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New GOTHIC WORLDS material

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New GOTHIC WORLDS material

Postby bal3000 » Thu Aug 23, 2007 7:55 am

Y'know, I don't know how I missed it when it went up originally but i've recently read through Jeff Moore's GOTHIC WORLDS and I really like it. I like the idea of a gradual, growing magical influence slowly shaping a medieval world and forcing the inhabitants to adapt or perish.

It's giving me some great ideas and I'm going to include them here on this thread as write them...if that's OK with you, Jeff?...and anybody else feel free add any stuff you feel like too.
FIRST up a new class. The SHADOW MAGE

SHADOW MAGE

The Shadow Mage can spend a fortune point to become "Invisible". Once a day for a number of hours equal to his Intelligence stat, the Shadow Mage can walk unnoticed through crowds or past guards or even stand beside another without as much as a glance in his direction. Should the character perform an action that involves physically touching (opening a door, picking up a knife, etc) something within 20' of another, he must make a Balance "stat check" to avoid being noticed.
Should the action actually involve touching another being (picking pockets, removing a hat, etc) not only is a successful Balance "stat check" required but the touched being must ALSO fail an Intelligence "stat check" in order for the Shadow Mage to remain undectected. This also applies if the Shadow Mage wishes to attack another and the attack can only be dodged if the either the Balance "stat check" fails or the Intelligence "stat check" succeeds. The "Invisiblity" ceases at that point regardless.
WEAPON - No 2-handed.
ARMOUR - leather (no shields)
Feel free to rummage through my stuff.......but remember, you get what you pay for!
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Disease, poison and the YELLOW MAGE

Postby bal3000 » Fri Aug 24, 2007 7:13 am

DISEASE - When coming into contact (not just physical) with a source of a disease a Toughness "stat check” is required to avoid catching the disease. If the disease is caught the character must make a Toughness "stat check" every day, after 1d6 days incubation, for 2d6 days or lose 1 Wound PERMANENTLY. The character becomes a source of infection for this period of time. A particularly virulent disease (1 in 6 chance. Known as THE Plague) will also result in the permanent loss of a point of (roll1d6) 1-Strength, 2-Toughness, 3-Balance, 4-Intelligence, 5-Courage or 6-player's choice.

POISON - poison, regardless of the source stays in the system for 3d6 hours. It requires a successful Toughness "stat check" every hour to avoid the loss of 1 Wound. Any time a Fortune point is spent by a character, TWO Fortune points are spent due to sheer effort of taking action while poisoned.

THE YELLOW MAGE
Like the White Mage, the YELLOW MAGE is a healer. Much loved by common people who are unlikely to go looking for trouble than adventurers, but is as likely to suffer poison and disease. A YELLOW MAGE may spend a Fortune point to stop the harmful effects of disease or poison in a number of people equal to his Courage. This does not undo any damage already inflicted.
WEAPON - no bows or 2-handed.
ARMOUR - leather (no shields)
SPECIAL RULE (YELLOW MAGE primary class only) - the permanent loss of a Fortune point undoes the effects of poison and disease in a single person who has not died.
Feel free to rummage through my stuff.......but remember, you get what you pay for!
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The Ranger

Postby bal3000 » Sun Sep 02, 2007 7:49 am

THE RANGER
RANGERS are rugged,rural warriors, huntsmen and scouts expierienced with the life and hardships beyond the towns and castles of civilisation. A RANGER may spend a Fortune point every day to TRACK another person or group through the wilderness reducing the distance between them 1d6+Intelligence STAT in miles. Assume an initial distance in miles per day of 4d6 miles (approx 2 miles per hour). An INT roll is required to be successful if the pursued group contains a PRIMARY CLASS RANGER.
He may also spend a fortune point to provide enough food for all the group (max number of individuals equal to his Intelligence + Courage STATS) per day.
WEAPONS - no 2-handed weapons
ARMOUR - leather and shield
Feel free to rummage through my stuff.......but remember, you get what you pay for!
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Postby bal3000 » Wed Sep 05, 2007 5:54 am

TERROR
Fear is a constant companion to adventurers. That constant ache that can only be overcome by direct and stalwart action. But some creatures are so horrible that their very existance evokes TERROR in the mere mortals it encounters.
When a being that causes TERROR is met the characters must make a Courage stat Check or be unable to take any actions for, 2d6 minus Courage, rounds. Each additional round the characters must make a Courage Stat Check or become SHAKEN. A SHAKEN character must roll a 1d6 for damage twice and choose the lower roll.

