Wednesday, April 25, 2018

666E Conversion for D&D

Conversion from normal D&D to 666E, Rules Found Here.
You get your normal D&D spell slot allotments total worth of spells before you take a Strain penalty. Strict memorization and preparedness is not required. You do not gain new spells automatically and you cannot Learn spells higher than your character level. Ignore a spell's usual components and instead pay a Price of 2X Spell Level, which can be offset by Artifacts.

Feats, Magic Items, Mutations

You can transfer over one of each, and it is effectively unique to you among players and NPCs, though some monsters or enemy types may duplicate or approximate its effects. DM will track Advancement separately for these aspects of your character, so they can progress faster than your pawn.


You can retain all spells you know but if you want a Mana Die to cast with or you want to be able to use spells in combat then become a Magician. There's no differentiation in spell lists or magic sources. Clerics, Monks, Warlocks and Druids might consider becoming Sages. Barbarians, Rangers, Druids, and Thieves might consider becoming Hunters. Thieves, Fighters, Paladins, Barbarians, and anyone else looking for a combat focus should look to Fighters. Any character whose main focus was utility, skill use, and versatility (including dungeon crawling, seduction, streetwise types, Tyrion, etc) might consider becoming Explorers. Bards should consider playing literally anything else.


...of nonhuman cultures all come with a Mana Die and an ability pool. You can be a half-this or half-that by choosing 2 options from a race's pool. You can mix and match between the different nonhumans and even certain draconic or infernal bloodlines or bestial forms to build your person but you are at most half this, half that, never a mix of three or more. Most half-breeds are mixed with humans because humans will let anything fuck them and have worse decision making skills than the Elder peoples. Since humans don't have an ability pool just choose 2 abilities from your other heritage and give yourself +1 Mana right away. You can't be just a dragon or a hellspawn under these rules but if you want to be just a big cat instead of a cat-man then okay.

  • Elf Sight- Roll in place of Detect for far sight, localized awareness, or seeing in dark
  • Elf Resistance- Roll in place of a Save to avoid anything that would fetter your movement, like entanglement, paralysis, petrification, or sleep
  • Elf Majesty- Roll in place of any Skill check when not in an Elf community
  • Elf Experience- Roll in place of an Experience check about the events of the last 150 years.
Choose any 2 Elf abilities and gain either +1 Mana or any 2 abilities from another race.

  • Iron Constitution- Roll this instead of a Constitution save against a physical effect or hazard.
  • Iron Will- Roll this instead of a Willpower save against a mental effect or trauma.
  • Ignore Weight- Move as if not Weighed Down for 1 combat or 3 Rooms.
  • Attention to Detail- Employ a level of scrutiny as if you had lots of time to think about something or had some magnifying/fine measurement apparatus at hand.
Choose any 2 Dwarf abilities and gain either +1 Mana or any 2 abilities from another race.

  • Mana Damage- Roll to deal your Level in additional damage on any attempt to attack or break.
  • Feat of Strength- Do one big physically impressive thing not covered by normal combat or exploration rules, like throw a gnome or split a shield or break through a wall.
  • Sense Memory- Roll if you have been close enough to a target that you have smelled it or tasted its blood. You can now detect that target easily, which is useful for tracking or avoiding ambush.
  • Orcish Fury- Make a Willpower save to gain 1HP. You may do this when reduced to 0HP.

Choose any 2 Orc abilities and gain either +1 Mana or any 2 abilities from another race.
  • Duck n Cover- Avoid an ambush or roll in place of Dexterity to avoid a hazard
  • Briar Step- Move undaunted through brush, roots, or other vegetal hazards, or roll in place of Sneak among the same.
  • Scarper- Roll in place of Fitness to move through tight spaces or move safely through a battlefield
  • Fortunate- Roll to gain +1 AC for 1 combat or 3 rooms. 
Half-Halfling would be a stupid name. Choose any 2 Halfling abilities and gain either +1 Mana or any 2 abilities from another race.

