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Showing posts with label Rule Book. Show all posts
Showing posts with label Rule Book. Show all posts

Saturday, December 08, 2012

New Spell - Empowered Turning

Empowered Turning
Cleric 2
Range: Self
Duration: 48 turns (8 hours)

Upon casting this spell, the Cleric infuses more holy power into his Turning attempts. For the spell's duration, the character's Turn Undead checks gains a bonus equal to half the character's Cleric level (to a maximum of +4) and the number Hit Dice affected increases by +50%.

Thursday, February 23, 2012

Character Attack Ranks in Onn

Attack Ranks
All characters attack at Attack Rank A (1 attack per round). Bards, the Fighting-men classes and Shao Disciples have the ability to make more than 1 attack per round against monsters of 1 Hit Dice or greater when they reach higher experience levels.
Characters with a listed number of attacks per round make all of their attacks as normal on their initiative. Characters with a number of attacks per 2 rounds make 2 attacks on even numbered rounds and the balance of their attacks on odd numbered rounds.

Character Attack Ranks
RankBardsFighting-menShao DisciplesAttacks/Round
A1-91-61-71/round
B10+7-128-143/2 rounds
C-13-1815+2/round
D-19+-5/2 rounds
E---3/round

Wednesday, July 06, 2011

Shao Disciple Combat Options

Originally, Shao Disciples were granted access to the Fighting-man's Combat Options. In a further design to make them more than 'poor man fighters', they have been given their own list of combat options, some from the familiar Fighting-man Options and some unique for the class.

Disciple Combat Options (4th level): The character can select one of the Combat Options listed below (similar to the Fighting-man Combat Options). At 8th, 12th and 16th levels an additional option may be taken.

· Cleaving Strike - If you kill a melee opponent of 1 HD or more, you can make an immediate free attack on another opponent within your melee reach, but no more than once per round.

· Combat Defense - You can voluntarily take a penalty on you ‘to hit’ rolls up to the value of your Bonus to Hit (pg XX, to a maximum of -4) and gain this penalty as a bonus to armor class until you decide to end the defensive stance.

· Critical Strike - You quickly determine weaknesses you can see in your opponent. You can score a critical hit on a natural roll of ‘19’ (if you can hit your opponent) and ‘20’.

· Disarm - The character can attempt to remove his opponent’s weapon from his grasp. If the character makes a successful attack no damage is inflicted. The victim must make a Dodge saving throw with half the attacker’s level applied as a penalty or his weapon falls 1d10 ft distant.

· Deflect Magical Missiles (12th+ Level) - The character can us one of his Ki Strikes to enable his Deflect Missiles ability to deflect any ranged spell attack that requires a ‘to hit’ roll for 4 rounds. The saving throw also applies the spell’s level as a penalty.

· Eagle Claw – When fighting unarmed, you add your Wisdom adjustment to damage as well as Strength.

· Flying Kick - When fighting unarmed and charging, you deal an extra 1d6 points of damage with your unarmed attack.

· Grenadier - When using grenade-like weapons you lessen all range penalties by 2.

· Holding the Line - If an opponent charges and moves through your attack area, your free attack will halt their charge if it is successful and they fail a Toughness saving throw.

· Ki Blast - The character uses one of his Ki Strikes for the day to fire a blast of life energy with the same range as a sling. Damage inflicted is equal to unarmed strike dice.

· Kiai Shout – instead of attacking, you can focus your Ki once per encounter and make a war cry that will make 1d3 of your closest opponents flee for 1d8 rounds if they fail an Ego saving throw.

· Manyshot - You can make a bonus missile weapon attack each round by hurrying your reload at the expense of accuracy. Your regular attacks suffer a -2 penalty ‘to hit’ and the bonus attack suffers a -4.

· Melee Archer - When throwing or firing a missile weapon while in melee combat, the character does not generate a free attack from his melee opponent(s).

· Monkey Grip – You are trained in a unique grip that allows you to wield two-handed weapons (except pole-arms) as one-handed weapons in your primary hand. Attacking in this fashion carries a –2 penalty on all ‘to hit’ rolls made with the weapon.

· Mounted Archery - You are proficient in fighting from horseback, moving wagons or chariots with missile weapons and do not suffer penalties for unstable conditions.

· Mounted Combat - You are proficient in fighting from horseback, moving wagons or chariots with melee weapons other than the spear or lance and do not suffer penalties for unstable conditions.

