I actually do have a derby....
Anyway, I was looking at the old Masque of the Red Death boxed set for 2e Ravenloft, and my brain started percolating around with the idea of running my next C&C campaign as such.
Has anyone tried this already? I've seen the regular Ravenloft/C&C conversion doc that circulated on the boards some time ago, but couldn't find anything for the Victorian update.
I'm a little concerned about the detailed skills in the boxed set, but aside from that and including the firearms and technology, much of it would boil down to just fluff.
One change that I definitely would want to make would be to include the fantasy races, which were not in the original boxed set. Mostly because I want to see dwarves with monocles and bowlers, cockney halflings, and elves in corsets and bustles. Of course, what do I do with magic in general....
I've got a Derby & the Masque of the Red Death Boxed Set
- Jyrdan Fairblade
- Unkbartig
- Posts: 947
- Joined: Thu May 11, 2006 7:00 am
- Coleston the Cavalier
- Unkbartig
- Posts: 880
- Joined: Mon May 01, 2006 7:00 am
- Location: Herrin, IL
- Contact:
I was looking over the same stuff last week and came to the same conclusions - well except for the fantasy races -and your's sound cool.
I was thinking of taking each pc "kit" in MOTRD and turning it into a class of its own and allow some multi-classing in order to avoid the skill system.
That would give us a bunch of classes to chose from.
However, most monster could be used right from M&T with just tiny variations for the genre.
I'll try and work up an Explorer/Scout Class this weekend and post it.
_________________
John Adams
I was thinking of taking each pc "kit" in MOTRD and turning it into a class of its own and allow some multi-classing in order to avoid the skill system.
That would give us a bunch of classes to chose from.
However, most monster could be used right from M&T with just tiny variations for the genre.
I'll try and work up an Explorer/Scout Class this weekend and post it.
_________________
John Adams
-
baran_i_kanu
- Ungern
- Posts: 67
- Joined: Mon May 15, 2006 7:00 am
Coleston the Cavalier wrote:
I was thinking of taking each pc "kit" in MOTRD and turning it into a class of its own and allow some multi-classing in order to avoid the skill system.
That would give us a bunch of classes to chose from.
i was thinking of the same thing not two weeks ago.
i was also considering borrowing heavily from Simon Washbourne's Go Fer Yer Gun. http://www.geocities.com/legendsoftheland/gfygdemo.pdf
i bought the pdf and it's very well done and useful. well worth the money and several of the classes such as the scout and wrangler (cowboy) fit right in.
here's a fan made Dr. class from the Go Fer Yer Gun yahoo group.
Doctor
The doctor is a surgeon, physician and dispenser of medicines and remedies. Medicine was becoming a more scientific technique in the Wild West, especially after the experiences of the Civil War. However, the bloody training grounds of the war led to many doctors turning to drink and this is a constant battle for many doctors, who use alcohol in many of their surgical procedures.
Abilities
Literate (Int): Doctors are educated men and need to be able to read & write. Any character of this class is automatically considered literate in any language he or she can speak. An attribute check would normally be required to read works of a very complicated nature, badly written work or old and faded documents.
Medicines & potions (Int): Provided a doctor has access to the raw materials and equipment necessary to mix the substance, he can create a number of different types of salve, potion and remedy for various ailments and injuries. Doctors need ceramic containers and phials by the hundreds in which to store simple ingredients and compounds for sale. The ingredients that he used would include plant, animal, chemical and mineral materials. He would break them up and mix them with a mortar and pestle. The medicines and their uses are as follows
Herbals The doctor knows how to make poultices and herbal remedies for any number of minor illnesses of the day that people may contract. Any character given one of the herbals receives a +2 bonus to his save against a disease or illness that he has contracted. This bonus increases to +3 if the doctor is 4th level, +4 at 8th level and +5 at 12th level.
