Dark
Souls for OD&D D&D. Rules as OD&D except as otherwise
noted. More to follow.
THOU
ART DEAD
You
are trapped on a continent cursed and the curse is pervasive and it
is ontological and it is changing you. You can feel your soul twist,
atrophy, feel the apoptosis of emotions and memories as a clutching
pain in your chest, as the soul becomes something new, smaller, more
suited to a mean purpose.
The
continent is a prison, but you can't remember what you've done, can't
remember anything at all.
The
curse feels like nothing, it is without substance or consistency. The
natural landscape seems normal, squirrels chitter in the limbs, the
bark feels strong and healthy, the colors of the leaves, if anything,
painfully bright, the sky, normal. Mankind is receding from this
place, leaving its works behind in increasingly poor condition.
Hollow shuffle about but where are the guards? Where is the warden?
Where did the rest of the people on this continent go?
Becoming
Hollow
In
the distance are empty castles and towns. The world is reverting,
forgetting humanity and you are changing to accommodate. The old you
is the freak, the anomaly, reprobate. Everything about what you once
were is repulsive, other human beings or near-humans are repulsive.
Moments of happiness and comfort fail as you look at the flesh on a
fellow's cheek or the growths on your hand and remember a child
laughing in its mothers arms and feel nothing but disgust.
*You
are becoming Hollow. You no longer accumulate XP or gain levels
as normal, instead all you need to gain a level is the difference
between the XP cost of earning your current level and the XP cost of
your new level. When you gain a new level, the necessary amount of XP
is subtracted from your current total.
If
you were to leave the continent, you'd be a mechanical paradox: a
character of whatever class and level, but a much-depleted amount of
XP, as if an essential part of you were elsewhere.
*When
you reach 0 HP, Save v Death. A dead character may rise again and
become Hollow (100% chance - 10%/character level). Save succesfully
and lose 1 Humanity.
*Ability
Scores are STRENGTH (STR), INTELLIGENCE (INT), WISDOM (WIS),
HUMANITY (HUM), DEXTERITY (DEX) and CHARISMA (CHA), but they grant no
bonus.
*Humanity
replaces CON. Hollow have less than 3 HUM.
*Those
becoming Hollow look emaciated, feverish, gums receding, fingers
longer/grasping but also grossly fat, the joints swell, the gums and
flesh under the nails bleed, saliva and other fluids turn pink or
bilious mustard or black, menstruation ceases and all are barren. To
a human being, the half-Hollow appear plague-stricken, dying. To an
elf they feel distinctly but ineluctable elven.
THE
PRISON/CHARACTER CREATION
You
wake in a ruined dungeon. The cells have no locks and some have no
doors. The walls have tumbled down between your cells. The
inhabitants are slowly becoming Hollow, they beat their heads against
the door, wrestle, sharpen things against the stone walls, stare into
space, find the corpse of a fellow and mutilate them.
You
have retained enough humanity to function.
Roll
a 3d6 for STR, INT, WIS, HUM, DEX and CHA.
You
have d4 HP.
You
have some stuff (d10 on the loot table) and that's it for character
creation unless you need a name.
You
wake up and this is what you find on your person
|
||
roll
|
Stuff
|
other
information
|
-11
|
amulet
|
glows
softly when held aloft, but doesn't really illuminate
|
-10
|
candlestick
|
ransacked
towns and cities, thieves sitting on piles of gold, drinking
poison
|
-9
|
abacus
|
the
Hermetic Society in their black-and-red cowls, a body writhing
|
-8
|
parasol
|
they
burned them all as witches, their spider limbs twitching, their
sightless eyes rolling, running, but by then it was too late
|
-7
|
scales,
alchemy paraphernalia
|
something
is stuck to the bottom, a part of a formula scribbled over
here... if only you could fine more, you're sure you could sort
it out
|
-6
|
old blue
book
|
list of
old dive bars, whore houses, etc. -1 HP permanently (max of 1 HP)
|
-5
|
ornate
jewelry
|
strange,
appears to involve piercing the body in numbers of places
|
-4
|
beautiful
jewels
|
cut in
intricate and novel ways, they reflect faces you've never seen
|
-3
|
lots of
money
|
trade bars
|
-2
|
jewelry
|
simple,
lots of pearl and bone and precious stones
|
-1
|
jewels
|
roughly
cut or raw
|
0
|
money
|
coins
stamped with the face of a king with a long, spindly crown
|
1
|
Clothing:
tunic
|
someone
has cut away all the identifying markers, you're missing a tattoo
you knew you had, roll again d10+10
|
2
|
Clothing:
stockings
|
the knees
are soiled or the soles, and the stockings are torn. The curse
spread across the continent like a flame, roll again d10+10
|
3
|
Clothing:
jerkin
|
there is
an inner pocket, full of greasy soot and a finger bone, roll
again d10+10
|
4
|
Clothing:
doublet
|
the
continent wasn't always cursed, there was once a school here, and
a castle ruled by a just king, roll again d10+10
|
5
|
Clothing:
breeches
|
the
children play in the yard and the wash sits in the tub while a
beetle teeters on the tub edge, hard, black, symbolic, roll again
d10+10
|
6
|
Clothing:
Cloth-of-skins
|
they were
kicked and they begged and they sold whatever they had until they
were caught that night, the dull glint of the armor of the
men-at-arms, the mechanical rising and falling of the axes, roll
again d10+10
|
7
|
Clothing:
Cloth-of-woods
|
they
hunted it for weeks only for it to devour most of them. The
survivors were blamed, roll again d10+10
|
8
|
Clothing:
vestments
|
a holy
man, eyes streaming, mouth full of black, raises high a burning
infant and the air is alive with an almost erotic charge, roll
again d10+10
|
9
|
wood sign
with cord, bearing inscrutable symbols
|
worn by
many of the Hollow in the prison. The symbols feel familiar to
you, if only you could spend more time studying them, roll again
d10+10
|
10
|
pair of
gloves
|
you
remember being a skilled scavenger, +1 to finding something
useful (until you find something useful), roll again d10+10
|
11
|
pince nez
|
belongs to
someone known for their resourcefulness. You see: a strange
smile, brass.
