Friday, April 17, 2020

French Tax Collector for LotFP



Ferme Générale (Farmer General, tax collector)
Need to rid your players of their silver? Enter the tax man: Theodore Bourbeau is a cleric and tax collector for King Louis XIII and has come to audit the PCs properties. Bourbeau expects to be shown the grounds and all assets, and will then, after his deduction, collect payment. It may take several days to access all the holdings of the PCs, in which case he and his men will expect to be put up and fed during their stay. If he is not obeyed, he has the authority to call upon the French Royal Army. The King has been given permission by the Pope to bring any rebellious nobles in line. Bourbeau will overlook any nefarious activities for a hefty payment of 50,000sp and 25,000sp for his fee, a total of 75,000sp. Or whatever amount the Ref sees fit to charge, something that's gonna hurt.

Theodore Bourbeau: Armour 14, Move 120’, 7th-Level Cleric, 24hp, Rapier 1d8, Flintlock 1d8, Morale 10. Leather armor, hooded cape, wide-brimmed hat, rapier, flintlock pistols (2), and 30sp. 
Spells: 1st: Bless, Command, Detect Evil, Sanctuary, 2nd: Delay Poison, Heroism, Silence 15’ Radius, 3rd: Dispel Magic x3, 4th: Divination.

Four Assistants/Enforcers: Armour 14, Move 120’, 0-Level, 4hp, Clubs or Swords (1d8), Morale 9. Leather armor, clubs, swords.

If the military is called in it will consist of 2 units of one sergeant and ten privates:

Sergeant (2): Armor 16, Move 90, 1st Level Fighter, 5hp, arquebus 1d8 (1d6 melee), sword 1d8, Morale 9. Pikeman’s armor, buff coat, lobster tail pot, longsword, arquebus, powder horn, shot bag.

Privates (20) Armor 14, Move 120, 0-Level, 4hp, pike 1d10, sword 1d8, Morale 8. Buff coat, lobster tail pot, longsword, pike.

If things go absolutely pear-shaped a full army could come to raze the property.

French Royal Army
Capitaine Gustave Foquier: Armor 17, Move 90, 2nd Level Fighter, 9hp, Flintlock 1d8, (1d4 melee), Longsword 1d8, Morale 10. Pikeman’s armor, buff coat, lobster tail pot, tassets, longsword, flintlock, powder horn, shot bag. French, German, Spanish.

Sergeants (13): Armor 16, Move 90, 1st Level Fighter, 5hp, arquebus 1d8 (1d6 melee), sword 1d8, Morale 9. Pikeman’s armor, buff coat, lobster tail pot, longsword, arquebus, powder horn, shot bag.

Privates (130) Armor 14, Move 120, 0-Level, 4hp, pike 1d10, sword 1d8, Morale 8. Buff coat, lobster tail pot, longsword, pike.

Thursday, January 16, 2020

Alien, Fairy, or Demon

Since I started playing LotFP I see Alien Greys popping up in several books. I got really into the idea of aliens in the 17th century. They've now popped up in several of our games over the last year.

I used this guy in a fantasy campaign, he arrived in a ziggurat-shaped ship and mind-controlled some native tribes, who thought he was a god. You could also drop him right into the middle of the 17th century as well, what could go wrong.

Alien, Fairy, Demon
Armor 19, Move 120’, 6th Level Alien Grey
17hp, +3 melee 1d4+2, +3 uranium pistol 1d6+2, gamma cannon 6d6 save versus poison or roll mutation (Carcosa p.265), Morale 10.
Weird Spellcasting: 7 slots: Chaos, Wizard Eye, Duo-Dimension, Prismatic Wall, Gust of Wind, Shadow Monsters, False Alignment, Continual Light, Stone Shape.
Skills: Search 3.
Psionics: Mind Control, Telepathy 3/day.
Electronic Spellbook, 2 power cells, Battle Armor: AC 19, uranium pistol (300’, 100 charges), gamma radiation emitter (20 miles, 15 charges), +2 to hit and damage, can carry 900 pounds, force field 50hp.

Enjoy!

Tuesday, November 19, 2019

Alien Horses


On the planet M’theria horses have six legs and horns curling back from their heads, similar to ram’s horns. One of the most common domesticated animals on the planet, horses have been used throughout history for transportation, combat, and labor. 
I made these for my fantasy home brew, but they would fit nicely in Carcosa or other stranger worlds.

Horned Horse
Armor 12, Move 240
2 Hit Dice, 10hp
2 hooves 1d4, ram 1d6, Morale 8
Trample: If the horned horse hits with both hooves, the target must Save versus Paralyzation or be knocked prone. If the target is prone, the horned horse can make an extra attack with its hooves.

Horned Warhorse
Armor 16 (chain barding), Move 180
3 Hit Dice, 15hp
2 hooves 1d6, ram 1d8, Morale 10
Charge: If the horned horse moves at least 20 feet straight toward a target and hits with a ram attack, the target takes +1d6 extra damage and must Save versus Paralyzation or be knocked prone.
Trample: If the horned horse hits with both hooves, the target must Save versus Paralyzation or be knocked prone. If the target is prone, the horned horse can make an extra attack with its hooves.

Horned Horses come in a variety of natural colors as well as stranger hues. Choose one or roll on the charts below.

Coat Colors 1d10
1
Appaloosa
2
Bay
3
Black
4
Chestnut
5
Gray
6
Palamino
7
Pinto
8
Roan
9
White
10
Roll for stranger hue

Stranger Hue 1d6
1
Blue
2
Green
3
Orange
4
Purple
5
Red
6
Yellow

For Carcosa 1d8
1
Blue
2
Green
3
Jale
4
Orange
5
Purple
6
Red
7
Ulfire
8
Yellow