Sleeping Draught: A doctor can make a potion that, when drunk, will knock a person out for up to 12 hours (the doctor can determine the efficacy of the draught, up to his own level). If given to a person against his wishes, the recipient gets a constitution save to avoid the full effects of the draught, which has a modifier equal to the level of the doctor. Even if the recipient does save, he will still feel drowsy and less effective (-1 on attribute checks, attack rolls and defence).
Poisons: A doctor can identify poisons on a successful attribute check and can make both poisons and anti-toxins. The poisons strength is equal to the level of the doctor, plus his Int modifier. This is the challenge modifier to the recipients constitution save to avoid the full effects of the poison. For an antitoxin to be effective, the physician needs to make a successful attribute check, once he has identified the poison that he is trying to negate.
Pain relief potion: At 2nd level, the doctor can make potions that dull the pain from painful wounds. These potions, when drunk negate the effects of negative modifiers on attribute checks and attack rolls from painful wounds.
Care & attention: If the doctor spends at least an hour a day with a recovering patient (changing the bandages, checking for infection and cleaning the wound, making the patient comfortable and getting him to take food and water), he can add a hit point to the hit points that the patient will recover naturally from bed rest. For example, in the first 7 days a patient will recover 1 hit point per full day of bed rest. A doctor will improve this recovery rate to 2 points per day, as long as he spends an hour a day with the patient. At 4th level, this increases to 2 hit points, at 8th level 3 hit points and at 12th level the recovery rate is increased by 4 hit points. A doctor will also add to the recovery check of a character who is suffering from infected wounds (see the Game Rules section for more details about this). He will add +1 at levels 1 to 4, +2 at levels 5 to 8, and +3 at level 9 and above.
Heal (Int): The doctor can repair minor injuries in the field and prevent further blood loss. This ability restores d3 hit points with a successful check and even if the check doesntt succeed restores 1 hit point and staunches a wound where the injured character has fallen to zero hit points or below.
Minor surgery (Int): This ability, gained at 8th level, enables the doctor to perform minor surgery and repair small wounds. Large gashes can be sewn shut, broken bones can be set and sprains treated. This sort of work takes some time to perform (including preparation, sterilizing tools and equipment, cleaning up the wound and so on) and the ability can be used only once per day. At 10th level, the doctor is sufficiently skilled and speedy to perform 2 such procedures each day. A successful check results in 2d6 points of damage being restored to the patient after completion. If the check is not successful, only 1d6 hit points are recovered.
Prime Attribute: Intelligence
Hit Die: D6
Starting money:
Weapons: stingy pistol, pocket pistol, dagger
Abilities: Literate, medicines & potions, care & attention, heal, minor surgery
Experience point table: 1
Level HD BtH BtD
1 D6 0 +2
2 D6 +1 +3
3 D6 +1 +3
4 D6 +2 +3
5 D6 +2 +4
6 D6 +3 +4
7 D6 +3 +4
8 D6 +4 +4
9 D6 +4 +5
10 D6 +5 +5
11 +1 +5 +5
12 +1 +6 +6
13 +1 +6 +6
14 +1 +7 +6
15 +1 +7 +6
16 +1 +8 +7
17 +1 +8 +7
18 +1 +9 +7
19 +1 +9 +8
20 +1 +10 +8
NOTE: BtD is Base to Defense ie. bonus to AC, just like defense in D20 modern, etc.
if i were to write these classes i think i would give them less abilities then in GFYG, to make them less heroic and more, well, human and frail.
