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An Array of Specimens Tagged as Equipment

Playing With Someone Else’s Toys: Monsterparts


Pearce Shea of Games With Others has been known to blurt out pretty, clever little things that make me squeal with glee.

The latest is Monsterparts, a game of children facing down the nightmare apocalypse while their parents fuss over toast and the morning paper.

 

Yes, I know you want to play it, we all do. Here are some extra Special Things and Secrets.

 

 

Special Things
1d20(d4 uses each)
1Box with the Body of your Goldfish (One Use Only)
Its ghost can swim through the streams of time, up to 5 days into the past or future. If you whisper a 3 word message into its mouth, when the ghost arrives it will flop to the floor and blow a big wet bubble that releases the message when it pops.
2Mum's Perfume
Spraying it in a bad thing's face will paralyse them for d2 Turns with a coughing fit.
3Cousin Judith's Crayons
Judith is such a good drawer, she told you if you use these crayons maybe you'll be as good as her some day. Anything drawn with the crayons lifts itself up and becomes real for a Turn.
4Old Yo-Yo
When you're lost will lead you in the right direction if you Walk the Dog.
5Ugly Knitted Sweater from Grandma
Will absorb an attack and wound the bad thing that tried to hurt you.
6Grandpa's Flashlight
Will punch a hole right through the blackest nightmare.
7Battered old Blankie
+3 AC when wrapped around you.
8Nudie Magazine from Dad's Shed (Truant Only)
Can be used to bribe tough/cool/bad kids for information or help.
9Baby Winklefoot's Book of Bedtime Stories (Studious Only)
When read, will force any bad thing that hears it to sink back into the earth to sleep for a Turn.
10Tin Soldier
Will defend you with the strength of a Tough kid to the death or the end of 3 Rounds, whichever comes first.
11Dead Girl's Diary
If you say nice things about the girl who owned it, will reveal helpful information.
12Magic Decoder Ring
Helps you read things you can't understand.
13Ninja Mask
When worn, you roll two damage dice.
14Tarnished Spyglass
Reveals the true form of anything you look at.
15Busted Walkie-Talkie
Hisses and spits with static when bad things are near. Can be used to shout a single word at one of your friends wherever they are d4 times before it stops working altogether.
16Big Fat Wad of Trading Cards
You've been collecting these things forever. When laid out on the ground they form a barrier that bad things can't cross. 30' worth.
17Lucky Underpants
It's hard to bring someone down when they're wearing their lucky underpants. When you're in a bad place or being chased, there's a 50% chance each Round that your EP aren't reduced.
18Imaginary Friend
They can get into places you can't to unlock doors or steal things or scope it out.
How? Uh, because they're imaginary?
19Ballerina Music Box
While it's playing, bad things can't come within 30' of you for a Turn. During that time you can't lose EP and can rest or eat if you need to.
20Cereal Box Harmonica
Calls any neighbourhood dogs in the area to come to your aid.

 

 

Secrets
1d20
1When you look at your shadow it seems to run in the direction of old Mr. Broomhower's house. He used to be an explorer or a doctor or a librarian or something and he never opens the gate that surrounds his huge dilapidated home.
2You've seen that kid Dale from Mrs. Corrigan's class eating dirt and bugs. He keeps getting fatter and fatter, no one else seems to notice.
3The run-down Joke Shop in town has been doing a lot more business lately, but children never go there, only adults. It stays open at all hours of the night.
4Old Mrs. Rumfeld never closes her doors or windows anymore, and at night the house is full of green light.
5The Principal is organising a school excursion to the abandoned coal mine, but it's been boarded up for years. Your mum just told you she sent in your permission slip.
6Mrs. Russell hasn't stopped smiling since her husband died. Even while she's crying, she never stops smiling.
7Plain Jane Richards brought a box of kittens to school for show-and-tell, she says her cat Miffy gave birth to them last night. Your dad ran over Miffy last week.
8Words form in your cereal every morning. You've been writing them down and they seem to be a warning about something that is going to happen today, but it won't say what until tomorrow.
9Birds have stopped perching in the big tree in the middle of the park. The old men that feed the ducks just stand there staring up at the tree.
10Pink fungus is growing around the janitor's closet at school. The janitor hasn't been to work in a week and the fungus is starting to spread.
11The Haversham's have no eyes, just bored out holes where they ought to be. They've been hosting dinner parties all week and their guests always leave without eyes. Your mum just got off the phone to Mrs. Haversham, you've all been invited over for dinner.
12All the people eating at the diner have grey oily bubbles that curve out from the back of their heads. Soon you can see the bubbles all the time. Soon they never leave the diner.
13Joey McNeil keeps telling everyone about the presents his grandfather has been bringing him, but Joey's grandfather died three years ago..
14Amy's parents send her to school with nothing but jelly cups for lunch. She always has more than she can eat and is happy to share. She's starting to look a bit like jelly herself.
15The Peterson's dog looks more scruffy than it used to, like its fur doesn't fit right, and during the day it's always sitting in the middle of their porch. It looks like it's smiling.
16Chris Matthews has always been a big mouth liar but he says he was hiding in the park and saw Alice's dad swallow Doctor Phillips then lie there like a huge pregnant lady. But you saw both of them today and they didn't look swallowed or pregnant to you. They do seem weird though, and your dad says you have to see Doctor Phillips this weekend to get a tetanus shot.
17The church is having extra services on Tuesdays now, but they don't allow kids. The old ladies glare at you as they leave.
18Your dad has been staying up all night at his computer. When you watch him strange colours dance all over his face while he stares at the screen, not even typing. If you move to look at the monitor it's just a blue screen.
19While you're watching TV the weatherman starts to cry and outside it starts to rain.
20Black frogs keep swimming up from the pipes and into the toilet whenever you try to go to the bathroom. When you went over to Tim's house they nearly filled the bowl.

4 comments



This Is Weighing Me Down


Encumbrance should be a measure of not just how much weight you can carry, but how easily you can manoeuvre whilst carrying different things, we’re adventuring here after all. Besides that, there’s also the fact that most of the time there’s going to be some things that you want to be a bit more accessible than just sitting somewhere in the big pack on your back.

 

[Edit: there’s a much better version of this in The House of Rules, thought it doesn’t have a pretty picture.]

 

The encumbrance system I use requires a touch more maths at character creation, but is a hell of a lot more interesting than a shopping list of crap in a sack. It’s built off the existing LotFP “different items” list and Rotten Pulp/Evil Baboon’s Anti-Hammerspace Item Tracker, and probably a couple of things that have been discussed by Brendan over at Ultimately (now of Necropraxis). It adds a touch of reality and management to the important things, differentiates between characters, but isn’t so complex or restrictive as to make it boring.

 

So you’ve rolled up a character and you’re going shopping. Excellent. Let’s start at the top (or skip to the summary if you’ve a short attention span):

 

What Has It Got In Its Pocketses?

 

– Everyone is able to wear leather armour and carry a normal weapon without it counting towards anything, because otherwise an adventurer might as well be naked. Maleficar will normally pick up their spellbook before a weapon though.

 

– At any time an average character can carry 6 other Significant Items in an immediately accessible place. The location of these items is noted on your character sheet. Specialists automatically carry their Specialist’s Tools as one of their Significant Items.

e.g. Your 50′ of rope is coiled across your chest and you’ve tied a lantern to the end of it, you have a short bow across the opposite shoulder, a quiver of arrows secured to your thigh, an iron-clasped Book of Pestilent Proverbs suspended from a chain attached to your belt, and a sheathed dagger strapped to your left forearm. In addition to that you’re gripping an axe in your right hand and holding a map in front of the lantern light with your left. You’re carrying a normal weapon and 6 other Significant Items (the map doesn’t count), which doesn’t affect your ability to explore or fight because hey: adventurer.

 

Notes on weapons:

A “normal weapon” would be a d6-d8 melee weapon or a d6 ranged weapon. If you use a weapon that deals d4 or less damage you can carry 2 in place of a normal weapon. Each additional weapon carried on your person counts as a Significant Item, with two-handed and heavy weapons counting as 2.

 

For example:

 

Feargus the Fanged, assassin for hire (Specialist), carries out his contracts with two daggers sheathed in a small poison-filled bladder on his back. They count as his normal weapon, so he can carry 5 other Significant Items after equipping his Specialist’s Tools.

 

Magnus, Mouth of the Ever-Present (Cleric) carries a two-handed mace to enforce the will of his god. He doesn’t carry a normal weapon so the two-handed mace takes up both that slot and a Significant Item, after which he can carry 5 other Significant Items.

 

Elsbeth Copperbound (Fighter) prefers to use a long sword, but carries a heavy crossbow on her back to even out the odds from a distance. The sword is her normal weapon and doesn’t count as anything, but the heavy crossbow she carries on her back counts as 2 Significant Items so she can only carry 4 other Significant Items rather than 6.

 

– Your Strength/Dexterity modifier affects how many Significant Items you can carry. If they’re both positive/negative the highest/lowest applies, but if they’re different add them together and that is the number that applies.

 

For example:

 

Strength +2 and Dexterity +1 means you can carry 2 more Significant Items than normal.

Strength -2 and Dexterity -1 means you can carry 2 less Significant Items than normal.

Strength +2 and Dexterity -1 means you can carry 1 more Significant Item than normal.

 

– Wearing Chain or Plate armour decreases your Significant Items by 1 and 2 respectively unless you’re a Fighter.

 

– You can carry additional Significant Items on your person, but each one adds a -1 penalty to your physical rolls including Attack Bonus.

 

– In addition to Significant Items you can carry any number of Insignificant Items on your person as long as you can explain where it is. The location of these items is noted on your character sheet.

e.g. In a small leather satchel attached to the back of your belt you’re carrying a pipe and tobacco, 5 copper coins inscribed with your own face are in a pouch hanging from the hilt of your sword, 3 vials of spider venom are tied around your ankle with string, a bronze whistle hangs from a delicate chain around your neck, and a map said to lead to the underground chapel you were born in is tucked into a fold of fabric inside your left sleeve.

 

– The things you’re carrying on your person count as your first point of encumbrance if you’re carrying at least 3 Significant Items in addition to your weapon, which keeps you Unencumbered within LotFP rules. After that, you can start shoving things into your backpack.

 

 

We Should Get a Mule..

 

– Things carried in packs are considered dead weight. An average character can carry 4 different kinds of items in a pack before gaining a point of encumbrance. Insignificant Items don’t count.

 

– Your Strength/Constitution bonus affects how many different items you can carry before gaining a point of encumbrance. If they’re both positive/negative the highest/lowest applies, but if they’re different add them together and that is the number that applies (minimum 2 items per point of encumbrance).

 

– There will come a point where the Referee (I like to be called the Lamentation Princess) will rule that your set of items is taking up more than one slot. Heavy items always count as separate items.

e.g. The 3 flasks of lamp oil you were carrying up until you pulled them out of your pack and started throwing them counted as a single item, but the twin metallic meteorites you just stole from that cult count as an item each. After escaping, your coin pouch held 12sp and counted as a single item, but after selling the meteorites it holds 190sp and counts as 2 items.

 

– If it can’t realistically fit in your backpack, it’s not going in your backpack. Therefore ‘oversized’ items like 10′ poles are strapped to you and treated as Significant Items. This means that if you’re already carrying your limit of Significant Items, strapping a 10′ pole to yourself counts as 2 additional Significant Items (like a two-handed weapon) and incurs a -2 penalty to your physical rolls including Attack Bonus.

(This takes the place of the +1 encumbrance imposed by LotFP rules, which makes more sense to me. If I start carrying a 10′ pole I’m not going to say “Oh crap you guys wait up I don’t think I can walk so fast anymore”, I’m going to say “Oh crap having this pole tied to me is really awkward, I hope I don’t get attacked because wow, feeling clumsy.”)

 

– Finding something in your pack during combat takes d3+1 per encumbrance level rounds.

 

– Becoming Lightly/Heavily/Severely Encumbered incurs a cumulative -1 penalty to your physical rolls including Attack Bonus, in addition to movement penalties. If the encumbrance is due to wearing Chain or Plate armour Fighters ignore the roll penalty.

e.g. You decided you just HAD to pry that last golden lion from the alter, but after stuffing it into your backpack you’re carrying so many things that you’re Lightly Encumbered, and now scuttering sounds are rushing across the ceiling. Until you lose some items you’ll only be able to explore 90′ every 10 minutes, and you’ll be at -1 to hit if you have to fight. (Of course, you can dump your backpack before starting to fight, but heaven knows who might try to take it while your back is turned…)

 

SUMMARY:

  • Everyone can wear leather armour, carry a normal weapon, and carry 6 (modified by Strength/Dexterity bonus) Significant Items on their person for their first point of encumbrance. Tell me where they are.
  • Additional Significant Items carried on your person incur a -1 penalty to physical rolls.
  • Everyone can carry any number of Insignificant Items on their person. Tell me where they are.
  • Everyone can carry 4 (modified by Strength/Constitution bonus) different items as dead weight in a pack on their back before gaining another point of encumbrance.
  • Finding something in your pack during combat takes d3+1 per encumbrance level rounds.
  • Levels of encumbrance incur a cumulative -1 penalty to physical rolls in addition to movement penalties.
  • Chain and Plate armour decrease Significant Items by 1 and 2 respectively. Fighters ignore both this and encumbrance physical roll penalties caused by armour.

 

 

Bonus rule: Wardrobe Malfunction

 

Like Shields Shall Be Splintered! or Oh Crap, My Hat! but for everybody.

If you are hit in combat you can choose to sacrifice a Significant Item or other piece of equipment before damage is rolled.

If you can explain how the attack removed or destroyed that item instead of injuring you, it happened.

If your explanation is stupid or you take too long not only do you lose the item but you still get stabbed.

 


2 comments



Always Carry Protection


First of all, Gus L has mentioned getting rid of leather, chainmail, and plate in favour of Light, Medium, and Heavy armour over at Dungeon of Signs a few times now. Which happens to be one of the things I really liked in the one game of Gamma World I played. I’d much prefer players to make up exactly what they’re wearing and apply an appropriate armour class than say they’re wearing chainmail and leave it at that. It also links in well aesthetically with LotFP’s existing weapon list.

 

Speaking of, in general I’m pretty happy with the LotFP weapon list, being that it consists of a few specific weapons and then Minor Medium Large Great make up what it is it does this much damage okay. No fuss, no muss. But. I’d still kind of like for the choice about what your Medium weapon actually is to make a difference beyond flavouring, without turning the weapon list into a 10-page section.

 

So, the size categories stay, that’s your damage, but depending on what the weapon actually is you also get this..

 

Sword: If you haven’t been hit this round roll twice for damage, take the best.

 

Hammer: When you attack choose +1 vs. Medium or better, or a normal attack which

reduces Heavy AC by 1 but deals half damage.

 

Axe: Minimum half damage vs. Light or less.

 

Flail: +1 vs. Medium or better, ignores shields. Can choose to attack weapon, Strength check

to disarm on hit. On any miss roll under your AC or hit yourself.

 

The reasoning being that swords are versatile, hammers can punch through with spikes or crush joints to reduce mobility, axes are built for chopping right into things (my thumb can attest), and flails.. well flails is flails.

 

[Edit: these and the Notch rules have been updated in The House of Rules]

 

 

That’s Not A Knife..

 

I use group Initiative, but would also like characters who have an Initiative bonus to get some kind of benefit from that. So, different kinds of weapons have benefits in different situations.

At this point I’d like to mention that this and the weapon categories were inspired by a couple of things mentioned by Brendan Strejcek, now of Necropraxis. In fact the dagger part is stolen directly from him and Gus L.

  •  If you successfully hit someone with a dagger you can choose to grab hold and keep stabbing, automatically hitting Flesh in subsequent rounds every time you win a wrestling roll (contested d20 + AB and Strength modifier). Anyone wielding a Medium or larger weapon will need to kick you away before attacking with their weapon.
    (Daggers should be deadly and useful, if you manage to get in close to someone you can cut straight to the meat, bypassing Grit and damaging Flesh. Finesse isn’t worth a damn when someone has a knife to your belly)
  • While wielding a Medium or larger weapon you may make a contested Initiative roll to attack first when someone with a Minor weapon closes into melee range.
  • While wielding a weapon with reach you may make a contested Initiative roll to attack first when someone with a smaller weapon closes into melee range, and automatically attack first and cause double damage to anyone that actually charges you.

 

Another Notch on the Axehaft

 

I find it really boring for characters to be able to pick a weapon when they start out and then hold onto it forever unless they find something magic or wake up naked in a pit. I mean sure, it’s nice to have a weapon with history, but don’t you want that history to actually mean something? I also want some kind of indication that all this murdering necessitates equipment maintenance, but I don’t want that to be a gaping pain in the arse.

 

So, Notches.

 

Every time you roll a 1 or 2 to hit in combat your weapon takes a Notch, this doesn’t necessarily mean it was damaged just then, more a simple way of quantifying wear and tear.

 

Each weapon can take Notches equal to its damage die (so a dagger can take 4 Notches, a long sword can take 8, Lumpy Space Princess’s knifemace can take 10).

Once the weapon has 2 Notches, roll 2 of the weapon’s damage die after every attack, if the roll is equal to or less than the number of Notches, the weapon breaks. So you might embarrassingly break your axe with a wild swing against the wall, or you might snap your dagger off in the merchant priest’s chest.

If the weapon takes another Notch after it has reached its limit, it breaks.

 

Now, armour makes it harder to hurt your squishy parts, fair enough, but what about the armour? Every time an attack against you rolls 19 or 20 your armour is damaged, reducing your AC by 1.

 

The standard rate for repair is a tenth of the item’s full cost per Notch or AC point (so one Notch on a Medium sword costs 2 silver groats to repair, and it will set you back 100 silver groats to repair the point of damage that drugged-up Nun of the Lotus caused to your Heavy armour).

Prices are subject to review and gouging.

 

 

[Edit: Go read Brush of Fumbling’s excellent post that works weapon quality into Notches if you’re tired of brooms being as durable as battleaxes and all of your blacksmiths being the same guy with a different moustache. I’m using it effective right now.]

 

 

If You Liked It Then You Should Have Put a Pistol On It

 

When you have to walk around with everything strapped to your back, economy of utility can become pretty important, and getting hold of something that actually performs more than one function may just make you fall to your knees for a bit of an ugly joy cry. Credit for sparking this particular thought fire goes to Tom at Middenmurk.

Fuck your +1 sword, give me a shield with a lantern in it and big spikes sticking out of it.

 

Basically, coveted equipment doesn’t have to have some bullshit charm on it, it just needs to be uncommonly useful for the kind of foolish things you’ve chosen to run around doing.

 

I’d rather carry an iron cresset than a torch, it burns just as long, using pitch, rosin, or pine knots, and if someone jumps out of the dark I can beat them with it for d6 damage. As a bonus on 18-20 they also catch fire.

10′ poles are useful but DAMN are they unwieldy to just lug around. Why not carry a 10′ spear or polearm instead, with several interlocking foot long sections at the end that can be easily removed if damaged? Hell, while we’re at it let’s make the top section removable as well so that it can be used as a weapon in close-quarters. Like Tom said, “As is often the case with historical reality, similar business ends are applied to different lengths of wood for different purposes.”

Check Tom’s other article and follow the link to My Armory at the end for more examples. Sure, a lot of them are just things with pistols jammed onto them, but you get the point.

 

For seriously though, fuck your +1 sword.

 


6 comments