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May 16, 2006

DDM Campaign 3: Special Abilities

Updated 05/21/06 Go to Vesivus for descriptions of special abilites. Click on a figure with the ability and then run your mouse across the word on the card and it will list the description.

Special Abilities

Negatives:
Bloodthirsty – Gain 2
Bleeder – Gain 4
Brittle Morale – Gain 3
Burnout – Gain 4
Can’t Rally – Gain 3
Slow Ranged Attack (only if have ranged attack) – Gain 1
Slow Melee Attack – Gain 2 (3 if fighter)
Cowardly – Gain 2
Double Damage from XXX energy - Gain 3
Earthbound - Gain 3
Furious Spirit - Gain 1
Hard of Hearing - Gain 2


General:

+4 ac against XXX foe – 4 (Stacks)
+2 ac vs AOO – 2 (Stacks)
+2 ac vs ranged – 2 (Stacks)
Sprint - +2 move, once per battle – 1
Beastmaster – 4
Blind-fight – 4 (Fighter 2)
Blind-sight - 6
+1 morale –2
Bluster – 1
Bravado – 2
Bold – 4
Alignment Foe – 4 (+2/+5) (Stacks)
Faction Foe – 2 (+2/+5) (Stacks)
Monster Foe +5 Damage - 1 (Stacks) (Monster types only)
Resist 5 xxx – 2 (Stacks)
DR 5 – 10
Cleave – 4 (Fighter 2)
Conceal – 8 (Rogue 4)
Death Blow – 1
Illuminator – 8 (Cleric 5)
Increase DC +1 of Special Ability - 2
Double Opportunity Attacker - 2
Dragonmaster - 2
Dual Activation - 10
Favor of Lolth - 3 (Drow Only)
Fearless - 8
Feed - 4 (Evil Only)
Elemental Aura 5 damage (pick one type) - 4 (Stacks)
Elemental Shield 5 damage (pick one type) - 3 (Stacks)
Flight - 6 (Plusses to movement require one additional point)
Frightful Impale - 3 (Must do minimum 15 damage)
Ghost Step - 2 (Rogue 1)
Ghost Touch - 6
Grant xxx (Race) Move Action - 4 (1 per) (Command 3 minimum)
Grant Move Action - 6 (1 Per) (Command 4 minimum)
Hide - 3 (Rogue 2)

Rogue:

Melee Sneak Attack +5 – 1 (Stacks – 1point 1st time, 2 2nd time etc)
Ranged Sneak Attack +5 – 1 (Stacks)
Coordinated Shot – 2
Precise Shot – 3
Promote to Assassin - 8
Promote to Bard - 8
Disguise Self – 2
Evade Damage - 4
Hunter - 4
Hurling Charge - 4
Illuminator - 8 (Cleric 4)

Cleric
Promote to Druid - 8
Dismiss Outsider - 5
Undead Slayer +5 – 2, stacks

Fighter
Promote to Barbarian - 8
Promote to Paladin - 8
Bloodlust – 2
Close Order Fighter – 3
Phalanx Fighting – 3
Coordinated Shot – 2
Precise Shot – 3

Sorcerer
Blink Out –1
Chastise Spirits - 2
Hexblade's Curse -3

Wizard
Promote to Necromancer - 8
Blink Out –1
Burrow – 3
Dual Wand - 4
Ancestor Spirit - 4 (Per race, all except human)

Bard
Countersong - 4
Disguise Self – 1
Drumbeat - 10
Gibbering - 3 (1 per)

Druid
Burrow - 2
Chastise Spirits - 2

Necromancer
Incorporeal – 10
Life Drain 5 – 4 (Stacks)
Domination Surge - 4
Energy Drain - 6
Ghoul Touch - 1 (1 use per)


