Thursday, January 24, 2013

Spinneskelle

FuckYeahJohnBlanche
The Spinneskelle is a ghastly automaton found atop spherical objects found in both nature and dark rooms deep in the recesses of stone mazes.

It appears immobile at first, but any action within 60' of it (or in the same room) will prompt it to change to one of nineteen ballet-like positions (like those old pulley-robots at Disneyland) and cause its wand to replicate one of the nineteen powers of a Wand of Wonder (see AD&D DMG for full details of powers). The actions and corresponding reactions are as follows:

Creature moves toward Spinneskele: Slow
Creature moves away from Spinneskele: Delusion
Creature directly attacks with weapon or unarmed: Gust of Wind 
Creature casts spell: Stinking Cloud
Creature starts fire or lights an object with an existing fire: Heavy Rain
Creature talks to other creature or self: Summon
Creature talks to Spinneskele: Lightning bolt
Creature sleeps: Butterflies
Creature eats: Enlarge
Creature breaks an object: Darkness
All creatures present do nothing: Grass grows
Creature activates magic item: Vanish
Creature harms Spinneskelle: Diminish
Creature drops item (throwing things at the Spinneskelle counts as an attack, above): Fireball 
Creature picks up item: Invisibility
Creature harms room or environment: Plant growth
Creature harms other creature: 10-40 gems
Creature attempts to steal wand: Shimmering colors
Creature dies: Flesh to stone (on another creature)

The Spinneskelle itself holds the wand with an unbreakable grip until destroyed. It has two or three times boss hit points (it's pretty easy to hit, though).

If the Spinneskelle is destroyed, the wand may be taken and will function as a Wand of Wonder except the given powers key off foes actions as above rather than a die roll. However, remember, it is still a wand, so you'll look like an idiot.


(P.S. To make your players look extra stupid, make the wand only work if you adopt the Spinneskelle's positions.)


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Monday, January 21, 2013

RetroStupidPretentious Analysis

As Jeff once explained any RPG worth playing is Retro, Stupid or Pretentious.

I took ten minutes out after breakfast this morning to look at the games I've played lately and subject them to rigorous RSP critique...
click to make bigger
If you don't recognize the name of a game, google it.

EDIT:

Seems I forgot Night's Black Agents...
Setting scores a P for both high concept and extensive research, Mechanics are a solid Pretentious being based on GUMSHOE (maybe RetroPretentious when I ran it) and the structure was StupidPretentious or maybe just Stupid with Ken running the first half and me running the second.

Sunday, January 20, 2013

Most Plussed

A year (?) ago or so Blogspot started letting people add little plusses to your blog entries. Here are the most plussed entries since then...

10 Mostly Women?

Just an informal poll to see who besides me reading this blog had groups that were mostly women or female-lead. Continued on RPG.net.

9 Welcome to the Gigastructure

Announcing the start of the Deathmaze game on Google +. People liked it.

8 Hunter/Hunted

Explaining one way to make sure your Call of Cthulhu game is never a railroad.

7 A Warbox

Showing how to make a campaign map quickly generate random encounters related to the campaign's background drama.

6 Year One Tips gleaned from the first year of running games via Google plus hangout. #3 is, as of now, no longer true, but otherwise I'd stand by most of this stuff.

5 Is This How Burning Wheel Is Supposed To Work?

Despite the fact that the board dedicated to this game seemed to feel the need to Forgesplain to us that we were playing the game badwrong, a great many good and sane humans seemed to enjoy reading about our foray into storygameland.

4 Actually, Robin...

I dip into the most terrifyingly psychobabbly parts of a very popular GMing manual.

3 Hire Women

What it says on the tin. The basic go-to for dealing with the Tipper squad's obsession with making up rules for what can be in game art. (Plus a fascinating back-and-forth with a real live Tipper--creases--in the comments.)

2 Called Shot Mechanic

The top spots on this list are not occupied by rants but by useful game stuff. The Called Shot Mechanic is pretty much usable for any game where you roll dice to do stuff.

1 The Alice

(Coming in at +83) Well I just posted this new character class so you've probably seen it. Hopefully the rest of the stuff in the book will go over as well...


