Friday, 8 October 2021

Crimson Dhampir - A Playable Race for Castles & Crusades and Amazing Adventures

 




  This is not the first time someone puts a fan-made Dhampir Race for the SIEGE Engine games online so I called this one the Crimson Dhampir to differentiate it from others and because I created this version for the Crimson Hound character. Story-wise there's no need to include the word 'Crimson' when discussing these Dhampirs - unless you feel like it would be a cool addition and/or you intend to have different types of Dhampirs in your campaign. 

  Many thanks to Jason Vey -writer of Amazing Adventures, Night Shift and many more TTRPG books- for giving me some advice while I was converting this Race from its initial BX Race-as-Class that you can also see HERE.

  Yes that also does mean I've decided to go from BX rules to Siege Engine rules for this Actual Play Serial starting with Serial 5. I'll soon post the updated Siege Engine character sheet for the Crimson Hound.

  In the meantime, here's why you clicked on this link!

Crimson Dhampir

  • Natural Weapon: Fangs for 1d4. Must be grappling.
  • Immunity to Ghoul Paralysis.
  • Immunity to Blood Diseases
  • Supernatural Healing: The Crimson Dhampir can heal faster than humans once per day. Mechanically this is the same as the spell Cure Light Wounds but the Dhampir Vigilante can only do it on oneself.
  • Vulnerable to Holy Water: Contact with Holy Water will cause 1d4 damage to the Dhampir.

  • Weakened by Daylight: When exposed to daylight directly, all Saving Throw rolls take a -1 penalty.
  • One Foot in the Grave: While the Dhampir is not Undead, their connection to their Vampiric ancestry means that they can be affected by a Turn Undead attack. They can only be Turned however, never destroyed by it.
  • Bloodlust: All Dhampirs thirst for the blood of humans. Some try to keep it in check, others don't. The GM decides when this comes into play or not, and how to handle it rules-wise. If the GM deems it appropriate there are rare moments when this could be an advantage, such as allowing a Dhampir to track a bleeding person from the scent of their blood for example.
  • Darkvision 30 ft
  • Command once per day.
  • Suggestion once per day when the Dhampir reaches third level.
  • Creature of the Night: At 6th level, the Crimson Dhampire gains the same Class Ability as the Druid's Totem Shape, restricted to a Bat or a Wolf.
  • +2 to strength but -2 Dexterity



  

Monday, 27 September 2021

Crimson Hound's Character Sheet (Before Serial 5)

 



  Note: This Character Sheet includes equipment and events that will be introduced in the upcoming 'Prelude to Serial 5' Motion Comic-Book.

THE CRIMSON HOUND (ADAMUS WARD)


Experience: 2370 /4000 xp (Serial 1: 1000 xp / Serial 2: 305 xp / Serial 3: 600 xp / Serial 4: 250 xp)
XP Modifier: +10%

HD: 1d8

HP: 11



STR: 17 (+2)

DEX: 14 (+1)

CON: 18 (+3)

INT: 13 (+1)

WIS: 14 (+1)

CHA: 10 (--)



SAVING THROWS: D (8) W (9) P (10) B (13) S(12)

AC: 17 (10 + 6 Heavy Armor +1 Dexterity Bonus)

