I'd like to take a slightly different tack today and offer up as many of the old hirelings from previous campaigns of Gathox as I was able to muster out of the old files. Feel free to deploy these in your home game as you see fit - I mean, you could just go use a generator on donjon or abulafia, but why not use some hirelings with a bit of original flair? Additionally, all the hirelings listed here are adventure tested by previous players and have died wonderful, hilarious, and useful deaths before. Make them live again!
Porters
Pavel Flipperhand - porter/alcoholic newsie kid with a mutated penguin flipper - HP 3/3, To-Hit 20, AC 8 [11]; Karate Headband, Girdle, backpack, 1 burlap sack. Wages: Booze and housing.
Duncan "Coconut" Green - tropical tourist and enthusiastic porter - HP 6/6, To-Hit 20, AC 9 [10]; rope, pole, 4 large sacks. Wages: 3gp/week.
"Vulzari Joe" - reticent and spiteful Vulzari chickenman porter - HP 1/1, To-Hit 20, AC 7[12]; arm pouches, leg pouches, ossified shell doubling as a backpack. Wages: 10gp/month.
Vaclav - the archetypal, nondescript porter - HP 3/3, To-Hit 20, AC 9[10]; backpack, 10 ft, rope, newsie cap, stogie. Wages: 6gp/month.
Helga Mega-Olga - cherubic, ebullient Teutonic porter - HP 4/4, To-Hit 20, AC 8[11]; backpack, 2 large sacks, alpine cap, knee-high socks, grappling hook, 50' rope. Wages: 15gp/month.
Sick Boy - weak and allergic dying porter - HP 2/2, To-Hit 20, AC 9[10]; backpack, limb pouches, dust mask. Wages:8gp/month.
Link-folk
M-Pops - prim and proper linklass - HP 3/3, To-Hit 20, AC9[10]; 3 torches, lantern, 2 oils, wirebrush. Wages:10gp/month.
Muchimbal - flame-kissed arson enthusiast linkboy - HP 3/3, To-Hit 20, AC9[10]; 10 oils, flint and steel, crumpled paper, crumpled leaves, 1 torch. Must be allowed to commit arson once per day or leaves party. Wages: 3gp/month.
Zolo - linklass extraordinaire - HP 4/4, To-Hit 20, AC 8[11]; fire resistant gloves, tinderbox, flint and steel, pole torch, 3 oils, fire extinguisher. Wages: 20gp/month.
Jonesy - guy off the street with a torch - HP 1/1, To-Hit 20, AC 9[10]; 2 rations, torch, bic lighter. Wages: 5 gp/month.
Folk-At-Arms
Mister Tee - bodybuilding golfer-at-arms - HP 5/5, To-Hit 20, AC 7[12]; 9-iron (as club), fancy shield, reinforced knee breeches, gold bling, mohawk. Wages:20gp/month.
Wilhelmina Screamo - brooding and stylish woman-at-arms - HP 6/6, To-Hit 19, AC 5[14]; bondage armor, elbow pads, horned helm, guisaxeflamberd (polearm), megaphone. Wages: 25gp/month.
The Thin Green Duke - gaunt and ostentatious man-at-arms - HP 5/5, To-Hit 20, AC 5[14]; glittery shoulderpads, rhinestone girdle, reinforced green spandex jumpsuit, armored makeup, glamorous battle axe, polearm. Wages: 30gp/month.
T-Bone and Rex - dog man with two heads/watchdog-at-arms - HP 9/9, To-Hit 18, AC 7[12]; hatchet, shortbow (20 shots), thick hide, nose for trouble. Wages:40gp/month.
Terence Yancy/DJ T - plattermaster-at-arms - HP 5/5, To-Hit 20, AC 6[13]; morning star, dagger, elbow pads, knee pads, rockin' shades, eight 7" singles. Wages:20gp/month.
Hektor the Booty Inspektor - assistant-to-the-plattermaster - HP 4/4, To-Hit 20, AC 6[13]; morningstar, dagger, elbow&kneepads, rockin' shades, magnifying glass, air horn. Wages: 20gp/month.
Rad Rhonda - neon street-preacher-at-arms - HP 7/7, To-Hit 19, AC 3[16]; hot pink karate headband, neon green punching shield, electric blue chestplate, sunshine yellow kneepads, magenta elbowpads, laser pistol (9 charges), blackjack, megaphone. Wages:50gp/month.
