Thursday, May 28, 2020

Dueling Rules

I've been spending a lot of time in Chris McDowall's OSR discord as of late. A few days ago, people were talking about Wild/Weird West games. This reminded me that I actually have some rules for gun duels hanging around, so I figured I'd publish them.

These aren't playtested, but I plan to run a pirate-themed game soon and I can probably work them into there.

Couldn't find a source for this image.
In Karcena, a jezail doesn't earn that title until it sees you through a duel.

First off - dueling is not combat. There's no initiative. Duels are always agreed upon, and though the customs for how to initiate them differ they always come down to a combination of speed, aim, and luck.

If you're "dueling" someone who hasn't agreed to your terms beforehand, that's just combat.

Dueling is, however, still fatal. Refusing to shoot your opponent has no real mechanical effect, but might earn you reputation depending on where you are. If a PC is going to engage in a duel, give them the same amount of heads-up you would for a save-or-die effect.

Here's the basic gist of the ruleset (heavily inspired by Warrior Poet):

  1. Arrange the duel.
  2. Meet at the location all duelists agreed upon.
  3. Exchange final words before the duel; offers to de-escalate, formalities, or smack-talk.
  4. Square up. This is your last chance to declare that you aren't shooting to kill.
  5. Each party in the duel rolls an amount of d6s that depends on their circumstances. 
  6. Add all your d6s together to get the sum of your rolls.
  7. The party with the highest sum may automatically hit their target, doing so before their opponent's shot connects. This may be a killing blow, if that party wishes. That party narrates the shot.
  8. If another party's sum is within 3 of yours, you sustain a gunshot wound (take damage as though hit with an attack from that gun, plus remember infections exist).
  9. If any party is killed, they give their last words.

Arna Miller and Ravi Zupa. Those are the artists, for the record - not the cats.


As mentioned, you can add more d6s to your pool under certain circumstances.

GAIN EXTRA D6s FOR:

  1. Having a higher Ability Score than your opponent. You must justify how this helps you; "I've drawn a crowd, and my higher Charisma prevents stage fright." "My Wisdom is higher than hers - I ain't afraid, and I won't hesitate when it comes time to shoot." Your DM has the final say on whether this counts or not.
  2. Better smack-talk before the duel than your opponent; vote among the DM and any non-involved NPCs.
  3. Strategic positioning: you're in the shadow of the saloon, whereas your opponent is in broad daylight.
  4. Anything else your DM okays.

LOSE D6s FOR:
  1. Deciding to not shoot to kill.
  2. Being drunk. Dwarves or other hardy species might be exempt from this. Hell, you might even get better at dueling while drunk depending on class.
  3. Using a weapon your opponent rigged. Always mix your own powder, and keep your gun at your hip or under your pillow.
  4. Any other penalty your DM assigns.

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As I mentioned previously, Warrior Poet is a really good system. The feeling of being immensely powerful (and getting extra d6s) because you're fighting during your season is great, and the fact that it builds toward a narrative that you build with your fellow players is fantastic. I tried to capture a little bit of that here.

I know there are a bunch of GLOG classes that can issue a challenge as a class ability, which out-of-combat will result in a duel. These rules work well for that if you're in a setting where dueling pistols are appropriate. It probably isn't bad for duels with swords either, just take away the ability to instakill your opponent and have a few different rounds of rolling.

If I ever write a gunslinger class, it'll reference these rules.

Sunday, May 24, 2020

GLOG Class: Reliquarian

Well, I finally bit the bullet and played a GLOG game. Unsurprisingly, it was very good.

Here's an attempt at writing my old idea for a Wizard replacement for the GLOG.

The Reliquarian


You are a magician, but before that you are a merchant. You come from some line of work that involves passing the eyes over what people deem "valuable." In your time, you've learned that they're usually wrong. Value is only wrenched from the ribcage of some horrible dungeon that's teeming with unsightly critters. 

Juanmao


Reliquarian A: Appraisal, Spellcasting, Relics
Reliquarian B: Contemporaries
Reliquarian C: +1 MD
Reliquarian D: Cabinet of Curiosities

Starting Skills [1d3]: 1 = Anthropologist, 2 = Caravaner, 3 = Gambler

You begin play with a knife, a quill with ink, and a ledger detailing your previous expenditures and business dealings. You also have one Relic from the Relic Table, determined by rolling a d4.

Appraisal: You can discern the exact value of a mundane object if you touch, smell, and taste it for one minute. If the item is either magical or of cultural value, you learn as such instead of its value.