Colston: i would like to see your scout/explorer workup if you get time to post it.
thanks,
dave
_________________
Hey now,
I've stepped into the black
I say hey now
I wont be coming back
I say hey now
I've left it all behind
-
baran_i_kanu
- Ungern
- Posts: 67
- Joined: Mon May 15, 2006 7:00 am
Re: I've got a Derby & the Masque of the Red Death Boxed
Jyrdan Fairblade wrote:
One change that I definitely would want to make would be to include the fantasy races, which were not in the original boxed set. Mostly because I want to see dwarves with monocles and bowlers, cockney halflings, and elves in corsets and bustles. Of course, what do I do with magic in general....
dude... have you seen Silvermoon's campaign journals on Dragonsfoot?
http://www.dragonsfoot.org/forums/viewforum.php?f=26
several campaigns combining Boot Hill and D&D. with the fantasy races and everything.
worth the read if you haven't.
dave
_________________
Hey now,
I've stepped into the black
I say hey now
I wont be coming back
I say hey now
I've left it all behind
- Coleston the Cavalier
- Unkbartig
- Posts: 880
- Joined: Mon May 01, 2006 7:00 am
- Location: Herrin, IL
- Contact:
Here's what I got so far. It follows the regular C&C Ranger in Experience Point Progression, Base-to-Hit and most of its abilities. I really wanted to add another ability, Direction Sense, but I can't find it in the Player's Handbook.
Explorer/Scout (Strength)
The waning years of the 19th century are a time of exploration and adventure. Large sections of Africa, Australia and the Americas are savage and untamed (at least they seem so to the citizens of the civilized Western world), the polar regions are all but unexplored, and the mysterious Orient holds unlimited wonders for individuals brave enough to seek them out. Explorers assume many appearances and roles.
Some are professional scouts who serve as guides for hire. Others pursue their own explorations, seeking
the fame and prestige of being the first human to set foot in a remote, dangerous place. Despite such differences, these heroes have a love of the wilderness and a sense of wonder that comes with the discovery of natures hidden secrets. Explorers are self-reliant. They do not seek the company of others, but recognize the necessity of companions at times.
HIT DICE: d10
WEAPONS: Any
ARMOR: Any
ABILITIES: Conceal, Move Silently, Survival, and Track (all as Ranger), & Wilderness Stride (as Druid).
_________________
John Adams
Explorer/Scout (Strength)
The waning years of the 19th century are a time of exploration and adventure. Large sections of Africa, Australia and the Americas are savage and untamed (at least they seem so to the citizens of the civilized Western world), the polar regions are all but unexplored, and the mysterious Orient holds unlimited wonders for individuals brave enough to seek them out. Explorers assume many appearances and roles.
Some are professional scouts who serve as guides for hire. Others pursue their own explorations, seeking
the fame and prestige of being the first human to set foot in a remote, dangerous place. Despite such differences, these heroes have a love of the wilderness and a sense of wonder that comes with the discovery of natures hidden secrets. Explorers are self-reliant. They do not seek the company of others, but recognize the necessity of companions at times.
HIT DICE: d10
WEAPONS: Any
ARMOR: Any
ABILITIES: Conceal, Move Silently, Survival, and Track (all as Ranger), & Wilderness Stride (as Druid).
_________________
John Adams
-
baran_i_kanu
- Ungern
- Posts: 67
- Joined: Mon May 15, 2006 7:00 am
Coleston the Cavalier wrote:
Here's what I got so far. It follows the regular C&C Ranger in Experience Point Progression, Base-to-Hit and most of its abilities. I really wanted to add another ability, Direction Sense, but I can't find it in the Player's Handbook.
Explorer/Scout (Strength)
The waning years of the 19th century are a time of exploration and adventure. Large sections of Africa, Australia and the Americas are savage and untamed (at least they seem so to the citizens of the civilized Western world), the polar regions are all but unexplored, and the mysterious Orient holds unlimited wonders for individuals brave enough to seek them out. Explorers assume many appearances and roles.
Some are professional scouts who serve as guides for hire. Others pursue their own explorations, seeking
the fame and prestige of being the first human to set foot in a remote, dangerous place. Despite such differences, these heroes have a love of the wilderness and a sense of wonder that comes with the discovery of natures hidden secrets. Explorers are self-reliant. They do not seek the company of others, but recognize the necessity of companions at times.
