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Cédric Lecante (Order #38046920)
Cédric Lecante (Order #38046920)
LAMBHIDE
A ROLE-PLAYING RULE-SET DESIGNED FOR ANY SETTING, AT ANY TABLE
Getting Started:
p.00 - Example of Play
Lambhide Rules:
p.01 - Character Creation
p.03 - Rules
p.07 - Powers
p.13 - Foes
Classes:
p.16 - LAMBHIDE Base Classes
Adventure:
p.32 - The Ghoul of Tower Crypt
Afterword:
p.52 - A few afterthoughts and some
afterthought rules
Character Sheets:
p.56 - Character sheets to be cut out
and used by players or the
narrator.
Narrator: “On a dark, stormy, night, you have set out to find
and save your beloved dog from the evil ghoul!”
- At this point, the Narrator has prepared a fight against the
ghoul using the character creation rules (p.01) to stat this foe.
Player: The player has assigned an 8-sided die (d8) to their wit
attribute thus rolling the d8. The die turns up a 3, totaling 5 with
the mentioned talent bonus of +2.
Cost REWARD:
1 +10 Wealth
2 +1 Talent
Level Point Chartt
Melee weapons can only attack targets within 5ft. Melee and
reach weapons, if thrown as a ranged weapon, incur a -1
combat roll penalty for every 10ft thrown.
Additionally…
Two Handed wielding of a weapon adds a +2 fatal strike bonus
(+2 FS) and +2 defense on a fatal gaffe (abbreviated as +2 FG).
Luck die: A luck die can be chosen from the level point chart
and be spent allowing a character to use a d20 in place of any
roll of their choice or a d10 to replace a previously failed roll.
Risen point: Chosen from the level point chart, a risen point
allows a character to miraculously survive death and revive. A
character revived by a risen point rolls their strength die to
determine how much vitality they regain after use.
Challenges are what keep the dice rolling and keep the players
engaged in the story or adventure. Challenges can include
combat, challenge rolls, and role-play focused social conflict. It
is recommended to have one or two challenges planned for
every hour of game-play. Create foes (p.13) and or challenge
rolls (p.04) for these ‘challenges’.
Consider using grid paper or a tiled play-mat to help
illustrate the combat for players when including a combat
challenge. When using a grid, scale a single square to 5ft.
When creating foes avoid giving them too much vitality
as anything more than double their strength die can make
combat feel tedious; unless the narrator is confident in their
ability to maintain engagement with the players.
Choices make role playing games special and stand out from
ordinary games. As the narrator you want to make the players
feel like their input matters to the story. This doesn’t have to
come at the cost of your plans being ruined, only redirected. Or
even better, the story will write itself based on the players
actions. To make choices more appealing to players include
rewards for each choice, have the choices involve the player’s
character’s backstory, or have the choices affect any
acquainted non-player characters that the players befriend.
Most importantly show the players you paid attention
to their inputs as the game plays out. Within the same game
session have something change or result due to the player’s
actions. Choices add depth and life to your setting. This can all
lead into… Conclusions!
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Example foes are featured on the next two pages. They are all
made using the same Character creation rules as player
characters. Their attacks are drawn and creatively named from
the weapons, armor, and items (p.05) and powers (p.07)
sections with unused wealth being discarded. Otherwise it is
encouraged to create your own.
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CLASSES
This next section includes some starting builds for
Characters. These are made using the same Character Creation
chart at the beginning. Feel free to alter or rename aspects of
the classes to fit your Character should you go this route.
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SLAYER
Weapon & STR focused class:
The slayer is an individual dedicated to a simple cause
that can be achieved with one tool, a weapon that they keep by
their side at all times. Slayer’s slay and blood sprays; their
dedicated cause might be money, fame, revenge, or anything
simple or straight forward, but at the end slaying solves it.
- This class is combat focused. The slayer carries a beloved
weapon, so think hard on what it should be, and even name it.
This example slayer’s weapon is wielded two-handed in this
case thus negating some fatal gaffe points and increasing the
fatal strike (don’t forget to add the base fatal strike bonus). It is
recommended that higher dice are used on the strength
attribute for max damage and vitality.
AVID-EE
Range, talent & AGI focused class:
Avid-ee’s are masters over particular talents, sports, or
trades. This avid nature sets them apart from others to their
benefit and make them dependable companions when their
skill set comes in need.
- This is a talent focused class intended for players who want a
character with diverse but honed talents with significant
bonuses. This includes a ranged weapon with a ranged talent to
increase beyond the base range of 20ft. With a ranged weapon
it’s recommended to place the highest die in agility attribute.
Sportsman Bow +2 R
2x Artists Knives +1 M DW
Avidee’s tunic +2 FG A
Fishing Pole +1 T
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KNOW-ER
Powers & WIT focused class:
A know-er is contemplative of how all things work. This
leads them to understanding how to manipulate the world and
elements around them through powers of the mind, spoken
word, ancient text or channeling tools. They often dedicate
their lives to seeking a specific knowledge that will grant them
fulfillment of the hungry mind… if even possible.
