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Showing posts with label Tom K. Loney. Show all posts
Showing posts with label Tom K. Loney. Show all posts

Tuesday, December 18, 2012

Spirit Combat for Tunnels & Trolls



Spirit Combat "T&T style"
By Tom Kopf Loney


 
Every spirit, fiend or ghost, has a SPOOK rating. This is the MR of that being. Player-Characters encountering them must combine their Wizardry, Charisma and Luck stats to develop their own SPOOK rating. Both sides then roll 2d (remembering DARO) plus their SPOOK rating, and then compare the results. The higher result wins. The lower result is then subtracted from the higher, and the losing side subtracts that many points from the SPOOK rating. At "zero" points the spirit is dissipated, or the body is open to possession by the spirit that it is battling.

To expand on this bodily possession, the inhabiting spirit must distribute its remaining SPOOK rating into all eight of the physical attributes of the possessed, which become the controlled body’s ratings. The SPOOK rating may be distributed unevenly among the attributes. For each turn that the body is inhabited, the spirit spends a WIZ point, and once the WIZ rating is diminished to zero, the possession ends.

The physical being recovers the stats that make up the SPOOK rating "1" point per every ten minutes that the body is engaged in Spirit Combat or "in possession" of the attacking spirit. The Player of said Character is considered unconscious, meaning inactive, during the recovery. Once the Character's SPOOK is recovered, the Character can then engage in Spirit Combat to reclaim his body.

The spirit's SPOOK rating recovers 1 point per day. On a side note, maybe related or not, a spirit, almost every spirit, can only travel 1 mile per day. The one thing the dead know is that it is better to be alive.

Wango D' Strangle

This ghostly apparition isn't just a ghostly apparition. These are the ghosts of a select few serial killers that were smart enough to find enough sorcery or influenced by a greater dark force to attain a half-life in the physical world after their deaths. They like to haunt the graveyards in which they were buried or are captured by necromancers that use them as guards.

Wangos D' Strangles, Wangos for short, can engage in Spirit Combat and then throw in a mix of brute physical force. In game play, this means that the Player must decide whether his Character will prepare for a mental attack or a physical attack. The wrong choice leaves the stricken vulnerable to the complete attack without reprise. Wangos must exert a lot of energy towards the physical attacks, so tend to use Spirit Combat most often. When a Wango goes to "physical" combat, it spends 5 points of its SPOOK rating to put all of the remaining points and 2d into a melee roll. If the opponent(s) is defending, armor and his Combat Adds are applicable.



{Editor’s Note: I’m VERY excited about this piece. I have been considering options for ghostly combat, and I like this one. Tom hit it on the head, and kept it true to the simple, elegant style of T&T.}

Artwork free for use clipart from http://openclipart.org/search/?query=ghost&page=4

Sunday, April 29, 2012

T&T 7.5 Creature Feature # 26

The recently hyper-prolific Tom 'Kopfy' Loney treats us to a sample character based on his recent Strange Kin series of interesting kindreds over at his The Many-Headed Troll blog.



Ogerilla
MR 380 (39d plus 190)
9th level Rilla (Ape) Paragon
Crucial Stats
IN: 62
ST: 94
DX: 47
LK: 45
CH: 49
WZ: 31
Knows up to 4th level spells.


Description: Originally named Cicero Flame-Start, Ogerilla was born very smart and to a good rilla family, so no one knows why he has turned out so bad. He attended Wizard's School, as well as Advanced Warrior Training, in Appo-On-The-Mirky, in the country of Djung of Athebes. He then disappeared for a decade, and returned wearing strange armor and evil as all get out. There are tales of him eating ape flesh, as well as that of other Speaking Peoples.


Notes: Ogerilla was abducted by Nazi scientists from our world of Earth who were experimenting with trans-dimensional travel. After months in their laboratories, he was allowed to wear a Nazi uniform and take part in suicide missions. He not only survived, he became the Commander of the laboratory. All of his captors ended their days in experimental studies that rivaled his own tortures. As the Red Army encroached on the laboratory, Ogerilla rigged the base to self-destruct and returned to his homeworld of Elder. Back on that world he wasn't much more than another rilla running around in funny clothes and a spiffy helmet. He traveled to the Witching Lands of the North and became a servant of the Bat-Winged Fiend who continued his wizardly training for a horrible price, paid with the blood of others. He is currently trying to fill the power void left in the latest Evil Horde at the death of the Over-Ogre, who he liked as a person and respected as a friend. His troops do wear Nazi-styled helmets, but only he is allowed the great and expensive uniforms.