HIT DICE: d10
WEAPONS: Any
ARMOR: Any
ABILITIES: Conceal, Move Silently, Survival, and Track (all as Ranger), & Wilderness Stride (as Druid).
that looks pretty darn good.
when i get time i'll throw in some classes of my own.
PLEASE keep up the work, i would love to see your conversions.
my biggest hangup doing them out of the C&C players book abilities were the tradesman kits simply because of the work in coming up with special abilities for them.
one thing i had considered was taking the the skills section and rearranging the skills into special abilities eliminating most of the general skills, except for language skill.
following this, the idea is to assisn proficiencies based on what is given in the class/kit, spending them as usual on the converted skill/special abilities as common class abilities which can be chosen by the player.
this is ontop of a class special ability such as the Adepts Spells, Soldiers Weapon Specialization, etc.
dunno still chewing over this one.
next post is some rough notes on this second idea i made a few months ago.
dave
_________________
Hey now,
I've stepped into the black
I say hey now
I wont be coming back
I say hey now
I've left it all behind
-
baran_i_kanu
- Ungern
- Posts: 67
- Joined: Mon May 15, 2006 7:00 am
okay here's the BARE BONES BASIC notes from the probably aborted "pick your abilities" idea i had.
the more i think of it the more i like the idea of traditional classes, especially after i got Go Fer Yer Gun and actually seeing your Scout based on the Ranger.
dammit, i'm torn! i may have to finish these notes for the hell of it so see how it would work out.
anyway, here's the notes for posterity.
CONVERSION NOTES: Classes, proficiencies, new prof. groupings.
Soldier - As Fighter
Prime: Str
Proficiencies: 3
Wpns: All
SA: Bonus Ability: Wpn Specialization .
Tradesman - Rogue
Prime: Dex
Proficiencies: 5
Wpns:
SA: Bonus Ability: Professional (choose) or Educational (choose) .
Adept - Wizard
Prime: Int
Proficiencies: 4
Wpns:
SA: spells, XXXXXX
Mystic - Cleric
Prime: Wis
Proficiencies: 4
Wpns:
SA: spells, turn undead.
TURN KITS TO CLASSES.
Soldier:
Cavalryman - Knight horse abilities, etc.
Cowboy
Explorer/Scout - base on Ranger
Sailor
Tradesman:
Athlete
Criminal
Dandy
Detective
Journalist
Laborer
Lawyer
Parson
Physician
Scholar/Scientist
Thespian - Bard Abilities?
Adept:
Charlatan
Metaphysician
Quabalist
Mystic:
Dilettante
Exorcist
Medium
Spiritualist
Shaman
New:
Psychic??????? See Jason Veys Psychic class and abilities.
PROFICIENCIES/Common Class Abilities LIST:
Can buy a proficiency from a noneligible list for 2 slots.
New proficiency / common class ability every 3rd level.
Language, modern.. anyone can pick up a new language with a proficiency
WILDERNESS (note: most mechanically same as ranger ablities, etc.)
Animal Husbandry
Conceal
Delay/Neutralize Poison
Horsemanship
Hunting
Move silently
Navigation
Scale
Survival
Teamster
Track
Traps
MILITARY
Artillery
Blind Fighting
Demolition
Horsemanship
Marksmanship
Pugilism
Quick Draw
Survival
ROGUE (note: most of these are straight up rogue or assassin abilities)
Appraising
Back Attack
Climb
Decipher Script
Disguise
Forgery
Gaming
Hide
Listen
Move Silently
Open locks
Pick pockets
Poisons
Read lips
Savoire-faire
Sneak Attack
Traps
Ventriloquism
EDUCATIONAL (choose one) Class Ability
Academician
Archaeology
Astronomy
Biology
Botany
Chemistry
Criminology
Electricity
Engineering
Geology
History..as Legend Lore?????
