Sunday, July 6, 2014

Character Generation Notes for the Khorlhossa Setting

Character Creation in Khorlhossa

Roll 3d6 six times.  Arrange to taste.


Classes:
Berserker: As per LotFP rules for Dwarves, but replace bonus to Architecture with a Rage ability, identical to the Specialist’s Sneak Attack ability but eligible for use after the Berserker has been injured, rather than when attacking from surprise. 
Cleric: As per LotFP rules for Clerics.
Fighter: As per LotFP rules for Fighters.
Magic-User: As per LotFP rules for Magic-Users.
Scout: As per LotFP rules for Halflings, but without losing the ability to use medium or large weapons.
Specialist: As per LotFP rules for Specialists.

Hit Points and Starting Wealth:
Due to the harshness of Khorlhossa, adventurers begin play at 3rd level.  Roll three of the appropriate-sized dice to determine hit points.  Started “wealth” is 3d6x30, giving a range between 90 and 540 “silver pieces.”  Modern Khorlhossan society does not have coinage or the concept of abstract monetary units; they operate on the barter system, but for the purposes of character creation we’re simplifying for the moment. 

Armor and Weapons:
Khorlhossans do not wear traditional European fantasy style armor.  No chain shirts, no breastplates, no helmets, no shields.  Instead, they wear a fur-lined, armored poncho called a Jorongo as defense against both cold and attackers.  The most common and basic form of jorongo is essentially a large leather bag worn over the head and covering down to the wearer's knees, with an opening for the wearer's face (complete with drawstrings, allowing it to be drawn snugly around the wearer's face) and two long slits for the wearer to stick their arms through as necessary.  More elaborate versions have hundreds of small wooden or bone plaques stitched to the leather in an overlapping pattern of scales.  Khorlhossa is a very metal-poor world, and as such, metal armor and weapons are extremely rare and expensive. 

Armor
AC
Cost
Notes
Jorongo, Leather
14
50

Jorongo, Wood-Scale
15
75
increases chance of being surprised by 1
Jorongo, Bone-Scale
16
100
increases chance of being surprised by 1
Jorongo, Metal-Scale
181000increases chance of being surprised by 1; decreases chance of surprising enemies by 1

While shields are unknown in Khorlhossa, the natives do on occasion wear armored masks.  Evolved from simple snow-visors carved from the ivory of the Hvalross, Khorlhossan masks have become intricately carved and painted affairs that declare the wearer's social standing and tribal affiliations while also protecting them from being stabbed in the face.

Masks
AC
Cost
Notes
Mask, Wood/Bone
+1
25
+1 to saving throws versus gaze attacks or blindness
Mask, Metal
+2
50
+1 to saving throws versus gaze attacks or blindness

Weapons are as per the LotFP core rules, though the rapier and crossbow do not exist in this setting (firearms are right out).  However, due to the metal shortage on Khorlhossa, weapons are frequently made of other materials, as per the following chart. 

Material
Cost
Damage Modifier
Hit Probability
Wood
10%
-2
-3
Stone/Obsidian
50%
-1
-2
Bone
30%
-1
-1
Metal
100%
N/A
N/A

So a wooden two-handed weapon costs only the equivalent of 5sp, but deals 1d10-2 damage (to a minimum of 1 point of damage) and the wielder takes a -3 (combined with any other modifiers, such as a Fighter’s attack bonus) modifier to their attack roll.  That same weapon, made of bone, would cost 17sp (30% of 50sp, rounded up), deal 1d10-1 damage, and hit with a -1 penalty. 

Weapon Breakage

Unfortunately, weapons of wood, stone/obsidian and bone are not as sturdy as metal weapons, and are prone to breaking.  Any time a weapon made of one of these materials rolls maximum damage (for example, a bone battleaxe rolling an 8 on 1d8) there is a 1-in-20 chance the weapon breaks and becomes useless.  

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