Showing posts with label Rust-n-Runes. Show all posts
Showing posts with label Rust-n-Runes. Show all posts

Thursday, February 18, 2021

Slinger Character Class [Rust & Runes, draft Feb2021]

One of the simpler classes for Rust and Runes campaigns with a few exceptional abilities and a fairly easy to identify archetype.

SLINGER

 Fighters that focus on ranged weapons and mobility. They would like the “Gunslingers” in another place and time but in the savage wastelands of a Rust and Runes campaign guns are not the only ranged weapon. Slingers are meant to be larger than life bravos of westerns and action fiction.

Base Melee, base Throw, Base Ranged are all modifiers to the attack roll before ability score modifiers and weapon qualities are added into the roll.

 Slinger Progression Table

Level

HD

Base Melee

Base Throw

Base

Ranged

Base

unarmed


1

1d10

0

+1

+2

0

Extreme Range

2

2d10

+1

+2

+3

+1


3

3d10

+2

+3

+4

+1

Volley Fire (1 extra)

4

4d10

+3

+4

+5

+2

Rapid Reload

5

5d10

+4

+5

+6

+2

Quick Draw

6

6d10

+5

+6

+7

+3

Volley Fire (2 extra)

7

7d10

+6

+7

+8

+3

Sniper (+1d6)

8

8d10

+7

+8

+9

+4

Impossible Shot (Medium)

9

9d10

+8

+9

+10

+4

Volley Fire (3 extra)

10

10d10

+9

+10

+11

+5

Sniper (+2d6)

11

11d10

+10

+11

+12

+5

Impossible Shot (Long)

12

12d10

+11

+12

+13

+6

Volley Fire (4 extra)

13

13d10

+12

+13

+14

+6

Impossible Shot (Extreme, Sniper(Sniper (+3d6)




Saving Throws: Add 1/2 level (rounded up) to all saves. (Saves are generally successful on a score of 13+ but some are made against a different target number)

Extreme Range- A slinger is able to make an attack up to twice long distance normally possible with a ranged or thrown weapon. (Still haven't decided if extreme range will have an additional penalty applied ot the chance to hit over that of long range).

Volley Fire- If a slinger  of 3rd level or higher remains still during a round there are able to fire extra attacks with a ranged weapon so long as they have won initiative during a round and the initiative score exceeds the Weapon Speed Factor of the weapon in hand.

Rapid Reload- if a slinger of 4th level or higher has a weapon in hand they may reload a fire arm or energy weapon as a free action in a round.

Quick Draw- If a slinger of 5th level or higher that starts a round with no weapon in hand they can draw and attack with a  ranged weapon with no penalty to the attack. This may not be combined with Volley Fire.

Impossible Shot- once per day a slinger of 8th level or higher may make an impossible shot. So long as they are aware of a targets location they can make a single attack roll against that foe. The total distance of the path is limited by the range category of the weapon used.

Sniper- in a round where the slinger hasn’t moved they may choose to make a sniper attack which halves all range penalties to hit and allows additional damage as listed to be added onto a successful hit.



Friday, February 5, 2021

Post Apocalyptic Character Class Concepts [Rust and Runes]

 I recently picked up work on a campaign project I originally started over 15 years ago with the ever-changing working title of “Rust and Ruins” of “Rust and Runes”.  I decided I want to be a bit more "magical" than just grubby reality even if iI wanted to be a tad less wahoo than some otherwise excellent games out there so (for now) it's "Rust and Runes".  It’s a post-apocalyptic OSR/D&D compatible concept that I have been batting about for some time now, I put off doing much with it for a host of career and gaming reasons. Play-testing and later campaign play with Mutant Future threw me off much development on this project for a bit (over a decade). I’ve been posting snippets now and again on the blog and I’ll be using it as a model campaign for many ideas I’ll be developing and sharing here. It’ll be compatible with Mutant Future and other post-apocalyptic games in the OSR family out there. The following are some introductory class development notes and if anyone has any opinions I’d be happy to see them.


Rust and Runes Charter Class Concepts (in no particular order)

Technophage
- Tinkers, rummages and would possibly would be cyborgs. These are the gadgeteers of the setting a combination Techno-Mage and Fixit pro. The name implies a more intimate connection to technology than other classes in the campaign.

