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games:murderhoboes [2014/05/07 07:45] – created brent | games:murderhoboes [2014/05/14 15:56] (current) – Deleting in favor of MurderHobos brent |
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====== MurderHoboes ====== | |
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//MurderHoboes// will be a tabletop RPG made for when you just want to kill things and take their stuff. | |
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You roll many different dice. Your character strangles things with his hands, stabs from the shadows, or calls down unholy fire from the sky. You play a MurderHobo. | |
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The game package includes: | |
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* A 5-page PDF containing all the rules, with awesome art by Khairul Hisham and Jaydot Sloane. | |
* An .azw3 file for use on newer Kindles. | |
* A .mobi file for use on older Kindles. | |
* An .epub file for use on iPads and other eReaders. | |
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===== System Overview ===== | |
All rolls are 1d20. You have 4 primary stats: Killing Things, Avoiding Being Killed, Knowing Shit, and Talking Your Way Out of Anything. You have a bonus in each. Add that to your roll and compare to a target difficulty number. | |
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===== Play Sample ===== | |
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**(Under Development)** | |
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<html> | |
<p><span style="font-weight:bold">GM:</span> Okay, let's get started. First off, choose your class.</p> | |
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<p><span style="color:blue;font-weight:bold">Peter:</span> Okay, I'm playing Paul the fighter. He takes 4 hits and deals 1 hit per attack.</p> | |
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<p><span style="color:green;font-weight:bold">Gretchen:</span> I'm playing Gurney the rogue. He takes 3 hits, and subtracts 1 from his ability rolls.</p> | |
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<p><span style="color:red;font-weight:bold">Jim:</span> And I'm playing Jessica the wizard. She takes 2 hits, and she's memorized the <em>fire bolt</em> spell.</p> | |
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<p><span style="font-weight:bold">GM:</span> Great! You were all on a merchant vessel that was hit in a bad storm. You were swept into a bay and foundered near a small lumber village. The village elder, Zana, welcomed you all to spend the night in a storehouse. In the middle of the night, you're awakened by a cry of alarm. Lizardlings!</p> | |
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<p><span style="color:green;font-weight:bold">Gretchen:</span> What are those?</p> | |
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<p><span style="font-weight:bold">GM:</span> Imagine velociraptors that can throw spears.</p> | |
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<p><span style="color:blue;font-weight:bold">Peter:</span> Hoo boy. I jump up and run outside.</p> | |
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<p><span style="font-weight:bold">GM:</span> It's pandemonium. People are running everywhere, screaming. There's a low fire on the east side of the village. On its far side, just outside of the woods to the east of the village, a couple of lizardlings are lashing out with crude spears at a knot of villagers who are desperately trying to defend themselves with hatchets and staffs. If you all want to use the zone rules, then that area is a combat zone.</p> | |
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<p><span style="color:red;font-weight:bold">Jim:</span> I follow Paul out of the storehouse.</p> | |
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<p><span style="color:green;font-weight:bold">Gretchen:</span> Me, too, but I try to stay out of sight.</p> | |
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<p><span style="font-weight:bold">GM:</span> Okay, Gretchen, make an ability roll using your dexterity. That's a d6 roll, trying to roll equal to or less than your dexterity score. And since you're a rogue, lower whatever you roll by 1.</p> | |
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<p><span style="color:green;font-weight:bold">Gretchen:</span> Okay. I have a dexterity of 5, so that shouldn't be a problem. And I roll...a 4, so 1 minus that makes it a 3.</p> | |
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<p><span style="font-weight:bold">GM:</span> Good, you stay out of sight.</p> | |
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<p><span style="color:green;font-weight:bold">Gretchen:</span> I'm sneaking around the campfire to flank the lizardlings.</p> | |
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<p><span style="font-weight:bold">GM:</span> Great! How about the rest of you?</p> | |
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<p><span style="color:blue;font-weight:bold">Peter:</span> I draw my sword and run at the lizardlings.</p> | |
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<p><span style="color:red;font-weight:bold">Jim:</span> I want to stay back and see if I can figure out the lizardlings' tactics.</p> | |
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<p><span style="font-weight:bold">GM:</span> Okay, while Peter charges towards the fight and Gurney sneaks around the campfire, Jim I want you to make an intelligence roll. Again, that's d6, and you want to get no more than your intelligence. Which is...?</p> | |
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<p><span style="color:red;font-weight:bold">Jim:</span> My intelligence is 4, so that's not so bad. I roll a 2! Whew.</p> | |
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<p><span style="font-weight:bold">GM:</span> Good. You see one beefier lizardling in the back, gesturing with a fine hatchet. He's ordering around three lizardlings in front of him; they're using crude spears. In fact, by rolling that well, you also notice movement in the woods: two more lizardlings with simple bows. They're in another zone.</p> | |
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<p><span style="color:red;font-weight:bold">Jim:</span> I call out to Paul: "There are two in the woods! And watch out for the leader; he's a big one!"</p> | |
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<p><span style="font-weight:bold">GM:</span> Okay, Paul should be arriving at the zone next since Gurney's still sneaking. Who is Paul attacking?</p> | |
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<p><span style="color:blue;font-weight:bold">Peter:</span> Hmmm. I hear Jessica's warning, right?</p> | |
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<p><span style="font-weight:bold">GM:</span> Definitely. The first three lizardlings are in front of you, with their leader behind them, and the archers are even further away.</p> | |