Spellcasting: You have a pool of Magic Dice, all of which are d6s. You use these to cast spells. Whenever you cast a spell, roll any number of d6s. A result of 1-3 returns the die to your casting pool. A result of 4-6 expends the die until the next time you sleep. Some spells care about the number of [dice] invested, others care about the [sum] of all the dice you roll. 

At first level, you have one Magic Die. You may invest your Magic Dice into spell scrolls or Relics.

At higher levels, you will gain more Magic Dice. If you ever invest more than one Magic Die into a Relic, and both dice show the same number, you suffer a Mishap according to which Relic you were using.

Relics: Whenever you find money in a dungeon or get paid for doing a mission, you may replace your share of that money (1/4th of it in a party of four, 1/6th of it in a party of six, ect.) with a Relic, as rolled on the table below. Remember that money is XP - and choosing to acquire a relic does not award you XP equal to its copper/gold/whatever value.

You do the calculations for finding Relics, because the DM has enough on their mind. 

Contemporaries: You have found someone within the city of your choice that will buy your Relics. A Relic's value is determined by what fifth of the Relic Table it's on. Relics 1-4 on the list are worth 100 copper, Relics 13-16 are worth 400, that kind of thing. Obtaining money this way still doesn't gain you XP.

The first time you spend at least a week doing non-adventurous things in a new city, you will discover another Contemporary in that city.

Cabinet of Curiosities: Whenever you finish a rest, you may gift any number of people who were resting with you one of your Relics. They may now use that Relic, and gain one Magic Die that can only be used to use the specific Relic that you gave them.

If you give that Relic to another Reliquarian, they permanently gain one Magic Die. If you gift a Relic to one of your Contemporaries, they will be emboldened enough to join you as a hireling on your next mission.

cy-lindric


THE RELIC TABLE
(For the purposes of this table, when I say "copper" I just mean the standard coinage - the equivalent of a dollar - in your setting.)

Why does Blogger lack a table function?

It might also be possible to buy these relics in a city, but the people selling them are most likely lying to you and definitely unsavory. Ask your DM.

Sophie Woodrow

1. Comb of the Imp-eror: Deal [dice] damage to any target you can see, no save. You can instead pull your hair with the comb to deal [sum] damage to your target and yourself.
2. Clam-God's Progeny: Can hold any opening closed for [sum] rounds. 
3. Tail of the First Rat: Tether two targets together (the weakest unwilling target gets a Save). Those targets cannot move more than 4-[dice] feet apart.
4. Tongue of the Mute Saint: Those that can hear you believe up to [dice] lies you speak until given reason to believe otherwise. You take [sum] damage.

5. Steel Plum: Petrify any target for [sum] rounds. Lethal if the target is a creature with HD lower than [dice]. Petrified targets are otherwise immune to all damage.
6. Antlers of a Wild God: Heal any creature [sum] HP over [dice] rounds. That creature has antlers for the duration. Hostile enemies will only target that creature for the duration, and religious folks will see this as blasphemy. 
7. Pickled Quasit: Summon a 1 HD Quasit to do your bidding for [dice] hours. Your Quasit has [sum] morale, as a hireling.
8. Petrified Dung Beetle: Summon tentacles of an unfathomable elder god to flay any target within 15 ft. for [sum] damage. If that target fails a save, they take an additional [dice] damage and fall prone. 

9. Croaking Trumpet: Summon a Belcher up to [sum]x10 feet away.
10. Shadowfell Reading Candle: Light a 20ft. area on fire for [sum] rounds. Targets and objects in the area take [dice] damage at the beginning of each of their turns, unless an action is used to put the target out. The flame is a brilliant white.
11. Knotted Rope Earring: You can create an unbreakable rope [sum]x10 feet long. It lasts for [dice] minutes.
12. Golden Monkey Head: Does nothing. Upon activation, will be seen as worth [sum]x100 copper for [dice] hours.

13. Inexplicable Dodecahedron: Target creature's fumble range increases by [sum] for [dice] rounds. 
14. Oozemonger's Flask: Turn one arm into a slimey psuedopod for [dice] rounds. You may attack with it for [sum] damage. Your attacks with this arm ignore armor. The arm is useless for anything else, except perhaps dissolving small objects. After using this Relic you may immediately make an attack with the arm. 
15. Fishman's Hat: Upon activation, you can breathe water for [dice] hours. For the duration, air-breathing strangers are violently xenophobic towards you.
16. Lonesome Bride's Veil: As long as you are not currently with other party members, hirelings, or friendly NPCs, you become invisible for [sum] rounds. The current duration shortens to [dice] rounds if you move, attack, or cast spells. 

