Week 3

Elias’ Thoughts – I’m a simple man, I see weapons and armor in a TTRPG and I immediately want to put my own spin on them, customize them with different visual elements, explain how my PC’s swords are different from every other sword in the world. With that in mind, this week I took a step away from cultural elements of the city and instead focused on a (hopefully) lightweight item customization rule set. Now, it occurred to me that what I’m presenting here wouldn’t make any sense without a behind the scenes peek at what equipment currently looks like. Readers that are familiar with Forbidden Lands or other YZE games might find the below tables familiar, but here’s a quick smattering of what we’re cooking up for melee and ranged weapons, as well as armor/shields.

The tables are followed by my Lore 24 entries which are what I think are some fun and interesting ways with which to customize your equipment. Enjoy!

NOTE: In true Elias fashion, what was intended to be simple and lightweight spiraled out of bounds and caused me to consider a lot of unforeseen corner cases. Oopsies! Anyway, enjoy watching me struggle to bring parity to bows/crossbows in a gun-heavy fantasy world.

Melee Weapons

GEARBONUS DAMAGERANGEWEIGHT
Saber+1+1EngagedLight
Sword+2+2EngagedMedium
Greatsword+2+3EngagedHeavy

Ranged Weapons

GEAR BONUSDAMAGECLIPRANGEWEIGHT
Revolver+1+21d4Engaged – MediumLight
Rifle+2+21d6Short-LongMedium
Shotgun+2+31d3Engaged-ShortHeavy
Bow+2+11Short-LongHeavy

Armor

GEARARMOR BONUS WEIGHTFEATURES
Lizard Leather2Light+1 Skullduggery
Insect Chitin5Medium-1 Agility 
Exo-Skeleton9Heavy-3 Agility, +1 Force
Chitin Shield2Medium-1 Agility 
Tower Shield3Heavy-2 Agility, Can provide Cover 3 for an ally

Monday 1/15

Gear customization system: Gear can be customized by players by visiting an appropriate craftsperson or by finding an appropriate gear mod and then successfully rolling a Mechanics skill test to install it. Light and Medium gear has one customization slot and Heavy gear has two customization slots. Mods can either be purchased from an appropriate craftsperson, found in the wilderness, or scavenged from looted weapons that have already been modded.

In order to remove a mod from an already modded gear, a successful Mechanics skill test is required. If the test is failed, the mod is destroyed but the original gear remains otherwise intact.

Gear mods that change the weight class of the item do not change how many mods can be installed on the item. For example, if a Greatsword has the Chamfering mod installed, which decreases weight to Medium, there is still one available mod slot on this piece of gear. Multiple mods of the same name cannot be installed on the same piece of gear.

A piece of gear cannot be modified to a weight class below Light or a weight class above Heavy.

Installing or removing a mod can be done over a rest period or a period of downtime. At the GM’s discretion, a craftsperson may be able to install gear mods quicker that players normally can.

Tuesday 1/16

Ranged Customizations

Sight: A sight allows the Aim action to be taken. Aiming is a Fast Action that gives a +2 modifier to the next attack roll. 

Telescopic Sight: A telescopic sight turns Aim into a Slow Action, but gives a +3 modifier to the next attack and allows the attack to be made at +1 range band than is usual for the weapon. Cannot be applied to Bow.

Expanded Clip: Clip die size increases one step (1d3, 1d4, 1d6, 1d8, 1d10, 1d12). Cannot be applied to Bow or Crossbow.

Extended Stock: +1 to gear bonus, weight increases by one step. Cannot be applied to weapons that are already Heavy. Cannot be applied to Bow.

Bayonet Socket: +1 to gear bonus for pistol whip or rifle butt. Cannot be applied to Bow or Crossbow.

Runed: Allows firing magical ammo (bullets, bolts, arrows).

Bipod: +1 to Marksmanship, must be prone to gain benefit. Cannot be applied to Bow.

Burst Fire: Can attack multiple targets within Engaged range of each other with the amount of targets attacked equal to the size of your clip die (3, 4, 6, 8, etc.). Regardless of the weapon used, the damage for this attack is always base 1 and you must reload after you use it. Cannot be applied to Bow or Crossbow.

