Friday, April 4, 2014

Life of Rage Core Rules

Just thought I would share some progress with the Retro-Clone project. Right now, artwork is still in progress. The monster list needs some final details, and probably some fine-tuning. And then some over all editing for the entire thing. I’m even eying a DeviantArt painting that the artist is not too fond of, but that I think would be perfect for the cover. I will probably approach him soon about making a deal for its usage.

In the last couple of days, I have come up with some additional content that I plan to include. First of all, I am going to re-work the Glory rules to be more like a “fate point” system. Orcs who gain Glory can use those points to influence rolls, and change the course of the adventure through luck and skill. Mainly it will be a numbers game, as the system itself is kind of already in place. Of course, this will also necessitate the need to re-work how ranks are determined in the hierarchy. I’m shying away from the level-dependent model, but I may go back to that.

I’m also considering expanding the class choices. To that end, here is the rough copy for an idea I hacked out the other day. I rather like it, but it may be a bit too focused for some (which is why its inclusion is optional, and up to the DM). If I include it, the final version will probably be a little tighter.

(Speaking of “DM” should I maybe use a different name for this person? GM? Referee? Hordemaster? Anyone have any ideas on that?)


Optional: Rager
Note: Ragers are somewhat rare, but more common than Shamans (see below). However, in combat, they can have a tendency to be overbalanced. Therefore, players cannot create a Rager unless their Orc is below average in at least one physical attribute (Strength, Dexterity or Constitution). Additionally, players should be encouraged to play up the class’ inherent weakness, a lack of mental capabilities.

All orcs are born with an inherent level of Rage, an inner fire that seethes and strains to be released. However, even among their own kind are those individuals in which the rage burns even fiercer, instilling fear in the breasts of even their peers. These orcs, called Ragers, are always larger than average, usually standing between 6’ and 7’ tall, and sometimes more. They are phenomenally strong and tough, even among orcs. However, the rage that burns within them has taken over their minds to the point where they are little more than wild beasts, constantly needing to be kept in check. Ragers speak in simple words and phrases, and often have a hard time understanding complex commands.

A Rager’s Prime Requisite is Strength. Creating a Rager begins by creating an Orc. If that Orc has a Strength, Dexterity, and/or Constitution score of 12 or less, they can be converted to a Rager before play begins. At this point, the player must reduce the Orc’s Intelligence, Wisdom and Charisma each by two points. Then he must raise his Strength, Dexterity and Constitution each by 2 points. If his Strength attribute is still below 12, he may take an additional 2 points from any one mental attribute and add it to his Strength (if it is still below 12 after this, the character should probably be re-rolled). No mental attribute can be lowered below 3, and his Intelligence may never rise above 8.

RESTRICTIONS: Ragers use a 12-sided die (d12) to determine their hit points. They may only use clubs or fists in combat (see below), may not wear armor heavier than leather, and may never use ranged weapons other than thrown improvised objects. Before play begins, the player of a Rager must designate another orc as his Keeper. This should be voluntary. The Rager will always defer to his Keeper in all decisions, and will do what he is told to by that orc (or goblin) only, including following the orders of someone else. Ragers will never actively harm their Keeper, even when enraged, and will even expose themselves to danger in an effort to help a Keeper in trouble. Although Ragers can gain Glory, they can never be promoted above Warrior.

SPECIAL ABILITIES: Ragers have 60 feet of infravision, just like all orcs, but do not possess the instinctive mining abilities of their race. Ragers will automatically enter an enraged state (see Rage, below), when entering combat, and will only calm down if another orc is there to help by making a successful Charisma check against the Rager’s Wisdom score, plus the amount of damage he took in combat (the Keeper need not make this roll, and can automatically calm the Rager down). Ragers recover hit points at twice the rate of normal orcs. Ragers have tough skin and flesh, giving them a natural bonus to their AC equal to half of their level, rounded up. If they wear armor heavier than leather, they lose this bonus. And finally, a Rager can attack with his fists as if he were using two weapons (including any and all penalties), doing 1d6 + Strength bonus in normal damage with each successful hit.

1 comment:

  1. Sounds great Tom. As far as usage, I tend to go for the more generic GM. DM lends itself to D&D. And if you're writing your own retro clone a lot of folks are just rifting off the title of their game.