Tuesday, December 22, 2009

Race Pictures



These were all designed by Steveman (of Dragonsfoot)

Wednesday, November 18, 2009

Caneins

Caneins are a race that appear prominently in our campaign. The inspiration for Caneins come from our beloved pet boxer, Darla, who passed away this past year. She was very important to me (and my children) and I wanted some little way to remember her even as time passes.

Image below done by a Dragonsfoot friend "Steveman".
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Caneins

Description:
A legend exists that there was a wizard who loved his dogs. This mage kept dogs as pets, trained them to guard his estate, and even used them in magical experiments to enhance their ability to serve. They were gifted with greater intelligence and a more humanoid stature. It is unknown whether the legend is entirely true or not, but it is generally assumed to be the genesis of the Caneins.

Caneins are a race of dog-like humanoids, known for their extreme sense of loyalty whether to liege, friend, or family. There is a great deal of physical variance among the individual Caneins, with some short and stocky, others leanly muscled, and variations in the colorations of their coats. However, all Caneins share a similar facial structure similar to the various bulldog or boxer type dog breeds, having jowls and squat features. Caneins vary in their height, but are rarely larger than the average human. Caneins often form almost knight-like codes and attitudes, often serving a patron in exactly that capacity.

Restrictions: Caneins can be any class, although they seldom become Thieves. Even when a Canein Thief is found, he typically uses the skills of that profession in more honorable ways than the typical rogue. A Canein must have a minimum Constitution of 9, and are limited to a maximum Intelligence of 17.

Special Abilities: Caneins have a keen sense of smell, able to identify individuals by their scent alone. This power olfactory sense allows the Canein to determine the presence of concealed or invisible creatures, and any penalties associated with combating such foes is halved for the Caneins. For instance, a Canein suffers only a -2 penalty when attacking an invisible pixie. All Caneins can track as Ranger of equivalent level, and an actual Canein Ranger (if the class is allowed by the GM) gets a bonus of +20% on Tracking rolls.

Caneins have +2 on any reaction rolls involving other canine creatures. However, Caneins do not like vile beasts such as werewolves, hellhounds, and the like, despite any similarities.

Saving Throws: Caneins save at +2 vs. Death Ray or Poison as well as vs. Paralysis and Petrification effects

Thursday, October 15, 2009

not much gaming lately. A little bit of vacationing for us while fall break is going on. With Winter coming fast I expect some cold days to encourage more gaming indoors.

Sunday, August 30, 2009

Printed BFRPG

Rather than spend cash on a lulu print, I printed off a copy of the BFRPG rules to give to my daughter. I printed it as 2 pages per piece of paper, more to save paper/toner than anything. If she takes well to it, and treats it nicely, then I will go ahead with a lulu job... probably multiple copies to get discounted shipping. In fact, extras to hand out for Christmas is a plan of mine. All depends on how gaming goes. Perhaps even my wife, who has little interest in gaming, might even get in on the family time; we shall see.

Sunday, August 23, 2009

Race Supplement part 2

So that I continue to post up useful material, here is a couple more races that will show themselves in the campaign.
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Kappa
Description: Inhabiting river and lake regions, Kappa are a race of reptilian humanoids bearing some semblance to turtles. They are normally content to remain within their own societies, but on occasion a more adventurous individual can be found. They are protected by thick scaly skin as well as a shell-like growth that covers their backside. Kappa are seldom taller than 5 feet or so.

Restrictions: Kappa may become members of any class. A Kappa must have a minimum Constitution score of 11, and are limited to a maximum Dexterity score of 17.

Normal armors will not fit the physique of a Kappa and they normally use only shields to enhance their defenses. Specially constructed armors can be acquired costing substantially more than listed prices and requiring extra time to build.

Special Abilities: Kappa's thick skin grants them a base Armor Class of 13 (equivalent to leather armor), and a Kappa's back is especially tough with an AC of 17 (equivalent to plate mail only for rear attacks). Use these figures unless armor worn grants better AC, which in that case use the normal AC value granted by the armor. A shield will be effective normally in either case.

Kappa swim no better than other humanoid races, but they can hold their breath twice as long. In addition, their underwater vision is also twice as good as normal.

Saving Throws: Kappa saves are at +2 vs. Poison
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Bisren
Description: The Bisren are a race descended from the great Minotaurs of legend. Normally peaceful, Bisren enjoy nature and keep a semi-nomadic lifestyle in regions that the other races call wild. When threatened, Bisren can become quite dangerous, much like their warrior ancestors. Bisren are impressively muscled and generally average 7 feet tall, with some individuals reaching almost 8 feet in height.

Restrictions: Bisren prefer professions associated with their nature oriented lifestyles and may become Fighters or Clerics (often choosing Ranger or Druid if those optional classes are available). While it is rare to find a Bisren Thief, they are not barred from the class (although they do suffer several penalties to roguish abilities). A Bisren character must have minimum Strength and Constitution scores of 11. Not particularly bright or dexterous, Bisren are limited to 17 in Dexterity and Intelligence. Bisren may wear human sized armor, albeit often adjusted slightly to account for their size. Their cloven-hoof feet may not wear typical footwear, unless specially produced for Bisren. Specially constructed helmets are likewise needed to fit their horned heads.

Special Abilities: Bisren roll hit dice one size larger than normal; a d4 would become a d6, a d6 to d8, etc. Bisren are never truly unarmed, as they can gore for 1d6 damage with their horns. Bisren often charge into battle with a gore attack (+2 to hit with double damage, following all normal charging rules) and then switch to weaponry for remainder of fight. They must choose whether to attack with weapons or to gore; they cannot do both in a round. Bisren get an additional +1 bonus on feats of strength such as opening doors due to their great size.

Thief Ability Adjustments: Roguish Bisren have a -10% penalty to Open Locks, Removing Traps, and Picking Pockets. Stealth checks (Moving Silently and Hiding) for Bisren are made normally, although in non-wilderness areas such as indoors, underground (dungeons), or in urban areas, they suffer a -20% penalty to their chance to succeed. Outdoor traps, such as hunting snares or dead-falls do not have the above penalty and instead are made at +10% bonus.

Saving Throws: Bisren gain no special bonuses to their saving throw rolls.
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Busy Week

This has been a week of activity. On top of a class that I am taking in the evenings, we received word that my eldest daughter had been accepted into a charter school. This prompted another round of school supply shopping, uniform fitting and purchases, and rushing about to figure out driving to/from school for pickup. That said, I did not get our game started this weekend like I planned to.... so this weekend perhaps I can get things started.

Tuesday, August 11, 2009

Race Supplement

Spent the morning cobbling together the new races that I intend to use into a concise document to send to Solomoriah (Chris Gonnerman, author of BFRPG). So now it might appear as an official supplement for the game.

Another individual was writing a document to transform essentially all the humanoid monsters (from the core rules and existing monster supplement) into playable races, but I will probably not use it as presented in that thread (at Dragonsfoot). Race Overload - especially when presented to my young ones. I may put my own spin on various races, but I will do it 'as needed' and with my specific campaign in mind. I will post them here when possible.

Monday, August 10, 2009

Incentive for Play

One thing that might seem odd or different, is that I am going to try to use rpg games as rewards for good behaviors and achievement.

I will be tying not only the actual play session to good behavior, but also leveling and in-game rewards. Get a good report card, no bad notes from teachers, doing chores, etc. will all be hand in hand with gaming. Optional races, new classes, etc. will only be options that show when certain benchmarks are hit. I will not allow leveling to occur unless chores are done timely... etc.

While I think that gaming will be a fun reward, I don't necessarily want it to become the total focal point of their lives. My daughter plays piano, but she must continue practice in order to have the opportunity for more gaming. Likewise, my son will be taking martial arts in the near future. His success there will play a part in his gaming.

The idea is to keep some balance in their lives and to keep the game in perspective as another leisure pursuit. I am not sure they will understand my rationale yet, but perhaps over time.

Races

Since this is going to begin as one on one pretending with my daughter, I am going to present her with just a few options for races. I want her to explore around a magical land, prolific with fairies, unicorns, and mostly good type creatures. Since I want her to be able to interact easily, her initial options will be Human (little girl), Elf, Phaerim, Faun, and maybe Halfling. Phaerims and Fauns will be detailed in the upcoming Monster Supplement (as monster entries) on the BFRPG site, but I will detail them here in a Race Entry format.

Other future racial options will include the normal array of races, but also a few more that I think might interest my son. They include Kappa, Caneins, Bisren, and options from existing supplements (half-elves, half-orcs, half-ogres, etc). I will share these later.
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Phaerim
Description: The beautiful Phaerim are related to fey such as booka, pixies or similar faeries. Phaerim appear to be smaller than normal elf-like folk, except that they have a pair of wings resembling those of dragonflies or sometimes butterflies. For unknown reasons, there are at least twice as many Phaerim females as there are males. Phaerim stand no taller than the average halfling (3 feet) but have a more slight build, seldom being heavier than 40 pounds.

Restrictions: Phaerim can be any class but generally gravitate to magical classes. If allowed by the GM, Phaerim will be more likely to pursue classes associated with nature than the standard fare. Thus Rangers and Druids are more common than Fighters and Clerics.

Phaerim are required to have a minimum Dexterity of 9. Phaerim are quite captivating, and must also have a minimum Charisma of 11. Due to their very small stature, they may not have a Strength higher than 15. Also size related, Phaerim roll hit dice one size smaller than normal; a d8 would become a d6, a d6 to d4, and a d4 would instead be d3 (d6, 1-2=1, 3-4=2, 5-6=3). Phaerim may not use Large weapons, and must wield Medium weapons with both hands.

Special Abilities: Phaerim normally walk like other races, but their most remarkable ability is limited flight while unencumbered (at double normal movement rates). Phaerim can fly up to 10 rounds, but must remain grounded an equivalent amount of time after any flight. A lightly encumbered Phaerim can fly up to 5 rounds but must rest for twice as many round as those flown (for instance, lightly encumbered flight of 4 rounds requires 8 rounds grounded). Phaerim take half damage from falls due to their reduced weight and wings.

Similar to Halflings, Phaerim are able to hide very effectively; so long as they remain still there is only a 10% chance they will be detected outdoors in forested environments. Even indoors, in dungeons or in non-preferred terrain they are able to hide such that there is only a 30% chance of detection. Note that a Phaerim Thief will roll for hiding attempts only once, using either the Thief ability or the Phaerim ability, whichever is better.

Saving Throws:
Like Elves, Phaerim save at +1 vs. Paralysis or Petrify and +2 vs. Magic Wands and Spells.
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Faun
Description: Fauns are a fey related race that resemble a sort of strange cross of goat with that of a small human or elf-like being. Standing only about 4 to 5 feet tall, they have human-like torso and head, but the legs and feet of a goat. One can find Fauns with other small features reminisce of goats such as small horns or large ears. Fauns share the Halfling love of simple agrarian life, especially with respect to vineyards, as they prize wine (among other brews) above most things in life. Fauns love frivolity and are often quite adept at musical pursuits.

Restrictions: Fauns may become any class. A Faun will typically follow the tenets of nature deities, and Clerics and Druids can be found equally in their societies (when allowed by GM). A Faun must have a minimum Constitution of 9, and are limited to a maximum Charisma of 15 generally accounted to overly gregarious personalities and lack of inhibitions. Fauns may not wear typical human style footwear.

Special Abilities: Fauns have Darkvision out to 30 feet. Fauns are resistant to charm-like effects from fey beings, getting an additional +4 on relevant saves. This includes charms of dryads, nixies, and similar beings (GM decision when necessary).