(...are all just half dwarf and half elf anyway so...)
  • Elf Sight
  • Attention to Detail
  • Iron Will
  • Elf Majesty
Very rare. Choose any 2 Gnome abilities and gain either +1 Mana or any 2 abilities from another race.
(a very generalized template used to make all the weird half-animal races in D&D, but you can also just use it to be a cool dog I guess?)
  • Beastly Locomotion- Roll to get some special movement benefit, such as increased speed, aqua-mobility, avoiding Fitness rolls, or brief flight. Failure doesn't necessarily mean you can't use this special movement but it will mean that some penalty is levied for it.
  • Natural Weaponry- Gain a benefit from a Weapon type for one Unarmed attack.
  • Animal Tongues- Use in place of Experience checks to communicate with simple beasts, +10 bonus if they are the same type of creature as you.
  • Spirit Animals- Roll instead of a Con/Dex/Will save when Summoning an animal spirit.

 (Anything can become a Goblin, gradually, losing one of their pool abilities and gaining one of these. PCs may not begin as full Goblins and those who become full Goblins are forfeit to DM as enemies)
  • Detect Evil- Roll to intuit a specific sin from an individual or to roughly rank everyone in eyesight by degree of corruption.
  • Living Artifact- Roll to deduct your Level from the Price of a spell.
  • Recover HP- Roll to successfully extract 1d4HP from innocent blood, 1d6HP from vile blood.
  • Goblin Summoning- Roll to avoid Summoning Failure penalties when Summoning Goblins or Demons.

(PCs never play full Dragons but they can have a draconic ancestry, choosing 2 of the following and mixing it with another race or gaining +1 Mana)
  • Dragon Flight- Roll to fly, failure does not always mean you cannot fly but it may carry other penalties.
  • Swift Flight- Move at a rate of +2 areas, only usable when flying.
  • Mana Drain- Roll to harvest +1 Mana from a target, who is at -1 Mana until they sleep or somehow re-center themselves.
  • Magic Experience- Roll in place of EX concerning the qualities, history or lore of magics
  • Breath Weapon- Roll to distribute 1d6 damage among every target you are facing within 1 room/area.
  • Form of Man- Assume a mundane guise, failure means your disguise is unconvincing in some major way
  • Terrifying- Roll to strike fear into someone's heart. Those who succeed may not advance on you this round, those who fail must flee from you at full speed this round.
  • Keen Detection- Roll in place of Detect when somewhere familiar to you such as a lair or hoard or home town.
  • Multi-Attack- Roll to deal 1 damage to every target within reach.

(PCs never play full Hellspawn but they can have this ancestry, choosing 2 from the following and mixing it with another race or gaining +1 Mana.)
  • Silver Tongue- Roll instead of Speech to get what you want.
  • Ignore Heat- Roll instead of Constitution to avoid damage or fatigue from fire or heat
  • Binding Rite- Roll instead of a normal saving throw when Summoning. May only be used once per Summoning.
  • Veteran Magic- Roll to avoid the penalty for casting spells in combat for 1 combat.
  • Burden- Force another to bear the effects of your Weight for 1 combat or 3 rooms.
  • Guile- Roll to void a Control failure for Diplomacy.

Monday, April 16, 2018

New PDF + Donations Button: Seed The Swamp

First, I have caved and added a PayPal donations button to the right. They may not be the best service for this but it's a service I already have so that simplifies things. Whatever you ever donate to me through this button I do unwholesomely swear: it will only ever be used for game-stuff ventures, such as funding some projects I am working on and helping me to afford game books for review. I think I want to do more of those and this is the only way it will ever happen. As for other projects this might fund...a lot of you know about one, Kiel and Scrap at least know about another, bigger one.