Text and art copyright © 2012, Tom K. Loney


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Would you like to see your nasty beastie included in Creature Feature? Have you got a new kindred or creature you want to share with the world? Do you have a favorite player or non-player character you want to show off? Send submissions to the_mystic_fool@yahoo.com and include the words 'Creature Feature' in the subject line.

Saturday, February 18, 2012

MARZ: Part 1

Marz
Part One: Under the Two Suns

Yet Another Sphere Fantasy Setting for T&T from "Kopfy"
By Tom K Loney

You know, it might seem odd, but I like strange fantasy. As if fantasy RPGs weren't already strange, with T&T being one that revels in not being a typical game. Even when I spiced that into space opera with New Khazan(TM), I still like to go a little stranger. The notes I've been making for a Marz campaign have been being compiled since about 2000; but being busy with other works has always meant that it has been dumped to the back burner more often than not. Now I am looking to present something unique for Troll Hammer, so I think I have the venue to get the soup ready for the dinner table.

With the initial John Carter novel having been made into a movie and being released this year, the time seems right for some pure fantasy with the trappings of science fiction. There will probably be a heavy Dark Sun (That Other Game's setting from the 90s) influence as well. This first piece, I think I'll stick to the planet and Kin that inhabit it. These serialized articles are appearing only at Troll Hammer, so I hope you enjoy the rare dish.

Marz is one of four inhabitable worlds orbiting around a binary star system. The stars are called Pholux and Helios, by their viewers. It is the most outward planet, and has been colonized by the other worlds. In over 60% of the realm, the air is very thin and the temperatures get very cold. Still, with some planet-forming, the colonists were able to create self-sustaining habitats. The habitable areas are home to a varied group of intelligent species, called Kin. The colonizing worlds went silent some three thousand years ago, after something called The Core War. Called Arzoom by its natives, the name "Marz" is what appears on all star charts that are found from ancient times.

Psychic abilities have superseded technology, and the prevailing view of the world is similar to that of a fantasy world. Once mythical qualities are attainable to the psychic-endowed individual, including immortality, telekinesis, elemental manipulation, and many others. Some can use just the forces within themselves, and others must utilize rituals that, in effect, can be called spells. Still some follow the ways of Tek, but not many. Some who have mastered both psychic forces and rituals have undergone drastic physical changes. Basically this means that the T&T rule book is applicable for the setting, and the character Types are the same.

Apps- (Same stats as Human in the T&T rules) Baboon-like species that wear masks that increase their visual acuity and allow them to see in the dark. The nation known as the Opei are the co-belligerents of the Argoxi Hegemony.

Argox- (Same stats as Dwarves in the T&T rules) Blue-skinned humanoids whose hair grows into natural mohawks. They have grown into the dominant, most known peoples of Arzoom, under the dictatorship of Jafox. They make up most of the Argoxi Hegemony.

Heliotropes- (Same stats as Elves in the T&T rules) Vegetable humanoids that do not have mouths and absorb light, moisture and minerals through their greenish skin for sustenance. Some of the best scientific minds on Arzoom are of this Kin.

Juts- (Same stats as Hobbs in the T&T rules) Red-skinned pygmy-sized humanoids that dwell in the frigid wastelands of the world. Masters of ambush and very stealthy.

Laggomen- (Same stats as Hobgoblins in the T&T rules) The wild and war-like rabbit people of Arzoom. Despite their rustic traditions they are indeed semi-civilized. Fiercely independent, they are the largest opponents to the Argoxi Hegemony.

Tardar- (Same stats as Centaur in the T&T rules) Four-armed, eight-eyed humanoids that tend to have furry shoulders. They are often barbarians in the wildernesses of the world. The historic enemies of the Laggomen, but the enemy of the Argoxi Hegemony as well.

Vileaks- (Same stats as Ogre in the T&T rules) Purple-skinned ogres that run the plains and act as the Argoxi hegemony's scouts and frontier guard. Alternately antagonistic with the Laggomen and Tardar.

If you think this is trippy, wait until you see some of the flora and non-Kindred fauna in the next article.


Copyright © 2012, Tom K. Loney