Properties
Up to 50%
Nigredo (Black)
Vigor
51 - 100%
Albedo (White)
Longevity
101%+
Rubedo (Red)
Immortality
 
Vigor - This immediately cures all diseases, neutralizes any poisons, and heals 1 Hit Point of damage in each of the recipient's Hit Locations per Magic Point invested in the stone's creation. Additionally this grants him a +1% bonus to future Endurance rolls made to resist disease and poison for every Magic Point invested in the stone's creation.

Longevity - This slows the physical effects of aging on the recipient, extending his natural lifespan and delaying the ravages of time by one year for every Magic Point invested in the stone's creation.

Immortality - This renders the recipient immortal, ageless and immune to all diseases and poisons. All the effects of age are reversed, leaving him as youthful and vigorous as a young man. This requires an investment of two hundred and fifty Magic Points over the course of the stone's creation.
 
Fundamental Breakdown
Difficulty - Hard
This procedure allows the alchemist to determine the formula for creating chemical mixture or substance.
This requires a well-equipped laboratory and takes 1d12 days to complete.
 
Metamorphose Liquids
Difficulty - Formidable
This complicated procedure, involving dozens of elaborate techniques, allows the alchemist to transmute up to gallon of liquid into any other type of liquid. Poisons may be neutralized, although this has no effect if the poison has already been ingested, nor does it affect living creatures.
This procedure cannot create magical potions, though it can destroy them. This requires a well-equipped laboratory and takes 2d6 hours to complete.
 
Transmute Metal
Difficulty - Formidable
This complicated procedure allows the alchemist to transmute one pound of a base metal (lead, tin, iron, copper, mercury, silver, or gold) into another (typically an "impure" metal like lead or copper, into the "perfect" metal, gold).
This process requires a Rubedo Philosopher's Stone, a well-equipped laboratory and takes 2d6 weeks to complete.
Lore (Astrology)
This allows the astrologer to divine the future by carefully studying the movements of the stars. All of the tasks below require the use of appropriate star charts.
Auspicious Magic
Difficulty - Standard
This allows the astrologer to determine the optimal timing in which to cast a given spell or perform an alchemical work.
Alchemical works performed during this time are one difficulty grade easier.
A Folk Magic spell cast during this time is 50% more effective in terms of effects, damage, duration, etc, and any Resistance rolls made against it are Hard.
A Sorcery spell cast during this time is treated as one Intensity level higher, gains one free point of Shaping, and any Resistance rolls made against it are Hard.
This takes one hour to complete.
Auspicious Undertaking
Difficulty - Standard
This allows the astrologer to divine the auspiciousness of a planned activity based on the subject's birth date, the type of activity, and the astrological alignments of the planned date.
This takes one hour to complete.
1d10 Roll
Auspiciousness
Effect
1 - 2
Favorable
Relevant skill checks are one grade easier
3 - 8
Neutral
No Effect
9 - 10
Unfavorable
Relevant skill checks are one grade harder
Monthly Horoscope
Difficulty - Standard
This allows the astrologer to make broad, general predictions about an individual's fate in the coming month, based upon their birthday and the positions of the stars. If the astrologer's skill roll is a Critical Success, and the subject is told of the predictions, he also gains one extra Luck Point that may be used during the month.
This takes one hour to complete.
Mundane Horoscope
Difficulty - Formidable
This allows the astrologer to make broad, general predictions about the fate of entire nations over the course of the coming year. If the astrologer's skill roll is a Critical Success, she also learns an uncannily accurate fact about future events.
This takes 4d10 hours to complete.
Natal Horoscope
Difficulty - Hard
This allows the astrologer to learn a few general tendencies about an individual's personality, based upon his birth date, as well as allowing her to make some sweeping predictions about his fate over the course of his lifetime.
If the astrologer's skill roll is a Critical Success, she also learns an uncannily accurate fact about her subject.
This takes 1d6 hours to complete.
 