Bonus To Hit:+0

Melee Attack Bonus: +2

Ranged Attack Bonus: +1



Abilities, Skills & Weaknesses

Combat Machine: Extra attacks up to current level on enemies of 1HD or less.
Infravision 30 ft.
Unarmed Combat: Fists or fangs, 1d4
Skill, Supernatural Lore: 3 in 6 chance to have useful information about the supernatural. If a roll fails about a specific subject matter, the information can only be learned through the story. A new roll can be attempted after a level has been gained as long as the character had some downtime to do research in the meantime. The GM can give penalties for obscure lore or declare that a roll can't be made in the first place.
Skill, Urban Tracking: 3 in 6, the ability to track someone or something down in a city via gathering clues and talking to people. It's always possible that no clues at all are out there for the time being and thus that such a roll fails automatically. How long such an investigation takes is up to the GM, but the Player can always stop searching before the end if it's taking too long, the roll is then automatically declared failed.
Climb Sheer Surfaces: 87%
Hear Noise: 2 in 6
Hide in Shadows: 10%
Move Silently: 20%
Immunity to Ghoul Paralysis.
Immunity to Blood Diseases.
Supernatural Healing: The Dhampir Vigilante can heal faster than humans once per day. Mechanically this is the same as the spell Cure Light Wounds but the Dhampir Vigilante can only do it on himself.
Stronghold: At any level as long as the Dhampir Vigilante has the funds for it.
Vulnerable to Holy Water: Contact with Holy Water will cause 1d4 damage to the Dhampir Vigilante.
Weakened by Daylight: When exposed to daylight directly, all Saving Throw rolls take a -1 penalty.
One Foot in the Grave: While the Dhampir Vigilante is not Undead, their connection to their Vampiric ancestry means that they can be affected by a Turn Undead attack. They can only be Turned however, never destroyed by it.
Bloodlust: Once engaged in combat, the Dhampir Vigilante cannot retreat or stop fighting a Human enemy unless he succeeds on a Paralysis Saving Throw. If failed, it can be re-attempted every round. On a natural roll of 1, not only will he not retreat but if the enemy bleeds, he will attempt to drink the opponent's blood. At that point only a present danger other than the enemy he's trying to drink from will allow another Saving Throw, otherwise only the death or escape of the opponent will end the Bloodlust. The Player can decide to automatically succeed the Saving Throw but such an effort takes its toll on the character and for the rest of the game session all Saving Throws have a cumulative -1 penalty.

Equipment:

On Him: +1 Magic Shortsword, Slim Backpack (Easily detachable when needed via a clips system, hidden beneath the cape), Mini-Computer with access to Augmented Reality (connected to the helmet's camera and screen systems), 3 Doses of Vex (Drug that allows to see and communicate with Ghosts using the Language of Shadows), 1 Med Kit (1 round to apply, heals 2d4 HP), 1 Belt Pouch. Handgun  (1d6, Rate of Fire 2. Ammo Saving Throw is 6. If failed it has to be reloaded.) 1 Ammo Clip for the handgun (worth 5 gp). 39 gp

At the Crypt: 3 Electric Batons (1d6, +1d4 Dam. when using a charge. 10 charges each. Can potentially Stun, details up to the current GM), Crown of the Ruby King (worth 100 GP), Ruby King's Talisman, War Medal (Gold, taken from a thug, unknown Value), 22 Doses of Vex (Drug that allows one to see/talk to Ghosts and perceive Ghostly matter). His domino mask. Vigilari Gas Mask. 1 Sleeping Bag.
Armor Details: Life Suport (sealable and can mantain a breathable athmosphere for 6 hours), Jump Jets (Can jump 25 Meters along and 12 Meters up), +6 to AC
Misc: Owes 350 gp to Beggar Bob for his new armor. 

Background: Adamus Ward is nothing but a fake I.D illegally bought by the Crimson Hound to disappear within the masses of Glumengrad, but he's taken a liking to it. Born with the designated name of Hound #6, Adamus knows nothing of the details of his birth. All he knows is that he was raised from childhood to be a soldier in humanity's war against the supernatural. 
  The fact that he was fed with blood injections was just a normal part of his life, although since on his own he has grown to love food. He was one of many Hounds, an elite secret team of monster hunters, none of them entirely normal. One night as they were trying to capture a creature inside an abandoned building, he heard his superiors give the order over the comlink; The building was to be destroyed with the Hounds inside. 
  He alone survived the explosion it seems. To this day he does not know if the organization who raised and trained him was the government, a corporation or something else entirely. He does not know why he and his brothers and sisters were to be sacrificed. What he knows is that he used to not question these things, everything was a bit of a blur really. He now suspects there was something in the blood they gave him to numb his mind as well, because after he escaped his mind became more and more clear with each passing day. 
  He now continues to do what he's always done, hunt down monsters, only he does it on his own terms as the Crimson Hound. He suspects it will eventually attract the attention of his old patrons who betrayed him and the others. He welcomes that, for it would give him a path to revenge.

Currently: Has abandoned his apartment and now lives in a forgotten crypt beneath a cemetery. It is filled with ghosts that the Crimson Hound can talk to if he takes Vex. Cost of life without rent to pay is 5 gp/day which will be calculated after every serial and taken from current GP.


Monday, 30 August 2021

Shadows of Glumengrad - The Gargoyle Pass

 



In this Actual Play One-Shot using the rules from 'Machinations of the Space Princess', we see the city of Glumengrad through different eyes than those of the Crimson Hound's! Experience this Cyberpunk Horror world as we follow two main characters; The first is Knax, an ex-officer of the law who's become a criminal. (Played by Clint Krause.) The second is the Black Rat, a vigilante with a past he can't remember. (Played by James Desborough.) Follow these two protagonists as they embark on a train that will take them through the GARGOYLE PASS, where they will have to face a plot linked to a supernatural entity from Glumengrad's distant past! P.S: You can easily follow this Spin-Off without having seen the main show but for those who keep track of such things, this story is set between Serials 4 & 5 of the Chronicles of the Crimson Hound.