Scrivener- The power of Runes and symbols writ large is this classes specialty. They are a combination  runesmith, warder, and scribe that’s etches runes on devices and wards places against intrusion and harm well serving as archivists due to their never ending quest for written and symbolic lore.

Sarker- Mystic Warriors/Huntsman that derive their potency and powers form the skins of the mutant beasts they slay, the fetishes they craft with their bones, from the blood which they drink or paint themselves with. These characters will function as wild warrior-mages would in more traditional fantasy setting. I have an early version of this class I developed for more traditional campaigns i posted here years ago.

Whisper- necromancer-mediums. In a post apocalyptic setting one thing there is no shortage of is the dead and that is where these ghost-talker or corpse-whisperers come in. They will serve a role not unlike clerics in a more traditional campaign but far more concerned about dealign with wayward souls of the dead than the souls of the living. In a world with billions of the dead there is much to haunt the world of mortals that they may involve themselves with.

Cantor- Bardic healers that serve as support for scavengers and society at large.

Slinger- Fighters that focus on ranged weapons and mobility. They would like the “Gun Slingers” in another place and time but in the savage wastelands of a Rust and Runes campaign guns are not the only ranged weapon.

Brute- Fighter who like to get in close and melee with their opponents. Formidable warriors when decked in armor and waving a fearsome blade but also capable of devastating untrained foes with their bare hands (or paws).

Shrike- Psychic warriors that combine training and talent in arms with the powers of the mind. They can project kinetic force beyond their touch or even crush an opponent deep within their own mind. Another Figher/Mage option with a more direct “magical” path that doesn’t involve fiddling with mutant body parts.

Trickster- Scoundrels, harlequins, con-men that deploy deception of all kind.

Shroud- Shadow walking assassins or curious inquisitors that can mask their presence or reach into the minds of others.

Changeling (or Shifter)- Shape changing mutants able to reform their bodies in part or in total to meet the challenges on hand.

Dowser- Seers that use their telepathic powers to divine the location of water, metal, and a host of curiosities.

Verdant - Herbalist and Eco-mages able to reshape what remains of the natural world around them.

Hawker- Traveling traders and couriers bring news and wares throughout the wasteland. A socially capable class geared towards profit.

Ruster- Robot Hunters that can manipulate and reach out to the Rust with their inner knowledge. These are hackers and robot fighters a sort of technological paladin fighting against technology gone mad.

Drover- Beast-masters who develop their animal empathy to a remarkable degree to pacify and support the wild world.

Voyager- They are all about the voyage as wanders of the wind, highway heroes, stunt riders, and daring corsairs.

Lifter- Pilfering thieves, smugglers, and all-around scavengers. If it not nailed down they may just walk of with it, and if it is nailed down behind a three levels of security they can round of the means to deal with that as well.

Illuminator- manipulators of energy able to throw flames or power ancient devices, and even bend and direct Blight.

Urchin- lowest of the low, wandering scrounges that have a knack for uncanny survival. This class is meant for players that want to get in on the game but perhaps aren't eager to do much more than explore and survive in the post apocalyptic wastes.


So there we are, 20 character class concepts to fit in a fantastical post-apocalyptic setting to take the place of barbarian swordsmen and uncanny cyber wizards or possibly be joined by them. The Rust and Rune classes touch on the roles of more traditional old-school campaigns without completely replacing any one key concept. The Lifter certainly crosses into the territory of thieves but they aren’t meant to be daring rakes stabbing unwitting foes in the back but more-so robbers that loot and scoot.


I went atmospheric with the names and tried to avoid some more typical roles or offer a distinct spin so a GM can decide how they want Shaman, Engineers, Psychics, and  the like to be dealt with.More detailed write ups of these classes are to come. I also like the idea that Wizard of the Skytower can be any one of a number of characters. Classes are not necessarily the entire profession; there can be un-clased NPCS, Illuminators, and Technophages all serving as priests of The Undying Flame in such a setup.

Rust, Haunting, and Blight will be forms of contamination and manipulatable forces that I’ll post more on here.

