Monday, 11 December 2023

Weapons & proficiency

I saw this beautiful image of an opalite spearhead on a discord server (the image is a screengrab from this video https://www.youtube.com/shorts/Bffz6HjrF0w, thank you, Krisnan) and it set me to thinking about weapons: specifically, proficiency and enchantment.

Image showing an opalite spearhead being held up to the sun.

Additional big shout out to ANCIENT CRAFT for their ongoing posting of Neolithic and late palaeolithic tool making videos.

This is the nerdiest post I've made in a while and I'm proud of that. Disc-horsers prepare to be bored stiff... you may want to skip to the part marked LEGENDARY WEAPONS as that's probably more fun.

BASIC WEAPON STUFF

Hit roll

The standard convention of rolling to hit with a D20 is followed:
  • STR modifiers alter melee attack rolls
  • DEX modifiers alter ranged attack rolls

Base damage

PARIAH is a classless, level-less RPG adapted from Spwack's "GLOGalike nightmare" DIE TRYING , though varying from that game in its use of hit dice as almost a "proto class", with (among other things) the pariah's hit die determining how much damage they do with an ordinary weapon attack. A D4 HD Pariah would normally inflict D4 damage with a spear; the same weapon in the hands of a D6 HD pariah would be more deadly, inflicting D6 damage.

There are a few variations to this rule:

  • Light Weapons (knives, small clubs, slings) roll two dice and choose the lower result; heavy weapons (great club, double axe, two-handed bonesword) roll two dice and choose the higher result
  • Bows and other mechanical weapons have a fixed damage die (e.g. bows = D6)
  • Metal weapons are more damaging (see materials)

Additionally:

  • Melee Damage is adjusted by a pariah’s STR modifier (STR also modifies the to-hit roll)

  • Ranged Damage is adjusted by a pariah’s DEX modifier (DEX also modifies the to-hot roll)

  • Critical Hits do double total damage


Materials

PARIAH is a game set in a fantasy late stone age and the majority of weapons are made from stone, bone or wood. However, metal is available...how can metal weapons be represented in the game?

Already I've established that metal weapons are not always treated as "mundane" with regards to certain spirits or monsters: in other words, some creatures which are entirely immune to bone or stone weapons are harmed by metal, reflecting its origins in an other-worldly meteorite or the veins of the earth itself.

However, I'm really enjoying the idea that metal weapons also inflict damage one die step higher than the bone or stone equivalent: metal arrowheads do D8 damage instead of D6, for example.

The opalite spearhead made by @lavabladez also made me think of high different materials might attract different spirits in the process of enchantment, and this is partially explored below.

Other properties

Weapons are listed as being piercing, slashing or bludgeoning (or combinations of the above): in general this is only important with regard to the immunities and resistances of certain creatures (e.g. giant snails in their shell ignore slashing damage), but also contributes to flavour in combat description.

WEAPON PROFICIENCY

PARIAH mentions proficiency in passing, but it’s never fully explored. While it is assumed pariahs are able to use any of the weapons listed, they can again additional proficiency during chargen… so what does that look like? 

Unlock special weapon features
When a pariah becomes proficient with a particular weapon type they are able to use it in new or surprising ways or overcome restrictions ordinarily associated with untrained use of the weapon:
  1. Stone/Bone Knife: if proficient, make two attacks a round against the same opponent, scoring a critical on a 19 or 20
  2. Sling: use the loaded sling as a light melee weapon
  3. Small Club: proficient wielders may make two attacks a round with this light weapon
  4. Blowpipe: increase the normal range of the weapon to 50' (max is still 100')
  5. Hand Axe: No special features from proficiency
  6. Spear: proficient wielders may attack over opponents even if their comrades (or other enemies) are between them and their target, without penalty.
  7. Bow: proficient wielders of the bow may move and loose an arrow in the same round
  8. Staff: proficient wielders can an additional +1 to their defence while using the staff
  9. Bonesword: proficient wielders can an additional +1 to their defence while using the bonesword, and crits on a 19-20... boneswords have other special features, described below
  10. Double Axe: a proficient wielder crits on a 19-20
  11. Great Club: proficient wielders gain no special advantages
  12. Two-Handed Bonesword: proficient wielders crit on a 19-20 (see further notes on boneswords, below)

Unlock bonuses from other attributes

If proficient with a weapon, pariahs may have options to use additional stat bonuses in lieu of the traditional STR for melee and DEX for ranged. The idea here is that pariahs might overcome their shortcomings in combat by finding the right weapon:

