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Storm the Gate! - LotFP

Nihilistic_Impact

Brigadista
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Aug 14, 2009
This has yet to be properly fleshed out as an idea; but I feel compelled to get it out there so I don't become distracted by something else...

This will be utilising Lamentations of the Flame Princess as a system, along with a series of house rules I have devised, the pdf can be found for free on the linked page.

To keep my mind focused I plan to start with something simple and exciting. The PCs are going to attempt to take over a local Tower/Castle from which to base their future operations.

Now this is a large task for 1st lvl characters so I am not opposed with providing them with a number of 0th lvl fighters to command and possible allies along with potential traitors within the defences.

I now open the floor to questions.

In Addendum, potential players; I would like if you would fill out the following rubric.

1-5

Difficulty
Complexity
Ultraviolence
Eroticism
Gonzo
 
Now my House Rules.

Specialist Class & Others
The Specialist Class is barred from play, this is because I am giving all classes Skill points at the same progression as the Specialist. Also barred from play are the Dwarf/Elf/Halfling Classes. If you want to have hairy feet or pointy ears, just say so.

1d30
Once per session a Player may opt to roll a 1d30 in place of a 1d20.

Shields Shall be Splintered
A Character can choose to sacrifice their shield to ignore all damage from a single attack. Or against an area of effect attack for an automatic save for half damage. Shield is then broken and no longer grants an AC Bonus.

Armour may also be sacrificed.

Natural 20
Natural 20 roll does maximised damage on the damage dice.

Second Wind
After Taking Damage a Character may use their tun to heal themselves for 1/4th of their total HP value. Usable once per session.

Healing & Binding Wounds
After Combat has concluded, or any encounter where a Character has taken damage, any Character may heal for 1d4-1 point of HP

Heavy Drinking
Characters may, at any point while sober, drink an entire wineskin or bottle of liquor and recover 1d6+1/lvl worth of HP. In addition they are considered drunk for the next hour. Before any non-damage roll a Player must roll a d4.

1. -1 to roll
2. -2 to roll
3. -3 to roll
4. +4 to roll

Chain Smoke
At the beginning of a Session a Player can declare that their Character has been smoking heavily. Begin play with -1 HP/lvl. Gain +2 against Fear, can spend a Turn smoking which allows them to reroll against Spells/Effects afflicting a Character’s mental state and regain 1d4+1/lvl HP.

Additional Spell
Spell Casters may prep one more additional spell per day per level. This does not increase spells cast per day per level.

Spell Retention
When a Spell Caster casts a spell they may roll a d6, on a 1+Wis(Cleric)/Int(Magic-User). If they succeed they retain the spell.

Spell Selection
A Magic User may select up to their Int bonus in spells.

Weapon Exptertise
In the hands of a Fighter a weapon counts as doing one Dice size larger for damage.

Only functions for melee and one weapon at a time.

Two-Weapon Fighting
Any individual may fight with two weapons and make two attacks a round, so long as they are one handed weapons. They can apply their Attack Bonus to either attack however they desire. If they do not attack with the second weapon then they can designate one Target for which the weapon will grant a +1 AC bonus against Melee.

Arrow in Hand
A Character utilising either a Short Bow or Long Bow may make additional attacks in a round up to their lvl, dividing their Attack Bonus between them as they desire, at short range.

Firing Into Melee
If a Character is to fire into Melee there will be a -1 to hit per each Individual engaged in combat with the Target. If the Character takes the time to aim they reduce the penalty by 1.

Quiver Full
Players will start with 5 tokens to represent 5 combats worth of ammunitions. They can opt during a battle to wager and additional token for a bonus to hit. At the end of combat they roll a d6 to determine if the additional taken is lost. If wagered for +1 then a roll of 1-2 means it is lost, +2 1-3, +3 1-4 max.

Berserker Rage
Any Character may decide to go into a rage. They can not use magic, ranged weapons or complex skill checks while in this state and for 1 Turn afterwards. The rage provides a +2 to Hit and Damage for 1d6+Con Mod once per day.

Strength Bonus
If a Character has a Str bonus they may ignore 1 Level of Encumbrance per Bonus while in Combat, after Combat they count as Twice as many Levels ignored in addition for two hours.