Tuesday, January 19, 2021

Post Apocalyptic Hex Map

 Here's a post apocalyptic hex map using some of the newer stuff I'm working on and my older Post Apocalypse Hex Symbols.

Click for 150dpi version

 

This map is packed with adventure opportunities. Ruined cities galore, a cracked dome arcology, and a sealed one as well. Strange hives in the rustlands, a vile toxic swamp, an ancient battlefield, and a massive pile of tires. 



Monday, December 21, 2020

Teaser List of Guns

 Just a teaser peek at a project I'm working on, here's a list of firearms I'm working on for my Rust and Runes RPG setting rules and guidelines. Might get trimmed down, might get expanded.  

.32 Muzzle-loading Pipe Pistol

.36 Muzzle-loading Pipe Pistol

.44 Muzzle-loading Pipe Pistol

.50 Muzzle-loading Pipe Pistol

.54 Muzzle-loading Pipe Pistol

.22 Zip Gun

.32 Zip Gun

.38/9mm Zip Gun

.44/.45 Zip Gun

.32 Muzzle-loading Derringer

.36 Muzzle-loading Derringer

.44 Muzzle-loading Derringer

.50 Muzzle-loading Derringer

.54 Muzzle-loading Derringer

.32 Black-powder Pistol

.36 Black-powder Pistol

.44 Black-powder Pistol

.50 Black-powder Pistol

.54 Black-powder Pistol

.32 Black-powder Revolver

.36 Black-powder Revolver

.44 Black-powder Revolver

.45 Black-powder Revolver

.22 Pocket Pistol

.32 Pocket Pistol

.38 Pocket Pistol

.44 Pocket Pistol

.22 Revolver

.32 Revolver

.38 Revolver

.44 Revolver

.45 Revolver

.22 Snub-nosed Revolver

.32 Snub-nosed Revolver

.38 Snub-nosed Revolver

.22 Pipe Pistol

.32 Pipe Pistol

.38 Pipe Pistol

.44 Pipe Pistol

.45 Pipe Pistol

.22 Pistol

.32 Pistol

.38 Pistol

.44 Pistol

.45 Pistol

.50 Pistol

9mm Pistol

.45/410 Pistol

.22 Machine Pistol

.32 Machine Pistol

.38 Machine Pistol

9mm Machine Pistol

.44 Machine Pistol

.45 Machine Pistol

.410 Black powder Shotpistol

20 gauge Black powder Shotpistol

16 gauge Black powder Shotpistol

.410 Black-powder Shotgun

20 gauge Black-powder Shotgun

16 gauge Black-powder Shotgun

12 gauge Blackpowder Shotgun

10 gauge Black-powder Shotgun

8 Bore Black-powder Sportsgun

6 Bore Black-powder Sportsgun

4 Bore Black-powder Sportsgun

3 Bore Black-powder Sportsgun

.410 Shotgun

20 gauge Shotgun

16 gauge Shotgun

12 gauge Shotgun

10 gauge Shotgun

.410 Double Barreled Shotgun

20 gauge Double Barreled Shotgun

16 gauge Double Barreled Shotgun

12 gauge Double Barreled Shotgun

10 gauge Double Barreled Shotgun

20 gauge Sawed-Off Shotgun

16 gauge Sawed-Off Shotgun

12 gauge Sawed-Off Shotgun

10 gauge Sawed-Off Shotgun

20 gauge Double-Barreled Sawed-Off Shotgun

16 gauge Double-Barreled Sawed-Off Shotgun

12 gauge Double-Barreled Sawed-Off Shotgun

10 gauge Double-Barreled Sawed-Off Shotgun

.410 Pump Shotgun

20 gauge Pump Shotgun

16 gauge Pump Shotgun

12 gauge Pump Shotgun

10 gauge Pump Shotgun

.410 Riotgun

20 gauge Riotgun

16 gauge Riotgun

12 gauge Riotgun

10 gauge Riotgun

20 gauge Combat Shotgun

12 gauge Combat Shotgun

10 gauge Combat Shotgun

.45 Pipe Musket

.50 Pipe Musket