  1. Stone/Bone Knife: proficient wielders may modify both ranged and melee knife attack & damage rolls with DEX or INT if either are higher than the conventional modifiers
  2. Sling: proficient wielders may modify both ranged and melee sling attack & damage rolls with DEX or STR, if either are higher than the conventional modifiers
  3. Small Club: proficient wielders may choose to modify melee attack & damage rolls with DEX instead of STR if this offers a better advantage
  4. Blowpipe: proficient wielders may modify ranged blowpipe attack & damage rolls with CON or WIS, if either are higher than the conventional modifiers
  5. Hand Axe: proficient wielders may modify both ranged and melee hand axe attack & damage rolls with DEX or STR, if either are higher than the conventional modifiers
  6. Spear: proficient wielders may modify a thrown spear attack and damage roll with STR if it is higher than the modify they would usually receive from DEX
  7. Bow: proficient wielders of the bow may modify attack and damage rolls with INT or WIS, if either of those offer a better advantage than DEX
  8. Staff: proficient wielders may modify attack and damage rolls with DEX, if it offers a better advantage than STR
  9. Bonesword: proficient wielders may modify attack and damage rolls with DEX, if it offers a better advantage than STR
  10. Double Axe: a proficient wielder may modify attack and damage rolls with CON, if it offers a better advantage than STR
  11. Great Club: a proficient wielder may modify attack and damage rolls with CON, if it offers a better advantage than STR
  12. Two-Handed Bonesword: a proficient wielder may modify attack and damage rolls with CON, if it offers a better advantage than STR

Daily features:

Inspired by an earlier post I made about magic weapons, I thought it would be fun if someone proficient with weapons actually gained some more narrative abilities rather than (or in addition to) variations on the applied mechanical +/-.


At its most simple, this would take the form of a proficient wielder being able to perform one of the abilities on the list below once per day:

  • Automatically hit an enemy OR
  • Inflict maximum damage OR
  • Make an extra attack in a round
  • "Call" a non-lethal shot i.e. cut a rope, disarm an opponent, knock someone out with a bludgeoning weapon etc.
...just a few mundane but relatively powerful options that make a warrior truly feel skilled with their chosen weapon. 

As with everything in PARIAH, proficiency can be improved by the placement of an "x" against that skill. Traditionally, once three Xs are placed that skill improves. In the case of weapon proficiency, that might mean that the weapon wielder has the option to use one of the above abilities twice a day, then thrice and so-on. Players are then presented with the choice of either increasing their pariah's base attack bonus with all weapons or their proficiency with a particular weapon type as they progress.

LEGENDARY WEAPONS

Flint... spearhead? Knapped by Ancient Craft


Instead of putting an X against heir proficiency, they can improve weapon itself. PARIAH is a game within an animist setting, and a hitherto unexplored aspect is the notion of human-made objects taking on some of their creator's (and wielder's) characteristics, eventually gaining a personality of their own.

As with proficiency, players may choose to "place an x" against an individual weapon to improve its characteristics. Every three Xs, it gains a special feature described below, effectively "levelling up":

  1. Name: after its first three Xs, the weapon becomes legendary and rightfully earns its own name. The pariah must name the weapon if they haven't already: it is now known to the spirits. Once per encounter they pariah may wield this weapon in an intimidating manner and automatically trigger a morale check in an individual enemy or group of enemies. The weapon is not yet considered magical for the purposes of attacking certain enchanted creatures, however.
  2. Enchantment: a further 3 Xs really ramps up the weapon's magic, adding an additional +1 to hit and damage rolls for anyone wielding it. It is now considered an enchanted weapon for the purposes of attacking certain magical spirits and entities.
  3. Weapon specific magic: Gains a magical weapon- specific feature, as listed below. These can be chosen or randomly rolled, and if the weapon continues to evolve it will have the chance to gain an additional magical power in the future.
  4. Weapon is sapient: anyone holding the weapon is aware that it has personality and character of its own, though it does this voicelessly. It starts to only respond favourably to its regular wielder. Make a reaction roll when a stranger picks it up to see how well the weapon responds to unfamiliar hands...
  5. +2 weapon: the weapon now confers an additional +2 to hit and damage rolls, on top of all other modifiers enjoyed by the wielder.
  6. Weapon specific magic 2: Gains a second magical specific feature (below)
  7. Deadliest of Weapons: Once a day may automatically kill any one mundane opponent it successfully strikes, no save. When used against non-mundane spirits this power inflicts triple maximum damage. 
  8. Weapon can speak audibly: The weapon's sapience manifests in a voice audible to all within earshot, though usually it communicates telepathically with its wielder. It expresses a preference for certain kinds of violence, and may actively disobey its wielder if its desires aren't fulfilled. It cannot be wielded by anyone else while its original wielder yet lives: if they are killed, the weapon drops back to item 3 on this list. Refer to the BECMI intelligent sword rules if desired
  9. +3 weapon to hit and damage rolls with this weapon, on top of all other bonuses. This weapon may now harm Greater Spirits & Demons. If the current wielder is killed the weapon drops down to item 5 on this list. 
  10. Mythic Weapon: Pick a legendary foe, preferably one with which the weapon and its wielder have some previous beef. The weapon believes its destiny is to eradicate this foe, and will not rest until this goal is achieved. If the wielder is slain before this goal is achieved the weapon waits for a wielder who can complete this quest: it cannot be used in combat by someone not committed to this goal. Prospective wielders may need to prove their worth to the weapon.


