Limitless Worlds

Limitless Worlds

Saturday, August 3, 2019

Old School Essentials: Monk

So I recently backed the awesome Old School Essentials, and initial draft PDFs of the game have been sent out - including the Advanced Fantasy Genre Rules to enable using OSE to play in AD&D 1e-type campaigns.

The classes are great, but there is one glaring omission: the monk! Well, it's not glaring, as Gavin has explicitly stated he is saving the Monk for an Oriental Adventures-esque book in the future. But I don't want to wait, so I stated up my own!

The Monk below mainly borrows from the BECMI Mystic, as well as the Monk from Labyrinth Lord. I'm assuming the progression stops at Level 14 like every other class in the game.

MONK

Requirements: Minimum WIS 9, minimum DEX 9
Prime Requisite: STR
Hit Dice: 1d6
Maximum Level: 14
Armor: None
Weapons: Any
Languages: Alignment, Common


LevelXPHDTHAC0DWPBS
101d619 [0]1213141516
22,0002d619 [0]1213141516
34,0003d619 [0]1213141516
48,0004d619 [0]1011121314
516,0005d617 [+2]1011121314
632,0006d617 [+2]1011121314
764,0007d617 [+2]89101012
8120,0008d617 [+2]89101012
9240,0009d614 [+5]89101012
10360,0009d6+214 [+5]678810
11480,0009d6+414 [+5]678810
12600,0009d6+614 [+5]678810
13720,0009d6+812 [+7]45658
14840,0009d6+1012 [+7]45658

Monks are monastic humans who follow a strict discipline of meditation, denial, seclusion, exercise and philosophy in order to obtain a mastery of both body and spirit.

Combat
Monks can use all types of weapons, but can not wear armor or use shields. They can also never use magical protective devices (such as rings or bracers) that act as armor.

Martial Arts
Monks have trained their bodies to become deadly weapons, learning martial arts abilities that improve as they increase in level:
▶ Acrobatics: A monk's natural AC improves by +1 and their movement speed increases by 30’ at 3rd, 7th and 11th level.
▶ Multiple attacks: Monks gain an extra melee attack at 5th, 9th and 13th level. These attacks can either be made unarmed or with melee weapons.
▶ Unarmed strikes: A monk deals 1d6 damage with an unarmed strike and adds half their level to the damage. Their unarmed strikes can damage monsters as if they were magical weapons (though they do not gain the bonus to hit and damage). The effective level of the ‘bonus’ is equal to a fourth of the monk’s level.

Monk Skills
Monks can use the following skills with the chance of success shown opposite:
▶ Climb sheer surfaces (CS): A roll is required for each 100’ to be climbed. If the roll fails, the monk falls at the halfway point, suffering falling damage.
▶ Find or remove treasure traps (TR): A roll is required to find a treasure trap and then another to remove it. This may be attempted only once per trap
▶ Hide in shadows (HS): Requires the monk to be motionless—attacking or moving while hiding is not possible.
▶ Move silently (MS): A monk may attempt to sneak past enemies unnoticed.


LevelCSTRHSMS
187101020
288151525
389202030
490252535
591303040
692333343
793363646
894404050
995434353
1096464656
1197505060
1298535363
1399565666
1499606070

Awareness
A monk is only surprised on a roll of 1 when checking for surprise.

Self Healing
A monk of 2nd level or higher may, once per day, cure themselves of 1 point of damage for each experience level they have. They do this by concentrating for 1 round.

Speak with Animals
A monk of 4th level or higher may speak with any normal or giant animal as often as they desire; animals understand their speech and they understand the animal’s, though no animal is forced to talk to them.

Resistance
A monk of 6th level or higher only takes half damage (rounded down) from all spells and breath weapons that inflict damage, or one-quarter damage (rounded down) if the saving throw is successful

Speak with Anyone
A monk of 8th level or higher may speak with any living creature that has a language of any sort, as often as desired. The creature being spoken to does not have to converse with the monk.

Mind Blank
A monk of 10th level or higher is immune to ESP, hold and slow spells, magical charms, quests and geas spells.

Fade
By concentrating for 1 round, a monk of 12th level or higher causes their presence to ‘disappear’. No living or undead creature can see them; there is no saving throw. This effect lasts for 1 round per level of the monk; it is dispelled automatically if they attack. A monk can only do this once per day.

Dim Mak
A monk of 14th level or higher is able to touch an opponent with the terrible Dim Mak ability once per day.

The Dim Mak touch can have one of the following effects on the target, who gets no saving throw against the effect but must have no more hit dice or levels than the mystic:

▶ Charm Person (as the spell of the same name, except lasting only 24 hours)
▶ Cure Major Wounds (as the spell of the same name)
▶ Death
▶ Quest (as the spell of the same name except lasting only 24 hours)
▶ Paralysis (lasting 24 hours)

The Dim Mak ability can only be used once per day, and the desired effect must be announced before the attack is made. However, if the attack misses then the Dim Mak is not used up and can be attempted again against the same target or a different target.