Slings
Slings may strike twice per round, roll each attack separately.

Level Drain
There is no Level Drain, instead a character will lose 1d6 HP, will return to normal upon gaining a new level.

Fatigue
When a character is wounded there Max Damage is restricted by their amount of HP. In example, a character with 4 HP can only do a max of 4 damage.

This rule does not apply to characters using mechanical weapons such as crossbows or firearms.

Additional Skills:

Quick Draw - A character may roll for Quick Draw, if they succeed they may draw and use a weapon in that round. GM discretion as to what weapon qualifies.

Chemistry - Similar to Tinker, but pertains to the alteration, creation and destruction of Alchemical Elements.
 
I'm itching for a fantasy group RP, so I could be interested in this. I'm just not familiar with systems or anything like that and would thus need a lot of guidance and probably patience and such. That said, as far as any plot goes........... what is the point of storming the castle? Is it overcome with a darkness of some sort? Or riddled with evil monsters? Also, after that is completed, what then? :)
 
Extended Equipment:

Handgun 1d6+1d4 <20’ <50’ <80’ Reload 1 Turn, ignore 2 AC

Longarm 1d8+1d4 <50’ <150’ <300’ Reload 2 Turn, ignore 4 AC

Cost:
Matchlock Handgun 30sp
Matchlock Longarm 35sp
Wheellock Handgun 65sp
Wheellock Longarm 80sp

Matchlocks give -1 to surprise, smell of the burning cord.
Wheelocks can only be purchased in City and if damaged can only be repaired in City.
Firearms provoke moral test in first round of combat, unless foes are used to them.
Firearms produce smoke centred on the user. After the first round is fired vision is restricted. Ranged attacks at short range take -2, medium -4 and long -6
A bullet costs 2 cp.
A Longarm may be braced, whether against a building structure, comrades back, support stick(count as Staff) to gain an additional +1 while aiming.
A Matchlock cord burns 7 inches in an hour if kept lit. This provides illumination equal to candle. 7 inches of cord costs 4cp.
Firearms require Specialist Tools in order to maintain and produce munitions.
Firearm AC reduction only applys to Armour AC, not Dex or Magical

Blunderbus 3d6 <30’ <40’ <50’ Save vs Breath Weapon Medium +2 to save Long +4 to save

Targets Adjacent to the Target Save vs Breath Weapon at +2, Fail for 2d4

Blunderbus cost = Wheellock/Matchlock Longarm

Pellets 5cp a shot

Gunpowder
Gunpowder is 70cp lb = 7 shots worth/ 5lb = 1d6 shp explosive

Gunpowder can not be produced while Adventuring, it must be created in an Alchemist lab

Naptha
Naptha may be purchased, 1d6 for 10sp, 2d6 for 25sp, 3d6 for 45sp, 4d6 for 70sp, 5d6 for 100sp, 6d6 for 135sp. 6d6 max

Target must make a saving throw vs Breath Weapon +2 or catch fire for 1d4 damage next round. Next round they must save vs Breath Weapon +4 or be immolated taking 1d8 damage tell the fire is out or they are dead. Water does not put out Naptha, Naptha will float on it. The flames must be smothered, Two round action.
 
Well Dark, there could be any number of reasons why. We can develop that as we gather player types.

For all I know the group wants to be the evil over lords.
 
Awesome, now just need one from Dark and whoever else decides to join in. I would like at least three.

Do you know what sort of character you'd like to play?
 
Difficulty 2
Complexity 5
Ultraviolence 5
Eroticism 5
Gonzo 5

Hi, i'm interested in trying it out too. Will download soon. I wanna play a slutty femme fatale.
 
Hmm, alright well the next order of business would be for people to roll stats.

4d6 drop low in order of:

Charisma, Constitution, Dexterity, Intelligence, Strength, Wisdom

You may switch one set of scores.