THE CRUSADER
CRUSADERS are warriors determined to rid the world of taint and evil. They have seen the influence of corruption in the world and have taken up arms to drive it back. a CRUSADER does not have to make a Courage check against TERROR for a number of rounds equal to 1d6+courage provided they spend a Fortune Point.
WEAPON - no bows
ARMOUR - any
Feel free to rummage through my stuff.......but remember, you get what you pay for!
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Postby jeffmoore » Wed Sep 05, 2007 2:41 pm

Wow! Liam!! Thanks for all the support!! This is awesome!
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Postby bal3000 » Thu Sep 06, 2007 7:34 am

You're welcome, Jeff.
I'm sure I'll be writing more when the inspiration comes and I hope to see some material from other gamers as well. I have an idea for a small, inclusive setting for a mini campaign as well but it's just in the VERY rough stages at the mo.
Feel free to rummage through my stuff.......but remember, you get what you pay for!
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Postby bal3000 » Thu Sep 13, 2007 7:39 am

THE CURSED

In the modern world we speak of werewolves and vampires, lycantropes and bloodlust. In the Gothic Worlds they speak of the CURSED. Men and women tainted and corrupted by dark, primal forces. They live quiet, fearful lives until the urges begin to rise, they can resist no longer and the bloodshed begins.

A person becomes CURSED usually by surviving being attacked and wounded by a CURSED. There is an incubation period of 4d6 days followed by a period of 2d6 days during which the character becomes sick. He must make a Toughness check every day or become bedridden for that day. Even if he makes the check all attributes are considered as being 1 lower than normal as the character sweats and coughs himself ragged. If over this period he fails more checks than he succeeds in , then he has become CURSED.

Every 6d6 days the character suffers a 3 day period of sickness were all attributes are considered 1 lower. On the first day he must make 1 Toughness checks, on the second day he must make 2 Toughness checks and on the 3rd day he must make 3 Toughness checks. Should any of the checks fail the character physicly changes in a matter of minutes into a bestial, humanoid creature unrecognisable from his normal self..

While in this form a number of things happen - 1 the character's Melee, Strength, Balance, Courage and Toughness are all temporarily(roll individually) increased by 1d3. 2 - while the character cannot use any weapon nor wear any armour, he fights as if armed with a dagger and armoured with chain-mail. 3 - the character cannot communicate in any reasonable way, spend Fortune Points or accumulate doubles. 4 - any wound inflicted may pass on the CURSE if the victim FAILS a Fortune check. This check spends a Fortune point temporarily. 5 - if , and ONLY if , a CURSED is "killed" it regains a Wound every 1d6 minutes until it has it's normal ammount of Wounds. 6 - to properly kill a CURSED requires a special weapon. Maybe cold iron OR a silver dagger OR a wooden stake OR.... 7- a CURSED reverts to his normal state after 2d6 hours with no recolection of what he has been through and is safe for another 6d6 days....

It is up to GM to determine local superstisions, wards, causes, cures etc. regarding the CURSED, as well as determining if any cause, ward or cure accualy is real.
Feel free to rummage through my stuff.......but remember, you get what you pay for!
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Postby jeffmoore » Fri Sep 14, 2007 10:07 am

Very cool!! Adds a frightening new dimension to the game... I love this. Oh, and thanks for the comments on my blog page!! Nice to know someone's reading!!
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Postby bal3000 » Thu Oct 04, 2007 8:07 am

THE CUP OF DREAMS

It appears to to be nothing more than a battered pewter goblet. It stands as tall as a man's hand is long, engraved with the crude symbol of a radiant eye. They call it the Cup of Dreams. They speak of it's creator, Huhl the blind seer, in hushed tones. He was a drunkard, they say, violent and as fond of whores as he was of wine. It did not stop them from crossing his hand with gold and asking to drink from his cup. To do so revealed to the drinker facets of things to come giving a knowledge of what was yet to pass. Such power comes with a price however as the future is merely paths that are yet to be chosen and we do not always choose well...

In order to use the CUP OF DREAMS it must be filled with water and emptied completly in a single swallow. This can only be done once a day and if attempted more than that becomes useless for 1d6 days and any liquid poured into it in this time tastes foul.
The drinker can choose to reroll any STAT CHECK that he fails in the next 24 hours as he has a fore-knowledge of what will happen. If he fails again he loses a point of Fortune permenently!
Feel free to rummage through my stuff.......but remember, you get what you pay for!
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Postby bal3000 » Thu Oct 04, 2007 4:17 pm

Alternativly....

THE SEER
The SEER is a mystic whose daily trance-like meditations provide him with a stuble "seeing" into the future. This instinct, like some half-remembered dream , provides at opportune moments insights as to what should be done NOW!
The SEER may spend a Fortune point in order to re-roll any failed STAT CHECK.
WEAPONS - any
ARMOUR - leather and shield
Feel free to rummage through my stuff.......but remember, you get what you pay for!
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