Sunday, August 27, 2017
Wednesday, August 23, 2017
I came fer the dyin': Healing, Death and Reincarnation in Gathox
Because the hit point economy is significantly altered in Gathox by the lack of clerics and the presence of quasi-modern medicine, and also because of the deadliness of numbers deflation in Gathox, I devised my own set of rules about death and reincarnation. These rules, accompanied by a description of the healing system, are just below the illustration of a common Gathoxan demise, Death by Zhezhn:
Health, Healing and Hospitalization
There are no clerics
in Gathox, and magical healing is a rarity. Thus, the ‘healing
economy’ of Gathox operates somewhat differently than in other game
settings.
A freshly generated
character is allowed to start with the maximum possible hit points
according to their class and ability scores. Each level acquired
afterward requires the character to roll their normal hit dice,
keeping a running total for hit points. This gives starting
characters a slight but important advantage in terms of
survivability.
In combat, tightly
focused exploration, or other situations where time is measured in
rounds and turns, the party may choose to rest for 1 turn per hour,
allowing each character to recuperate 1 lost hit point on a
successful 3d6 vs. CON check. Additionally, a character may choose to
rest for an entire hour, healing 1d3+1 hit points with a successful
3d6 vs. CON check. In either of these cases, the opportunity to heal
only applies to characters that have not reached zero or fewer hit
points.
Med kits may also be
applied to injured characters once per day for the purposes of
healing; a successful 3d6 vs. WIS check by a character with a med kit
to an injured party members allows for the healing of 1d3+1 hp. A med
kit may be used three times before it must be replaced. Spells,
abilities, and various sundry and magical supplies may allow for
additional healing. Finally, a 6 hour shift of sleep allows for the
full recovery of hit points. PCs who reach zero or fewer hit points
immediately fall unconscious, and bleed out 1 hp/round until healed,
medkitted, or they reach ½ CON in negative hit points and die.
If a PC is reduced
to zero or fewer hit points, they will require a week of
hospitalization at the rate of 50 gp/level. The cost increases with
level because higher level PCs have more Hit Dice and tend to suffer
more grievous and complicated wounds. The players may need to cut
that hospital time short or save cash, which plays out as follows:
1) For each day
less than 7 that a PC leaves the hospital early, they incur a 10%
chance of infection. Infection consequences are left to GM fiat,
with a nod toward creative results.
2) For every 10 gp
less that a character pays for hospitalization, they suffer a 1
point penalty to all attack rolls and Saving Throws for the
following week.
3) If a player
wants to pay top dollar for intense restorative services and make it
out of the hospital in a day, they can pay 100 gp/ level for the
luxury of personalized care.
If players need
on-the-spot healing while in the city but have not reached zero hit
points, they have a 50% chance of finding someone to perform the
service within a three block radius, and each character must spend 10
gp/ hp healed.
Character Death
If a PC should
perish in the course of adventuring, the following protocols may
ensue:
1) Surviving party
members split the character’s gear as they see fit, and the player
rolls up a new character at level 1. Party members cannot confer the
dead character’s possessions to the newly rolled character.
2) The player of the
deceased character may choose to instead play as the deceased’s
hireling, if such a character exists. This 0-level character need
only accrue 500XP to reach level 1, at which time the player may
choose an appropriate class and reroll HP. The hireling may inherit
some of the deceased character’s gear at the party’s discretion.
Leveled hirelings or henchmen may be substituted.
3) The deceased may
opt to Reincarnate if the party follows the following
procedure:
A) Bring the body
and possessions of the deceased to one of the dozens of funeral
pyres installed at the Catwalk of Private Vicissitudes.
B) Douse the body
and possessions on the pyre with Dew-on-Iron alcohol (100 gp worth).
C) Light the pyre
and watch it burn completely.
If the procedure is
followed precisely, within 1d4 hours the reincarnated body of the
deceased character will erupt from the ground wherever the party
stands, naked and covered in mud, ready for action. A reincarnated
character will have the following properties:
A) Same age and
different gender.
B) A name that
rhymes with the name of the deceased.
C) Will remember
living life in a parallel, utopian version of Gathox; an Ur-Gathox,
if you will.
D) Will have one
ability score the same as the deceased, at the player’s pleasure.
E) Will possess 1
negative mutation, rolled randomly.
F) Will possess 1/2
the experience points of the deceased.
G) Will be of a
class of the player’s choosing after ability scores have been
rolled.
H) Will find a
chicken skin pouch of coins in their left hand worth 1d6x10 gp.
I) May possess a
hireling who appears, also naked and covered in mud, 10% cumulative
chance per level of the deceased.
A character may
reincarnate twice; the negative mutations of previous reincarnations
carry over, so that a re-reincarnated character will have two
negative mutations. After a third death, the character may be
interred in the walls of the Tunnel of Punctuated Peace, splitting 5%
of the experience points of the deceased between each of the
remaining party members as well as a freshly generated character.
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