In addition, here is the objective:
TowerRPG_zps71e73982.png
 
Roll(4d6)+0:
2,1,1,1,+0
Total:5

Roll(4d6)+0:
6,6,6,6,+0
Total:24

Roll(4d6)+0:
3,2,1,6,+0
Total:12

Roll(4d6)+0:
4,2,1,6,+0
Total:13

Roll(4d6)+0:
3,5,1,6,+0
Total:15

Roll(4d6)+0:
6,2,3,2,+0
Total:13

(the rolls are actually the bottom ones first)

Charisma (11), Constitution(14), Dexterity(12), Intelligence(11), Strength(18), Wisdom (4)

I actually rolled 4 6s :p god, that's a very rare roll. Now i'm gonna change my concept slightly since i can't get the spread i want.
 
I will create me a priestess/cleric type of character. Though I will need to read a little to understand the levels and other such things that I need to fill out and such. Since I do not understand what certain things are--like Gonzo--nor the numbers and what they refer to. Yes.... VERY inexperienced table-topper. In fact, I am a virgin table-topper. XD
 
I give you my dice rolls for my would-be cleric.

Roll 4d6 #1
1, 2, 2, 4
Dropping lowest: 8

Roll 4d6 #2
5, 4, 1, 2
Dropping lowest: 11

Roll 4d6 #3
5, 5, 5, 3
Dropping lowest: 15

Roll 4d6 #4
4, 3, 3, 5
Dropping lowest: 12

Roll 4d6 #5
6, 6, 1, 5
Dropping lowest: 17

Roll 4d6 #6
4, 5, 6, 1
Dropping lowest: 15

Charisma - 17, Constitution - 11, Dexterity - 15, Intelligence - 12, Strength - 8, Wisdom - 15

Skill Points: languages, chemistry, tinkering, architecture.
 
I added in my skill points, just so that everyone knows, to my post with the dice rolls and mentioning of the class for my character. Hopefully my choices make sense. I think they do. If I'm way off, someone please correct me and explain why so that this newb can actually learn something. Thanks. :)
 
Things are looking good so far. Now, just pick out equipment; don't worry about silver. Yes LotFP uses a silver standard.
 
Ok. For equipment, I have a couple of questions. Does this pertain to both armor as well as weapons? And for weapons, how many are our characters allowed to wield, etc.? Are there any limitations there? I mean, I get that if something is two-handed vs one that they can only literally USE one weapon at a time or do a quick change or whatever the terminology is to the other while with two-handed, they cannot. But, that doesn't necessarily mean they cannot have other weapons on their person. So, I wondered what, if any, limitations were present for that. Like, can a character only have 2 weapons or are there restrictions based on class?

I also have another question, but this refers to alignment. In reading the pdf it doesn't seem to get into some of the alignments and whatnots I recall with the good, evil, neutrals and just mentions the chaotic, lawful, neutrals. Does this mean that the former isn't present here and we should disregard it? Regardless, I do know where my character falls for the latter and probably most likely where she'll fall for the former should it be used. :)

I've also devised a faith for my character seeing as she's a cleric and this faith actually shapes her quite a bit and has me thinking a bit more on her 'back story' (assuming it's all right to have one to a degree). This also sort of brings me full circle to the whole equipment deal with her weapons (and possibly armor, though I'm figuring that with armor, being a novice and cleric, that something in the realm of leather would make the most sense... at least to start). I can PM you the details I've written up on her faith so that you'll understand what I mean about the weapons as well as her fighting skills and it even explains why her fighting skills and strength, to an extent, might be as low as they are (in accordance with my dice roll).

Anyway, as you can see, I'm trying like a motherfucker to understand what's what and how to integrate everything as well as develop a plausible character given the setting and potential scenario and what stats I have managed to roll... not to mention use my creativity. Hopefully, I'm managing somewhat decently. That said, let me know if you want me to PM the details about the faith. I can then go into further questions about weapons specifically.
 
The only thing that's restrictive is encumbrance. The more stuff you have, the slower you go. Rules for it can be found page 38/39/40. For you the only restriction is that you must have a holy symbol which must be in hand for you to cast spells. The rules for Cleric Magic can be found on page 75/76 of the pdf.

As for alignments, Lamentations uses the original system from basic D&D. Most people are neutral, only those that want to actively destroy the world are chaotic and lawful is simple belief in a divine will and accepting ones place within it. Clerics must be lawful. Though I often don't do much with alignment, never really liked it.

Feel free to pm me or post it here. It will become part of the setting after all.
 
