Monday, February 6, 2012

Tormenting Labyrinth Lord

I will be tying up some loose ends the next couple days before moving on to presenting design goals and playtest campaign for the so-called the Fantasy War Guide (working title mind you). Today we are finishing up our little two-week tour of UnderSigil.

Tacking on a possible Sigil undercity field trip(s) to the HC campaign just cries out for some new, setting-appropriate chrome to bolt unto my Labyrinth Lord chassis. The mini-campaign will likely include some untimely deaths—and a few new bloods from Google Plus—so I threw together some guidelines for new characters in that strange torus city in the sky.

In general, these house rules are also tailored more to reflect a tabletop version of Torment rather than the 2nd (and later edition) canon. Since the delving tone of the mini-campaign just seems to jive better with the play experience of the computer version better than 2e canon, why not take the opportunity to make them tilt more that way?

Rules for Hill Cagers:
Clerics aren't a playable class for Sigil natives. Blood charms and clot charms giving magic healing effects will be plentiful and relatively affordable topside.

Local magic users will have access to all spells found in Torment, both the special ones of the playable NPCs and the uniquely 2nd edition ones. Spell effects will be tailored to LL mechanics. Here's your chance to sex up your Magic Missile with a spell called Reign of Anger.

Weapons will also reflect the computer game, though not strictly. Axes, hammers/clubs, and daggers will be plentiful and cheap. Swords and missile weapons will be more rare and expensive as such (twice the price with a small percentage of availability modified by INT).

Armor will also be difficult to find and buy as per the game. Leather will be the norm, metal armors hard to find and generally more expensive (same chance as above). Again charms and other odd items to bolster AC temporarily will be reasonably easy to find.

Attributes will be 3d6 in order. However a player can draw from a pool of 6 dice when rolling each attribute. Regardless of how they are used only the 3 best results are counted for each stat.

An interesting variant mechanic in Torment is that high Wisdom gives you an Experience Point bonus. It makes a ton of sense, the ability to learn from our experiences seems to be a textbook definition of wisdom after all. In a Cleric-less world it further makes the attribute something other than a dump stat, so I'm going to run with. The chart below is taken directly from the game backend.

Exp Bonus
12 or less

In this Sigil, factions are for squares...err...NPCs (and in the deep background in this delving centered take on Sigil). There is only three-fold alignment, though like factions it won't be strongly emphasized. All native PCs start as Neutral can be moved into Lawful or Chaotic on a session by session basis.

Now for some race-classes: Githyanki sub out for the Elf race-class (fighter/magic-users); Tieflings as fighter/thief race class (maybe use a modded version of the White Ape one in Realms of Crawling Chaos an tack an ability to cast darkness at a certain level); and my favorite goat centaurs the Bariaur (use Halfling advancement table, 60' infravision, 15' movement, STR 13 min). Of the standard demihumans, we'll have dwarves, courtesy of their underground corner of Sigil, Guirncraag.


  1. Dammit. Now I want to run Planescape again.

  2. All part of the master plan to get one of you to run this.

    1. I've wanted to run FLAILSNAILS Sigil for ages, but it's a case of time and not wanting to seem over-weening. "Oh look, my FLAILSNAILS game is set in the centre of the multiverse, so there!" :p

      Daft, I know.

  3. I have a similar XP house rule in my LL game, except I made Intelligence effectively the Prime Requisite for all classes, and Wisdom modify all saves (not just magic).

    My thinking was that knowledge and reasoning help you gain more advanced skills in your profession - even a fighter will progress better if he knows the martial styles of the horseclans and so on (and hey, he already gets combat benefits from strength, no need to reward or punish twice).

    Wisdom helps in non-magical saves by having the iron will to withstand poisoning, the intuition to avoid a trap at the last minute, etc.

    It makes the mental attributes more desirable to non-casters.

  4. Oh, and if you're interested I made up a tiefling race-class for LL, at the end of this post:

    I did it as a sort of warlock/sorcerer-thief, a kind of amalgam of the 2e, 3e, and 4e versions of tieflings, which may or may not be what you're looking for. It's seen actual play up to about level 3 in my game, and worked out fine.

    1. Fantastic that saves me a good deal of trouble. Thanks for kicking the link over here.