DDM Campaign 2: General Ability Upgrades

General Abilities - Updated 05/16/06

1 point
+5 hp (0-25)
+1 attack modifier (1-5)
10 points of faction followers (max: single creature char level x 10)
5 points off faction followers
Max # of followers +1 (1-2)
+1 ac (11-15)
+1 Ranged attack modifier (1-5)

2 points
+5 hp (25-50)
+1 attack modifier (6-10)
+1 ranged attack modifier (6-10)
1 command point (1-3)
Gain ranged Attack
+1 ac (16-20)
Max # of followers +1 (3-4)

3 points
+5 hp (50-75)
+1 attack modifier (11-15)
+1 ranged attack modifier (11-15)
1 command point (4-5)
+1 ac (21-25)
+1 movement (4-8)
Max # of followers +1 (5-6)

4 points
+5 hp (75-100)
+1 attack modifier (16-20)
+1 ranged attack modifier (16-20)
1 command point (6-7)
+1 ac (26-30)
+1 movement (7-8)

DDM Campaign 1: Base Rules and Characters

Updated 05/16/06

Please note, these are very basic stats, I haven’t worked out whether they are balanced or not. Any ideas or input appreciated. Unlike my D&D game, I am trying to keep the classes very basic at the beginning, to allow for more growth into different types of characters later on.

Characters will develop in two ways. First, they will level similar to D&D characters, plus additionally they will be able to use the ‘spoils’ (basically the point cost of bad guys killed) to purchase items, followers, or upgrades. Not sure how that will all work exactly, but I will work on it.

DDM Campaign Game

Start as:

Fighter, Wizard, Cleric, Sorcerer or Rogue

Base Stats:

Fighter

AC:12
HP: 20
+4, 5 damage
Move: 4
3 ability points/level


Wizard
AC: 10
HP: 5
+0, 5 damage
Move: 4
1 ability point/level
1 1st level spell

Cleric
AC: 11
HP: 15
+2, 5 damage
Move: 4
1 ability point/level


Sorcerer:

AC: 10
HP: 5
+0, 5 Damage
Move: 4
1 ability point/level
1 1st level spell

Rogue:

AC: 13
HP: 5
+0, 5 Damage
Move: 4
2 ability points/level
Hide

DDM Campaign?

I am slowly working on a DDM campaign system. If y'all like the idea, I will work to codify a rules set as well as work on an actual game world and the preset adventures to go with them.

Basically, one would start with a base character: Fighter, Rogue, Wizard, Cleric or Sorcerer. From there, one would attempt to beat increasingly difficult DDM challenges, all the while the points of the creatures you kill allowing you to upgrade your character or equipment, and hire temporary allies or permanent henchmen. As a character progresses, one could also upgrade their class to Druid, Necromancer, Barbarian, Paladin and several others.

I will create a new subcategory of post called DDM Campaign. I will put 3 posts in there initially, describing the basic rules as well as the available special abilities and 'upgrades' for your character. For any changes, I will just update those 3 posts instead of making new ones.

If anyone is interested in trying this out, let me know!

May 10, 2006

The Gribble Challenge

(this is copied and pasted from Le Gribble's Email, so blame him;)

BEHIND ENEMEY LINES... The Final Battle Between GOOD and EVIL

Background:

100 years ago a great war between the forces of Good and the forces of
Evil was fought. The side of Good was out numbered at least 1,000 to 1. With
limited supplies and over all, people, it appeard girm for those of the side
of Good as was the out come. Thousands upon thousands perrished. Included
was the entire annihilation of Dwarves, along with thier Constructs. The
only races to surviver were Humans, Humanoids, and Elves. Humans survived
simply because they were so wide spread. Elves survived from thier great
magical powers allowing them to hide, and the Humanoids, well, there were
just so many of them to begin with that is except for the large creatures.

Up until the present, these races have been living in isolation,
avoiding major conflict. Both Human and the like would run and resettle at
any preminition of intruders coming to raid their small village.