.54 Pipe Musket

.58 Pipe Musket

.45 Musket

.50 Musket

.54 Musket

.58 Musket

.45 Muzzle-loading Rifle

.50 Muzzle-loading Rifle

.54 Muzzle-loading Rifle

.58 Muzzle-loading Rifle

.45 Muzzle-loading Longrifle

.50 Muzzle-loading Longrifle

.54 Muzzle-loading Longrifle

.58 Muzzle-loading Longrifle

.22 Lever Action Carbine

.32 Lever Action Carbine

.38 Lever Action Carbine

.44 Lever Action Carbine

.22 Lever Action Rifle

.32 Lever Action Rifle

.30-06 Level Action Rifle

.22 Bolt-action Carbine

.32 Bolt-action Carbine

.38 Bolt-action Carbine

.44 Bolt-action Carbine

.30-06 Bolt-action Carbine

.22 Bolt-action Rifle

5.56 Bolt-action Rifle

.32 Bolt-action Rifle

7.62 Bolt-action Rifle

.30-06 Bolt-action Rifle

.50 Bolt-action Rifle

.22 Carbine

5.56 Carbine

.32 Carbine

7.62 Carbine

.30-06 Carbine

.22 Rifle

5.56 Rifle

.32 Rifle

7.62 Rifle

.30-06 Rifle

.22 Assault Rifle

5.56 Assault Rifle

.32 Assault Rifle

7.62 Assault Rifle

.32 Battle Rifle

7.62 Battle Rifle

.30-06 Battle  Rifle

5.56 Automatic Rifle

.32 Automatic Rifle

7.62 Automatic Rifle

.30-06 Automatic Rifle

.50 Automatic Rifle

.22 PDW

4.5cl PDW

5.2cl PDW

6cl PDW

9mm PDW

5.56 DMR

7.62 DMR

.50 Anti Materiel Rifle

5.56 IAR

7.62 IAR

5.56 Squad Automatic Weapon

.32 Squad Automatic Weapon

7.62 Sqaud Automatic Weapon

.50 Squad Automatic Weapon

.30-06 LMG

.50 LMG

4.5cl Advanced Combat Rifle

5.2cl Advanced Combat Rifle

6cl Advanced Combat Rifle

5.56 Compact AR

7.62 Compact AR

9mm Compact AR

Personal Defense Laser

Laser Pistol

Laser Rifle

Maser Pistol

Maser Rifle

Multi-Laser

Infantry Tactical Laser

Squad Support Laser

Plasma Gun

Plasma Assault Weapon

Plasma Rifle

Plasma Pistol

Pulse Gun

Pulse Rifle

Pulse Pistol

Sonic Stunner

Sonic Stun Rifle

Sonic Stun Pistol

Sonic Blaster

Sonic Blaster Rifle

Sonic Blaster Pistol

Tandem SL Blaster Gun

Tandem SL Blaster Rifle

Tandem SL Blaster Pistol

Man Portable Railgun

6mm Rail Rifle

10mm Rail Rifle

13mm Rail Rifle

6mm Squad Bolt Rifle

10mm Squad Bolt Rifle

13mm Squad Bolt Rifle

6mm Bolt Pistol

10mm Bolt Pistol

13mm Bolt Pistol

3mm Hyper Needle Rifle

4.5mm Hyper Needle Rifle

3mm Infantry Ribbon Gun

4.5mm Infantry RibbonGun

3mm Hyper Needle Pistol

4.5mm Hyper Needle Pistol

4.5mm Advanced  Flechette Rifle

5.2mm Advanced  Flechette Rifle

6mm Advanced  Flechette Rifle

Rocket Rifle

Anti-Materiel Rocket Rifle

Stick RPG

RPG launcher

Fusion Torch

Fusion Rifle

Gyrojet Rifle

Gyrojet Pistol

Tazer Pistol

I've got damage ratings for all the weapons to fit in line with old-school dungeon games and moderate compatibility with related post-apocalyptic games. Working on ranges now.  Also fiddling with my version of weapon speed and recoil impact on targeting multiple shots, that will definitely be included to use or ignore as GMs wish. I had briefly toyed with weapon vs armor charts for all the weapons but that might be a bit much as I eventually want to have stats for variations in construction and quality as well.