Weapon specific magic

Choose a special magical feature specific to the weapon type as the legendary weapon gains power.

Knife

  1. Cuts through bound spell spirits, releasing them from bondage. Alternatively the knife can be used to attack spell-spirits bound to people or objects directly without harming the person or object.
  2. Cuts through reality and create portals to other realms which the wielder may pass through, returning up to an hour later. 
  3. Cuts through the bindings of soul to flesh: victim must save vs devices or find their non-corporeal soul is 2d100 feet from its usual host body. 
  4. Gains a bound spell-spirit appropriate to the material from which it is fashioned i.e. bone = death, opalite = sun etc.
  5. Illuminates 10’ radius on command. 
  6. Returns to hand when thrown, on a miss only.

Sling

  1. Any stone missing its target transforms into a wolf, attacking its intended target on the following round.
  2. If struck, opponent must save vs. devices or immediately flee in terror.
  3. Spending a round swirling the sling builds up its power: when released on the following round, the pellet automatically hits and inflicts double damage.
  4. Transforms any appropriately sized object into a pellet (eggs, mice, handfuls of dirt) once placed in the sling, reverting to original form after being slung.
Small Club
  1. Anyone struck by the magical club must save vs devices or be stunned for D4 rounds.
  2. When held aloft, the club allows the wielder to fly.
  3. If wielded by a proficient user making two attacks successfully, they may then make two further attacks against the same or another opponent.
  4. Authority: the wielder of the club increases the morale of allies by one; additionally, once a day they may rally allies who fail morale checks, ignoring the negative result.
Blowpipe
  1. Darts fired from the gun can transform into birds with a telepathic link to the wielder, acting as spies for the next 24 hours.
  2. Darts fired from the gun can transform into D4 adders, a swarm of bees or a plague of frogs to harass their opponent before disappearing into the wilderness. 
  3. If the blowgun is sucked, it can steal any item from its target. No attack roll is made, but they can make a save vs. devices to resist. The item is magically stored in the wielder’s belly and can be reproduced from their mouth at any time. It does not have to be small enough to fit, but cannot be larger than the wielder. This power can also be used to steal abstract things like skills, memories, laughter etc.
  4. Improbably accurate: the blowgun can be used up to its maximum range (100’) with no penalty.
  5. Petrifying darts: ordinary darts are imbued with the power to turn their victims to stone (save vs paralysis) when fired from this blowgun.
  6. The blowgun can be used as a snorkel, appearing as a tall reed, sedge or bamboo shoot above the surface, concealing the wielder below water.

Hand Axe 
  1. After throwing the wielder can command the axe to transform into a falcon obeying their instructions; it remains in avian form until commanded or “slain”.
  2. If twirled above the wielder’s head the axe allows the wielder to levitate upwards at 20’/round; the same technique can control free fall at the same rate.
  3. The hand axe acts as a warding amulet against magic, and may absorb up to three spell-spirits for discharge at a later time.
  4. When thrown, the hand axe always returns to its wielder after a miss. On a hit, the hand axe may make independent melee attacks (as wielder) while the wielder stays at range, returning to the wielder’s hand if it misses an attack. 
Spear 
  1. After being thrown the spear transforms into a giant boar allied to the wielder until commanded to return to weapon form.
  2. Anyone struck from range by the magical spear must save vs. Devices or be magically pinned to the ground for 3d4 rounds.
  3. Deadly throw: the spear is launched in a straight line not striking the ground until it attains maximum range,  piercing all those within its trajectory. They each receive maximum spear damage, though may save vs. Device to halve
  4. On command the spear can float by the wielder’s side, launching itself at an opponent within range whenever the wielder desires.
  5. The spear always returns to the wielder’s hand if it misses its target. If it strikes its target after being thrown it cannot be removed by conventional means and slows them to quarter speed.
  6. When stabbed into the ground the spear conjures a water, rock or fire elemental loyal to the wielder. This power is useable once a day and the elemental disappears in one hour.

Bow 
  1. Arrow of time: the bow sends an  arrow 1d8 rounds into the future. Play continues until D8 rounds have passed, at which point the wielder may choose to accept this fate or “restart” at any point e firing the arrow. 
  2. Arrows fired from this bow are transformed into venomous serpents upon striking their opponent, attacking them until cowed or killed.
  3. The bow can transform any arrow-sized object (snake, stick, strand of human hair) into an arrow, reverting to  or map form after striking its target
  4. The bow ignites arrows on command.
  5. The bow may fire two arrows simultaneously: if the first one strikes its target, the second will strike automatically or may roll to hit an alternate target; if the first arrow misses, the second arrow must roll to hit the same target.
  6. The string of the bow can be played by the wielder as though it were an enchanting lyre or djembe, causing all who hear it to save vs. devices or immediately be charmed. Re-roll reactions of charmed entities with favour (3d6, keep highest).

Staff 
  1. Anyone mortal struck by the staff must save vs. devices or immediately be transformed into a peacock
  2. On command the staff can be transformed into 2d4 adders or 1d2 pythons, obeying the wielder's instructions.
  3. The staff attracts 1d6 spell-spirits of the sun and heavens, each one returning by to the Sun Lord after invocation. The staff can be recharged by placing it in the open during a thunderstorm
  4. The staff can be shrunk to the size of a twig and hidden behind the ear at will
  5. The staff can, if the wielder desires, age those it strikes by ten years if they fail a save vs devices
  6. The staff is unbreakable
  7. Using the staff as a vaulting pole enables the wielder to leap quadruple the normal length or height, landing unharmed.
  8. While the wielder spends one round twirling their staff any weapons thrown or missile weapons loosed against them are deflected back against the aggressor.

Bonesword 
  1. Any opponent slain by the sword may be invoked once as a spell-spirit of death.
  2. If the wielder desires, they may fall on their own sword, immediately slaying their body but sending their spirit towards the nearest enemy, whom they may immediately attempt to possess as though a ghost-walker.
  3. Make a single attack roll: as the wielder pirouettes on the spot, any enemy within 5’ receives maximum  damage if the attack roll is equal to or better than their defence. The wielder may not make any other moves or attacks that round, regardless of their magical abilities or proficiencies.
  4. The single-handed bonesword does not shatter on a natural 1, unless the wielded wants to instead cause the failed attack (or defence roll) to succeed. Shattered weapons can be regrown (see below).
  5. The wielder makes an attack against time. By day this cut opens a portal to the moon realm, conjuring a moon spirit in the form of either a bat swarm or D4 owls. By night, this conjures spirit of the Sun and Heavens in the form of a fiery eagle. The elemental spirit returns through the portal to its proper space and time after 2d4 rounds.
  6. While twirling the blade for one round missile and thrown weapons are deflected back at their launcher for full damage.
Double Axe 
  1. Furious strike: after slaying an opponent the axe drives the soul from its body with such force that enemies in a 30’ cone receive 2d10 damage (save vs device for half that)
  2. Once a day for up to one hour the axe can transform into a cave bear.
  3. The axe can fell a tree in a single strike, using the falling trees as lethal weapons.
  4. The axe can cleave through any opponent that it fells, inflicting the same amount of damage to a subsequent opponent adjacent to the wielder. If that opponent is also slain, the cleaving arc continues until their are no adjacent opponents.
  5. The double-headed stone axe can insight NPC allies into a battle rage, giving them a morale of 12 for as long as they are actively engaged in melee it’s an enemy.
  6. Whirlwind: by spending one round swinging the axe in a circular motion above their head, the wielded can summon a wind spirit that fights alongside the wielder for 1d4 rounds.