Saving Throws: Like Dwarves, Fauns save at +4 vs. Death Ray or Poison, Magic Wands, Paralysis or Petrify, and Spells, and at +3 vs. Dragon Breath.

Knight

Knights are a subclass of fighter that I intend to use since I intend to have a fairly Euro-Medieval feel to the campaign. I wrote this class myself, but it has not been worked into an 'official' BFRPG supplement.
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Knight (fighter subclass)

Knights use Experience table of Magic-Users, while utilizing the HD progression of standard Fighters (please forgive my lack of experience putting good looking tables into the blog).

Knights are a subclass of standard Fighters, renown for bravery, codes of honor, and riding into battle upon great steeds. Usually born to nobility or the aristocracy, Knights are usually found in the service of a lord, liege, church, or some worthy organization, although the exact nature of this service can vary with region or culture.

The Prime Requisite for Knights is Strength; a Knight character must have a Strength score of 13 or higher. In addition, Knights often are found in command positions, and require a Charisma score of 13 as well. Knights use the Fighter's attack and saving throw tables, but get a few specific benefits.

Knights are fully capable of using shields and any sort of armor, although in general, a Knight would rather go without armor than to wear something beneath their station. This rule can vary with culture or region, but only low level Knights would be found in something like chain mail; plate mail being the rule of thumb for acceptable armor. Knights even go so far as to prefer non-magical plate armor over magical varieties of lesser types.

Knights tend to use one-handed melee weapons that can be utilized with a shield, and of course they use lances. The standard weapon choices are longsword, maces, battle axes, and lances, although there can be some cultural or regional differences. Most knightly orders disdain the use of missile weapons for personal use, but they understand the benefits of such weaponry upon the battlefield by the appropriate troops. Although they are not skilled in the ways of magic, Knights can nonetheless use many magic items, including but not limited to magical weapons and armor, and can be treated as standard Fighters otherwise in most situations.

Knight Abilities: Knights are masters of mounted combat, receiving a +2 bonus to hit and on damage rolls while mounted. In addition, the Knight's mount, if able to make attacks, receives this bonus as well. Knights have keen understanding of parrying tactics and the defensive qualities of their armor, getting an additional +1 Armor Class bonus while wearing medium or heavier armor and wielding a one-handed melee weapon; the bonus increasing to +2 at level 10, then ultimately +3 at level 20. A Knight is completely immune to fear effects, whether magical or otherwise. When placed into a position of command, any troops within 60 feet of the Knight gets a bonus on their morale equivalent to the Knight's Charisma bonus.

Non-Human Knights: Other races maintain Knights, each with minor variations in both code and ability. Dwarven Knights tend to use hammers and picks, ride war-ponies or even great boars, but are otherwise quite similar to Human Knights. Elven Knights favor very ornate armors, but lighter weaponry such as rapiers and sabre type weapons. Similar to the standard Fighter/Magic-User combination, Elves may combine Knights with Magic-Users, abiding by all the combined requirements, however, magical spell choice becomes more limited because of ranged attacks being distasteful for personal use. Halfling communities do not normally sponsor knightly orders, but on occasion, a Halfling might be knighted and inducted into a Human order (or even more rarely into a Dwarfish or Elvish order). For other races, the GM has the final say in whether a race has knightly traditions.

Knightly Codes (chivalry): Knight characters must abide by rigid codes of honor. Although the exact nature of these codes may vary by region or culture, the core values usually include brave service to liege and religion, upholding the laws of the land, protection of the weak and innocent, honesty and adherence to one's word, and of course courage on the battlefield. In addition to the basic code associated with chivalry, a Knight must abide by any specific edicts of his lord or knightly order. Some examples include specific choices in weaponry, mounts, required display of heraldic pennants, or enemies to be fought on sight. A Knight should be able to count on limited support from the organization or members, such as food and lodging.