· Pugilist - The character does +1 point of damage when striking with his bare hands or feet. He is considered wielding an allowed off-hand weapon and to have the Two-weapon Fighting ability while fighting unarmed.

· Sharp Shooting - When firing a missile weapon into melee combat, the character halves any chance to hit blocking melee combatants.

· Single Weapon Style - Fighting with a one-handed weapon and nothing in your off-hand, grants you a +1 bonus to Dodge saving throws and a -1[+1] bonus to your armor class.

· Skewering Strike (8th+ Level) - If attacking with a lance, pole-arm, spear or trident any critical hits you make also strikes the creature in the 2nd rank behind your foe for normal damage.

· Smash (12th+ Level) - If you only make a single melee attack in a round at a -4 penalty, you add half your Strength score to your damage.

· Spear Maneuvers - When fighting with a spear the character can reach the 2nd rank while fighting 1-handed. The character may set a spear or trident against a charging opponent and if the character hits (attack roll required) he inflicts double damage to the charging opponent.

· Wrestler - When using wrestling to attack, you gain a +2 bonus to your ‘to hit’ rolls.

· Zen Archery - The character applies wither his Dexterity or his Wisdom adjustment on ‘to hit’ rolls with missile weapons, whichever is greater.

Wednesday, June 08, 2011

Fatal Lurks

FATAL LURK

Most lurks are small predators that impersonate other creatures. Normally not deadly under normal circumstances, it is known through the sparse records recovered that these creatures were experimented on in Darkmoor during the rise of the Zuhn Empire. If they were ever used is unknown, but at some point specimens escaped and evolved into the common forms known today.

Lurkers are wide and very flat creatures that cover ceilings in caverns. The top of their bodies resemble rough stone, making them hard to spot, while the bottom is covered in tiny legs that anchor it and can be used to grab victims. When prey passes under it, the lurker drops onto it and attempts to constrict its victim. Lurkers gain a +2 bonus on surprise checks if not found before attacking. The lurker’s initial attack gains a +2 bonus on the ‘to hit’ roll. When a lurker hits, it attempts to wrap its victim (+4 bonus to the wrestling check). Once successful it will wrap itself around the victim and crush for 2d8 points of damage.

Mimics are an advanced form of fatal lurks that can change into a couple of different objects, Most common are chests, wardrobes or other closable objects. They are hard to detect and gain surprise (+2) if unnoticed. When a victim opens the mimic it strikes, snapping shut on any appendages stuck within (Dodge saving throw to avoid if not surprised). Mimics can extend a sticky pseudopod to strike victims as well. Victims struck must succeed at a strength check on 4d6 or be drawn to the mouth and bitten every round until freed. Rumors about of mimics that emulate larger objects and one large as a small house exists, but none have been confirmed.

Piercers are fatal lurkers that populate large caverns and other open underground places. When prey passes under a piercer they drop from their position and attempt to lance their target. Victims failing a Dodge saving throw are run through and knocked down. If a piercer is successful it secretes an enzyme that breaks down flesh, inflicting 1d6 points of damage per round. On the ground, piercers will climb the nearest wall to get high so it can drop again. Until then they fight with a pseudopod that inflicts 1d4 points of damage.

Trappers are much like lurkers but they lie on the rough floors of caverns and ‘wrap up’ their victims.

Lurker / Trapper (L) - AC 2[18]; HD 8; Att slam (2d4+wrestle); Save 8; Morale 8; MR Nil; Special surprise (+2), crush (2d8), wrestle (+4); Move 30 ft (10 ft) swim; TC A; CL/XP 10 / 1,400

Mimic (M) - AC 4[16]; HD 4; Att bite (1d8) + pseudopod (1d8+wrestle); Save 13; Morale nil; MR Nil; Special surprise (+2); Move 60 ft (20 ft); TC A, K; CL/XP 4 / 120

Piercer, 1HD (S) - AC 0[20]; HD 1+1; Att pseudopod (1d4); Save 17; Morale 6; MR Nil; Special enzyme (1d6), lance victim, surprise (+2); Move 30 ft (10 ft); TC A; CL/XP 1 / 15

Piercer, 2HD (S) - AC 0[20]; HD 2+2; Att pseudopod (1d4); Save 16; Morale 6; MR Nil; Special enzyme (1d6), lance victim, surprise (+2); Move 30 ft (10 ft); TC A; CL/XP 2 / 30

Piercer (M) - AC 0[20]; HD 4+4; Att pseudopod (1d4); Save 13; Morale 7; MR Nil; Special enzyme (1d6), lance victim, surprise (+2); Move 30 ft (10 ft); TC A; CL/XP 4 / 120

Saturday, May 21, 2011

BACK

As a note, just got the computer back last night! I did continue drafting the Treasures and Atlas sections on my laptop, but it has none of the software for the real work, nor art, so while things are ahead, they are behind in a fashion.