Second, possibly unrelated, I've put together a new house-rules document for what I am still calling 666th Edition for lack of a better name. I thought this name was taken but apparently not, someone let me know if I'm wrong and I'll just change it to Fart Patrol or something classy instead. Instead of putting it out as a blog page as I've done in the past this one is a 6-page PDF, laid out to maximum scrunchyness in order to fit a lot of usable information in the smallest space. This isn't a whole rpg, this is just basically a version of Dragonly Donions that is pretty unforgiving with a few newish abstracted systems. You've seen some of this material before but now it's all in one place. If anything in there looks useful please consider shooting me a dollar at the link to the right. If I do get enough by the end of April so that I can ensure my internet isn't in danger of being cut off in May just because I picked up a $10 PDF online.....then I'll probably double this document in size, fix any proofreading issues, and add a cover and some pictures so it is easier (and sexier) to print out for the table or hand out to your players or friends.

Once again, click the Wetland Hag to donate or click on Moon Slave for the PDF...and maybe come back and donate if you feel so moved.

Wetland Hag


Wednesday, February 7, 2018

50 Types of Fighters I Was Able To Think Of In Like Ten Minutes And On Benadryl

  1. Vigilantes
  2. Cowboys
  3. Bandits
  4. Knights
  5. Hunters
  6. Bounty Hunters
  7. Watchmen
  8. Guards
  9. Executioners
  10. Stranglers
  11. Berserkers
  12. Centurions
  13. Nomads
  14. Samurai
  15. Bodyguards
  16. Mercenaries
  17. Assassins
  18. Cavalrymen
  19. Gladiators
  20. Wrestlers
  21. Vikings
  22. Grenadiers
  23. Boxers
  24. Crusaders
  25. Hooligans
  26. Gang Members
  27. Martial Artists
  28. Guerillas
  29. Pirates
  30. Soldiers
  31. Spies
  32. Sharpshooters
  33. Snipers
  34. Double Agents
  35. Zealots
  36. Ghostbusters
  37. Witch Finder
  38. Vampire Killer
  39. Commandos
  40. Seamen
  41. Circus Showmen
  42. Strongmen
  43. Deserters
  44. Survivors
  45. Conscripted
  46. Saboteurs
  47. Smugglers
  48. Abolitionists
  49. Messengers
  50. Ronin
This doesn't even have things like cowardly, stoic, baleful, or things like hammer expert, swordsman, archer, or really weird shit like boomeranger or hangman or kickboxer, or entire class concepts like thief paladin ranger and monk. The next time someone can't think of anything to do with a fighter because they're too boring remind them that Fighters can cover a ton of ground. Carcosa-style Fighters and Magic-Users only is not a bad way to look at these games, because all the other classes are basically these. Next time I'm on Benadryl I'll add another 50.

Tuesday, January 30, 2018

Using Feng Shui to Run D&D in 60 Seconds

Dwarf - Big Bruiser
Elf - Archer
Halfling - Everyday Hero (I know Everyman is gendered but this sure is clunky appellation)
Half-Elf - Don't play a half-elf
Half-Orc - This one either
Gnome - Scrappy Kid
Orc - Bandit
Cleric - Magic Cop
Magic-User - Sorcerer
Thief - Thief
Fighter - Ex-Special Forces (but almost any Type would work since the whole game is more combat-focused than D&D, which has that reputation but as oldschoolers know is actually much ...oh whew glad I caught myself, this was almost a blog post)
Assassin - Ninja
Paladin - Bodyguard
Ranger - Bounty Hunter
Druid - Supernatural Creature (or a modded/ported Geomancer from the previous edition)
Bard - Cyborg
Monk - If you can't find a good kung fu type my dude then you might have picked up Mouse Guard by mistake.


I have a card in my wallet. It's a blank playing card. I have taken up both sides game information. The information in question is four character sheets for four systems for four characters who are one character. So now if someone is ready to play VDND or LotFP or Feng Shui 2 or even Fate Accelerated Edition I am prepared to roll. It's actually come in handy a couple times since I made it last year.