Knights who do not abide by their codes can be stripped of their titles and banished from their organization. Such a dishonored Knight must find a new sponsor (often difficult), atone for misdeeds, and embark on a quest of great peril in order to regain honor. Failure or refusal to do so results in being stripped of the benefits of the class, becoming a standard fighter in all respects (at same level, adjust experience points accordingly).

A Game Master may make a Knightly Code as simple or complex as is necessary for the campaign. Extremely burdensome codes should provide some worthy benefit, usually on the role-play side (such as reactions) rather than any specific reward or combat bonus. The following examples may assist the Game Master (and player) in forming a specific code for their game.

Example Code:
Knights value their code of honor above everything else. This means Knights can never undertake cowardly actions of any kind, including the personal use of ranged weapons. They always have to attack the most powerful opponent in battle, can never retreat, or make use of subterfuge. They must be completely honest and truthful, and honor an enemy's offer to surrender. A Knight may not attire himself beneath his station and must display openly both his personal pennant as well as that of his lord. A Knight that breaks the code of honor is stripped of all benefits (becoming a fighter of equal level). His reputation will be known to all honorable men and women, and he will be shunned by them.

Another Example Code:
A Knight must respect the tenets of his religion and serve his liege lord in valor and faith. He must protect the weak and defenseless and give succor to widows and orphans. A knight must refrain from the wanton giving of offense, live by honor and for glory, and must fight for the welfare of all. A Knight should despise pecuniary rewards. A Knight must obey those placed in authority and guard the honor of fellow knights. Knights eschew unfairness, meanness and deceit, and rather keep faith, speaking truthfully and always keeping their word. A Knight must persevere to the end in any enterprise begun, never refuse a challenge from an equal, and never turn the back upon a foe.

And yet another Example Code based upon individual terms describing the virtues of a Knight:
Faith, Charity, Justice, Sagacity, Prudence, Temperance, Resolution, Truth, Liberality, Diligence, Hope, Valor

Druids

Another class that will show prominently in the campaign will be Druids. Essentially they are clerics of nature or nature deities. A few of the races that I intend to employ have druids more so than the standard clerics.

Get the supplement here:
BFRPG Druid Supplement pdf
BFRPG Druid Supplement odt for OpenOffice

Sunday, August 9, 2009

Grave Master

The Grave Master (aka Death Master, Necromancer, Bokor) is a supplement for BFRPG that I actually wrote. This subclass of magic-user is a little homage to the original Death Master class that appeared in Dragon Magazine #73. It makes a great bad guy type.

Download the actual supplement document here:
BFRPG Grave Master pdf
BFRPG Grave Master odt for OpenOffice

Houserules and Supplements

Occasionally I will post up material that I will use in the game. I will spread them out one per post so that they will be easily locatable here. I also plan to utilize existing supplements that are available for BFRPG. I won't print them here but I will provide links as necessary.

Saturday, August 8, 2009

BFRPG

One of the best games that I have come across in recent years is Basic Fantasy Role-Playing Game (BFRPG). The game is based upon the Dungeons and Dragons 'Classic' or 'Basic' versions... the versions that came in boxes. While these basic games (which include expert rule extensions) were usually meant as introductions into the Dungeons and Dragons game, expecting players to move on to the "Advanced Dungeons and Dragons" game (AD&D), the game stands well on its own.

BFRPG is much like these older games, especially in 'feel' and game play... but the game incorporates a few rule innovations from the newer 'D20' editions of the game. The game rules were even released under the OGL license. Aside from a few details, the game is largely its own animal.

Anyhow, it is my game of choice, especially as I endeavor to introduce rpgs to my children. For those interested in picking a copy of the game, one can download from:
www.basicfantasy.org

Also, if you like what you see, you can order print editions from www.Lulu.com

Thursday, August 6, 2009

Welcome

Welcome to Blue Goblins.

This blog is dedicated to my children and is designed to chronicle their adventures in role-play.
I will also share the occasional tidbit of game material such as new/optional rules, creatures, magical items, or other tasty bits.

Game System: Basic Fantasy Role-Playing Game

Campaign: Beware of Blue Goblins!!