Tag Archives: role playing

Bloodmouth Carnist

Bloodmouth Carnist

Introduction

I take my inspiration where I can find it...

I take my inspiration where I can find it…

OK, the move is technically complete… we’ve been living here for two weeks, but there’s still a lot of stuff in boxes. Among the stuff in boxes is my copy of Welcome To Skull Tower, which is why no new articles in that series have yet appeared. (That, and this is the first time since we moved that things were normal enough I could get up, get dressed, and plonk down at my computer for a spell before work.)

So, in the interest of getting some content up here… here’s something I threatened to write a while back, inspired by the image that ought to be appearing to your left.

This is “Breakfast Crunch” stuff. For those of you new to this site (I like to pretend I regularly have readers; hey, I’m a roleplayer, I have a rich fantasy life), “Breakfast Crunch” is stuff I write while sitting at my computer eating breakfast before going to work. It has all the playtesting, editing, attention to detail, and overall quality you would expect under those circumstances.

Bloodmouth Carnist

Some barbarians live for one thing… the taste of living flesh. They believe they draw primal power from consuming flesh… live and bleeding preferably, but dead will do. They’ll settle for cooked, if necessary. Even dried meat contains some sparks of the former living essence.

A bloodmouth carnist will not consume plant matter (except in fermented form) unless desperately hungry. They only buy rations that are meat based (if you just use some generic ‘iron rations’ in your game, pure-meat rations, usually consisting of jerky, etc., cost twice as much). Survival checks to find food are at +2 DC, because only hunted game will do… no roots and berries! A bloodmouth carnist actually takes damage from goodberries, (or any similar spell) as much as would normally be healed. If a bloodmouth carnist consumes plants to survive, they gain a temporary negative level until they can eat an appropriate meal again.

They gain a +4 competence bonus to detect plant-based poisons concealed in food.

Rending Teeth: At first level, the bloodmouth carnist gains a bite attack, doing damage appropriate to their size category (1d6 for medium creatures). When facing any enemy other than incorporeal undead, plants, constructs (except flesh golems and the like), oozes, elementals, and similar (based on GM discretion), they must hit with a bite attack (even if it doesn’t penetrate DR) before they can use any other weapon. If they try to attack without performing this ritual, they suffer a -2 morale penalty on attack and damage rolls. This attack will never subject them to ingested poison, but this does not let them consume otherwise poisonous flesh outside of combat.

This is a natural weapon, and can be enhanced by spells such as magic fang. Whenever they score a critical hit with this attack, they gain temporary hit points equal to half the damage inflicted on their enemy. These don’t stack, but if the amount gained is more than the amount of temporary hit points remaining, the new, higher, value takes effect.

At third level, their bite attack is considered to be a magic weapon for purposes of overcoming DR.

At sixth level, their bite attack does damage as if they were one size category larger.

At ninth level, their bite attack has the bleeding attack feat, and also counts as a silver or cold iron weapon for purposes of overcoming DR. (They cannot bite themselves to inflict bleeding damage in order to use the self-rending ability.)

At twelfth level, their bite attack gains their alignment for purposes of overcoming DR, and gains a threat range of 19-20.

At fifteenth level, their bite attack is treated as if they were two size categories larger.

At eighteenth level, their bite attack ignores all DR. Yes, they can chew an iron golem. Tenzil Kem approves.

This ability replaces trap sense.

Self-Rending: When a bloodmouth carnist takes bleeding damage, they may choose to tear at their own flesh (once per each triggering wound) as an immediate action, inflicting normal bite damage on themselves, and increasing the bleeding by 1d3 points/round. This grants them a morale bonus to attack and damage, for their next attack only, equal to the increased bleed. For a full round after this, healing magic or heal checks will not end the bleed condition.

Hackmaster 5e

Hackmaster 5e

This ain’t your father’s Hackmaster.

The original Hackmaster was based on AD&D 1e and 2e, put through a psychedelic blender and cranked up to 11. The only mechanics from that version that really remain in this one were the ones they added to the older game — percentiles for all stats and a working skill system. Gone are gummy bear golems, leperchauns (note spelling), and most (though by no means all) of the other stuff mandated by contract so no one would notice that, under the jokes, was a pretty workable evolution of older D&D, one which might have easily been AD&D 3e in another universe.

This Hackmaster has core mechanics rather unlike those of any edition of D&D, save that there’s a D20 involved and you still have basically 3-18 stats. 1 second combat turns, active defense rolls, and a spell point system are clear departures from the classic game. Mechanically, there’s almost nothing old-school about it. (Unless one defines “old school” as “anything that isn’t exactly like D&D 3.5 or 4e”.) The designers of Hackmaster 5e are aware that the last 35-odd years of game design have happened.

What Hackmaster retains of Old School, gloriously and wondrously so, is the attitude. My lack of God, this book drips with attitude. It knows what Old School really means: Kicking ass and taking names, so you can go back and kick the asses of people you didn’t get a chance to before. It also recognizes the rightful and proper relationship of players and Gamesmasters: The former kneel, grovel, and crawl before the almighty and unforgiving gaze of the latter.

Page 9. Paragraph 2: “In Hackmaster, any rule ambiguity related to character creation and PC powers is construed against the player character.”

Yeah! Viking Hat FTW! VIKING HAT FOREVER!

It is made clear over and over in the rules: This game isn’t about mollycoddling your PC to godhood because he’s so special and wonderful. You begin as a worthless shlump and you might survive to be someone, someday, but you probably won’t. Instead of “Everyone’s a winner!”, the attitude of Hackmaster is, as the Demotivational poster says…

For Every Winner, There Are Dozens Of Losers

For Every PC Who Lives, There Are Dozens Who Don’t.

No gamer worth his dicebag can resist a challenge like that. Hackmaster dares you to confront it.

But does it work? Well, that’s what we’re here to find out. At least, we’re here to roll up a character.

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The World Of Synnibarr

The World Of Synnibarr

World Of Synnibarr

First Edition Cover, Image From http://www.legrog.org/, because I’m too lazy to scan my own copy of the cover. Hope they don’t mind.

OK, first off, let me note I have a few weird psychological issues with the World of Synnibarr, because I bought my copy (the first edition of the game, with the lion man cover) at an SF con in the early 90s where I a)had a migraine, and b)had my girlfriend of the time decide to spend all her time traipsing around with other people. Yes, I still nurture my two-decade old psychological scars. I hold on to my trivial emotional traumas the way other people hold on to their grandmother’s good china. (If your china is made in New Jersey, why isn’t it new jersey? And how can you have eyeglasses made of plastic? Shouldn’t they be eyeplastics? And that airplane food…)

So. Synnibarr. I will attempt to put my personal issues behind me, and review this San-loss inducing book fairly. No, seriously. No matter what my weird cross-associations may be with things, this game is wonked. I’ve referred many times to things that teeter on the edge of awesome and awful… this doesn’t teeter. Hell, it didn’t even fall off. It never got out of the pit of Awful to begin with.

Or…. so it appears merely from flipping through it, then trying to reconcile what I’ve read with any notion of a sane and ordered universe, or at least, a universe which was not actively malign. I haven’t tried to make a character with it, yet. Let’s see how it goes. Who knows? It might be better than it seems. Odin knows, it couldn’t be worse.

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