MossSlammer, a horrid theft packaged as an original rpg system.

     Start with one <3 and 10 to-hit. roll 3d6 straight for each of Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. every stat of 13 or above is a +1 and every stat of 8 or lower is a -1. Roll 1d6 and attempt to get at least 6 when you attempt a challenging task. Add relevant stat bonus, as well as a +1 for each of relevant knowledge, good tools, and good circumstances. If you cannot succeed, roll a 20 on 1d20. roll 1d20 under To-Hit when attacking, defending yourself, or using things relevant to combat reflexes. 

    When you get harmed, lose one <3. Explosive, massive, or monstrous damage does <3 <3. Some things debilitate or pain you without being immediately fatal, they make you gain Stress. Stress subtracts from To-Hit, if this brings you to 0 To-Hit, you collapse and permanently lose one maximum To-Hit. If maximum To-Hit is 0 you are dead. 

    Spend a treasure to gain a level. gaining a level gives you +1 <3 and your choice of a level in Fighter, Expert, or Magic-User. 

Fighter: Gain +2 to To-Hit, and +4 under a chosen circumstance, such as With Bow or Versus Goblin

Expert: Become skilled in one academic field, such as Surgery or Zoology

Magic-User: Gain +1 spell use, and one more spell effect, such as Telekinesis or Flame

    You can wear any number of armor pieces as you want, including overlapping. Only the outermost piece of armor on a body part counts. Each piece of light armor gives +1 armor, each heavy piece gives +2. A shield counts as heavy armor and can be shattered to deflect a blow. Roll under armor to deflect damage that can be blocked. 

    NPCs who have just suffered major losses or seen something horrible roll 1d6 for morale. 1 they surrender, 2/3 they get spooked or run, 4/5 they endure, 6 they escalate. Brave or disciplined creatures get +1, cowardly creatures get -1.

    All adventures are skilled in climbing, sneaking, hiding, listening, and anything else no sane individual would dungeon delve without knowing. In a different context, assume a similar lack of stupidity but with different skills. Someone hex crawling through a forest is going to be a skilled climber, forager, hunter, and navigator.

    In a situation of luck or uninfluenced outcome, roll 1d6. 1 is terrible for the players, 2/3 is bad for them, 4/5 is fine for them. 6 is good for them.

    I believe I have given you the tools for every situation, except some random tables, which i will provide with pleasure.

Death and Dismemberment Table: 1: scar 2: hand 3: foot 4: eye 5: teeth 6: life

Failed Career table

1. Actor               6. Onion Farmer            11. Lawyer                       16. Miner

2. Beggar            7. Wheat Farmer            12. Lumberjack                17. Peasant

3. Burglar            8. Chicken Farmer         13. Monk/Nun                 18. Shepard

4. Deserter           9. Poacher                     14. Mercer                        19. Swineherd

5. Drunkard        10. Innkeeper                 15. Miller                          20. Tanner

Spell effects

1. Telekinesis    6. Steel            11. Glass               16. Undead

2. Reversing      7. Slime          12. Mud                17. Sea life

3. Aging            8. Sound         13. Sugar              18. Void

4. Water             9. Moss           14. Slowness        19. Music

5. Heat              10. Fungus       15. Insects            20. Taste


If you like this fantasy heartbreaker "inspired" by Rattlemayne's moldhammer go check out Rattlemayne and moldhammer neither of them involve you losing money! itch.io: https://youtu.be/FHhZPp08s74 blog: http://toadrpg.blogspot.com/

I Will Survive by Gloria Gaynor: http://toadrpg.blogspot.com/2019/11/moldhammer.html?m=1

EDIT: fixed an issue in which the itch.io link and I Will Survive were in the correct places.


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