Diablo II Drowned Carcass

I like to get inspiration from video games which I think is only natural as they got their ideas from Tabletop RPG’s.  However many games will have several, if not up to a dozen, different subclasses of the same creature.  Let’s take the Diablo franchise.  Between I & III there are over 12 types of zombies.  So I thought it would be fun to make some of them as a little surprise to my players. I have yet to get GURPS Zombies so please take that into consideration.  I may have made a few mistakes in this.  Such as I don’t know if the Drowned Carcass needs a special Advantage to be able to transform into a Crawling Torso and I disagree with the Disadvantage Lame (Legless) to have a Basic Move of 0 as it does not take into account the ability to crawl or drag yourself by your arms.  However I can imagine this to be a fun turn of events as I remember to my surprise the first time a Walking Corpse turned into a Crawling Torso in Diablo III

Please feel free to add some suggestions on how to fix any issues I may have overlooked.

Template: Drowned Carcass (Zombie) -168 points

Drowned Carcasses are found in/near bodies of water like lakes, ponds, swamps, rivers, etc.  Their bodies are bloated from time spent within the depths of the water.  They move slower and are less intelligent than bog standard Zombies (pun intended) but have a higher strength to compensate.  The touch of a Drowned Carcass carries with it the cold of the deep water which will cause fatigue damage to exposed skin.

Attribute Modifiers: ST+2 {20}; IQ-3 {-60}; HT+1 {10}.

Secondary Characteristic Modifiers: Basic Move -1 {-5}; HP +4 {8}

Advantages: Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; High Pain Threshold; Immunity to Metabolic Hazards; Immunity (All Mind Control); Innate Attack: Cold {6}; Indomitable; Injury Tolerance (No Blood, Unliving);  Temperature Tolerance 10; Unaging;  Unfazeable;

Disadvantages: Appearance (Monstrous; Universal); Automaton; Bad Smell; Cannot Learn; Dependency (Mana; common, constantly); Disturbing Voice;  Fragile (Unnatural); No Sense of Smell/Taste; Reprogrammable; Single-Minded; Social Stigma (Dead); Unhealing (Total); Wealth (Dead Broke)

Quirks: Sexless {-1}

Skills: Brawling 10 (DX+0, 1), [B182]; Wrestling 9 (DX-1, 1) [B228]

Chilling Touch: Innate Attack: 1D+1 fat (Melee Attack: Reach C -30%, Contact Agent (no AoE) -30%) [6]

The Drowned Carcass has one in three chance of transforming into a Crawling Torso upon it’s ‘death’.  It is at this time a new monster with the sacrifice of its lower Torso to heal it and transform it into a new creature.  It loses it’s Innate Attack.

Template: Crawling Torso (Zombie) -178 points

A Crawling Torso is the remains of the lower half of a Zombie.  These pathetic, yet disturbing creatures will lay in wait for its victims grabbing at their legs and feet and to trip them up so they might crawl on top to consume their prey.

Attribute Modifiers: ST+1 {10}; IQ-2 {-60}; HT+1 {10}.

Secondary Characteristic Modifiers: Basic Move +4 {20}; HP +4 {8}

Advantages: Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; High Pain Threshold; Immunity to Metabolic Hazards; Immunity (All Mind Control); Indomitable; Injury Tolerance (No Blood, Unliving);  Temperature Tolerance 10; Unaging;  Unfazeable;

Disadvantages: Appearance (Monstrous; Universal); Automaton; Bad Smell; Cannot Learn; Dependency (Mana; common, constantly); Disturbing Voice;  Fragile (Unnatural); Lame (Legless); No Sense of Smell/Taste; Reprogrammable; Single-Minded; Social Stigma (Dead); Unhealing (Total); Wealth (Dead Broke)

Quirks: Sexless {-1}

Skills: Brawling 10 (DX+0, 1), [B182]; Wrestling 9 (DX-1, 1) [B228]

Note: Lame (Legless) disadvantage gives a Basic Move of 0, hence the need for an increased Basic Move +4 to indicate rapid crawling.  The Crawling Torso can not move and attack with its arms, but can move and attack with Bite.

Octopus Carnival

I just discovered Octopus Carnival on Google+.  This blog, written by Ubiratan Pires Alberton, a.k.a. Bira, who is a native of Brazil and has been gaming since he was 10.  I’m currently enjoying his conversion of Pathfinder NPC’s into Dungeon Fantasy with full stats and links to their original Bio’s!  Just today Jirelle the Swashbuckler was added, who also has her own Reaper Miniature!

Other items in the blog is the conversion of Capcom’s Dragon’s Dogma game into GURPS DF, which appear to fit very well. I personally like the Magic Archer. You really should take a look and bookmark  Octopus Carnival as it has a wealth of information and inspiration!

HEXOMORFO SYSTEM

HEXOMORFO SYSTEM is created by Eneko Menica and Eneko Palencia and the design is similar to what I have been working on for the new Tabletop Hex Terrain.  I’m really pleased as this shows me I was on the right track! They have made it available for 15mm and 25/28mm miniatures.  I like to see that Hex Dungeons are catching on!  They have even mentioned that they may be making more designs!

