Splatter-Elf Week Day 5: Odds, Ends & Uffs
Welcome back to the Splat! Do you like Grimdark fantasy? Do you like Grimmer than Grimdark fantasy? Do you like buckets and buckets of blood in your role-playing games? How about murderous sociopaths, violent midgets and garbage-dwelling dwarves? Because we've got those, too! In spades!
For more about Splatter-Elf: The RPG, check out Day 1 (Intro), Day 2 (Character Creation), Day 3 (Combat) and Day 4 (Magic). And don't forget to check out the man who started it all, Philip Overby over at Fantasy-Free-For-All.
Weapons and Armor
I didn’t mention weapons and armor on day 3 because the
post was long enough, but of course arms are going to be an important part of
any fantasy RPG, especially one where the goal is to spill as much blood as
humanly (or inhumanly) possible.
Small weapons
are short, one handed weapons. They can even be used one-handed by small
characters such as uffs. Examples: Short
sword, hand axe, kukri.
Medium weapons
are long weapons that can be used one-handed by man-sized characters. Smaller
characters such as uffs must use two hands to wield these arms (dwarves are
large enough to wield them one-handed). Examples:
Long sword, battle axe, mace, short spear.
Large weapons
are very long and/or heavy weapons that even a man-sized creature must use two
hands to wield. Uffs and dwarves may not use these weapons at all due to their
short arms. Examples: Claymore, hafted
war-axe, maul, no-daichi.
Tiny weapons
are very short and light weapons that can easily be wielded one handed, and are
often small enough to be concealed on the body. Examples: Daggers, clubs, brass knuckles.
A bastard sword
is slightly longer than a long sword, but has a significantly longer handle. It
can be used one handed and does damage as a long sword (+4) or it can be used
two-handed for greater damage (+6). A katana
uses the same stats as a bastard sword.
Long spears and
polearms have long hafts and can be used to attack from the second rank
(ie, from behind another character). It can also be set to receive a charge.
Staves require
two hands to wield effectively, but are one of the few weapons blood mages can
hold and still cast spells.
Whips are
ineffective against targets with a DR rating greater than 1, however it can be
used for melee attacks up to 10' away, and may be used to trip an opponent.
They’re also handy for kinky stuff in the bedroom.
Light crossbows
ignore 1 point of DR and require a move action to reload.
Heavy crossbows
ignore 2 points of DR and require a full round to reload.
Flintlock pistols
can fire once before requiring 6 rounds to reload (minus Dexterity modifier).
They ignore 2 points of damage reduction but ranged attack penalties for
distance are doubled.
An arquebus is
a long barrelled firearm that requires 8 rounds to reload (minus Dexterity
modifier). It ignores 3 points of damage reduction but ranged attack penalties
for distance are doubled.
Suits of armor cover at least the chest, arms and upper
legs of the wearer, and usually include a matching helmet. They reduce the
damage inflicted upon the wearer by lessening or deflecting potentially deadly
blows.
Shields do not provide damage reduction but instead are designed
to deflect the blows altogether, and thus provide a bonus to Armor Class
instead.
Carrying Stuff
Weapons, armor and gear are heavy. Carrying a lot of shit
is going to slow you down. Instead of fiddling with exact weights in pounds or
kilos, items are instead rated by how many points of encumbrance they impart on
a character. Certain items are heavy but designed to be worn (such as armor)
while other items aren’t that heavy but are very awkward to carry (such as long
spears).
A character may carry up to twice their Strength score in
encumbrance points without penalty.
If a character carries more than twice their Strength
score, but less than three times their score, they are considered encumbered
and suffer a -5’ (1 square) penalty to their movement rate and a -1 penalty to
Calisthenics and Skullduggery skills.
If a character carries more than three times their
Strength score, but less than four times their score, they are considered
severely encumbered and suffer a -10’ (2 square) penalty to their movement rate
and a -2 penalty to Calisthenics and Skullduggery skills.
A character can lift more than 4 times their Strength
score, but cannot carry it. A character lifting more than 4 times their
Strength score must make a successful Mettle skill roll every round or be
forced to put the load down and rest.
Example: A cutthroat with a Strength of 7 and a
movement rate of 30’ may carry up to 14 points of gear without penalty. If he
carries between 15-21 points, his movement will be slowed to 25’. If he carries
between 22 and 28 points, his movement will be slowed to 20’. He cannot
reasonably carry more than 28 points of encumbrance.
Character Class: Detritus Dwarves
Detritus Dwarves - also called skrat dawi in Dwarfish, and derogatorily labelled "Dump
Dwarves" by other races - are a breed of filthy, grotesque and misshapen
dwarves from the land of Dump in the North Western corner of Groteskia. Though they are dearly attached to their
homeland, detritus dwarves are highly adaptable and can live just about
anywhere, and thus can be found across the continent.
While most dwarves prefer to live underground and mine precious
metals and gems, detritus dwarves have evolved slightly differently than their
dour, humourless brethren. While normal
dwarves love to find treasure buried deep in the earth, dump dwarves find
treasure and value in the waste discarded by other races and cultures. They prize the filth and refuse that others
throw away.
Detritus dwarves build their homes, strongholds and temples
out of - quite literally - piles of garbage.
They prefer to lair near large, prosperous cities, which tend to be the
sites that generate the most waste. The
tunnel through the filth, build walls out of trash and wallow happily like pigs
in shit.