The gag is a simple one and derives from some common conventions: a young prince and warrior of the realm might be eligible for governance when his lordly father passes away but his aunt the duchess or his uncle the vizier or whatever frames him for poisoning his father and banishes him, along with any soldiers/guards/servants/retainers loyal to him. This ends up being a far larger number than the Bad Guy expects so they are forever fearful that this aggrieved retinue will one day return, even while under threat of death, perhaps after raising a larger/stronger army. To secure their power base the BG sends out mercenaries and assassins and brainwashed warriors and unwitting NPC adventuring parties all out after the prince and his followers.

This necessitates a peculiar survival strategy.

The prince and all his assembled loyalists split up into groups of four, each of them identically outfitted and groomed, each of them identically armed, and spread out through the land. Even if you find one of these cells, you will have no idea which one is the real prince and which ones are the loyal imposters. That's assuming the real prince ever even is in the group that you find! These days he calls himself Oom and, therefore, so do the servants following him. Occasionally an enemy is successful in striking down the man purporting to be Oom, prompting another retainer to step forward and declare they were the real Oom all the time, taking up his place.

Next time they're in town this trio will be seen drinking in a few bars and the next morning they will be four again. A life of adventure or simply a life outside of village drudgery that comes with the added security of three men pledged to watch your back and the promise of favors should the kingdom of Oom ever be rightly restored? A tempting offer for many a townie, and indeed many a veteran and guardsman. There are warriors everywhere if you know where to look and when there aren't where do warriors come from in the first place except for where Circumstances meet Will?

This is in fact a popular enough strategy that other bands wholly unconnected from the original loyalists have adopted it, traveling the countryside as Ooms. That's not to say that all Oom bands are identical - some may be dressed for Sherwood Forest, others dressed for Kyoto - but while height and weight and countenance may change they are within the band. Even bands of orcish Ooms or Oom women are not generally remarked upon because this story has been kept so deliberately vague, the details so changed from band to band, that who's to say what the real original story was? Maybe there never was an Oom.

Of course there was, and they're still out there doing their thing, but the Duchess Or Whatever never needed to worry: they hated that kingdom and are glad of the back of it, having a blast playing a cup and ball game with the entire world, and never had any intentions of going back.

Oom bands will sometimes run into one another, mix, and separate, to keep things fresh. Other times one band may send for help or counsel from one or more other quartets. These are kept rare when not in outright crisis: staying apart is a key piece of the scheme, after all.

In 5e you can do this really easily with only class and background features, never mind feats to round things out. When it comes to LotFP you just kind of buy them along with your gear. For both of these in the interest of fairness I think you have to pay for every piece of equipment and food for all four in your band and keep that up as you progress, which gets easier. And you may have to go a while with an incomplete group. I'd also say in the interest of fairness only one person in a group should be actively fighting and doing PC shit, though the rest can help like watch for people following your carts or help break camp or climb over a wall.

In Feng Shui (2) I just used the Ex-Special Forces type and just changed the skills and weapons to make them more period appropriate. In FAE I just make these whole core concepts into Aspects and take the "You didn't get the original Multi-Man!" shit and turn them into Stunts 1/session. I have never ever had a human say "Let's play Fate" in person (not "have you tried FATE" but "FATE seems like fun let's play it") but enough of my friends purportedly appreciate the idea of playing it that I have it on hand.

Keep in mind that losing an Oom and having the 'real' Oom step forward means starting from scratch with XP and advancement and shit, they just retain knowledge of what has gone on so far. So it's the same character but it isn't, and they likely have different ability scores and shit where the DM feels that's fair. Honestly the version in my wallet has good-but-not-great scores so I think he's fine.

This is just a reskin really of the old gag where your dwarf Gunnar dies so you cross out his name at the top and a dwarf named Sigmar with the same starting gear walks in from the next room and now he's in the party and he picks up all of Gunnar's stuff, but it's got just enough to it to turn it into a weird setting detail, encounter table entry, quest hook, or tavern rumor. It's also a reliable way to pick up backup for a big fight or a dangerous delve.