17. Dracogod Dagger: Deal [dice] damage to a creature within 5 ft. If this kills the target, their blood crystallizes into darts and seeks out a target of your choice within 60 ft., dealing [sum] damage. If this kills the target, repeat. You do not have the option of choosing nobody. 
18. Sea God's Decanter: After activation, can summon ten gallons of saltwater every round it's uncorked. Lasts for [sum] rounds. If used to make an attack roll, it has a range of 30 ft., deals [dice] damage and pushes the target [dice]x10 feet.
19. Pixie's Anvil: Create a wall [sum]x5 feet long and [dice]x10 feet high. This wall is always five feet thick and made of ivy-choked stone. You must place the wall within 60 ft. of yourself.
20. Reading Glasses of the Royal Tutor: You may change [dice] sentences within a book of your choice to say something of roughly equivalent length. You must have a copy of the book available when casting this spell. This Relic changes the text within all copies of that book.

MISHAPS

Whenever you roll the same number twice while casting as a Reliquarian, you suffer a Mishap. The Mishap you suffer depends on the Relic you were using.

If you suffer a Mishap while using a scroll, your Magic Dice only refund on a roll of 1-2 until the next time you sleep.

1. Comb of the Imp-eror. Your hair grows to heel-length and starts grappling you. Its grappling ability is based off of your own.
2. Clam-God's Progeny. Your mouth snaps closed for [sum] rounds instead of the actual target.
3. Tail of the First Rat. You are tethered to the strongest of the two targets instead. If you are farther than the length of the tether, you are yanked towards them.
4. Tongue of the Mute Saint. You immediately say something true that negatively impacts you or your party. At best, you admit to the whole village that you can't tie your shoes, at worst you tell the bandits where the prince you're escorting is.
5. Steel Plum. Your casting arm is petrified for [sum] rounds instead of the target, becoming useless.
6. Antlers of the Wild God. You grow antlers for [dice] days. This marks you as a worshipper of a Wild God. All wise churches will spurn you.
7. Pickled Quasit. Instead summon a hostile 1 HD Quasit for [sum] rounds.
8. Petrified Dung Beetle. You are instead flayed for [sum] damage.
9. Croaking Trumpet. Summon a Belcher directly on top of yourself.
10. Shadowfell Reading Candle. You also burst into flame, taking [dice] damage at the beginning of each turn unless put out. Each turn, the flame spreads to one of your items.
11. Knotted Rope Earring. The rope is still created, but it is tied around your neck and planted firmly in the earth directly beneath you.
12. Golden Monkey Head. One random object within your inventory becomes worthless permanently. Swords will become chalk, gems will become mud.
13. Inexplicable Dodecahedron. Your fumble range expands by [sum] for [dice] rounds instead of the target's.
14. Oozemonger's Flask. You transform entirely into an ooze for [dice] rounds. You move at half speed, can't use items, and can communicate only in burps. You still deal [sum] acid damage.
15. Fishman's Hat. Water-breathing strangers are also violently xenophobic towards you.
16. Lonesome Bride's Veil. Your party forgets you exist for the duration.
17. Dracogod Dagger. Make the initial attack, but if it kills the target their crystallized blood instead targets you.
18. Sea God's Decanter. The current room fills with saltwater over the course of one round. If you aren't currently in a room, [sum] gallons of saltwater are spontaneously dumped on your head.
19. Pixie's Anvil. The wall is instead made of delicious sugar candy.
20. Reading Glasses of the Royal Tutor. The targeted sentences are instead changed to spill your greatest secret. The more sentences targeted, the greater into detail it goes.

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Discussion


This is my first real crack at writing a GLOG class. I've yet to playtest it.

It's adapted from my old take on the Wizard from my old attempt at a homebrew system. In that system you had to buy your level-ups, but I wanted the Wizard to scale off of finding weird magic shit as opposed to levels. I always thought that was a neat idea, so I adapted it some here. The GLOG has plenty of classes that mess with XP flow already.

That's also why the Reliquarian only ever gets two MD from levels. If you want more, seek out another experienced Reliquarian, or just be content gaining power in versatility. 

If you just wanna treat this as a d20 table of magic items, that's fine too.

Also, my friend Jodi started her own blog.

UPDATE: Added Mishaps because I forgot about them. Thanks to those in the OSR Discord for suggesting the idea of each Relic having its own Mishap, and thanks to Numbers Aren't Real for writing the first few to help kick-start that process.
UPDATE, AGAIN: Thanks to Arnold K. for recommending more interesting Mishaps.