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<p><span style="color:blue;font-weight:bold">Peter:</span> Okay, I'll slash at the nearest lizardling, then.</p> | |
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<p><span style="font-weight:bold">GM:</span> Okay, make an attack roll. That's 1d6, trying to roll 5 or 6. Do you want to use the zone rules?</p> | |
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<p><span style="color:blue;font-weight:bold">Peter:</span> Sure.</p> | |
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<p><span style="font-weight:bold">GM:</span> In that case, you get "advantage," because you're using your sword on an enemy in the same zone. So you need to roll 4, 5, or 6.</p> | |
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<p><span style="color:blue;font-weight:bold">Peter:</span> And...I roll a 5. Sweet!</p> | |
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<p><span style="font-weight:bold">GM:</span> You swing and cut right through him! He goes down with just that one hit. His companion tries a desperate counter-attack...and rolls a 2, so he misses. The other lizardlings are still tied up with the villagers, so they're not going to attack. Gretchen, you've been patient. What do you want to do?</p> | |
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<p><span style="color:green;font-weight:bold">Gretchen:</span> I hear Jessica's warning, too, so I want to jump out of the darkness and attack the leader.</p> | |
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<p><span style="font-weight:bold">GM:</span> Cool! He's guarding himself from the village, but he's not expecting a side attack. That means you get advantage, so you hit if you roll 4, 5, or 6. Make an attack roll!</p> | |
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<p><span style="color:green;font-weight:bold">Gretchen:</span> And I roll a 4!</p> | |
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<p><span style="font-weight:bold">GM:</span> Good thing you had that advantage! He takes 1 hit, but that won't take him down. Your sword connects with the leader, who snarls and turns at you. His well-worn hatchet gleams in the moonlight as he slices it at you...but he rolls a 1!.</p> | |
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<p><span style="color:green;font-weight:bold">Gretchen:</span> Phew.</p> | |
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<p><span style="font-weight:bold">GM:</span> Meanwhile, remember those archers? They see Gurney attacking their leader and let their arrows fly at him.</p> | |
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<p><span style="color:green;font-weight:bold">Gretchen:</span> Uh-oh.</p> | |
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<p><span style="font-weight:bold">GM:</span> One archer rolls 3 and misses, but the other rolls a 6. So, Gurney takes an arrow to the arm.</p> | |
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<p><span style="color:green;font-weight:bold">Gretchen:</span> That's okay; I can still take 3 more hits before I go down.</p> | |
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<p><span style="color:red;font-weight:bold">Jim:</span> My turn again?</p> | |
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<p><span style="font-weight:bold">GM:</span> Sure!</p> | |
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<p><span style="color:red;font-weight:bold">Jim:</span> I want to cast my <em>fire bolt</em> at the archers.</p> | |
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<p><span style="font-weight:bold">GM:</span> Great! Make an attack roll.</p> | |
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<p><span style="color:red;font-weight:bold">Jim:</span> Do I get advantage for attacking at range from 2 zones away?</p> | |
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<p><span style="font-weight:bold">GM:</span> That only applies to weapons, not spells, I'm afraid. And the archers can see you all, so no advantage there. You'll hit on a 5 or 6.</p> | |
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<p><span style="color:red;font-weight:bold">Jim:</span> And I roll a 6! A bolt of fire leaps out from my fingers and streaks into the woods. It explodes on one of the lizardlings!</p> | |
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<p><span style="font-weight:bold">GM:</span> And it squeals and collapses to the ground! Mind you, you now have a pile of flaming lizardling among a bunch of trees.</p> | |
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<p><span style="color:red;font-weight:bold">Jim:</span> ...Uh-oh.</p> | |
</html> | |
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===== Sample Characters ===== | |
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==== Halfling Wizard ==== | |
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Str: 2\\ | |
Dex: 3\\ | |
Wis: 3\\ | |
Con: 3\\ | |
Int: 6\\ | |
Cha: 4+1 = 5\\ | |
Hits: 2\\ | |
Level: 1 | |
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Spells: | |
Fire bolt | |
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Items: | |
Spell book, candle, candle lantern, quill, ink, parchment, scroll case, bed roll, frying pan (uses as club), flint, walking stick | |
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==== Human Fighter ==== | |
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Str: 6\\ | |
Dex: 5\\ | |
Wis: 3\\ | |
Con: 2\\ | |
Int: 3\\ | |
Cha: 4\\ | |
Hits: 4\\ | |
Level: 1 | |
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Hits per attack: 1\\ | |
Items: Sword, shield, bag, rope, torch, bed roll. | |
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==== Elf Rogue ==== | |
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Str: 4\\ | |
Dex: 6+1=7\\ | |
Wis: 3\\ | |
Con: 4\\ | |
Int: 5\\ | |
Cha: 5\\ | |
Hits: 3\\ | |
Level: 1 | |
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Items: Dagger, bow/arrows quiver, thieves tools, tinderbox & fire stuff, climbing gear, knapsack, gloves, bedroll | |
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==== Dwarf Cleric ==== | |
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Str: 5\\ | |
Dex: 1\\ | |
Wis: 6\\ | |
Con: 3+1=4\\ | |
Int: 3\\ | |
Cha: 3\\ | |
Hits: 3\\ | |
Level: 1\\ | |
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Items: holy symbol (stein), mace, helmet, bedroll, sack, wine skin, snacks, salt | |
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===== Support ===== | |
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If you have questions about //Dungeon Delvers//, please post them to [[https://plus.google.com/communities/104787672504300358431|the Google+ Community]]. | |
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===== Credits ===== | |
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Thanks to T.W. Wombat, Bob Smith, and Brian Fitzpatrick for their design advice. //MurderHoboes// wouldn't be nearly as polished without them. | |
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//MurderHoboes// is released under a Creative Commons [[https://creativecommons.org/licenses/by-sa/3.0/|Attribution-ShareAlike license]] (CC BY-SA 3.0). | |