Medicine
Physics
Psychology
Religion
Zoology
PROFESSIONAL (choose one) Class Ability
Agriculture
Artisan (choose Art type)
Blacksmith
Brewing
Carpentry
Clockwork
Cobbling
Gunsmith
Healing
Jeweler
Journalism
Masonry
Mining
Musician
Photography
Pottery
Seamanship
Tailor
Tanning
Taxidermy
Weaving
ARCANE
Alchemy
Forbidden lore
Language, ancient
Mesmerism
Prognostication
Psychometry
Religion, ancient
Sixth sense
Spellcraft
Spiritcraft
dave
_________________
Hey now,
I've stepped into the black
I say hey now
I wont be coming back
I say hey now
I've left it all behind
the more i think of it the more i like the idea of traditional classes, especially after i got Go Fer Yer Gun and actually seeing your Scout based on the Ranger.
dammit, i'm torn! i may have to finish these notes for the hell of it so see how it would work out.
anyway, here's the notes for posterity.
CONVERSION NOTES: Classes, proficiencies, new prof. groupings.
Soldier - As Fighter
Prime: Str
Proficiencies: 3
Wpns: All
SA: Bonus Ability: Wpn Specialization .
Tradesman - Rogue
Prime: Dex
Proficiencies: 5
Wpns:
SA: Bonus Ability: Professional (choose) or Educational (choose) .
Adept - Wizard
Prime: Int
Proficiencies: 4
Wpns:
SA: spells, XXXXXX
Mystic - Cleric
Prime: Wis
Proficiencies: 4
Wpns:
SA: spells, turn undead.
TURN KITS TO CLASSES.
Soldier:
Cavalryman - Knight horse abilities, etc.
Cowboy
Explorer/Scout - base on Ranger
Sailor
Tradesman:
Athlete
Criminal
Dandy
Detective
Journalist
Laborer
Lawyer
Parson
Physician
Scholar/Scientist
Thespian - Bard Abilities?
Adept:
Charlatan
Metaphysician
Quabalist
Mystic:
Dilettante
Exorcist
Medium
Spiritualist
Shaman
New:
Psychic??????? See Jason Veys Psychic class and abilities.
PROFICIENCIES/Common Class Abilities LIST:
Can buy a proficiency from a noneligible list for 2 slots.
New proficiency / common class ability every 3rd level.
Language, modern.. anyone can pick up a new language with a proficiency
WILDERNESS (note: most mechanically same as ranger ablities, etc.)
Animal Husbandry
Conceal
Delay/Neutralize Poison
Horsemanship
Hunting
Move silently
Navigation
Scale
Survival
Teamster
Track
Traps
MILITARY
Artillery
Blind Fighting
Demolition
Horsemanship
Marksmanship
Pugilism
Quick Draw
Survival
ROGUE (note: most of these are straight up rogue or assassin abilities)
Appraising
Back Attack
Climb
Decipher Script
Disguise
Forgery
Gaming
Hide
Listen
Move Silently
Open locks
Pick pockets
Poisons
Read lips
Savoire-faire
Sneak Attack
Traps
Ventriloquism
EDUCATIONAL (choose one) Class Ability
Academician
Archaeology
Astronomy
Biology
Botany
Chemistry
Criminology
Electricity
Engineering
Geology
History..as Legend Lore?????
Medicine
Physics
Psychology
Religion
Zoology
PROFESSIONAL (choose one) Class Ability
Agriculture
Artisan (choose Art type)
Blacksmith
Brewing
Carpentry
Clockwork
Cobbling
Gunsmith
Healing
Jeweler
Journalism
Masonry
Mining
Musician
Photography
Pottery
Seamanship
Tailor
Tanning
Taxidermy
Weaving
ARCANE
Alchemy
Forbidden lore
Language, ancient
Mesmerism
Prognostication
Psychometry
Religion, ancient
Sixth sense
Spellcraft
Spiritcraft
dave
_________________
Hey now,
I've stepped into the black
I say hey now
I wont be coming back
I say hey now
I've left it all behind