Great Club 
  1. At the start of combat, all enemies witnessing the terrifying club must make a morale check or flee.
  2. Inspirational: all NPC allies fight as though their morale is 11 while in sight of the club
  3. Transform: this Great Club can transform into a Griffin once a day for up to one hour
  4. Tremor: when struck against the ground, the club causes the ground to shake in a 30’ radius; save vs paralysis or fall to the ground, stunned
Two-Handed Bonesword
  1. Animate slain opponent: after killing an enemy, the wielder may release a previously imprisoned spirit (see below) into the corpse, enabling it to fight as an animated corpse for 3d4 rounds, after which point the spirit is liberated and returns to the Realm of the Dead. Note that the corpse's soul remains imprisoned in the blade, so this is a kind of soul-swap. 
  2. Decapitate: a critical hit with this mighty weapon against a human-sized opponent leads to automatic decapitation. Alternatively, the wielded may choose a limb or other appendage to be removed. Against larger opponents it inflicts triple maximum damage instead, or whatever is agreed to be narratively appropriate.
  3. Shatterproof: As the single-handed bonesword, above.
  4. Uncanny precision: the sword can slice or cleave through allies or bystanders alike without harming them, striking at enemies otherwise shielded from view. This magical ability does not extend to slicing through inanimate materials.


A note about BONESWORDS...

Boneswords of both varieties are supposed to be a) rare and b) fragile (they shatter in critical failure). This would ordinarily make it very unlikely that a bonesword would become enchanted through regular use using the rules described above.

However (and this is worthy of a longer post): as well as being rare and fragile boneswords are inherently magical. They are not of human origin, and are usually sacred relics passed down through families with mysterious legends attached to them.

Most importantly, shattered boneswords can repair themselves. The ritual is simple: reassemble the shattered pieces on a length of bloodied muslin, wrap the pieces up around the blade with the hilt protruding, then bury the blade upright to the hilt in the earth… come back in one week et voila! The sword is as good as new.

Soul blades

Boneswords collect the souls of those they slay. Even if this blade is not “legendary” (see above), the wielder is aware of the consciousness(es) trapped within their weapon, and they may communicate with them if desired. These spirits are under no obligation to be helpful, though they cannot say anything they know to be untrue and are likely to cooperate in order to ensure their release.

Certain bonesword powers rely on these dead souls, and utilising them leads to that spirit’s release: please see above.


Enchantment rituals


A very large number of enemies encountered in PARIAH are resistant to mundane weapons, and this can prove challenging if PARIAHS don’t have any (or many) enchanted weapons. As an alternative, most wise-ones (perhaps even one of the pariahs) are aware of a ritual which can temporarily enchant a weapon until it has defeated a particular foe. This ritual could also be revealed to the pariahs following a psychedelic trip to another realm.


This ritual enchants an existing weapon so that it can be used against a particular spirit or type of spirit currently plaguing them or their community. Three items are required:

  • A weapon that has not yet drawn blood
  • Something precious or related to the spirit (a lock of hair, some ectoplasm, a chitinous claw etc.)
  • A relic of the spirit’s victim (blood, bone etc.)
Following a night-ritual, the weapon is enchanted (treat as +1 and gain a weapon specific power) until the spirit or group of spirits are slain.

Until next time,


- Sofinho



Links


Opalite Spearhead manufacture

https://www.youtube.com/shorts/Bffz6HjrF0w


Ancient Craft UK

https://www.ancientcraft.co.uk/


DIE TRYING
https://meanderingbanter.blogspot.com/2019/02/die-trying-v1.html


Blades with Brains

https://flowiconoclastic.blogspot.com/2022/10/blades-with-brains.html


BECMI Intelligent swords

https://aloneinthelabyrinth.blogspot.com/2022/09/becmi-intelligent-swords.html



2 comments:

  1. I am always evangelizing Concept Crafting, but especially for something like Pariah where it's fairly constrained materially, but involves the enchanting/crafting of relatively simple materials with spiritual/metaphysical components, something more abstract, it makes a lot of sense.

    I have this Anima Crafting idea which I think I described as something like "Pokemon meets Pariah by way of Maximum Recursion Depth" but you could imagine the Crafting part of it being specifically tying spirits ("Anima" in the terms of that post) with bone or other weapons.

    https://weirdwonderfulworlds.blogspot.com/2023/05/anima-concept-crafting-pokemon-like.html

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    1. Yes I enjoyed that post a lot, I think it came up on your discord during discussion. When I get this campaign running there'll be a lot of opportunities to play with how downtime works and I'll be leaving it in the hands of the players as to how our "rules" evolve in that sphere. I'll certainly be pointing them towards your post though!

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