Tabletop Hex Terrain

I just backed a kickstarter for MDF Jigs to make hex terrain with!  Each hex is 100mm Vertical Hex (point to point)

 

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A mock of what a dungeon might look like using this system. Remember each of those hexes are 100mm vertical.

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I wasn’t sure if I was going to back it at first.  For GURPS I use 1″ (25.4mm) horizontal hexes and for this system it is 100mm vertically which allows for 25mm vertical hexes.  However I’ve decided that I’m not going to let it bother me as it looks so nice!  Here are the differences between the two.

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GURPS standard on the right side, Hex Terrain Tool Kit on the left side. 14.7485% decrease in size

It will mean that some miniature bases will overlap the hex.  However it looks so nice!

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Look how amazing that looks!  With the risers it would be really easy to place a dungeon underneath the ground and terrain on top!  They are expected to arrive in March which will give me two months before Dungeon Fantasy Powered by GURPS arrives in May!

Also I will be able to use these for my wargaming as well.

 

Linmead Burrow

In my attempt to get back into my underground campaign world I’ve created the Burrow of Linmead.  See About my Dungeon World for a description of my Dungeon Fantasy setting.

Linmead Burrow

Total population:37
Humans:25
Mountain Elves :7
Half-elves:5

Druid: 1
Guards: 6
Inn Staff: 4
Troubadour: 1
Labourers: 15
Merchants: 1

Water Source: Yes
Ventilated: Yes
Light Source: None, Residents use Fire Pits, Candles, and Lanterns
Sanitation: None, chamber pots are collected. Urine goes into barrels which are sold off, feces is turned into fertilizer.
Country Rock: Rhyolite (light gray in colour)
Trade: Mead, Cider, and water are the main exports. Import fuel, basic food stuffs, clothing, etc.
Main Features: Pocket Dimension (315 acres), Laughing Bee Inn (3 levels), Linmead Meadery (4 levels)

Linmead is a very special Burrow as it has it’s own clean water source, it has only one entrance so it is defensible. However more importantly they have their own gardens for growing food and they have their own pocket dimension which they use to produce honey for the Linmead Meadery.  The Linmead pocket dimension is an impressive 315 acres of clover and wild flowers and 250 Apple Trees which they also make Cider from.  There is one round house within the pocket dimension which is used by the caretaker of the grounds.  The L.P.D. (Linmead Pocket Dimension) has four seasons that are just perfect for growing apples.  The bees produce a good quantity of honey and have no predators.

The Laughing Bee Inn is rarely less than half full as they do steady trade in Cider, Mead, and water. Most of the buildings resemble Iron Age round houses on the inside.  Some will have ladders to upper or lower levels, every house has a fire pit in the center.  Linmead also has a mushroom farm.  The water comes from one pool in the Burrows communal area.  It is a very large domed room lit with lanterns with the pool in the center and bioluminescence vegetable and fruit plants in large clay pots around the edges.

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I hope to digitise the map soon and to get to the other two levels of the Laughing Bee Inn created

Adventure ideas

The Orchard has been invaded by a Awd Goggie (a type of Bogie who haunts forests and orchards, and kidnaps children). The adventurers have been contracted to remove the Fae without damaging the Orchard or the Hives.

A group of Bandits have set up a blockade against Linmead Burrow and a conglomerate of Inn Keepers and Merchants have offered a bounty for the capture of the ring leader(s), the rest are wanted dead or alive.

All is not as it seems in friendly Linmead. You have been hired to track down a missing couple of newlyweds who have disappeared.  Your investigations lead you to Linmead where the couple will be sacrificed to a Harvest Spirit. Can you save them in time?

The characters have been sent to Linmead to retrieve an ancient artifact, however the local Druid uses the artifact to perform Harvest rituals. Without the artifact they will be required to perform sacrifice during the ritual.

Campaign Booklet update

Here is the GURPS Campaign Booklet printed on A4 paper but printed off as a booklet.  It should work with US Letter Size paper as well.  Although the one in the video is not Dungeon Fantasy, it’s for my GURPS Fallout game which just shows its versatility.  I have a long arm stapler to staple the pages together.

You can try out version 2.1 yourself HERE

I’m still working some of the bugs out and might change some things around yet so updated versions are on the way.

GURPS Campaign Booklet!

So I’m kind of handy and creative at sporadic moments. I’m making a 32 page Dungeon Fantasy Campaign Book, A5, to help me whip up my games. I’m a BIG fan of layered pdf’s and fillable forms in pdf so you will be able to do all of that with it. I will also offer it for free to everyone as I have a thing about making money off hobby stuff (stops being a hobby).

Here is what will be on the pages so far

Page 1: Cover, you can insert your own images, Title, Campaign Segment Number.
Page 2: Campaign Overview
Page 3: Campaign Overview cont. Campaign Checklist to help stay on track
Page 4: Text Box
Page 5: Layered Graph section
Page 6: Top half Layered Graph, bottom half Double Column Text box
Page 7: Encounter Sheet. A place to list the encounters and maybe some tick boxes to use for HP/FP tracking.
Repeat Pgs. 4-7 until page 15 (total of 3 sets)
Pages 16 & 17 Middle full page map/image spread
Pages 18-21 Same as 4-7
Pages 22-25 PC overview
Page 26-27 NPC/Monster overview
Page 28 Random Encounter tables
Page 29 Random loot table
Pages 30 & 31 Game notes
Page 32 Back cover, maybe some game aides.

encounter-sheet

The colour can be switched off to just black and white.