|
12
|
bent
pitons
|
hooked
climbing aids. They strung up the vicar and as he died, he
pointed to a certain door in town.
|
13
|
telescope
|
sees far
into the distance. Bears the stamp of the Hermetic Society, now
branded outlaw-villains. The side is marked with rust that looks
like blood and it cannot be scrubbed away.
|
14
|
herb
|
may drive
away a certain creature or may be poisonous
|
15
|
mirror
|
a mirror.
Few Hollow care to look at themselves.
|
16
|
wooden
stakes and hammer
|
good for
setting up a tent, or something else
|
17
|
pack
|
the
leather has a nostalgic smell, either pick another piece of
clothing or roll again d10+10
|
18
|
sack
|
full of
junk, re-roll d10-10
|
19
|
bedroll
|
parents
try to comfort a child, but something scratches at the window and
it is becoming unbearably hot
|
20
|
20' rope
or 10' chain
|
they
hanged themselves by the hundreds, rather than live with the
curse
|
OTHER
STUFF/HOUSE-RULES
Ability
Checks are made by rolling a
d20 under the applicable ability score.
Aligned.
Things are Lawful, Chaotic or Unaligned.
Alone.
The continent is disconnected from other planes.
Alternative
Combat System. Uses this.
Classes
are earned as you play. As you pick up items, you may recall
something about yourself (Alignment, Class, literacy, other
languages).* Sometimes the memories are false, though or they belong
to someone else.
Clerics
of absent deities. Still cast
spells as normal.
Encumbrance.
You'll need to find backpacks, sacks to carry stuff. Once you have
them you can carry up to 10 things (heavier stuff may count as 2
things, lighter stuff may be negligible, generally, “stacks” of
multi-use items [ammunition, ex.] are 10/1 space carried).
Gods.
You've touched a holy implement, or some relic, or entered a church
or touched an altar or otherwise encountered the transcendent. The
gods on the continent that persist are actually living somewhere on
the continent.
This
god is:
1.
One That Walks. God of Justice and the Undead.
2.
Missing.
3.
Departed.
4.
Dead.
5.
Dead.
6.
Odin, Hammer-God, Lightning-Song, All-Father.
7.
The Winged Queen, God of Magic and Death.
8.
Departed.
9.
Dead.
10.
Missing.
11.
Missing.
12.
Fictitious.
Languages.
Everyone speaks low Gothic. Lawful characters speak High Gothic.
Chaotic Characters speak Old Gothic. Unaligned characters can speak a
tiny bit of High and Old Gothic.
Magical
Items are extremely rare and
always belong or belonged to someone else, usually a hero that
brought them to this place and then died or became Hollow.
Memory
is a disease transcending death. If
a character dies and that character knew some essential fact, the
next character controlled by that player finds they know whatever
essential thing that lost character knew. It's not clear why, memory
is like a disease.
No
Coin. Money is useless.
Discover what the few traders on the continent will buy.
No
Races. Until you figure out who
you were/are and until you meet others who know themselves.
No
Rest. Nowhere is safe to rest
but for certain fires. Find the shrine maidens and their fires. Look
for a warm glow in the otherwise black night.
No
Treasure. Ignore treasure
hordes or the like. When the party spends a turn looking through a
room for loot, each rolls a d10 and tells the GM and the GM tells
them what they find. When looting a specific corpse, roll a d10 and
the GM will add the corpse's HD and tell you what you find.
Scrolls.
Do not exist, per se.
Scroll-like devices, however, may be found.
Size is important. Bears or thereabouts are larger than the characters. Things roughly twice the height of a character (giants, ogres) are considered huge. Things around three times the height of characters (dragons, some giants, elementals) are considered enormous. If something is huge compared to something else, it deals damage using a d8. If something is enormous, it deals damage as a d10 on a successful Saving Throw. On a failed Saving Throw, the character is knocked unconscious or killed outright. Enormous creatures are, however, easier to hit when preoccupied with something.
Spells.
Largely work as in Men &
Magic. They are
“remembered” when you need them – no need to prep any specific
spell, you can cast whatever spell you can cast, however, you can
cast each spell only
1/session. Do not
expect to see most of the standard spells, however.
*EX.
The party finds a blackened pauldron and a cruel knife. The character
that dons the pauldron may advance as an Unaligned Fighting-Man,
knowing no other languages and the character that wields the knife
may advance as a Chaotic Cleric of a Dead God, being literate in Low
and Old Gothic.
UR-BAZ GOD OF JUSTICE AND UNDEATH
attributions: Dark Souls artworks
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