Sawn Off: Shortens range by one step (ex. Short-Long -> Engaged-Medium, etc.) and decreases weight by one step. Cannot be applied to Bow or Crossbow.

Suppressor: Shortens range by one step (ex. Short-Long -> Engaged-Medium, etc.) and renders your shots more difficult to detect, -2 to Reconnoiter roll to detect where shot was fired from. Cannot be applied to Bow or Crossbow.

Heavy Draw: +1 to either gear bonus or damage, Bow only.

Quick Nock: Lowers ready speed by one step (Slow Action -> Fast Action -> Free Action), Bow or Crossbow only.

Wednesday 1/17

Melee Customizations

Basket Hilt: +1 to gear bonus when taking the Parry action.

Elongated Grip: Range becomes Engaged-Short, can only be applied to Heavy weapons.

Chamfering: Weight decreases by one step but damage is reduced by -1.

Needled: Allows weapon to be poisoned.

Plated: +1 to gear bonus, weight increases by one step. Cannot be applied to weapons that are already Heavy.

Electrified: Requires multiple successes to be rolled for an attack, a player can sacrifice the damage boost from multiple successes in order to electrify their opponent. The electrified opponent can only take a single Fast or Slow action next round, not both.

Piercing: Requires multiple successes to be rolled for an attack, a player can sacrifice the damage boost from multiple successes in order to ignore their opponent’s armor.

Hooked: Requires multiple successes to be rolled for an attack, a player can sacrifice the damage boost from a single of their multiple successes in order to try to disarm their opponent, opposed Force roll to see if successful.

Thursday 1/18

Armor Customizations

Flame Retardant: When burning, reduces burning usage die by one step (1d3, 1d4, 1d6, 1d8, 1d10, 1d12), armor only.

Shadowed: +1 to Skullduggery when in semi-darkness, armor only.

Cushioned: Reduces fall damage by 1, armor only.

Buoyant: When swimming, +1 to Agility roll for swimming success, armor only.

Reinforced: Increases armor bonus by +1 but also increases weight by one step, cannot be applied to items that are already Heavy, armor or shield.

Rimmed: +1 to shield bonus when using the Block action, shield only.

Spiked: When using the Block action, if no Banes are rolled for the added shield dice, can deal +1 damage to the attacker being blocked, shield only.

Flanged: When using the Block action, if no Banes are rolled for the added shield dice, can attempt to disarm their opponent, opposed Force roll to see if successful, shield only.

Friday 1/19

A Protectorate Shock Team always consists of a Shieldbearer and a Gunner. Typically reserved for encounters where enemies are particularly entrenched, Shock Teams are masters of working in tandem and devastating in close quarters combat.

Shock Team Shieldbearer: 

Stats

HP: 4

NP: 2

Armor: 6 Armor + 4 Block

Attributes

Grit – 6

Finesse – 3

Logic – 2

Moxie – 2

Attacks:

Reckless Charge: The Shieldbearer tries to shove an enemy using their shield. The targeted enemy must make an opposed Force roll against the Shieldbearer, if they fail then they are moved with the Shieldbearer as they charge. The Shieldbearer can move up two range bands as part of this attack and if the movement ends in a wall, they can immediately use Pin against an enemy.

Pin: The Shieldbearer attempts to use their spiked shield to perforate an enemy, they make the attack with 6 base dice and weapon damage 3, increased to 8 base dice and weapon damage 6 if the target is adjacent to a wall.

Tactics: A Shieldbearer will do their best to always keep their shield, which provides 3 Cover, between their Gunner and their enemies. The Shieldbearer is primarily there to provide cover for the Gunner but if the Gunner falls before their enemies do, then a Shieldbearer will use Reckless Charge to try to Pin their enemies against the nearest wall. If an enemy is foolish enough to enter Engaged range with a Shielderbearer, they will not hesitate to use Pin against that enemy.

