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Tuesday, September 26th, 2023 03:16 am
Way about the beginning of the year when WotC was up to their bullshit, the Merry Mushmen released CRACK!, which is a fun little ruleset that can be fairly readily adapted back and forward to other similar basic-type games. And I was quite taken by it, and posted some jobs here on the blog, and hatched a plan to rewrite/adapt the Blue Lotus Hack to it for funsies

And then the year kicked my arse. Again.

Although I do have a decent chunk of work done on Blue Lotus! I need to convert the critters and magic items, though. And the critters are going to taaaaaake tiiiiiime and also energy and I have been lacking therein *le sigh*


Somewhere along the way (by which I mean around early June) I wrote up a different other little pile of jobs and then — didn’t do anything with them, because the brain weasels ate me alive, because I didn’t have the Lotus adaptation done, but these jobs might work better with the tiny tweaks and decisions I made with the rules as applied to Lotus, but these aren’t for Lotus (technically; sure, go ahead and toss them in, lol), but. But but but.

I hate my brain weasel infestation. -_-


So, here’s another half-dozen-and-change jobs for CRACK! — and, the gods be willing, I’ll get back to Blue Lotus at some point and finish things out. These can also be applied to B/X style classes, or expanded out, without too much fuss and bother I’d imagine


Paladin
Literally or metaphorically, the light has called on you to be a beacon and a shelter for all those in need, and on your honour you will do all that you can.
Health Peak: d8
Get Better: 125 xp
Save: 12, -2 at rank 4, 7, 10 etc
– Soothing Touch: You may heal others with a touch, 2 points of HP healed per rank every day. You may expend all your available healing to cure a disease or poison.
– Bulwark: Designate a subject; each turn, you may take on an attack or treacherous spellcasting intended for one of your allies, suffering it in their stead.
– Shining Sword: Your weapon may always harm creatures of corruption, unlife and darkness.
– Add your rank to tests for defusing social situations, identifying foul works, and resisting disease or mental control.


Scourge
You have reached deep into your heart — or someone did it for you — and in your pain and bleak revelation you have tapped into the darkness that gnaws like a worm in a rosebud. Like that worm, it eats you, but that doesn’t matter.
Health Peak: d8
Get Better: 125 xp
Save: 12, -2 at rank 4, 7, 10, etc
– Crawling Darkness: You can wreath your attacks in clinging black miasma; you have 4 HP/rank of extra damage you can tap into each day. Or you can devour your own HP for extra damage at any time. Yes, this can kill you.
– Despair: You can force a target to make a Motivation check, a number of times a day equal to 1 + your rank.
– Soaked In Blood: When you drop a foe, you have a 2-in-6 chance to regain 1d6 HP. – Add your rank to tests involving enduring pain, tracking a target you wounded or otherwise marked, or identifying creatures of darkness or corruption.


Vampire Hunter
Other creatures may be dangerous — and sure, you’ll deal with that if necessary — but whether by bloodline, creed or personal vendetta it is the vampires that you’ve sworn to cleanse from the earth.
Health Peak: d6
Get Better: 80 xp
Save: 10, -2 at rank 5, 8, 11, etc
– Add your rank to tests involving vampiric lore, identifying the works or activities of vampires and their servants, stealthy maneuvers, and resisting mental or emotional control.
– Add your rank to attack rolls and damage when fighting vampires or vampiric minions.
– You may roll to break malignant magic or control (or transformation, etc) a number of times a day equal to your rank.


Sage
A font of knowledge, you are; and you are endlessly eager to expand that knowledge and put it to highly effective use.
Health Peak: d4
Get Better: 80 xp
Save: 12, -2 at rank 3, 6, 9, etc
– Choose a subject, which may be relatively broad (botany), painfully esoteric (the biomagical generation and function of breath weapons), or anything in between. Add your rank+1 to any tests involving that subject. Add another subject every third rank.
– You can add your rank to research attempts and similar scholarly pursuits.
– Choose spells or miracles; at rank 3, you gain one slot, and additional slots every second rank after that.
– You cannot wear armour above leather or use a shield.


Courtier/Socialite/”Face”
You duel with words and favours, and the tides of society and its whims are your battleground and your garden of plenty.
Health Peak: d6
Get Better: 60 xp
Save: 14, -2 at rank 4, 7, 10, etc
– You have a decent chance (2-in-6) of correctly identifying the general temperament and important issues circulating through a social gathering within minutes of your arrival.
– Add your rank to social engineering attempts such as circulating (or manufacturing) gossip, making an impression, undertaking negotiations or diplomacy, etc.
– You begin play with an aide, understudy or similar hireling who may become more personally loyal with time and good treatment. Motivation checks for loyalty towards you received a +2 bonus, +1 every three ranks.
– Once a day per rank, you may discern what a subject truly desires.
– Once a day per rank, you may stir your allies’ morale, granting +2 to their next actions.
– You cannot wear armour above leather or use a shield.


Shifter
Two legs bad, four legs good. Or wings are good. Or fins, even. Whatever the form of your birth, you can take the shape of some other beast, be it through legacy, curse, or hard-learned gift.
Health Peak: d6
Get Better: 65 xp
Save: 13, -2 at rank 4, 7, 10, etc
– You may change your shape, at will, to that of a specific type of creature, gaining its stats (except for Health Peak; you keep your own HP score). In your beast shape, your attacks count as enchanted. You cannot speak in this shape unless it may mimic speech (like a parrot or crow), and all of your gear disappears when you change shape until you revert back, except for 1 item per rank which you specify as adapting to your form.
– Choose a substance (silver, rowan-wood, holy water …). You take double damage from attacks made from this substance, 1d6 if its not a weapon. Contact with your bane substance is painful and you take a -4 penalty to tests while exposed to it.
– Add your rank to attempts to emulate your beast shape (literally or symbolically), track or avoid leaving a trail; you have a 2-in-6 chance to sense hidden doors or other strange features.

01. wolf
02. raven
03. deer
04. dog
05. cat
06. falcon
07. viper
08. lynx
09. leopard
10. swan
11. gator
12. fox


Blooded
You bathed in, or at least were doused in, a dragon’s blood – more than that, you drank it down; willingly or no, deliberate or no. Now you find yourself becoming something different.
Health Peak: d8
Get Better: 150 xp
Save: 10, -2 at rank 4, 7, 10, etc
– Increase the amount of field healing you can gain by one die type. You additionally will regenerate one HP daily regardless of your activity, so long as you haven’t been killed outright.
– Add your rank to damage rolls with melee weapons or your unarmed attacks.
– Once a day per rank you can call on dragon’s fury, adding +2 to tests for (rank) turns — but you must Save, or go berserk, attacking indiscriminately for rank x 2 turns.
– You are affected by all magics, enchanted items, banes, etc that target dragonkind.

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