Serial Four

 You can watch all of Serial Four HERE

Sunday, 4 April 2021

Cost of Living and Timeline Between Serials

   In Stars Without Number, an OSR sci-fi game that is not the ruleset I use for the show/campaign but it has useful Equipment sections and all that good stuff. It states that:

"Poor lifestyles involve barracks-like quarters, public transport, and small and infrequent luxuries."

and

"Common lifestyles usually allow for a private urban apartment or rural home, a rented personal vehicle, a respectable wardrobe, and regular small indulgences."


  In the past when I created the Crimson Hound I considered the rental price of his apartment using prices listed in LotFP. I then never bothered to consider things like food and public transportation. I'd stated "He rents an apartment in a bad part of town that costs 30 GP/month, 1 month is already deducted from his current GP."


  Stars Without Number gives us this table for overall cost of life instead of tracking down every single expense:



  So far in the Serial it's been established that The Crimson Hound has an apartment but no vehicle and uses public transportation. So in other words he's somewhere between a Poor and Common lifestyle, which we'll average at 12.5 GP/Day.

  But it's also stated that: "Prices given here assume short-term rentals and contracts, plus the inevitable premium charged to outsiders in almost any society. Natives might be able to enjoy a given level of lifestyle for only half as much, but such savings usually rely on a local’s connections."

  The Crimson Hound rents his apartment under the name of Adamus Ward and permanently resides in it, he is therefore a 'native'. So that takes us to 6.25 GP/Day.

  Unless a Serial happens to expressly last longer than one week in the story or logic dictates a different timeline, I will default on average that each Serial takes place the week following the previous Serial. (Which yes, means that the Crimson Hound has very action-packed months!)

  So 7 times 6.25 GP gives us 43.75 GP. In other words, every week/Serial costs the Crimson Hound 43 GP, 7 SP, 5 CP. A bit cumbersome so let's clean t up to 43.75 times 4 for a clean 175 GP/4 weeks.

  Every 4 Serials the Crimson Hound has 175 GP removed from his character sheet. If he ever happens to not have enough then he is in debt and/or in danger of being evicted.


Friday, 2 April 2021

Serial Three

 WATCH IT HERE!

The Crimson Hound

 


OSR Crossover

 




  Elevator pitch: This post is an invitation to anyone with an OSR Actual Play show (no matter the platform) to contact me to do a crossover story that would span across different participating shows.

More Context:  I have an Actual Play OSR show titled CHRONICLES OF THE CRIMSON HOUND. The quick description of the show is that it's Horror Cyberpunk instead of Medieval Fantasy and that I am the Player Character in my show, with every Serial (A game session edited into episodes) having a different Guest GM. Since most OSR out there is Medieval Fantasy, some dimension-crossing would be involved in the story to make this crossover happen.

  The goal is to have a single story that would begin on my channel, then the next episode would continue in the channel of the next crossover participant, and so on. The amount of parts to the story would depend on how many shows would like to participate, but each episode would have the Crimson Hound finding himself in the world of one of the shows that chose to participate, playing with the show's regular group under its regular GM.

  There are more details to the logistics of this of course, but I don't want to make this post too long so if you're interested in this idea or have any questions, contact me at <titleoftheshow>@gmail.com or on any of my social media.

  Talk to you soon I hope!

Saturday, 30 January 2021

DHAMPIR VIGILANTE Class Updated!

 


  This is the most up-to-date version of the Dhampir Vigilante class, if you're curious about the original version it's HERE.