The Humans have now a population of anywhere between a thousand to
two-thousand strong, thankfully to their quick reproduction habits, and the
elves havinng a population of roughly eight hundred. They have both slowly
built up an army capible of fighting against Evil. Howeve, it is quite the
opposite for the side of the wicked. With diesease, lack of food & becoming
cannibals, and pure hatred burning within themselves, their overall head
count has greatly deminished over time. Dropping it down from around
one-hundred thousand to a mere two thousand.

Humans and elves once again unite in an over all force in hopes of
eradicating those responcible of slaughtering their ancestors once and for
all. On a momentum desiding battle, the side of Evil managed to capture a
highly ranked commander of the Brixau Clan. In order to reinstall hope, the
second in command has issued a small group of infiltrators to seek out,
locate, and rescure the commander and return him saflet back to camp. If
they are to succed in this secret mission, hope will be restored and the
forces of Evil will stand no chance to the glory of the people. Yet, if they
fail, the will lose crutial direction needed to further hack away at the
heels of the Evil horde.

YOUR MISSION:

Construct a warband of Good worth 250, or a warband of Evil worth 275,
chaotic or lawful maybe used together. Good may not use Dwarfs or
Constructs, and Evil may not use any large creatures... they were all
destroyed in our last session, that's why I wrote it into the store above.

GOOD; seek out and retrieve your commander. Since this is a secritive
mission, be as stealthy as possible. Upon arrival of the imprissoned officer
(being atleast one square inside the Evils' start area) escort him safely
back to camp. Getting there is the easy part, coming back with the commander
is the hard part. You will more than likely be spotted entering thier base
due to many outposts station through ot the area, so bring your weapons,
they will be used. Kill as many of those bastards as you can and don't
forget to slit the throats of every woman, child and baby you can. If you
can do it infront of the male Humanoids, even better. GIVE'EM HELL MEN!
(They've been tortured for centuries...)

EVIL; we have the one that speaks the orders to the others. We use him
for bait to bring more of those cowards to us. Easy for kill. Do not kill
hostage (damned Geneva Convention), we cut off head in front of those that
come, then put them on posts and eat them. It is best to hide around in tree
and jump on whites as they come by. Death to Humans!

RULES:
The Good sets up opposite of Evil, consistion of 7 or less (8, however
your commander is being held prisoner so he doesn't count toward your
points). You give your commander to opponent and places him/her in thier
start area. Since your commander is captured, and more than likely tortured,
you will not benefit from commander effects or special abilities at any time
during the game. If you are able to return your commander back
to your start area, you recieve 50 bonus points. All members in your warband
are fearless.

The Evil, even though you have a start area, you do not start there.
You set them up randomly away from the start area on the map. They must be
at least 4 squares away from one another and must be anywhere from 10 to 20
squares away from start area. Your creatures to not more or activate until
your opponent rescues the commander. If a creature were to pass or stop on a
threatened square, they get one attack of opprotunity and sneak attack and
are now able to move, except the others. When your opponent reaches their
goal, yoru creatures can then move freely. If you are able to kill the
commander before they return him to their base, you get 70 bonus points.

This is supposed to be a chapter added to what we played last time.
Unfortunately, next Sunday is Mother's Day, so I will not be able to make
it. Thanks!
____________________________
Okay, so it sounds like no game Sunday due to Mother's Day. Looks like a good challenge, though a IMHO it may be a little off kilter in favor of good, but we'll see. I would say fearless is worth at least 6-9 points per fig or so, especially on something like Half-Ogre Barbarians and Longstriders. And having the good guys massed and the bad guys spread out makes it even harder on the forces of evil. Also the AOO opportunity for evil is definitely going to backfire, because if the bad guys take an AOO, the good guys get to gang up on him 7 to 1.;) I would suggest that if the good guys choose to attack a bad guy taking an AOO, the rest of the bad guys can also move.

Gribble said we can randomly determine who is good and evil for each match, so everyone make up both a good band and an evil one.

Okay, good luck all!