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I also asked people on G+ what their most plussed posts were--these are they:


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Saturday, January 19, 2013

THE WIZARD!!!!!

WIZARD/WITCH (Magic-User Variant)

...you start with your normal hit points and saves etc. Write those down. Do everything pretty much the way you would in your system.

However, when you level up:

For each new spell slot you get, roll on this table instead of just filling the slot…

1-68 Fill a slot with a spell as usual. Borrring.

69 I sense a great disturbance etc etc You have a form of postcognition that allows you to detect the presence of cast spells, eldritch creatures and the like (not omnipresent magic or currently magical things going on like Detect Magic could) in a given 30x30 foot area within the last day. You will know whether it was a spell or creature or effect or what. Re-rolling this allows you to know the nature of it broadly (enchantment, demon, etc). Re-rolling this a third time tells you exactly what it is. Re-rolling it a fourth time allows you to function as a walking "Detect Magic" spell. After that re-roll.

70 Further advancement will require you to placate obscure gods. You have to adopt a taboo a la the Wu Jen like:
* Cannot eat meat.
* Cannot have more treasure than the character can carry.
* Must make a daily offering (food, flowers, incense) to one or more spirit powers.
* Cannot bathe.
* Cannot cut hair.
* Cannot touch a dead body.
* Cannot drink alcoholic beverages.
* Cannot wear a specified color of cloth.
* Cannot light a fire.
* Cannot sit facing a specified compass direction.
Each time you re-roll this you need to take up another one.

71 Wizard Lie. You can tell one lie per day (one sentence long) and be automatically believed by anyone at least half your level (round up). Re-rolling this means you can tell two lies, then three, etc.

72 After long eons of patient and lonely research you've found it--that thing you wanted? The Star Swallower? The dragon egg? The mountain fortress? It's there. 4 sessions worth of adventure away or less. Tell your GM, who then must place it.

You must have a fair shot at it--like any other treasure, but there's no guarantee you will get it. If you don't get it by the fourth session you can keep trying or let it go and roll again on this table. However if you choose to roll again and then you do get the thing somehow anyway, you lose whatever gimmick you rolled. GM think up some clever reason why.


73 Cruel curse. This is basically a spell usable once per day. Range: 100'. Area of effect: 1 creature per level. Duration: 1 day/level Save negates.
To trigger the curse, the caster must observe the target  (any creature with fewer hit dice than the caster) perform the same action for at least two consecutive rounds. The caster may then invoke one of two effects: 
a) The target creature must continuously do one thing chosen by the caster that it was doing in the last two turns,
 or…
b) the target can never do some chosen thing it was doing in the last two turns.
The repeated/forbidden action cannot be anything the creature normally always does (breathe, touch the ground, etc). The effect of the curse can be something that will probably kill the creature in its current circumstance but it cannot be something that would inevitably kill it regardless of circumstance. For example: the curse could not compel a creature to stop breathing but it could compel a creature to continue walking in a straight line even if that line (in the particular situation) would lead it off a cliff.
No two Cruel Curses may be identical (which is why curses tend to be weirdly specific).

74 Your powers inspire awe in lesser beings. You have an exceptionally (though not supernaturally) intelligent and loyal henchman, hound or horse (your choice). This individual cannot be slain, kidnapped or otherwise traduced "offscreen" by the GM, so if he or she's in trouble and your PC is not around you get to play it out. Of you re-roll this and your previous one is not dead, you get to add another hit die to your pal.

75 BAH! You have glimpsed primal vistas both horrific and majestic in your meditations. The mundane world does not concern you. Immune to fear. If you re-roll this, your companions gain a +2 vs fear if they can see you, then +4 etc

76 You now have a familiar. It has one hit die. If you already had one, it has 2 hit dice.
Roll:
1 Cat
2 Crow
3 Weasel/Marmot
4 Toad
5 Pick one
6 Make one up that's approximately as powerful as one of the creatures listed
It obeys commands, you can see through its eyes and use its special sensory abilities, attacks on it affect you, too, blah blah blah

77 I think I know the counterspell for this… By making a successful saving throw you may turn any spell cast on anyone in line of sight back on the original caster. It's an immediate-interrupt of course but that counts as your action for that turn or the next turn. You can do this once per day. Each time you re-roll this result you get +1 to the save.