DHAMPIR VIGILANTE

Requirements: Minimum Str 13, Minimum Dex 13
Prime requisite: STR
Hit Dice: 1d8
Combat Progression: As Fighter
Saving Throws: As Dwarf
Maximum Level: 14 (Or no limit if your game doesn't stop at Level 14 for Humans.)
Armour/Shields: Any
Weapons: Any
Languages: Common, Shadows

Abilities, Skills & Weaknesses

  • Combat Machine: Extra attacks up to current level on enemies of 1HD or less.
  • Infravision 30 ft.
  • Unarmed Combat: Fists or fangs, 1d4
  • Skill, Supernatural Lore: 3 in 6 chance to have useful information about the supernatural. If a roll fails about a specific subject matter, the information can only be learned through the story. A new roll can be attempted after a level has been gained as long as the character had some downtime to do research in the meantime. The GM can give penalties for obscure lore or declare that a roll can't be made in the first place.
  • Skill, Urban Tracking: 3 in 6, the ability to track someone or something down in a city via gathering clues and talking to people. It's always possible that no clues at all are out there for the time being and thus that such a roll fails automatically. How long such an investigation takes is up to the GM, but the Player can always stop searching before the end if it's taking too long, the roll is then automatically declared failed.
  • Climb Sheer Surfaces: Same progression as a Thief
  • Hear Noise: Same progression as a Thief
  • Hide in Shadows: Same progression as a Thief
  • Move Silently: Same progression as a Thief
  • Immunity to Ghoul Paralysis.
  • Immunity to Blood Diseases.
  • Supernatural Healing: The Dhampir Vigilante can heal faster than humans once per day. Mechanically this is the same as the spell Cure Light Wounds but the Dhampir Vigilante can only do it on himself.
  • Stronghold: At any level as long as the Dhampir Vigilante has the funds for it.
  • Vulnerable to Holy Water: Contact with Holy Water will cause 1d4 damage to the Dhampir Vigilante.
  • Weakened by Daylight: When exposed to daylight directly, all Saving Throw rolls take a -1 penalty.
  • One Foot in the Grave: While the Dhampir Vigilante is not Undead, their connection to their Vampiric ancestry means that they can be affected by a Turn Undead attack. They can only be Turned however, never destroyed by it.
  • Bloodlust: All Dhampirs thirst for the blood of humans. Some try to keep it in check, others don't. The GM decides when this comes into play or not, and how to handle it rules-wise. If the GM deems it appropriate there are rare moments when this could be an advantage, such as allowing a Dhampir to track a bleeding person from the scent of their blood for example.
  • Vampiric Gifts: Starting at Level 2, a Dhampir Vigilante can choose to roll 1d4 HP instead of 1d8 when levelling up in exchange for a Level 1 Arcane Spell that he can use 1/day. The same spell can be chosen many times, in that case it adds an extra use per day. A Dhampir Vigilante can never have more Level 1 spells than an Elf of the same level. No spellbook is required for this.

XP CHART

  • Level 1: 0 xp
  • Level 2: 4000 xp
  • Level 3: 8000 xp
  • Level 4: 16 000 xp
  • Level 5: 32 000 xp
  • Level 6: 64 000 xp
  • Level 7: 128 000 xp
  • Level 8: 240 000 xp
  • Level 9 Onwards: +120 000 xp /additional level


  


Sunday, 24 January 2021

The Crimson Hound's Suit

   I have to admit that for something as important as the look of a masked vigilante, the Crimson Hound's look has remained somewhat vague so far. 


 During Serial 1 this is what he looked like from the neck up, based on an awful drawing I made just because the Old-School Essentials character sheet I was filling out had room for a character sketch:



  So a red domino mask and a black cloak is what we see of his costume. In Serial 1 and 2 he wears leather armor and since his name is The Crimson Hound, I'll clarify right now that leather armor is red.

  During Serial 1 I tried to bring the Crimson Hound to life for the intro and made a comic-book style domino mask out of construction goggles:



  A work in progress and you can easily see the flaws. The white eyes are made with a sheet of kleenex and they folded a bit too much, they were hard to straighten out. A friend of mine pointed out the mask looked like a VR set and that gave me the idea that the Crimson Hound's portable computer could be incorporated into his mask and made into Augmented Reality goggles in the story. The outside of the goggles is actually a screen that can be modified by the Crimson Hound to show a few templates, the default one being the comic-book style red domino mask. The eyes can go from white empty eyes to letting the eyes section 'peel' back and allow others to see his actual eyes behind the screen of the goggles, although with a red hue. Hard for me to create such a device but thankfully a filter allowed me to make it look right: 


  So starting in Serial 2, the Crimson Hound now has AR goggles instead of a traditional domino mask and we can see his black cloak now has a Dracula-style collar and is big enough to cover his shoulders and chest. Fun fact, the cloak is actually my real-life winter coat, which has a collar that can be pulled up for when it's cold.

  For what that can look like overall, I imagine an overall style similar to that of Luke Skywalker in Dark Empire: