Post by ElvenScribe on May 25, 2016 18:56:24 GMT -5
Hey guys, I could use your help. I'm trying to convert over into T&T a classic Gloranthan (Runequest) monster, the Jack O' Bear. Here's what I have so far:
Special damage/Special Ability: Paralyze Enemy
Jack O' Bears are shaggy, bear-like creatures with heads that resemble jack o' lantern type pumpkins. They are creatures of chaos and tend to inhabit mountains and forests. During a fight they are capable of paralyzing enemies, freezing them in place until the jack o' bear dies or until the paralysis is dispelled.
So where I need help is how to do the paralysis in game terms? Or should I just require characters to make a SR vs the paraysis or they will be paralyzed?
Post by hrrrothgarrr on May 25, 2016 19:16:33 GMT -5
SR vs Paralysis works, or have the Jack o'Bear be able to cast Hold that Pose. Level 1, WIZ Cost:4, Range:50 feet, Duration:1 Combat Turn, Power Up: Yes, double duration for each level increase. Description: Makes the subject forget what he is doing, which makes him completely helpless in combat (and outside combat also) -- no attacks, though armour absorbs hits normally. From 7e rulebook.
I usually give monsters 1/10 their MR when I need an attribute, although a Jack O'Bear needs to be able to cast HTP more than twice. Maybe give it WIZ equal to MR? It will go fast extending the duration of HTPs.
The other aproach from 7/7.5e would be to have it paralyze an opponent if it scores a given number of Spite damage in a round. I would have the paralysis trigger on 2 Spite. So if the Jack O'Bear score 2 or more Spite in a round one opponent becomes paralyzed.
Post by hrrrothgarrr on May 25, 2016 19:17:48 GMT -5
Or the KISS aproach, "You are now paralyzed". But I don't really like Bang! You're zapped type abilities.
And this sent me off down the rabbit hole of investigating the origins of the Jack O'Bear, which ultimately lead to the illustration at the end of TOG Supplement One showing a pumpkin-headed "Bugbear" and a ghoul. This illustration and a miniature produced by Archive Miniatures were indeed the inspirations for Jack O'Bears, which remain one of my favourite classic RuneQuest monsters.
... or have the Jack o'Bear be able to cast Hold that Pose...
Interestingly enough, that was the spell I was looking for but in my fatigued brain I thought I had misremembered it or that dT&T had modified the effects. Hold That Pose much closer matches the original concept. Glue You is more along the lines of "No matter how hard I try or fast I run I can't get away!"
Odd that dT&T doesn't include the spell.
Last Edit: May 25, 2016 22:13:18 GMT -5 by ProfGremlin: BBCode issues...
I'll have the deep-fried battered pixie with balrog dipping sauce and a Hobgoblin ale.
I believe Hold That Pose was dropped because it is a killer spell. And there are no SR's for casting magic in dT&T.
"Right, you've battled through five levels of the dungeon and finally reached the doors to Beelzebub's Crypt. The doors slowly swing out towards you. Through the gap you see a 20 feet high creature slowly turning towards you. It's skin is a dull red with swirled patterns and it has two huge horns sticking out of its forehe ..."
"Hold that pose!"
"Hold that pose!"
"But I haven't finished describing the room."
"While it can't move we rush in and hack it to death."
"But ... "
"Hold that pose is great!"
"But ... "
"Yeah, probably the best spell in the book."
"But ... "
"Maybe not as good as the one that lets me increase Stats for almost no cost."
"But ... "
"Yeah that one's pretty cool too. I could do with more luck."
"But ... "
"Let's loot the room first."
"But ... "
"I think I'd like a little goatee to celebrate defeating the big boss."
"But ... "
"Heh. Good idea. That's A Natty Beard!"
With an MR88 monster you could make it that any round the Jack O' Bear causes Spite (should be almost every combat round) make the PCs roll a die, lowest roll (lowest ties re-roll) has to make a Level 1 SR on Con or be paralysed for 1d6 turns.
"Tunnels & Trolls" and "T&T" are trademarks of Flying Buffalo Inc. "Tunnels & Trolls" was originally created by Ken St. Andre.
Post by hrrrothgarrr on May 26, 2016 7:03:58 GMT -5
While searching through every edition of T&T I have looking for Hold that Pose, I realized there are a lot of spells from 7/7.5 that aren't in dT&T. Some have subsequently reappeared as Kindred specific spells.
Hold That Pose fits a Jack O'Bear's paralyzing ability to a T, but against a lone opponent, deadly.
With Hold that Pose you did have to have a higher Wiz than the target, so end level bosses could have a high enough Wiz to stymie the Wizard. MR 500 would require a Wiz of 51 to overcome.(7e rules)
I like Jack-O-Bears.
With MR 88, having a Spite 2/paralyze ability (Delver cannot move until they make a L2 Lk or Con SR, and that is all they can do that turn) would be ok. Would trigger most rounds. On spite 3 it would be rarer, but still happen.
Alternatively, delvers have to make a LK SR to avoid catching its gaze, or fight blind.
It's not the end of the world, but the trouble with using paralyzing effects on player characters is that the player can get knocked out of play along with the character. I wonder if there's a way to do it in a more open-ended way that may challenge the player instead of simply skipping their turn.
One idea is to start out with what the paralysis represents in the fiction. I don't know Runequest, but the look of the critter makes me think the "paralysis" would be terror-based, possibly supernatural terror. Going on that assumption, you might make it:
MR 88 Terror: When a Jack-o-bear first appears, any good kindreds must make a Saving Roll on Luck or flee, gibbering, in terror. If you make the Saving Roll, you manage to keep a cool head, this time. On a fumble, you are paralyzed with heebie-jeebies until you take damage or the Jack-o-bear is no longer on the scene; you can shake it off at any time, but you will suffer one trauma—roll a d6:
1. Your hair turns white! If your hair is already white, it all falls out in clumps over the next few hours. If you're bald, no penalty. 2. You stutter uncontrollably, but only when speaking. Minus 2d6 (DARO) from Charisma, until you level up. 3. You suffer night terrors and intermittent insomnia now. The fatigue means you recover STR/WIZ at 1 pip per hour instead of 1 every turn, until you level up. 4. You immediately WIZ your pants whenever anyone says "bear", "Jack", or "Jack-o-bear", until you level up. If you already have this, no penalty. 5. You have random panics, until you level up. Once per dungeon level, the GM can call for a Saving Roll on Luck. On a miss your heartrate explodes and your hands quake: minus 2d6 (DARO) from Dexterity for 1d6 turns. 6. You have random flashbacks, until you level up. Once per dungeon level, the GM can call for a Saving Roll on Luck. On a miss, you go berserk.
Something like this could give the player an interesting choice instead of just a Skip Turn. Is it worth gambling for another lasting trauma, or will you suck it up and possibly be mauled to death in one hit?
Also, grounding the effect in fiction makes it easier to imagine, clarify interactions with other aspects of the fiction, and find logical counter-measures. If it's "magical paralysis that triggers when the monster gets enough spite" it can be hard to picture what happens in the fiction and prepare for it. But if it's terror (even magical terror) that kicks in when you first see the creature, it's easier to picture what is happening and role-play, and possibly circumvent it. Anyone got a potion of courage?
Last Edit: May 26, 2016 23:25:33 GMT -5 by gaptooth: Clarify.
Post by ElvenScribe on May 27, 2016 10:29:53 GMT -5
Yep, spot on from what I can find: it is the J-O-B's gaze that freezes the character. And it is just one character at a time.
Oddly, one of the editions of one of the RQ supplements shows female warrior being frozen by a J-O-B. And it is a ray of green energy that is emanating from one of the J-O-B's claws that is striking said fem fighter in the head as she has a look of surprise. This would seem to indicate that the J-O-B can shoot someone with a paralysis beam. My guess is that this is just the artist's depiction (and not necessarily accurate) as J-O-B's aren't really smart enough to strategize and shoot people with beams and (as stated previously) it is more of an automatic/passive effect.
Btw, great discussion. I'll probably write it up as a paralyze ability that requires a SR2 roll (either vs. luck or CON) to shake off the effects. And, yes, gaptooth, I agree that paralysis is a stout attack. But that's one thing that makes the J-O-B so formidable. And it just looks cool. And the player has a shot at resisting the effect.
So, a "gaze" attack could represent almost anything in the fiction, from eye lasers to magic—it could even still be fear. "When you catch the Jack-o-bear's eye, you feel abject terror and your body is paralyzed with panic."
In that case, the Spite trigger or Saving Rolls would both work fine, but I wouldn't do both. Since a "round" in T&T is longer than many cames, I'd say there is ample opportunity for a gaze to hit several characters. If they aren't taking deliberate precautions to avert their eyes (losing half their HPT if in combat) or otherwise block the gaze, they'll learn for next time.
"When you go anywhere near the Jack-o-bear, make a Saving Roll on Luck. On a miss, you catch the Jack-o-bear's eye…"
If you use a spite threshold to trigger it, I recommend rolling a d6 (or whatever you need) to randomly pick the target, and they get no save. They should have been looking away from it! If they didn't know there were Jack-o-bear's lurking in this area, they need to make sure someone escapes with the map for their next round of delvers.
If it lasts only one round, paralysis isn't as agency-deflating as it might be if your only action every round is to try another Saving Roll.