78 The dweomers are beginning to fear you. +2 to save vs spell. +1 more every time you roll this. 

79 The constant influence of interdimensional radiation has twisted your body. Gain a random deformity. Describe it. -2 to charisma checks where you're trying to make someone like you, +2 to ones where you're trying to intimidate them or freak them out. +2/-2 more each time you re-roll this.

80 The wyrdness has definitively infected you. You have a mutation that goes beyond mere deformity: an eye that floats an inch outside of its socket, a head with no neck supporting it, a third arm, etc. You can roll a random mutation if you like or pick something. You know those freaky wizards with like 3 extra faces that Thundarr The Barbarian fights? They rolled this a bunch of times.

81 This glove is made of sleep. Take a spell you already possess and bind it into an object. You may now use the spell twice per day and it functions as if you were a level higher. However: the spell is now bound to that object, not you. Whoever has the object can use it. Nonwizards and lower-level wizards use it as if it were cast by a wizard one level lower than you.

82 You always were reading ahead of the rest of the class. Receive a random spell one level higher than you are able to cast. Remember: random.

83 In case of fire cast lightning… One of your existing spells (pick one) is also attached to a form of the Contingency spell. A second "copy" of the spell is set to activate as soon as a trigger event of the caster's choice occurs. The caster may only cast and set a new contingency once a week. In essence, contingency means that rather than having 7 copies of a spell per week at will, the caster now has 8, but the 8th one is only activated by the specific condition. Re-rolling this result allows for another contingency to be set with a different spell.

84 Poorly memorized spell. The caster may select any spell of a level s/he is not normally allowed to cast, only it has a 50% chance of backfiring. Re-rolling this result improves the caster's odds by 1%.

85 Take what you can get in a world of Vancian scarcity… Receive 2 random spells of whatever the highest level you are able to cast is.

86 I know this foul pottery… Roll under int +1 on a d20 to identify obscure pieces of lore and magic items. Add +1 for each time you re-roll this until you get to 19.

87 You been practicing talking slowly and lighting candles. You get one 8th level spell of your choice as a ritual. (9th level if you are able to cast 8th level spells) This means either (your choice):
-it takes 24 minus your Int score hours to cast it and you have to stay in the same place (30x30 square) doing nothing else the whole time,  or… 
-you have to do some dumb elaborate ritual thing that takes only an hour as described by the GM for this effect
Either way the target/are of effect must be right there unless you have a separate scrying spell or suchlike and the spell must be used immediately. You may cast your ritual spell once per month. Rolling this again gets you another one.

88 All this watching people fight has actually sunk in. +1 to hit every time you roll this.

89 You are learning the languages of inanimate objects. You may ask and receive an honest answer from one once per day--plus one more every time you re-roll this.
90 The laws of the unseen world are ever more clear to you. You may write a magical contract. Anyone freely agreeing to such contract and signing it will take d6 damage per your level if they break it. The damage goes up by one die every time you re-roll this.

91 Look out world: You bought chalk! You may summon a demon or similar extradimensional creature with one less hit die/level than you have once a month. It will serve for 6 days plus one more for each time you re-roll this result. If you have a familiar, it will possess your familiar and serve through that. If you do not have a familiar but do have any henchindividuals, then it will possess them and serve through them.
When the time is up, the creature gets to stay on the material plane and do what it wants. So….good luck with that.
Re-rolling this result means you can summon a creature with HD equal to your level, then one more, then one more etc etc

92 The souls of common folk are easily read. On a successful wisdom check you can read both the aspect and aura of anyone at least 2 hit dice/levels lower than you. You know if they're lying, if they are under magical influence, and if they are what they seem. Re-rolling this adds one to the check.

93 You crackle with misappropriated energies. On a successful save against magic you not only successfully resist a spell, you may release it any time in the next 8 hours--effectively casting that spell as if it were your own. You may not cast any other spells until you release the stored spell. This only works on spells that affect only you or an area only you and/or your familiar occupy (like if Rock to Mud was cast and you were the only one in the room, you could absorb that). If you re-roll this result, you may use it on spells targeting you and one other person, if you re-roll it again then it goes for you and 2 other targets, etc etc.