Lore (Herbalism)
This allows the character to make use of the medicinal and other unique properties of certain plants and herbs. A skilled herbalist can identify plants or fungi and use them to prepare natural medicines, salves and ointments. This also allows the herbalist to prepare natural plant poisons and purgatives.
Brew Potions
Difficulty - Varies
This allows the herbalist to brew various magical elixirs, provided she knows the formula and has access to the necessary ingredients and equipment.
Each formula must be learned separately.
Lore (Magical Potions)
This allows the character to identify and create magical potions of all types, given the time and the appropriate ingredients. This also allows the character to formulate an antidote to any potion that she is familiar with, provided it has one.
Brew Potions
Difficulty - Varies
This allows the character to brew various magical potions and elixirs. Each formula must be learned separately.
Lore (Numerology)
This allows the numerologist to uncover the nature, characteristics, and fates of people and events through the knowledge of the numerical value of their names and the corresponding occult associations with those numbers.
Auspicious Undertaking
Difficulty - Standard
This allows the numerologist to divine the auspiciousness of a planned activity based on the subject's name, activity to be undertaken, and the planned date.
This takes 1d6+4 minutes to complete.
1d10 Roll
Auspiciousness
Effect
1 - 2
Favorable
Relevant skill checks are one grade easier
3 - 8
Neutral
No Effect
9 - 10
Unfavorable
Relevant skill checks are one grade harder
Calculate Fate
Difficulty - Hard
This allows the numerologist to make broad, general predictions about a subject's fate over a given period of time, based upon the subject' name and birth date, as well as the fate of the particular time frame. The subject may be a person, an organization, or even an entire nation.
This takes one hour to complete.
Personal Analysis
Difficulty - Easy
This allows the numerologist to learn a few broad, general facts about an individual's personality and motivations based upon their name and birth date.
This takes one minute to complete.
Lore (Occult)
This encompasses knowledge of such esoteric topics as spirits, demons, and magic.
Lore (Outré)
This encompasses knowledge of things that man was not meant to know, of the mythos of strange cults, alien worlds and unnameable gods. Such knowledge takes a toll on the human psyche however; frequently driving the character to the brink of insanity.
Lore (Poisons)
This allows the character to identify and manufacture poisons of all types, given the time and the appropriate ingredients. This also allows the character to formulate an antidote to any poison that she is familiar with, provided it has one.
Meditation
This allows the character to rejuvenate his spirit through prayer, contemplation, or relaxation. After an hour of meditation (and a successful Meditation roll) a character may regain 1d4 Magic Points.
 
 
 
 

Monday, January 6, 2020

Mythras Monday - Expanded Skills

 

A few skills in Mythras are in fact categories of skills with many options from which to choose. This can be somewhat daunting to newer players, so I have compiled a list of the various specializations available in my campaign for the following skills: Arts, Crafts, Lores, Combat Styles, and Magical Traditions, formatted pdf of which may be downloaded here - Expanded Skills.

Arts (Pow + Cha)

Calligraphy
Drawing
Engraving
Enameling
Musical Composition
Painting
Poetry
Printmaking
Prose
Sculpture
Stained Glass
Topiary
Woodcarving

Crafts (Dex + Int)

Armorer
Baker
Blacksmith
Boatwright
Bowyer/Fletcher
Brewer
Butcher
Carpenter
Cartwright
Chandler
Clockmaker
Cobbler
Coppersmith
Cook
Cooper
Dyer
Embroiderer
Glassblower
Glazier
Goldsmith
Jeweler
Leatherworker
Mason
Miller
Miner
Potter
Seamstress
Shipwright
Silversmith
Smelting
Tailor
Tanner
Vintner
Weaponsmith
Weaver

Lores (Int x 2)

Agriculture
Alchemy
Anatomy
Animal Training
Animal Husbandry
Architecture
Astrology
Cartography
Cryptography
Folklore
Genealogy
Geography
Heraldry
Herbalism
History
Law
Literature
Magical Potions
Mathematics
Military History
Mineralogy
Monsterology
Mythology
Natural History
Numerology
Occult
Outré
Philosophy
Politics
Poisons
Strategy & Tactics
Theology

Combat Styles (Str + Dex)

Arte dell'Abbraccio
Arte del combattimento del Maestro Fiore de Liberi
Brawling
Brawling – Sailor
Common Defense
Coraiocht
Dagger Fighting – Italian (Arte della Daga)
Dagger Fighting – German (Dolchfechten)
Fechten und Ringen von Meister Liechtenaur  
Knife Fighting – Italian (Arte del Coltello)
Knife Fighting - Spanish (Lucha con Cuchillo)  
Knightly Art of Combat  
Manus Nigrum  
Peasant Levy  
Pugilism  
Stick Fighting – Quarterstaffing  
Swordsmanship – English  
Swordsmanship – French (Lutte des Épée)  
Swordsmanship German (Fechten)  
Swordsmanship – Hungarian  
Swordsmanship – Italian (Arte della Spada)  
Swordsmanship – Scottish  
Swordsmanship – Spanish (La Verdadera Destreza)
Trained Guard  
Trained Mercenary – Balkan (Stratioti)  
Trained Mercenary – German (Landsknecht)  
Trained Mercenary – German  (Landsknecht – Doppelsöldner)  
Trained Mercenary – Scottish (Gallóglaigh)  
Trained Mercenary – Swiss
Trained Militia – Archer  
Trained Militia – Infantry  
Trained Militia – Turkish (Akinci)  
Trained Militia – Turkish (Sipahi)  
Trained Soldier – Turkish (Janissary)
Unarmed
Woodland Hunter  
Wrestling

Folk Magic (Pow + Cha)

Blessings of the Faithful
Common Magic
Thaumaturgy (Int + Pow)

Mysticism (Pow x 2)

Ascetic Purification
Gnosticism
Hesychasm

Sorcery (Int x 2)

Goetia
Kabbalah
Necromancy
Witchcraft (Pow + Cha)

Theism (Pow + Cha)

Path of Dominion
Path of Healing
Path of Ordination
Path of Righteous Judgment
Path of the Spirit