Stay tuned for more news, previews, Random Dungeon and Onn goodness!!

A sub-campaign started while I've been away - S3: Expedition to the Barrier Peaks using Onn as the ruleset!!!

Wednesday, February 23, 2011

Downtime

Due to my power supply frying in my desktop PC, work has once again ground to a halt on the Revised Core Rules and Supplement II. All the files are safe and no data was lost (I back everything up in a crazy way now) but the software I use for everything and the pdf software is on the desk PC, so until I get a new one...I'm spinning my wheels.

I did finish off the monsters section and get started on the treasures section before everything happenned. I got as far as implementing a new/old treasure style more in line with D&D using Treasure Classes and designated A through K (there are no individual classes and group classes). Basically every group of monsters has a treasure class, whether they are encountered individually or not. The Referee can reduce the treasure by half for less than average numbers of monsters encountered or double it if more than average monsters appear. Also, the treasure list is expanding more, allowing for more miscllaneous treasures and more types of cursed treasures.

I also have rooms 7 thru 20 for the random dungean as well on that drive, so I may roll up new ones and save those for later.

I'll post more as news happens.

Thursday, February 10, 2011

Resource Updates

As of today, I have Sections 1 to 8 (124 pages of material) reformatted and only need to finish up Sections 9 (Monsters, nearly done), 10 (Magic Items), 11 (Atlas of Onn) and the Appendices of the Revised Core Rules. I decided not to split the book into seperate players's and referee's books and to keep it all in one volume as a matter of value to the people that will buy this and the fact that as far as all the retro-games/clones/remakes goes, Onn is the only resource that is a full rules resource for players and Referees as well as background material and information for a setting 99% compatible with Basic/Expert Dungeons & Dragons, AD&D, Swords & Wizardry, Basic Fantasy Role-Playing Game, Lybrinth Lord or almost any 'old school' RPG based on the d20.

As for Onn Supplement II for Swords & Wizardry, after i finish reformatting the RCR I'll have this done within a week or so, being able to use the format of the finished book for the rest of my projects. Things are moving slowly, but still moving.

As an aside, I've been fixing the monster section. Its only 47 pages, but has 170 seperate creature entries (not counting creature variants like Treants of 7-12 HD). So thus far with ploting all of the classes out to 25th level, adding 7th level Cleric, Druid and Illusionist spells and 8th-9th level Magic-user spells, a few more races and a new class, the page count hasnt blown up to an unrealistic level. I'm getting excited again about how his will turn out.

Saturday, November 20, 2010

State of Affairs

Things are coming to a close now for work on the Onn Player's Guide, Onn Referee's Guide and Onn Supplement II for Swords & Wizardry. It's taken way longer than anticipated with several RL interruptions to my gaming and work on the projects. Suffice to say, I hope for those of you that find the material useful and interesting to your tables, these new items retain those qualities.

I still have a few things to iron out among the playtests of changes that have been made, but I'm shooting for at least a week before Christmas.

Keep watching for further news!

James

Wednesday, August 11, 2010

World of Onn: Core Rules Player's Guide

A quick rundown of the contents of the Player's Guide for those interested:
  • Ability Scores: Generation and tables for all 6 abilities for scores of 1-25 (keeping in line with AD&D's maximum scores), also included bonus spells table here now.
  • Races: Men, Asarlai, Dwarves, Elves, Endu, Forged Men, Giantkin, Gnomes, Gnolls, Halfling, Tigrans, Trollkin
  • Classes: Priests (Clerics, Druids, Shao Disciples), Warriors (Fighting-men, Barbarians, Divine Champions, Rangers, Spellblades) and Wizards (Magic-users, Bards, Illusionists)
  • Equipment: Lots of goodies here, some new things as well.
  • Sections on Playing the Game, Hirelings, Initiative and Combat
  • Spells for Clerics, Druids, Illusionists (1st - 7th level) and Magic-users (1st - 9th level) including even more new spells from the original Onn campaigns.
  • An Atlas section containing common knowledge descriptions for player characters about the major places and kingdoms of Onn.
  • Several Appendices with further useful information for players.
There's alot in there. I'm shooting for 150 pages (9pt, single-spaced, single-column). I didn't forget about the Asarlai description for the blog either, just haven't gotten around to it yet!