Gear: Spiked Rimmed Tower Shield (4), Reinforced Insect Chitin Armor (6)

Saturday 1/20

A Protectorate Shock Team always consists of a Shieldbearer and a Gunner. Typically reserved for encounters where enemies are particularly entrenched, Shock Teams are masters of working in tandem and devastating in close quarters combat.

Shock Team Gunner:

Stats

HP: 3

NP: 2

Armor: 2 Armor + 3 Cover

Attributes

Grit – 2

Finesse – 5

Logic – 2

Moxie – 2

Attacks:

Smoke Grenade: If a Protectorate Shock Team isn’t within two range bands of their intended targets, the Gunner will deploy a smoke grenade in order to cover their approach.

Tactics: A Gunner will do their best to stay behind cover provided by their Shieldbearer. The Shieldbearer’s Tower Shield provides 3 Cover for a single ally that stays behind it. They will always stay within one zone of their Shieldbearer and retreat to the cover provided by the Shieldbearer if injured or if they need to reload. They will use their Burst Fire Shotgun as much as possible and will only resort to their Bayonet or Rifle Butt attacks if absolutely necessary.

Gear: Burst Fire Bayonet Socket Shotgun, Shadowed Lizard Leather (2)

Sunday 1/21

A rarity among the Starling ranks, a Starling Blademaster is a force to be reckoned with, taking to the battlefield in a near literal cyclone of steel. Strong enough to easily wield a Greatsword in either hand, enemies that try to strike them often find their blows deflected by one and their guts opened by the other.

Starling Blademaster: 

Stats

HP: 5

NP: 3

Armor: 2 Armor + 6 Parry

Attributes

Grit – 7

Finesse – 4

Logic – 3

Moxie – 3

Attacks: 

Psyche Split: As a Fast Action, the Starling Blademaster can sacrifice 1 NP to create 3 copies of themselves, each with their own HP pool. Any NP damage to the copies immediately destroys them. The copies take their turn immediately after the Starling Blademaster and focus their attacks on whoever the Starling Blademaster last attacked, or the nearest enemy if the Starling Blademaster has not performed any attacks recently.

Riposte: Immediately following a successful Parry, the Starling Blademaster can make a single attack against the target parried with 8 base dice and weapon damage 2.

Tactics: A Starling Blademaster always tries to rush the backline and will immediately move to the furthest enemy away from them when combat starts. They will use Psyche Split as soon as they are able to and will take the Parry action against any successful attacks in an attempt to utilize Riposte.

Gear: Chamfered Basket Hilt Greatsword x2, Cushioned Lizard Leather (2)


Evan’s Thoughts – With the exception of the outstanding Judges on the Council of Twelve, I think this week wraps up most of my Bastille emphasis. I’ll finish rolling the Judges out at one a week to keep the drip feed of puzzle creatures going.

With the Bastille concluding, I started pivoting to thinking on diseases for a bit. We have a lightweight duration system baked into exploration to track all sorts of effects, with diseases being one of the major ones. In the abstract, diseases work as a great way to model progressive effects, with their overall virulence and danger being defined by if they get better or worse over time. Diseases are also an excellent way of defining both place and spurring player action. The types of disease that manifest in a place and the causes of those diseases can tell us a lot about a locale. Further, when a player is infected, especially with a particularly deadly disease, they have an incentive to go looking for a cure, creating a sort of diegetic quest.

Monday 1/15

Black Tongue: A disease brought about by eating bad meat. It causes a darkening and swelling of the tongue, making it difficult to speak and swallow. Rarely fatal, the disease is a major inhibition to fast talkers and spellcasters alike. Contamination may be detectable via a Bushcraft check.

Black Tongue

Disease

Duration 4

Effects:

4. Your tongue feels heavy in your mouth. Skin pulls tight, like too much sausage in a casing. You open fuschia lips to reveal a blackened lump, swollen to fill the cavity. The afflicted is unable to cast spells and makes all Influence checks with a -2 modifier.