94 Stuff that shouldn't come off does. You have one removable limb or organ (pick: hand, eye, heart, etc). It functions as normal when separated from you and you receive any sensory information it picks up. It can travel a maximum of 100' from you before you are in trouble. Each time you roll this, pick another.

95 The sorcerer has a second shape... You can turn into one other thing at will because hey, wizards sometimes are like that. It can be another humanoid shape, like just some random otherwise-looking person or it can be an ordinary animal somewhere between your size and cat size. You have to decide what the thing is: its stats are exactly the same as yours and it has no special movement or sensory powers. I mean, if it's smaller than you it can move through smaller doors but otherwise whatever. Each time you re-roll this you get one other shape you can assume.

96 Your studies have unleashed a wild dweomer into your mind. Basically this means you have one spell (of whatever level you were rolling this result to replace) which is totally random each morning. Roll to see what it is. Re-rolling this result means you get another one plus one extra random spell each morning. And if you re-roll it again you get another plus two extra, etc. So the first time you do it you're like "Mannn, I shoulda just played a regular wizard" but after that you start racking up bonus random spells, which is nice, right?

97 Vile indeed is this corrupted earth…so you hover an inch above the ground at all times because magic. If the ground falls out from under you you still fall, you just land an inch above where you normally would. -d6 to all falling damage. -d6 more each time you re-roll this result.

98 What the hell is he doing over there…? Your unnatural metabolism no longer handles what humans call "food". You eat something else--pick--it must be something that might be present in a forest but not in a bare prison cell. Likewise, your blood, tears, sweat, saliva, etc no longer "taste" human and there is a 1 in 10 chance carnivores will ignore you. This chance goes up by one each time you reroll this result.

99 Zubzubzub ZAAAAAA Once you cast a spell you may hold it to increase its power. It can only be an attack or otherwise baleful spell (not healing or whatever, got it?). You may do nothing else but walk, chant magic words, and make wizardy spellcasting gestures while holding the spell and if you are interrupted the spell is lost. However, for each round the spell is held, either it works as if cast by a wizard one level higher or the save is at -1 (pick). You may do this once per day. Twice if you re-roll this result, three times if you re-roll it again, etc etc

00 Spooky wisdom. If you sleep, you will receive a minor prophecy in a dream. It will communicate some true or likely thing about the outcome of whatever's on your mind as you sleep.

Tuesday, January 15, 2013

The Alice: A PC Class for any kind of D&D

from A Red And Pleasant Land, the upcoming Alice module...
Pic by me. Clicking makes it bigger.

Alices (when male: "Alistairs" or, of either sex: "Fools") are unlike other adventurers in that they are actively sought by adventure. Alices forever find themselves falling into cursed rabbit holes, accidentally killing witches, having their half-brothers stolen by goblin kings, being willed magic rings, finding demons inserted in their chests or having armored knights ride through their homes while they are trying to sleep. Obscure gods, however, sympathize with them (they are often born to powerful families), and an Alice is a boon to any party. Some Alices wear striped stockings, some Alistairs wear pointed shoes. 

Although they begin their adventures untrained and naive, Alices are fast learners, and high level Alices are known for their sagacity and cunning.

Inserting an Alice into any system is simple--in general they are treated as thieves/rogues/specialists. Details:

Race:

Alices are always humans or halflings (though some say they are a race unto themselves). In systems which treat race as class, you could say the Aliceness of an Alice supercedes its Halflingness.

Hit Points:

Alices accumulate hit points as wizards/magic-users

Attacks:

Alices attack as thieves/rogues/specialists.

Skills: 

At first level, and usually thereafter, Alices collect skills like thieves/rogues/specialists. The automatic specialist skills in LOTFP are: Climb, Search, Find traps, Sleight of hand, Sneak attack, Stealth and Tinker. These all start at a 1 in 6 chance* and go up by one each time you add skill points. The exception is sneak attack which starts at normal damage then goes to double damage then to triple, etc. Anyway: at first level add 2 skill points anywhere you want to your skill list as opposed to the usual 4.

They search for and detect traps at +1 (if these are two distinct abilities in your system, pick 1).