Oaths
A monk has many oaths that define their way of life. They must never lie, break a promise or vow, own any possession they can not carry on their person, or doubt their own abilities. They must also donate 10% of all their income back to their cloister. If a monk ever breaks one of these oaths, they are kicked from their cloister.They may not gain any new experience levels, they lose one level per year away from the cloister, and they may not join any other similar cloister. The DM may allow the monk to go on a grand quest to regain their honor and restore their standing in the cloister.

After Reaching 9th Level
If the grand abbot of the monk’s cloister agrees, a monk may build a new branch of his old cloister, attracting 1d6 apprentices of levels 1-3 to train under them. At 12th level, a monk is able to declare their cloister as independent and remove themselves from the oversight of their former grand abbot.

Level Titles
Novice, Initiate, Brother, Disciple, Immaculate, Master, Superior Master, Master of Dragons, Grandmaster

Saturday, July 13, 2019

Mohawks & Mirrorshades: Classes Thoughts

So originally I was going to post an entry about classes and that I thought I had my selected classes down, but after going back and forth I've kind of encountered a dilemma.

I think I am going to go the four class route, and I like the old-school design of a combat focused person, a stealth/skill focused person, a support person, and a utility/magic person. Combat is going to be relegated to the Mercenary and magic to Netrunners.

However, the support and skill groups are still up in the air. I have two different approaches: the first is the current idea, which is having the Professional and the Technician. The Technician as of right now is kind of a cleric, with their turn undead being drone control and their powers being devices.

The issue I currently have is while this doesn't limit the Technician, it does limit the Netrunner. Since I'm going to be scrapping some Wizard spells that don't make sense in a Netrunning aspect (like Fly or Water Breathing), it'll leave the Netrunner less versatile when the Technician could do all those things through devices. Basically the Technician becomes a better 'spellcaster' than the Netrunner would be.

That's why I'm inclined to scrap the Technician and treat it as a background, and instead replace the Technician with a Face-type character - still support oriented, but not a healer and with no access to spells (aka programs). I'd transfer the rigging ability over to the Netrunner, and basically separate the Professional into a thief-focused role and another in a more social-focused role. That way Netrunners are the only 'casters' in the game and thus have a nicer suite of powers to select.

Any thoughts or opinions on this would be much appreciated!

Monday, July 8, 2019

Mohawks & Mirrorshades: Neurolinks

I thought I'd write down some musings about how I want to handle virtual reality/the net/whatever I plan to call it in this game. Encapsulating VR or computer networks are a staple of the game in the genre, and so it needs development.

Though the game will be kind of more old-school in style, I find a lot of cyberpunk has a lot of what TVTropes calls "Zeerust" - almost laughable visions of what people 20 to 30 years ago though the future would look like. For example, in Cyberpunk 2020 there are a few augments that record information onto multiple megabyte microcasettes - it just doesn't work anymore.

One staple of newer cyberpunk and transhuman fiction I like is the universal computer, installed at birth. This allows humanity to experience mixed reality - a strange melding of reality, augmented reality, augmented virtuality and virtual reality. I'm leaning towards calling mine a Neurolink or something similar.

Neurolinks are going to just be very advanced wetware computers, but they will allow people to both experience run-of-the-mill AR and the all-consuming alternate realms of virtual reality. This kind of eliminates the gap of some players not being able to go into virtual realms while the netrunner screws around in cyberspace.

Netrunners will be those who have 'jailbroke' their Neurolinks, and are thus able to run hacks on it which will be spell-like abilities that can both affect mechanical things (drones, robots, weapons, vehicles, etc) and other peoples Neurolinks.

I'm also throwing around the idea of Neurolinks having an onboard AI, which seems like a fun thing to do. But again, I'm trying to keep this game simple for the most part.

Thoughts on the Neurolink? Too cool? Too dumb? Let me know!

Mohawks & Mirrorshades: Skills v2

After some careful consideration, I have decided to update the skill list slightly. Most of them are there, but I trashed some ones that weren't useful or folded them into others. Currently, the skill list is now:

Academics
Athletics
Acrobatics
Bureaucracy
Computers
Deception
Drive
Engineering
Insight
Intimidation
Investigation
Larceny
Medicine
Perception
Performance
Persuasion
Science
Stealth
Streetwise
Survival

Of note I broke out the Knowledge skill, scrapped the Profession and Demolitions skills and added the D&D-like Insight for discerning honesty and intention and so on. Let me know what you think!

Sunday, July 7, 2019

Mohawks & Mirrorshades: Skills

Welcome back to the design diary of Mohawks & Mirrorshades, where today we are going to cover skills!

So skills have always been important in cyberpunk games, and I wanted to add a very basic skill system to S&W Whitebox to help push that along. Any class can attempt any skill, but each class will gain a bonus to certain skills that increases as they level up.

I'm also considering adding some options of getting training in outside skills as well as training in weapons and armor, based mostly on rules from White Lies.

I looked at a lot of games for these skill lists, but I mainly took from White Lies, Eldritch Tales, Interface Zero d20, Savage Worlds, Modern d20, D&D 5e and some of its derivatives.