3. The sensation of tension slowly fades from your mouth. You no longer feel much of anything. Everything tastes of ash and lead, sitting heavy in your belly without satisfaction. When rolling the Supply usage die, either as a result of a Hazard Die roll or taking the Rest action, the afflicted must roll twice or gain a level of exhaustion. The effects of Duration 4 continue.

2. You feel a bit better. Food remains a joyless chore, but the disease progresses, working its way through the body while maintaining its grip. Same effects as duration 3.

1. Discomfort comes flooding back, along with your taste. You relish the straining sensation of your tongue. Things are getting better, even if your swollen black tongue persists. Same effects as Duration 4.

0. Subtly, something falls into place. A quiet relief you hardly notice. Your tongue feels like you remember and no longer startles you in mirrors. The disease clears up, all effects end without further issue.

Suggested Uses:

As a resource trap. When the party fails a Forage action Bushcraft check, grant them a Supply usage die as if they had succeeded, but require players that utilize the tainted usage die make an Endurance check each time they roll it. Failure results in contracting the disease.

As an event or encounter. Players find the corpse of an animal, recently slain. If they choose to harvest the meat, require a Bushcraft check to properly prepare the meat and prevent contamination. On failure, require an Endurance check. Failure results in contracting the disease.

As a social trap. Have players be served contaminated food by an adversary. If the food is consumed, require an Endurance check. Failure results in contracting the disease.

Tuesday 1/16

Thurible Flail

Weapon

Flail (2H, Durability 2, Damage 2, Short)

2 Slots

The Thurible Flail can be used to make Hand to Hand attacks from Short range.

Beings capable of casting Miracles can spend 1 NP as a fast action to ignite the thurible head of their flails. The wielder must spend an additional NP each round to keep the thurible ignited. While ignited the flail produces a corrosive incense smoke. Successful attacks made while the flail is ignited deal an additional point of damage and enemies struck by the weapon have their armor degrade on a 1 or 2 if damage penetrates their armor.

The thurible can also be used to burn conventional incense as normal.

Wednesday 1/17

Head of Selaphiel

Magic Item

Object

1 Slot

The disembodied head of the Archangel Selaphiel. It whispers pleading prayers to a God that can not listen.

Whenever the bearer of the Head of Selaphiel casts a Miracle, roll a d12 artifact die, regardless of whether or not the spell calls for a roll. Any successes with this roll (6+ = 1 success, 10+ = 2 successes) bolster the efficiency of  the Miracle, increasing the number of targets impacted, the amount of damage dealt, or the range of effectiveness by 1 for every success rolled on the artifact die.

“Heavenly father, why hast thou forsaken me?”

Thursday 1/18

Shamgar, the Third Judge: One of the members of the Council of Twelve. Shamgar speaks in terse, barking blasts, giving only one chance for compliance. He generally stalks the harvesting grounds, overseeing the Penitents in their work and missing no chance to casually brutalize any he deems lazy or insubordinate.

A hulking figure, Shamgar stands roughly 8 feet tall. His torso is covered in a thick mail of barbed goad heads that indiscriminately gnaw at any flesh they contact. Thickly corded limbs extend from the metal tangle, powerful instruments of Shamgar’s savagery. An enormous bleached ox skull crowns the monstrosity, complete with towering horns that penetrate the darkness. It is unclear if this is a mask or his body, but the empty eyes of the skull seem to follow everything in their gaze intently.

Shamgar knows nothing of subtlety. He approaches every situation with raw aggression, confident in his ability to break all opposition with his overwhelming might. His presence is always known and he never hesitates to escalate to violence at the slightest provocation. The hammer of the Council, he is an inelegant tool to be applied liberally, and he is more than content with this station.

Shamgar, the Third Judge

Stats

HP: 15

NP: 10

Armor: 10

Attributes

Grit – 17

Finesse – 13

Logic – 8

Moxie – 12

Special:

  • If Shamgar ever makes a successful Assault attack against an enemy, the enemy must make an Agility check or become snared in Shamgar’s barbed cilice. Snared enemies take 1 HP damage when they start a turn snared by Shamgar, are unable to move, and make all Assault checks with a -2 modifier. Snared enemies may make an Assault check as a Slow Action to free themselves.
  • Shmagar is unable to cross physical boundaries. Lines, fences, rope, or other non-living impediments stop him absolutely. If contained within an enclosed series of boundaries, even mixed, Shamgar is unable to exit the bounded area until one of the boundaries is removed by an outside force.