While most dwarves are great artisans and craftspeople,
detritus dwarves are resourceful scavengers without peer. They can build useful tools out of anything
and fix nearly any device or object.
Detritus dwarves tend to travel with huge sacks and bags filled with
garbage, and they never throw anything away, including food waste, bones,
stained clothing, broken pottery, rusted weapons, bloody bandages, dead pets,
horse manure, maggot-infested seafood, the contents of spittoons, cold camp
fire embers, toenail clippings, scabs and virtually anything else you can think
of. They are hoarders beyond compare,
and believe anything can be built if you have enough time and trash.
Detritus dwarves are incredibly resilient and have the most
hit points and highest defences of any class. Their attack bonuses are also
good and they can use most weapons and any armor. They are highly distrustful
of the arcane and will generally avoid it, though they are more likely to
embrace magic that has flashy, weird and interesting effects than those with
inherent or static powers (ie, they will choose a weapon that explodes in their
hand over a shield +1 any day).
Attribute Modifiers: Constitution
+1
Movement Rate:
25’ (5 squares)
Weapons Allowed:
Any, except they may not use large-sized weapons (except firearms and crossbows)
due to their malformed, stunted arms . They may use medium-sized weapons
normally with one-hand. They often wield jury-rigged, homemade weapons and are
quite fond of firearms.
Armor Allowed:
Any
Skills Allowed at
First Level: Mettle (CON), Tinker (DEX), History (INT), Acuity (WIS)
Skill Bonuses:
Mettle or Tinker +1 (choose one)
Weapon-Making:
Given a moment and anything handy, a detritus dwarf can turn any kind of loose
debris or normal item at hand into a crude but deadly weapon. By making a
successful Tinker skill check, the dwarf can turn just about any item into a
standard medium-sized weapon (4 damage) that attacks with a +1 bonus. Anyone
else using the weapon treats it as an improvised weapon (2 damage and no attack
bonus). On a natural attack roll of 1 or 2, the weapon breaks and becomes
useless. The player is encouraged to describe whatever weird abomination they
can imagine (sticks studded with rusty nails, gauntlets with broken glassed
glued to the knuckles, a club with a dog’s sharpened rib cage tied to it, etc).
Beast of Burden:
The dwarf’s Strength is considered to be 2 points higher when calculating
encumbrance levels. So a dwarf with an 8 Strength may carry 20 points before
becoming encumbered (instead of 16) and up to 30 points before becoming
severely encumbered (instead of 24).
Character Class: Uff
Standing about 3 feet tall and solidly built, uffs are
quarrelsome, rude and – to put it bluntly – bat shit crazy. Their society
revels in drinking, fighting, breaking stuff, drinking some more, sleeping it
off and then drinking again for breakfast.
Uffs tend to live in remote areas with rolling green hills
and lots of sheep. They like to sleep in dirt. Though they much prefer the
company of their own kind, they are known to travel far and wide to “experience
the cultures of faraway lands,” or a bit more honestly, to find alcohol to
drink, people to fight and… things to fuck. Uffs are not discerning.
While some people make fun of uffs for their stature and
immature nature, no one would ever do it to their face. Not unless they wanted
to lose some teeth and probably a testicle or two. Uffs will fight at the drop
of a hat, and love to fight dirty. They’re favourite tactic when fighting foes
larger than themselves (which are most foes) is to headbutt or bite them in the
groin, then stomp their genitals into oblivion when their victim falls over.
Uffs prefer to live and travel in wooded and rural areas,
but they will stomach more urban landscapes if there’s food and fighting to be
found. Though they hate most other intelligent creatures, they are very fond of
woodland animals (perhaps too fond, if you know what I mean) and will fight to
protect them.
Attribute Modifiers: Dexterity
+1
Movement Rate:
25’ (5 squares)
Weapons Allowed:
Any, except they may not use large-sized weapons, and they must use
medium-sized weapons with two hands. They may use short bows but not longbows,
pistols but not the arquebus.
Armor Allowed:
Any
Skills Allowed at
First Level: Calisthenics (STR), Mettle (CON), Acuity (WIS), Skullduggery
(DEX), Bush Whacker (WIS), Beast Mastery (WIS), Carnality (CHR)
Skill Bonuses:
Bush Whacker +1
“High” Blow: Most
races would call this a “low blow” but the crotches of most humanoid races are
actually at the uff’s eye level.
Once per combat, the uff may make an unarmed attack directed
at the victim’s groin. If he uses a weapon or uses the attack more than once,
the target is expecting it and so the uff can’t get this cheap shot in. The uff
rolls an attack vs the victim’s Fortitude with a +2 to damage. If the attack is
successful, the target is stunned, loses his next turn and immediately falls
prone. Against female targets or humanoids without genitalia, this attack does
normal damage and does not have any of its stunning effects.
Groin Stomp:
Against a prone opponent, an uff may make a double-foot stomp directly to the
groin. This attack is considered unarmed and targets the opponent’s Fortitude
with a +2 to damage. If the attack is successful, the target is stunned for
another turn and cannot stand up on his turn.
The uff may attempt this attack as often as they wish
against a prone opponent. Against female targets or humanoids without
genitalia, this attack does normal damage and does not have any of its stunning
effects.
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