Showing posts with label Skill. Show all posts
Showing posts with label Skill. Show all posts

Sunday, June 6, 2021

My Own Private Fantasy Fucking Vietnam

 

 

When I first heard the title "Fantasy Fucking Vietnam" (See: Green Devil Face #1) this is what I imagined.

Fighters or Specialists only 

Physik skill for medics (Flame Princess Cult #1)

Crossing Classes option

Just to keep things simple all guns do 1d8. Burst weapons are save versus Breath Weapon or take 3d8 damage. 

The players for this were all about 21 years old so they have never seen Apocalypse Now, so I lifted the plot and placed them on the Qelong River. I used WWII: Operation White Box for character backgrounds and military ranks and basic equipment. I used the weather and some of the encounters from Qelong, and BOOM! you have LotFP Vietnam.

NPCs

Special Forces Unit 

Sgt. Drake, William (Bill): Armor 13, Move 120’, 1st Level Fighter, 8hp, M-16 1d8, 9mm 1d8, Morale 11. BDUs, M-16, 9mm

 Cpl. Willis, Jeffery – Heavy Gunner: Armor 13, Move 120’, 1st Level Fighter, 8hp, .50 Cal 2d6, Morale 11. BDUs, .50 Cal

 Sgt. Lebowitz, Herschil – Radio Operator: Armor 13, Move 120’, 1st Level Fighter, 8hp, M-16 1d8, 9mm 1d8, Morale 8. BDUs, M-16, 9mm, Radio

 Pvt. Akers, John – Tunnel Rat: Armor 13, Move 120’, 2nd Level Specialist, 8hp, 9mm 1d8, Morale 10. Search 4, Tinkering 4. BDUs, 9mm, flashlight

 Cpl. Edgar, Robert (Butch) – Point man: Armor 13, Move 120’, 2nd Level Specialist, 8hp, M-16 1d8, Morale 11. Bushcraft 4, Search 4. BDUs, M-16, flashlight

 Pvt. Hicks, William (Bill) – Interpreter: Armor 13, Move 120’, 1st Level Specialist, 8hp, M-16 1d8, Morale 9. Languages 6. BDUs, M-16

 Cpl. Andrews, Wesley (Wes): Armor 13, Move 120’, 1st Level Fighter, 8hp, M-16 1d8, 9mm 1d8, Morale 11. BDUs, M-16, 9mm

 Pvt. Jensen, Thomas – Medic: Armor 13, Move 120’, 1st Level Specialist, 6hp, M-16 1d8, 9mm 1d8, Morale 10. Physik 5. BDUs, M-16, 9mm, med kit

 Bad Guys 

Viet Cong: Armor 13, Move 120’, 0-Level, 6hp, Kalashnikov 1d8, Morale 10.

 Vietnamese natives: Armor 12, Move 20’, 1HD, 5hp, fists 1d2, spear 1d6, blow dart 1 +poison, Morale 8. Save versus Paralyzation or stunned for 1d4 rounds.

 Col. Kurtz, Insane White God: Armor 14, Move 120’, 3rd Level Fighter, 23hp, M-16 1d8, 9mm 1d8, knife 1d4, Morale 12.

Saturday, January 30, 2021

Crossing Classes: an optional rule for LotFP

A simple option to let classes gain some skill points or raise their base attack bonus without bothering with multi-classing or tinkering with the rules too much.

 


CROSSING CLASSES

Upon leveling up a Fighter could sacrifice their +1 to attack for 2 skill points.

A Specialist could sacrifice their 2 skill points for a +1 to attack.

A Cleric or Magic-User could sacrifice a spell slot for either +1 attack or 2 skill points. 

Fighters and Specialist cannot gain spells this way.

Friday, August 9, 2019

Physik Skill for LotFP



Physik Skill 
Physik skill is a kind of first aid roll, if the roll succeeds the patient heals +1d3 hp. May be used once per wound. Can also be used to stabilize a dying character, or as a knowledge check for medicine or human anatomy, etc.

Modifiers may be added for certain conditions such as being in the field (-1), or in the middle of battle (-2). Having a doctor’s bag (the equivalent of Specialist’s Tools) adds +1, being in a clean environment with food, water, clean bandages, and proper tools adds +2. This would be unlikely in the 17th century.

This skill has the possibility of harming the patient just as much as healing them. Very little was known about hygiene in 17th-century England. People were not aware that disease was spread by germs and infectious diseases were a serious concern. The only available treatments were bloodletting, leeches, purges, calomel (a tincture of mercury), opium, and quinine.

When you roll the Physik skill, on a roll of 6 (or 12 if you’re 6/6) something has gone terribly wrong.

Malpractice Roll 1d6
1 – Patient loses 1hp.
2 – Patient loses 1d3 hp.
3 – Patient develops severe fever over the next few hours, Poison save or lose 1 Con.
4 – Patient’s condition worsens over the next few days, Poison save or lose 1d3 Con.
5 – Severe infection leading to amputation, possibly losing more Con and Dex.
6 – Doctor has killed the patient.