Attacks:

  1. Charge: Shamgar lowers his head and charges at an enemy. He moves up to three range bands as part of this attack. When he arrives he may make an attack against an enemy in Engaged Range. Roll the attack with 10 Base Dice and Weapon Damage 4. Shamgar can use the movement of this attack even if he doesn’t end in Engaged Range of an enemy.
  2. Roar: Shamgar lets out a roar of enraged ecstasy. Roll the attack with 5 Base Dice and Weapon Damage 2. This damage is dealt to NP, and all enemies within Long range of Shamgar have a -1 modifier to attacks made against Shamgar during the next round. This modifier stacks with any negative modifiers due to Exhalation.
  3. Squeeze: Shamgar attempts to gather an enemy in Engaged range in his arms, squeezing them against his barbed cilice. Roll the attack with 8 Base Dice and Weapon Damage 3.
  4. Pummel: Shamgar rains merciless blows down on an enemy in Engaged range. Roll the attack with 6 Base Dice and Weapon Damage 5.
  5. Scatter: Shamgar tears some of the barbed goad heads from his cilice, scattering them around the zone he occupies. There is no roll required for this attack. Anyone who moves within the zone (entering, exiting, or through) takes 1 point of damage as the barbs tear at their feet and legs.
  6. Exhalation: Shamgar releases a cloud of obscuring smoke from his ox skull. This smoke fills his zone and all adjacent zones, obscuring vision. The smoke persists until cleared by some effect. All Marksmanship and Assault checks made into the smoke are made with a -2 modifier. These modifiers stack with any negative modifiers due to Roar. There is no roll required for this attack.

Tactics: Shamagar prefers personal brutality above all else. He has no regard for the condition of escapees or intruders he engages. Shamgar seeks to get in close with enemies, covering large distances with his Charge and keeping things tight with Scatter. Once his enemies are in reach, he will seek to snare as many as he can on his cilice, using Squeeze or Pummel to stick them to his body before moving on to the next opponent. If faced with overwhelming opposition, Shamgar will even the playing field with his Exhalation and Roar, handicapping ranged foes. If stopped by a single boundary Shamgar will simply adjust course, but if he senses that he is being contained he will attempt to flee, waiting to strike on more favorable terms. This is the only time Shamgar will retreat.

Friday 1/19

Grenadier’s Insurance

Soldier Saint Relic

Item (2)

1 Slot

A grenade pin carved from the phalange of a fallen soldier. Shaped from a single bone, the interlocking pull ring and pin are delicately interlocked.

When a grenade attack is made that targets the bearer of Grenadier’s Insurance, they may make an Agility check as a reaction to place the pin into the grenade. This check gains the Gear Dice of Grenadier’s Insurance, which degrades according to conventional gear rules. If the check is successful, the grenade attack does no damage and the bearer of Grenadier’s Insurance gains a grenade called Lucky Bomb. When used for a grenade attack, the Lucky Bomb uses Grenadier’s Insurance Gear Dice on the attack check. Grenadier’s Insurance can’t be used again until the Lucky Bomb is used.

Der ya go ag’in, trowin’ eggs a’ me. If yer gonna be playin’ wit te bang bang ‘ts better to be lucky den good.

Saturday 1/20

Securing Lock

Magic Item

No Gear Bonus

1 Slot

An unremarkable cast iron lock and key. The lock can be fastened to any person or object, regardless of whether or not there is a place to affix it. When the shackle of the lock is closed, the lock freezes whatever it is fastened to absolutely. Living beings freeze in time, while objects become impossible to open.

Things frozen by the lock can be moved but not damaged and do not age or deteriorate in any way. The lock can only be opened by its accompanying key. Once opened, the lock falls from whatever it was affixed to, which either unfreezes or becomes capable of being opened again. Living things do not perceive a gap in time, they resume their actions from the moment they were frozen as if they had never stopped.

