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.
Comments
Post a Comment