Thursday, July 29, 2010

Core Rules, 2nd Print Update

Time and the evolution of the game is changing my view on how the Core Rules are best presented. While I am still so into the Cook/Moldvay/Marsh idea of the successive sets and their cover-within-a-cover scheme for each successive set, I've had to drop that in favor of putting all of the player's infomation into one book and the Referee's information into another. The upside is that individually each book is going to be geared towards what information is needed by each to play and now I can cram more things into them both without bleed-over of information.

This also means that there will be no 'Companion' volume either (at least where the rules are concerned). The Core Player's Guide and Core Referee's Guide will have the information for levels 1-25 for both Referees and players, including higher level spells. Also included is the Barbarian class that was slated for the Companion and a new player character race, the Asarlai, more Fighting-man Combat Options more monsters, magic items and Referee advice and guidelines for running their games.

Stay Tuned for more exact details!

Friday, July 23, 2010

Supplement I Sale

For anyone on the fence after all this time about buying Supplement I for your Swords & Wizardry game, take 15% off by using the code BEACHREAD305 from now until August 15th! That lowers the cost of Supplement I to $8.50 US for a printed softcover manual!

Though I only market the book as S&W compatible, it is also compatible with OD&D, 'Red and Blue B/X', RC and Mentzer B/X D&D.

A virtual steal!

Thursday, July 08, 2010

Character Sheets

I've been fiddling around with various character sheets lately in my spare time. Even though I like a minimalist-style game system, the nuances and additives a character gains by virtue of his ability scores, race, class and equipment can create a complexity. I'm a HUGE fan of the old AD&D overly-informationed character sheets and I used then as the basis for what is, so far my favorite style of character sheet for my Onn game. Here's a peek at the front:

Monday, July 05, 2010

Core Rules, 2nd Print Revisions

I finished up the revisions to the Core Rules for its 2nd Printing today. I talked with Kimberly over some additional art I'd like to put in as well and a small but solid list came out of it. So, when the artist is done, the new volume will be out.

The book itself still remains in a single column, 9-pt format and increased from 238 total pages to ~250 total pages. Inside are a new class (Barbarian), 30 additional monsters, new magical items, tons of new spells, errata from feedback on the 1st printing and more!

At a later date I may try a 2-column format to reduce the page count (and price), but that'll have to simmer on the back burner until Supplement II is completed...

Sunday, July 04, 2010

2nd Print Supplement I is out!

I finished up the 2nd printing of the original Supplement I for Swords & wizardry, incorporating the minor errata, expanding on the description of Onn and Ossus and added an overly detailed character sheet and spell book lists to the back of the book as well. If you haven't picked one up, now is a good time!

Link to the storefront can be found near the bottom of the nav column on the right!

Sunday, June 20, 2010

Happy Father's Day

For all of you gamers out there who have started growing the next generation and those that still have the parents that brought you into this world, Happy Father's Day!

For myself, finished up the second printing of Onn Supplement I for Swords & Wizardry this morning. Later this week, after I recieve the proof and have a chance to review it, it will go on sale (maybe by Friday). The second printing incorporates the errata for the first printing as well as updated information for Onn itself and Ossus (the lands featured on the Supplement).

Thanks to everyone for their support and Happy Father's Day!

Tuesday, June 15, 2010

Core Rules 2nd Print Progress III

With the family events going on, I've had little time to post or work on projects. I did manage to get through the Monsters section and only increase the page count by 8 for monster descriptions. Currently when there is time, I've been adding the new monsters to and reworking the encounter tables. I'm still polishing up the Lairs and Tribal Spellcasters sections (still about a page long).

Then it's on to the Treasure section. There are only minimal changes planned for there, so hopefully there are no suprises. I plan on adding minimal information to the Atlas, mostly things like national exports, dominion type for kingdoms, and the ruler's name. If there is something you (the readers) want to know or think is useful, let me know in the comments or email me.