The lock can be used again once reopened. If the lock is destroyed, the key becomes a normal key. If the key is destroyed, the lock is permanently affixed to whatever it is currently on.

Some things need safekeeping from others. Some people need safekeeping from themselves. And sometimes, I just need a moment to think things over.

Sunday 1/21

Devourment: A flesh consuming disease arising from the slurries of meat and fluid that accumulate in the gutters of Peccatu. Those that contract the disease within the city are sent down river to the Plague Hills, forming loose knit Devor colonies amongst the old mausoleums. The Devors slowly succumb to the gnawing progression of the disease, acting as roaming vectors for Devourment until they are entirely consumed. After death, individuals infected by Devourment join the ranks of the Lamented Court, swelling their hidden army.

Devourment

Disease

Duration 6

Effects:

6. Stiff joints. An achy feeling in the bones. An itch on the inside of the skin, no matter how deep you scratch. No ill effects. Yet.

5. You stop sleeping soundly. You can never shake the inside itch. It’s always with you, keeping you up at night. Resting only heals half of total HP, rounded down. Whenever you touch someone they must make an Endurance check with a +2 modifier or contract Devourment.

4. You’ve started scratching holes in your skin, or are they widening on their own? -1 Grit, permanent unless cured. Whenever you touch someone they must make an Endurance check with a +1 modifier or contract Devourment.

3. Even now, with sinew exposed to open air, the itch continues to elude you. Every time you get close it seems to flee a little deeper. Next time you’re sure to get it. -2 total Grit and -1 Finesse, permanent unless cured. Whenever you touch someone they must make an Endurance check with no modifier or contract Devourment.

2. Fingers work compulsively. You never stop scratching. A continual trickle of blood beneath nails that search for relief without end. -3 total Grit, -2 total Finesse, and Agility Skill is reduced to 0, permanent unless cured. Whenever you touch someone they must make an Endurance check with a -1 modifier or contract Devourment.

1. You’ve stopped sleeping entirely. Your every thought, every moment consumed by the need for reprieve. Every bone feels like it’s crawling. You can watch them as they do. -4 total Grit, -3 total Finesse, and you no longer recover HP from resting, permanent unless cured. Whenever you touch someone they must make an Endurance check with a -2 modifier or contract Devourment.

0. Little more than ragged scraps and liberated bone remain. Even that still twitches, particularly the fingers. The afflicted dies immediately upon reaching Duration 0. Touching the corpse provokes an Endurance check with a -3 modifier, or contract Devourment.

Suggested Uses:

As a potential risk. When the party encounters the site of a turf war in Peccatu, rummaging amongst the bodies provokes an Endurance check with a +2 modifier or contract Devourment. No one will bat an eye if you go looting, but they’re all too happy to kick you out if you start scratching. Players should be aware of the risks if they grew up in the city.

As a hazard or encounter. In Ravaged regions body pits, trenches, and uncleared battlefields all have the potential for Devourment. Interacting with the bodies provokes an Endurance check with a +1 modifier or no modifier (depending on the age of the corpses) or contract Devourment. The temptation to risk affliction should be balanced against the potential for gear or goods.

As a behavior motivator in the Plague Hills. Every interaction with the Devors runs the risk of infection, which can spread fast. Contact with a Devor provokes an Endurance check with no modifier or contract Devourment. The party is likely to keep the Devors at arm’s length to prevent contracting the disease, with violence if necessary. Have the Devors be ignorant of their ability to spread the disease for added nastiness.

As a quest. Any infected will need to seek out a way to cure the disease, assuming they want to live. This might be through medicine or magic, but neither should come cheap or easy.

That wraps up this week, we’ll be back next Monday with another week’s worth of Lore 24 posts!

If you’re finding this sometime in the future, please check out the Lore 24 Post Repository to see a roundup of all the posts in this series.

We actively encourage comments, questions, and feedback; we’re excited to be sharing our work and would love to chat about it with anyone who’s interested!

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