27 December, 2015

A Hack of My Very Own

I have been using Google+ quite a bit more recently and I ran across David Black's Whitehack & OD&D inspired The Black Hack. Within days I also discovered Luke Gearing's blog and his Dying in a Tomb rules, which are too brutal for me to describe here. Go check them out, they're great.

I had a chance to sit down and brainstorm. I loved both of these, so I decided to work out a way to marry them in a way that fit my play-style and in a way my players would appreciate. I came up with The Rat Hack.



Most of the heavy lifting was done by David Black's rules, with liberal amounts of actual OD&D descriptions, ideas from Luke's blog, and a few key rules gleaned from Arnold K (see the carousing table - that's all him).


21 December, 2015

Stealing Vorn

Vorn and the Church of Vorn were wholly created by this guy. Most of this content was also stolen from here.


Adding a Minor God to the Tøtenwäld pantheon.

The magisteria of Vorn are iron, rust, rain, still water, truth, and mystery. The Church is perhaps best known for its mysteries, unfolded to the clergy and lay-followers as cryptic tasks. They may not always be effective, but the blessings priests of Vorn receive from their tired god are evidence enough that they are in essence right and true to His order.

The powers Vorn bestows are inherently linked to the hierarchy of the Church. As one rises is stature one learns to subsume one's petty logic to better view His unfolding plan. An altogether purer instrument of faith. When a lay brother dons the chains and takes up his holy mission he enters an organisation of Byzantine avenues and arbitrary superiors. A Deacon may ask that you collect all the beetles to be found on the southern wall of the Windowless Tower and bring mass to the lower city, feeding said beetles to all who receive it. There will be no reason given, no reward and no results. It is to be done and is part of Vorn's plan.

Each time a priest strengthens Vorn's order at the behest of the Church there is a chance that it was indeed the correct interpretation (5%). If the task is of suitable proportions then you can expect a greater chance of correctly finding the trail of His ineffable plan (50% if it's an adventure, more if it's really big). Roll on the following table each time you get it right.

Lose all powers if you ever use arcane magic, including scrolls or other spell making devices. 
Lose all powers if you deliberately strike anyone with anything other than a bladed weapon. Force is final.

  1. No Harm But Mine. The priest's touch rusts metal. It can be used as a response to being struck, whereupon the weapon bursts into a shower of rust falling like evening snow. Once per day per Hit Die, Dexterity Save if the thing being rusted is attached to someone.
  2. Baptise in Iron. Once per day per Hit Die you may baptise yourself or another, healing 1d8 damage. It need not be full immersion or fully brown, a rusty nail in a glass of water will do.
  3. He Was Born in Battlehymn. Priests of Vorn are no strangers to violence, use your Wisdom score when making attack rolls.
  4. Rain, Walk With Me. You can never be hurt by any rainy weather related unpleasantness. This includes hail and natural lightning, but not magical versions of the same.
  5. Tears of St. Paitr. Target cries brown rusty water. Uncontrollable guilt overpowers one touched person for one turn per level (Wisdom Save), during which they can't do anything but cry. If they are attacked they will defend themselves and snap out of it. Used at will.
  6. Blood of the Martyr, Blood of Mine. You are part of the plan, your death will be too. When you die you do not lose any experience. Party members may gain experience through funeral expenses as usual.
  7. The Bounds of Love. Tie them up with iron chains and they won't dare lie. They must make a Wisdom Save or answer truthfully to any questions, each correct answer deals 1d4 damage to them as the chains tighten (the truth hurts).
  8. At the Roots of the Earth I Lay Sleeping. Once per week the priests can cast someone down and let the earth take them. If the priest can physically throw someone to the floor they must make a Strength save or they will fall into a small encystment where they shall be sustained in perpetuity. If the save is successful they are instead thrown down with great force, fracturing the earth and taking 1d8 damage per Cleric level.