All right, at risk of everything, here is the faith I've devised for my priestess. As you can see here, she'd be starting out more or less as a neutral given that she'll be embarking on her pilgrimage to find out which 'face(s)' she bears and coming to understand it/them.

So, with that in mind.......

The Fayth Of The Trine

Kato - Goddess of Death and Rebirth
Lunaria - Goddess of the Moon and Stars
Ember - Goddess of Dawn and Fertility
Taken together they form a triad known as the Sisters Trine, a single Holy entity that can take on three faces at will or when appropriate. When joined as one they are singly known as Brigantia, Goddess of Light and Fire.

The faith, often referred to as 'fayth', of the Trine is highly female oriented. It is followed by males and females alike, but those who rule the temples and seek to spread the word of this 'fayth' in the name of the Goddesses are more often female than not and a male will never achieve the rank of High Priest as it will always be a High Priestess serving in such a position in the name of the Goddesses.

Most would-be priestesses who are to be trained in such lifestyles are offered up to the Trines as infants and then raised in their ways through childhood and up through adolescence. Some are given up while still young while others hear the calling and seek training. None are turned away except under certain circumstances where those residing in the temples fear that such people might cause a rift or disturbance within the 'fayth' itself or its people.

The Trines believe that the female is to be held in high regard, though that it still cannot function wholly and completely without the male counterpart. But since there are many faiths that hold the male gods of the pantheon in high regard, the Trines focus their attention specifically on Brigantia and her three 'faces'--aspects of the female, as well as of life through the eyes of the female, that they feel should be understood to higher levels than others. As such, they spend their time delving into understanding the natural course life and death, fertility and birth, the effects of the moon and various cycles (this includes those of females). After much study, novices are to embark on pilgrimages to better understand themselves as a woman and their role as a woman in the world. For as a woman, they are not just priestess, but they could be lover, mother, healer, destroyer or any mix of those faces. The key is determining which face or faces they bear and to one day return with that understanding so as to better serve Brigantia and the Sisters Trine.
 
Also..... if you need any more details regarding things, like various rituals, offering types, day-to-day temple life, etc. to go along with it, let me know. I'd be happy to fill in that detail as well. I know a fair bit of such things in my head, but didn't go into the finer points in my above description. But if you'd find it helpful, useful, needed, what have you, let me know. Or, if people just plain want to know, I could add it in for that reason as well.
 
Ok. That works perfectly by me. :)

Also, for armor, I'm assuming leather would be fine? And for weapons, since she's a cleric class, will the classic blunt weapons only rule apply? I'm thinking that perhaps, as a novice she might have, Holy Symbol aside, a staff and maybe a sling. I have to think on whether she'd carry anything else given her strength is so low. I mean, I know maces and axes are common for clerics, but I can't really see her being all like "Let the rivers run red! ARGH!" with a strength of 8. >.> So, I'm trying to figure on how plausible it would be for her to have much of anything else really. Any suggestions would be helpful though. But that's where my thought process is at.
 
Forget all the traditional cleric restrictions on weapons. If you want to make some restriction based upon the religion you've set up so be it. If you want to set up some restriction based upon the personal feelings of your cleric so be it; but those are your decisions to make.

In Lamentations it's entirely possible for a Magic-User to cast spells while in plate armour, they can't carry anything else and they must keep both hands free or they'll become over encumbered and won't be able to cast their spells; but it is doable.

Slings though are good, you'll note in my house rule that I allow them to strike twice in a turn. Lamentations does break down weapons into Great, Medium, Small, Minor for the most part. Your standard axe is a small, long sword medium, dagger minor. You wouldn't be amiss having some holy water, though I wouldn't say more then a vial or two gifted to you by your local church.

There is a mancatcher for a weapon.
 
Ok. Then, how about this.

I'll go with leather armor, Holy Symbol, a single vial of Holy Water, a sling and a staff. I will leave it at that for now to start since I assume there will be opportunities to get things on the way? Or to learn things on the way? I have a few reasons why I'm keeping it at the level I am with her weapons and part of it has to do with her being a novice, but some of it also has to do with her personality and needing to figure out things about herself (some of which I have yet to figure out and will as she develops through the course of progression through the RP). Is this ok?
 
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