The skills are:

Acrobatics - Tumbling, balancing, escaping bonds and so on
Athletics - Bend bars, lift gates, jump far, break chairs
Computers - Very important in VR/diving, which I'll get to later. Doesn't cover hacking, but does cover programming and other computer use
Deception - Includes bluffing, forgery, gambling and disguise
Demolition - Knowing how to handle explosives, where to set them, and how to set them
Engineering - Repairing technology, knowing how it works, and handling explosives
Intimidate - Whether it be physical or just verbal threats
Knowledge - Background knowledge for any type of study you could think of
Language - Knowledge of languages and deciphering unknown ones
Larceny - Picking pockets, picking locks and disabling mechanical traps
Medicine - For both basic first aid and more advanced diagnosis and surgery
Perception - Investigation, sensing motive and honesty, listening at doors
Persuasion - Charming people in all levels of society
Perform - For any kind of artistic or oratory skill, from painting to music to poetry
Profession - Skills related to professions not covered here and how to navigate them. Things like Accounting, Construction, Cooking, etc
Research- Deciphering clues, knowing where to find info and how to use it properly
Stealth - Sneaking around, even if you're dummy thicc
Streetwise - Being able to talk to commoners, dig up rumors and navigate the underground Survival - Surviving and navigating in the wilderness. Also encapsulates handling wild animals (regular animals would fall under Profession)
Vehicles - Everything from grav cars to spacecraft to boats to even the few horses that aren't yet extinct

Some of these skills - mainly Knowledge, Vehicles, Perform and Profession - require a character to choose a focus for the skill, such as Knowledge (History) or Vehicles (VTOL). These skills can be taken multiple times.

I think it's a pretty clean and concentrated list - didn't want to go too overboard with number of skills because it kind of thins out what each character can do.

Like the skills? Think I have too many? Not enough? Let me know!

Wednesday, July 3, 2019

Mohawks & Mirrorshades: I'm Back with a New Thing


Hello all! It's been, christ, nearly a full year since my last entry. I've been very busy with job and real life stuff, much like last time, but I notice as I continually embark on creative RPG endeavors it might behoove me to dust off this blog and actually write them down here to make me more accountable - I guess.

So the new thing is the tentative Mohawks and Mirrorshades - an OSR cyberpunk game













My first attempt was via Microlite20, which I kind of quickly raged against as I ran into a lot of the problems inherent in 3.5 era D&D. However, I've found a new darling: Swords & Wizardry Whitebox. It's simple, classes are easy to build, and its a fan favorite.

My first hurdle is kind of deciding what kind of cyberpunk to do: either pure or something along the lines of Shadowrun's fusion of magic and machine. On a quick thought, it might be better to do the pure approach first, and then approach the fantasy part in either an appendix or a supplement.

Next one is classes, which are kind of blasphemous for cyberpunk games but not for OSR. I have two options here as well: four very concentrated classes, or a wide variety of classes.

Four Option

For the four, I will for sure have a Mercenary and a Netrunner. I will then either have a Professional and a Technician OR a Face and an Operative - this depends on how I want to handle the Netrunner.

Four Plus Option

Expanding beyond that gets a bit tricky, as I have a variable number of classes. The kind of common through-lines are: Mercenary, Martial Artist, Operative, Ganger, Netrunner, Technician, Face, Psyker, Icon, Cop, Corporate, Fixer, Nomad, Medic and Media. Doing research on other cyberpunk games and media, these ones seem to be the most common. I have variable arrays of which to include, so lots of options here.

So let me know what you think: which class option seems better to you?

Tuesday, July 10, 2018

An update and new projects

Hello all! Long time no talk.

My absence from the blog has not really been desired, but sadly necessary. My real life is very busy with work, musical projects and such that I can't devote myself as much to writing as I'd like. However, I bring good news.

I recently came upon a new job that is not creatively draining like my former - meaning I have a lot of juices flowing around and a lot of desire to write. This means two things.

First, Zweihander is soon to get is first expansion - Main Gauche! Set to come to Kickstarter soon, it features new professions, new spells, chaotic gifts, electrotech devices and all sorts of fun things to add to your grim and perilous worlds. Look for it to hit Kickstarter in the next few months.

Secondly, 300 Years War has been renamed and will be released - when I get done with it. Now called Age of Iron (a little more catchy and easy to say, I think), it will still be my spin on the Old World meshed with some ideas from pulp authors like Howard, Lovecraft and Smith. Aside from the setting, I also plan to offer new monsters for sure and perhaps other options. This will be released via Grim and Perilous Library, which is Zweihander's community content imprint.

So stuff is happening, just behind the scenes! But this is a great year for all kinds of grimdark gaming - don't forget Warhammer Fantasy Roleplay 4th edition comes out this year, as well as Age of Sigmar 2e and Warhammer 40k Roleplay: Wrath and Glory!

Thanks for sticking around, and I hope to deliver more info about both Main Gauche and Age of Iron very soon!