Both sides previous revisionPrevious revisionNext revision | Previous revision |
games:murderhoboes [2014/05/09 19:27] – Added sample characters brent | games:murderhoboes [2014/05/14 15:56] (current) – Deleting in favor of MurderHobos brent |
---|
====== MurderHoboes ====== | |
| |
//MurderHoboes// will be a tabletop RPG made for when you just want to kill things and take their stuff. | |
| |
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. | |
| |
The game package includes: | |
| |
* 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. | |
| |
===== 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. | |
| |
===== Sample Characters ===== | |
| |
==== Buff HardBack, Brutal Fighter ==== | |
| |
Killing: +4\\ | |
Avoiding Being Killed: +2\\ | |
Knowing Shit: +1\\ | |
Talking Your Way Out Of Everything: +1\\ | |
Avoiding Magic: +1\\ | |
Avoiding Traps: +2\\ | |
Avoiding Poison: +1\\ | |
Avoiding The Law: +4\\ | |
| |
Hits: 4\\ | |
Class Skill: Murderous Rage: When you succeed on an attack, deal 2 hits.\\ | |
| |
==== Splint ChestHair, Sneaky Bastard ==== | |
| |
Killing: +2\\ | |
Avoiding Being Killed: +1\\ | |
Knowing Shit: +1\\ | |
Talking Your Way Out Of Everything: +4\\ | |
Avoiding Magic: +1\\ | |
Avoiding Traps: +4\\ | |
Avoiding Poison: +1\\ | |
Avoiding The Law: +2\\ | |
| |
Hits: 3\\ | |
Class Skill: Backstab: If you are the first person to attack someone, add +2 to your Killing roll. This can be used multiple times per day.\\ | |
| |
==== Whip SlagCheek, Unhinged Priest ==== | |
| |
Killing: +2\\ | |
Avoiding Being Killed: +1\\ | |
Knowing Shit: +4\\ | |
Talking Your Way Out Of Everything: +1\\ | |
Avoiding Magic: +4\\ | |
Avoiding Traps: +1\\ | |
Avoiding Poison: +2\\ | |
Avoiding The Law: +1\\ | |
| |
Hits: 3\\ | |
Class Skill: Magic Choke: Hit an enemy. The enemy must make a saving throw against Magic or fall unconscious for about 5 minutes.\\ | |
| |
==== Fist RockBone, Mad Sorcerer ==== | |
| |
Killing: +2\\ | |
Avoiding Being Killed: +4\\ | |
Knowing Shit: +1\\ | |
Talking Your Way Out Of Everything: +1\\ | |
Avoiding Magic: +4\\ | |
Avoiding Traps: +1\\ | |
Avoiding Poison: +1\\ | |
Avoiding The Law: +2\\ | |
| |
Hits: 2\\ | |
Class Skill: Fist of Fury: For the next hour, you generate a spectral hand that's about twice the size of your own. It has mass but can take no damage, and can pick up and carry things up to 150 pounds in weight. It can move up to 50 feet off the ground. It can also drop whatever it's carrying, all the way to the ground. It can move fast enough to count as a ranged weapon.\\ | |
| |
===== Play Sample ===== | |
| |
**(Under Development)** | |
| |
<html> | |
<p><span style="font-weight:bold">GM:</span> Okay, let's get started. First off, choose your class.</p> | |
| |
<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> | |
| |
<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> | |
| |
<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> | |
| |
<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> | |
| |
<p><span style="color:green;font-weight:bold">Gretchen:</span> What are those?</p> | |
| |
<p><span style="font-weight:bold">GM:</span> Imagine velociraptors that can throw spears.</p> | |
| |
<p><span style="color:blue;font-weight:bold">Peter:</span> Hoo boy. I jump up and run outside.</p> | |
| |
<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> | |
| |
<p><span style="color:red;font-weight:bold">Jim:</span> I follow Paul out of the storehouse.</p> | |
| |
<p><span style="color:green;font-weight:bold">Gretchen:</span> Me, too, but I try to stay out of sight.</p> | |
| |
<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> | |
| |
<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> | |
| |
<p><span style="font-weight:bold">GM:</span> Good, you stay out of sight.</p> | |
| |
<p><span style="color:green;font-weight:bold">Gretchen:</span> I'm sneaking around the campfire to flank the lizardlings.</p> | |
| |
<p><span style="font-weight:bold">GM:</span> Great! How about the rest of you?</p> | |
| |
<p><span style="color:blue;font-weight:bold">Peter:</span> I draw my sword and run at the lizardlings.</p> | |
| |
<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> | |
| |
<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> | |
| |
<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> | |
| |
<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> | |
| |
<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> | |
| |
<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> | |
| |
<p><span style="color:blue;font-weight:bold">Peter:</span> Hmmm. I hear Jessica's warning, right?</p> | |
| |
<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> | |
| |
<p><span style="color:blue;font-weight:bold">Peter:</span> Okay, I'll slash at the nearest lizardling, then.</p> | |
| |
<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> | |
| |
<p><span style="color:blue;font-weight:bold">Peter:</span> Sure.</p> | |
| |
<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> | |
| |
<p><span style="color:blue;font-weight:bold">Peter:</span> And...I roll a 5. Sweet!</p> | |
| |
<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> | |
| |
<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> | |
| |
<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> | |
| |
<p><span style="color:green;font-weight:bold">Gretchen:</span> And I roll a 4!</p> | |
| |
<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> | |
| |
<p><span style="color:green;font-weight:bold">Gretchen:</span> Phew.</p> | |
| |
<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> | |
| |
<p><span style="color:green;font-weight:bold">Gretchen:</span> Uh-oh.</p> | |
| |
<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> | |
| |
<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> | |
| |
<p><span style="color:red;font-weight:bold">Jim:</span> My turn again?</p> | |
| |
<p><span style="font-weight:bold">GM:</span> Sure!</p> | |
| |
<p><span style="color:red;font-weight:bold">Jim:</span> I want to cast my <em>fire bolt</em> at the archers.</p> | |
| |
<p><span style="font-weight:bold">GM:</span> Great! Make an attack roll.</p> | |
| |
<p><span style="color:red;font-weight:bold">Jim:</span> Do I get advantage for attacking at range from 2 zones away?</p> | |
| |
<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> | |
| |
<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> | |
| |
<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> | |
| |
<p><span style="color:red;font-weight:bold">Jim:</span> ...Uh-oh.</p> | |
</html> | |
| |
===== Support ===== | |
| |
If you have questions about //MurderHoboes//, please post them to [[https://plus.google.com/communities/104787672504300358431|the Google+ Community]]. | |
| |
===== Credits ===== | |
| |
Thanks to T.W. Wombat, Bob Smith, and Brian Fitzpatrick for their design advice. //MurderHoboes// wouldn't be nearly as polished without them. | |
| |
//MurderHoboes// is released under a Creative Commons [[https://creativecommons.org/licenses/by-sa/3.0/|Attribution-ShareAlike license]] (CC BY-SA 3.0). | |