The NPC/Monster and PC overview is just going to be Attributes, a few lines for skill/power so only the most used or important.  Armor and a few weapons.  Very basic but enough to allow the GM to keep tabs on things without having to scroll through a full sheet.

The Graph Paper pages gives you six layers to choose from

map-options

left to right Lined Paper, Geomorph Tile, Geomorph Map, Square Graph, Isometric Graph, Blank for inserting image.

The half page option is much the same as above but only offers the top half for the graph and bottom half for writing.  I’ll keep posting as I make progress.

Dungeon Fantasy Roleplaying Game is successful!

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I’m extremely happy to have backed this project! We hit a bunch of the stretch goals and it is my hope that we will see some future backing for this new Dungeon Fantasy Powered by GURPS® in the future.  By that I mean more monster books and adventures, source books, etc. I’m sorry that I couldn’t have backed it with the “I Want It All” $250 option but I did back it with the game and GM Screen.

I’m curious to see the winners for the background contests which I hope they will announce next week.  There are some really good ideas that were submitted and I plan to use a few of them for NPC’s and treasures for sure!

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Dungeon Fantasy Roleplaying Game Kickstarter contests

So getting into the spirit of things Steve Jackson Games is running two contests (so far) the first has ended and the second just started.  Both are limited to 300 words.  The first was  Dungeon Fantasy Character Backstory Contest.  I figured I’d submit something that was more Wuxia (martial hero) based.

Falddinor Pinebrook
Wood Elf
Martial Artist

While hunting and foraging in the forested foothills of The Neverending Rise, Falddinor came upon an old human man practicing Martial Arts. Falddinor watched and learned in secret until he was found out and eventually accepted as a disciple. Falddinor spent fifteen years learning the art of the Five Element Sword and the Bāguà zhǎng style. He fights predominantly with dual weapons. He now wanders the world of “Jianghu” in search of spiritual knowledge, physical challenge, and to uphold righteousness.

Falddinor has long dark green hair which he braids a dart at the end of, and bright green eyes. He is lean and muscular with a hawkish nose. He carries a pair of antler hook swords as his preferred weapon, uses Deerhorn Knives in close quarters, a long knife strapped sideways across the small of his back and “Scholars Pens” hidden in his sleeves. Although skilled with a bow he does not use them. He prefers loose clothing that allows him to move freely but not so baggy that it will hinder his movement.

He is curious to the point of being annoying, loves to talk about anything and everything and appreciates a good joke even if the joke is on him. He is respectful to those he admires and will mercilessly tease those he does not. When asked what people think of Falddinor “Laughing Wind” the most common response is you either love him or hate him.

The latest is the backstory for a Dungeon Fantasy RPG magic item.  I continued with a wuxia theme.

Sun and Moon Blades

The Sun and Moon Blades are a pair of unique Hook Swords. The Moon Blade has the typical crescent guard and is pitch black except for its pearl handle, where as the Sun Blade has a crescent guard similar to a Nine Teeth Double Hook Sword and is pure white except for its black pearl handle. Both swords have a sharp blade extending straight from the back of the hook much like the Nine Teeth Double Hook Sword. Other than the handle every edge on the Sun Blade is eternally sharpened, while the Moon Blade is blunt. The blades are much sought after by students of Pa Kua Chuan, Tai chi, and forms of martial arts where the Yin and the Yang, I Ching, and other Taoist beliefs have influenced their style.

Forged with celestial iron by the great Immortal Monk Sword Saint the blades represent mercy in its grappling, snaring, and disarming abilities and the ultimate punishment for those unwilling to give up their wicked ways.

When used as a pair the blades are said to help center the wielder allowing them to increase their inner Chi thus increasing their martial and healing abilities. Owning the blades is not enough. To master them requires intense training, diet, and meditation. Sun Blade must always be yielded in the right hand while the Moon Blade in the left. Once mastered, the blades offer addition defensive and offensive capabilities. Legends tell of its mastery over light and dark, fire and cold. Legend also tells that the Blades have been known to turn on their wielder when they themselves stray from the path of righteousness.

Winner gets a free copy of the Dungeon Fantasy RPG Box Set currently funded and achieving some of the stretch goals on Kickstarter.

Once the winners have been announced I’ll add stats for both of my entries.  I’d love to play Falddinor wielding the Sun and Moon Blades!  I’ve added pictures to give you some ideas.

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Regular Hook Swords

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"Fire Wind" - DeerHornKnives.com

“Fire Wind” – DeerHornKnives.com

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Tiger Hook Swords

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Deer Horn Knives

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Nine Teeth Double Hook Sword

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Scholar's Pen

Scholar’s Pen

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Scholar’s Pen