With everything going on, the only other project I've touched is Onn Supplement II for the Swords & Wizardry Core Rules. This has been shaping up extremely nicely and I hope it's a worthy follow up expansion to Onn Supplement I for your Swords & Wizardry games.

Tuesday, June 08, 2010

Core Rules, 2nd Printing Progress II

Over the last few days I've gone through the Referee Section. There wasn't so much clairifying of the previous rules, as they were heavy enough to work on their own without turning them into a railroad, but remain more like guidelines and advice (as they should be). Several sections were added or added to with additional information. This information took the page count from that section from 8 pages up to 15, and included additional things like:

General Guidelines on new condition types (like being dazed, stunned, diseased, etc)
Rules for spells that rely on Concentration to maintain their effect
Dungeoneering Skills have been expanded (but not really clairified so they remain loose guidelines)
Some notes on environmental effects (like underwater combat)
The appendix for Strongholds and Fiefdoms has been expanded upon and added to this section as well
Reputation Rules, Item Saving throws and much more!

Next up I'm tackling the Monster Section. It's 54 pages of Monsters that will need reformatted and I plan to add about 30 additional monsters (hopefully only about 10 pages additional) and some guidelines for lairs and monster spellcasters (about a page worth). We'll see how it goes!

Saturday, May 22, 2010

Core Rules, 2nd Printing Progress

I've been working on this over the last 3 months, based on feedback from other groups that bought and play the game and my own group. Most of it was minor tweaking here and there, but there have been 3 major changes/additions -
  1. Bards were folded back into a Magic-user subclass. They started out that way in the Onn S&W Supplement I. I just like the idea of 3 base classes and on their own as a fully-fledged class they just don't seem right.
  2. Saving throw progressions now match a character's attack progression ability, so a player need only make changes all at once when he reaches a plateu in combat ability, instead of having to check everything at each level.
  3. I've decided to include the Barbarian in the 2nd print Core Rules as a Fighting-man subclass. In order to remain compatible with the 1st print, the Companion Book will include them in an appendix for those still playing 1st print.
In addition to errata there is some new material, especially in the magic section. The addition of new spells makes for a robust selection, but still has enough gaps for players to research their own innovative magics. Spell errata varied wildly from the feedback I recieved and even in my own group.
  • Clerics now have access to 12-1st, 11-2nd, 10-3rd, 9-4th, 9-5th and 9-6th level spells, total count 60 spells.
  • Druids now have acces to 16-1st, 16-2nd, 16-3rd, 15-4th, 15-5th and 15-6th level spells, total count 93 spells.
  • Illusionists got a major overhaul with 19-1st, 17-2nd, 15-3rd, 11-4th, 10 5th and 9-6th level spells, total count 81 spells.
  • Magic-users have been expanded to 28-1st, 26-2nd, 23-3rd, 23-4th, 21-5th, 19-6th and 16-7th level spells, total count 156 spells.
This is as far as I've gotten, but I have plans to include about 20 more monsters across the level ranges, more Referee information and some new magic items. If time permits Kimberly, hopefully there will be some new art in the layout as well.

In regards to the Companion, I will use an appendix to keep compatibility with the 1st print rules (aside from the Bard and Barbarian, there is very little since Saving Throws are all listed in the Core Rules for all levels). So no matter what there's something for everyone.

Thursday, April 01, 2010

Core Rules Review

The Core Rules got it's first review at In Like Flynn:

http://flynnwd.blogspot.com/2010/04/review-world-of-onn-core-rules.html

If you're on the fence about getting your own copy, Lulu has a promo going on today only! Use the code APRILFOOLS and you'll recieve 10% off!

Wednesday, March 17, 2010

New Imprint

Rogue Ranger Games is now the official imprint for the World of Onn FRPG and will be responsible for future Onn Core Rules support, including the Companion Expansion and WoO's first module: Expedition to Haindrad's Tomb.

Fantasy Adventure Studios will continue to be the imprint for Swords & Wizardry's Onn Supplement I and the upcoming Onn Supplement II.

RRG has taken over the Fantasy Adventure Studios Lulu Storefront as well. In the process, a hardcover volume of the Core Rules is now being offered for $21.95, the softcover volume has been reduced to $12.95 and the e-Book volume remains at $5.25.

Onn Supplement I for Swords & Wizardry is still for sale and going strong and will continue to be available for the low price of just $10 for a softcover edition and $5 for the e-Book edition.

Thanks to everyone for their continued support!