If you are not using LOTFP follow that asterisk for suggestions on how to allocate your 16.6666 repeating percent improvement. Or if you're using a system with a thief-abilities-by-level chart (like AD&D), you could just interpret "using your 2 skill points" as moving up one level up on the chart. If you do this you'll eventually end up with something like a 6th level thief who performs thief functions at like 3rd level plus has a few of the below gimmicks. Not as hard to keep track of as it might seem so long as (like wizards everywhere) you write all your important stuff on your character sheet.


Saves: 

If you're using a 3-save system, give yourself a +1 dex save, if you're using LOTFP or another old-style Death Ray save system, give the Alice saves that are one worse than usual for a thief. In LOTFP that's: Paralyze 15, Poison 17, Breath 16, Device 15, Magic 15.

Exasperation:

In addition, in times of unusual stress Alices may become Exasperated. This Exasperation causes fate to take notice of the Alice, and then to aid her. The Alice says or thinks something like "Oh I can't conceive how I ever fell into this deplorable circumstance!" or "We are indeed doomed and the rats will gnaw our eyes."

Practically speaking, an Alice may express Exasperation once every real-time game hour (as games focus almost exclusively on stressful times, these represent the periods during which the gods are most likely to take notice). When this happens roll the dice.

At 1-5th level roll d4, at 6-7th level roll d6, at 8-9th level roll d8, at 10-11th roll d10, at 12th level and higher roll d12:

1-A secret door is revealed where none had previously been detected. If the GM has made no provision for a secret door, it leads to the nearest unexplored area.

2-The Alice realizes she has something in her pack, her hair, or otherwise secreted about her person. The object can be anything non-magical and generic (a key, not the key) that exists in the setting and that is small enough that the Alice could reasonably have it hidden it in her current condition or smaller than a breadbox, whichever dimensions are smaller at the time. The Alice may choose what this is.

3-An ordinary animal--cat sized or smaller--appears. The Alice cannot directly control it but it will not under any circumstances hurt the Alice.

4-A fact about the situation at hand occurs to the Alice--a piece of local or monster lore, perhaps something she read or was once told in a parlor or a lesson or in a kitchen.

5-Someone of the Alice's choice falls down. (Line of sight.)

6-The weather in the immediate area changes in a way decided by the Alice--the change is general and may not be targeted (no aimed lighting bolts or gusts of wind).

7-A nearby creature is charmed by the Alice for an hour. (Line of sight.)

8-An inorganic device or object of the Alice's choice breaks. (Line of sight.)

9-Something not ordinarily able to talk (GM's choice) begins to speak to the Alice.

10-Creatures present complete forget the Alice is there for as long as the Alice keeps making saves vs spell.

11-Someone is sent to fetch the Alice out of her current predicament. If there is an obvious candidate from among the local NPCs (giant eagles, a friendly knight...), that's who it is. If there isn't, then: hey GM, time to make up a weirdo. The NPC does not automatically have the ability to extricate the Alice from the situation, s/he merely appears as close as is plausible.

12-Someone or something of the Alice's choice begins to shrink at 1 foot per round down to playing-card size. (Line of sight.)

These effects are magical and can be countered as magic.
You can totally click to enlarge this, too
Leveling up:

At first level and every time you level up, roll twice on the table below. What happens if you roll a thing twice (consecutively or otherwise) is also explained.

(Some of these include stuff about ability score bonuses, if you have an ability score minus, just ignore that.)

1-20 Alice was then reminded of something she'd noticed before... +1 to all your saves.

21-70 Falling down wells really improves the hand-eye coordination: 2 skill points or just slide up to the next thief-function bracket if you're using 1e or something.

71 You're very perceptive, if nothing else. For each combat round you spend just watching someone (i.e. you're not doing anything except maybe moving and you are not being attacked yourself) you get +d10 to hit and +d10 to damage or +d10 to any attempt to trip, grab, or otherwise mess with the target when you finally do decide to attack. This only works on targets that are engaged in combat while they are being observed. The ability can only be used once per fight on anyone smart enough to notice what you're doing. Also: only works on things with organs (like, not on oozes). Re-rolling this raises the die to d12 then d20. After that you start getting 2d10 then 2d12 then 2d20 etc.

72 Alice liked pies, although sometimes people did not want her to have them. Add your level to any attempt to locate any foodstuff of any kind. Re-rolling this this just adds +1 more up to a maximum of 10. After that the bonus applies to any organic material. After that it's a wasted roll.

73 She closed her eyes and said the words as she'd been taught... You have learned one magic-user spell. It functions as if cast by a 15th level wizard or your level whichever is higher. Determine the spell randomly (d8 for level). It works once, that's it.

74 Oh, I do so apologize... You can super-easily trip any basically human-sized creature that is otherwise engaged with someone or something else on a successful roll-under dex d20 roll. This only works once per fight unless the enemy is mindless like zombies or for some reason can't see you pull off this tactic. Re-rolling this result means the trip does damage: d4, then d6, then d8 etc.

75 Her aunt had mentioned them ... +2 to recognize the faction or function of any aristocrat in any land. It maxes out at +6. After that, for each time this bonus is re-rolled, you are cousin or niece or otherwise secondhand related to the number (whatever number over 3) of NPCs encountered thereafter of your choice.

76 All that hiding in the dumbwaiter has finally paid off. You know a secret. One of two kinds of secret, to be precise: either a piece of useful lore about a legendary treasure or magic item that you encounter or an embarrassing fact about an NPC. Mechanically: once per session you may astound your party's condescending wizard by pulling this lore or rumor out of your petticoat or pantaloon by making a successful roll-under int check. If you fail, screw it, you can't do it this session. Re-rolling this means you try for this twice per session, then 3 times, etc

77 It seemed nearly everything was dangerous if handled improperly. You've become very skilled with improvised weapons--they do one die category larger than they should If you garotte someone they automatically lose a turn on a successful hit, if you drop caltrops or marbles and someone with two legs steps on them they will automatically fall down (at least the first time). Re-rolling this result adds damage to any of these +2, +4, +6 , etc

78 It was very shiny and stuck out like a soup spoon... On a successful melee hit, you may immediately make a Sleight of Hand attempt to grab an item (other than the target's weapon) off a target. This won't work twice on anyone above zombie-intelligence who sees it. Re-rolling this result means you get a bonus to the sleight roll for each re-roll +1, +2, +3 etc.

79 She was not such a mouse as she used to be. +1 Dex to racial max, excess goes to Str or Con.

80 Alice then did something quite astonishing... You are surprising. +(entire charisma score) to hit with any suddenly improvised weapon the first time you strike against any intelligent foe (who knew what you could do with a gingerbread man?) and add your whole charisma score to the damage. This trick only works once per fight. Re-rolling this adds +2, then +3, then +4 to the damage, etc.

81 The blue one certainly did make you taller, of that Alice was sure... You are +1 to identify drugs and plants with drug-like properties for each time you roll this.

82 She could be very charming when she needed to be. Your silver tongue gives you a +2 charisma bonus to lying. If charisma checks don't come up much in your game, just say someone of ordinary intelligence you can talk to will pretty much automatically believe one lie you tell per day. If you re-roll this result it goes +2 more, +4, +6 etc. or extra lies per day.

83 "It really was curious," she thought--"How many times could this kind of thing happen?" You may escape death or another equally awful fate exactly once. You must spend at least a round playing possum to build tension but....surprise, you jumped out of the way just in time! Re-rolling this means you get to do it again.

84 She knew to curtsey at times like this, and so she did. Despite the low company you keep, you've been working on your manners. Members of the upper classes instinctively recognize you as one of their own. +1 to charisma rolls or reaction checks when dealing with them for every time you roll this.

85 It was so lovely, and--according to the book--it was right there. The dress made of manticoreflesh, the house full of lilacs, the magical fishgutting knife---whatever the thing that you always wanted is, it's there. 4 sessions worth of adventure away or less. Tell your GM, who then must place it.

You must have a fair shot at it--like any other reward, but there's no guarantee you will get it. If you don't get it by the fourth session you can keep trying or let it go and roll again on this table. However if you choose to roll again and then you do get the thing somehow anyway, you lose whatever gimmick you rolled. GM think up some clever reason why.

86 She had not known her mother's cousin very well, and decided that it was a bad thing that she had died...You have been willed 5000 units of the local currency (GP? SP? Kroner?) worth of random mundane (nonmagical) objects. Here's how it works: you have exactly ten seconds real time to say what you bought. You now have all that stuff, assuming it adds up to less than 5000gp. You do not get xp for this treasure.

87 They kept talking as though Alice was a rhododendron in a pot. Add 2 to your stealth each time you roll this. If you max out, that's that.

88 She knew from school what the word meant, but did not know if it was rude or not. Add 2 to languages skill or choose a new language to read and speak.

89 Alice quite liked drawing, and had an impressive box of crayons at home. You are adept at forgery.  It's a your Int vs. their Wis roll, assuming you have access to about 40 gp worth of stuff or the kind of materials you'd find in a civilized area. Every time you re-roll this you get +2 to the check.

90 She thought it might be a saltcellar, or at least that seemed like the right word for it. You can appraise treasure to a nontrivial and nonboring degree: you can estimate the value of nonmagical things flawlessly and if a piece of treasure is not what it seems on any level you will get an inkling. As in, you'll go "Is this not what it seems?" and the GM will go "Yeah, you've seen a lot of jade urns in your day and this is not what it seems somehow--you're not sure how." If a treasure has some unusual or hidden feature of a mechanical or physical nature you will sense that it is there on a successful Int roll. You won't know what it is, but you'll sense that it is there. You also have an extra +1 (in 6) and + int bonus (if any) chance to notice unusual features or traps in rooms if you are familiar with the culture that built the room. If you re-roll this result you are reading now, just roll again.

91-93 She did seem to offend people (and animals) wherever she went. You've become adept at dueling. You may add your dexterity bonus instead of your strength bonus to hit with a foil, rapier or similar weapon (if the mechanics of your game already allow that, you can add it to damage). Each time you roll this result thereafter, you are at +1 to hit in any formal (challenged and accepted) duel with any dueling weapon you have used as a weapon before. r.

94 They all listened attentively as Alice told her tale. +1 Cha. to racial max, excess goes to Wis or Int.

95 They began to throw stones, and Alice began to avoid them  +2 to reflex save or whatever saves can plausibly be derived from "jumping out of the way" in your system. If a save normally means you take half damage, you take none.

96 She began to feel somewhat neglected. If you are attacked in a round that you spend doing nothing but dodging and your attacker misses, s/he or it will not only miss but fuck up and lose his or her next turn (if s/he or it has multiple attacks, s/he will lose a number of attacks equal to your level). This only works once on anything of better than zombie intelligence that sees it happen. If you re-roll this result, you get it twice, then three times, then four, etc.

97-98 She tried to remember what she knew about stoats. +1 to reaction checks or charisma rolls from all ordinary animals and talking-but-otherwise-ordinary animals.

99-00 Alice had seen so many unusual things lately, it had become usual. You've seen and done so much that nothing phases you--you are immune to insanity or confusion in any form. Even mind-altering cosmic horrors from the far edge of the cosmos are like whatever. You still do fear. Fear is good. Fear keeps you alive. Re-rolling this means any allies who can see you likewise get a bonus (+2) to their saves on account of your steady eye.


The Alice player must not become dizzied by this wonderland of combat options. You get 10 seconds to pick what you're doing once it's your turn.

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*Note on using the LOTFP skill advancement in other systems:

So the LOTFP skill system is--Base skill (everybody has this): 1 in 6, If you are a specialist and level up a skill you get 2 in 6 then 3 in 6 etc...

That's about a 16.6% improvement per advance.
Here are some slightly-more-ability-score-sensitive versions with fairly similar (not exactly the same) math if you want 'em...

.In a D20 DC-style system: Add your stat bonus for every advance. If you want to match LOTFP, assume the DC is usually 20 and the starting point for anybody is a roll + stat bonus.

.In a D20 DC-style system but you're still using the old style ability bonuses (i.e. 13-15 is +1, 16-17 +2 etc) then add stat bonus x 2 for every advance. If you want to match LOTFP, assume the DC is usually 20 and the starting point for anybody is a roll + 2x stat bonus.

.Roll-under: Roll under stat minus 10. Add +d6 to your stat for purposes of this skill for every advance.

. Percentile: You start at (your ability score)% chance and add your ability score again every advance.)