- Being a powers based class, a power score of at least 8 is
recommended and that higher dice are used for wit or ego
attributes.
KNOW-ER POWERS
Mind Dart: Conjure a dart of energy from your mind to blast your
foes with. Use the power score for damage and spend additional
power score points for increased range and more targets.
Lift Matter: Lift objects or foes using your Power. Reference the
challenge chart for lifting heavy inanimate objects, treat objects
thrown at foes as thrown melee weapons with a bonus assigned
by the narrator based on the objects size. Use moving,
restraining, or controlling rules for moving foes (p.10).
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GRANDEE
Wealth, companion, & EGO focused class:
The grandee is the leader and life of any party, their
wealth or charm wooing all. If there is a problem the grandee
has a possession or worldly answer. This influence attracts both
friends and enemies, thus the grandee has attracted a
companion acting as a personal body-guard. The grandee has it
all but for them it’s not enough, they seek more…
- Being a wealth based class, higher dice should be used for the
ego attribute, which also will better afford the companion. The
grandee also has a luck die (p.09) to manifest their good
fortune.
COMPANION POWERS
Mend Wound: Heal 1 point of vitality, spend power score to have
this effect persist additional turns without your focus.
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DEVOTEE
Powers, Buffs, & Debuffs focused class:
The Devotee has but one focused light in their life that
they draw strength from, this being a deity, an ideology, a
family member, a lover, or even an abstract concept. Their
powers are drawn from thoughts and prayers surrounding this
‘focus’, sometimes this power is contagious.
- Being a powers based class, a Power Score of at least 8 is
recommended before starting this class. This class has a power
channel item that can negate a power’s cost by 1 point.
DEVOTEE POWERS
Praise: Bless an allies roll to be increased by the power’s bonus.
Spend power score to increase the duration of this bonus.
Spite: Curse a foes roll to be decreased by the power’s bonus.
Spend power score to increase the duration of this bonus.
Sooth: Heal vitality, spend power score to increase range to assist
allies from afar, or multiple allies and self.
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RIDER
Talent & mount focused class:
The rider values their mount as an equal and gains a
connection like no other. Rider and mount can understand any
communication one conveys to the other through their bond.
- Being a mount based class, a higher dice is recommended for
the ego attribute. This will afford the companion (mount).
Reference the rules for mounts (p.09). The rider can give
assistance (p.09) to lend their defense bonuses to the mount.
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EERIE
Powers & transformation focused class:
The eerie are strange and enigmatic. They are said to
take many forms while also integrating into society. Despite
this unsettling power to change shape they are known to be
harmless... at least most of the time.
- Being a powers based class, a power score of at least 8 is
recommended before starting this class. Assign the biggest die
to either wit or ego. Their malform power is used for
transformation (p.08). Be warned, this class is intended for
players who enjoy character creation and have their forms
prepared for quick game access. It is easy to die if an eerie does
not mind how much vitality is lost outside their malform shape.
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KNIGHT
Sword and shield melee combat class:
The knight is a symbol for heroism. They fight for a noble
cause, seeking to help those in need and serve as an instrument
of justice.
- Being a melee based class, it is recommended to place higher
dice in the strength or agility attributes. Level points are used
for wealth to afford armor and weapons; this example uses a
reach weapon, although exchanging it for a simple sword can
make playing this class all the more straightforward. A knight is
also known to have a blessing from a higher power, this takes
the form of a luck die.
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ARCHER
Ranged and movement combat class:
The archer is renowned for their skill to dispatch foes
from a distance. They are keen hunters and a better ally.
- Being a ranged based class, agility or wit are recommended to
be the higher die. Use level points to increase the range of their
bow and speed for evading foes.
ARCHER POWER
Volley of arrows: Shoot multiple foes with arrows, costing 1
power score per foe and 1 power score to increase the range.
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THIEF
Agility and stealth talents focused class:
The thief's best friend is the shadows. They are clever,
deceitful, and agile. Although appearing as roguish cur, they
abide by a thieves code that keeps them in line.
- Being a talent based class for thieving related talents, a wit die
of at least 6 is recommended starting this class. The biggest die
should be the agility attribute.
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CLERIC
Powers & melee combat focused class:
Clerics are warriors with a divine blessing granting them
power. With strength, charisma, and a holy cause they are
feared and avoided by evil beings.
- Being a powers and melee based class, a power score of at
least 8 is recommended as is a strength die 8 or higher.
CLERIC POWERS
Blessing of Health: Heal allies or one’s self with power score
points.
Burning Word: Scorn your foes with a spiritual chant that burns
their skin. Deal damage equal to the set bonus to one or multiple
foes, near or far.
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WIZARD
Powers, Transformation, & Non-lethal focused class:
Few achieve the renown of a wizard. They are most
recognized by their prestigious robes and tomes of spells.
Although age, years of study, and the draining effect of magic
leaves their body feeble. Fortunately brave allies are usually
quick and willing to defend a wizard at all costs… usually...
- Being a powers based class, a power score of at least 8 is
recommended before starting this class. The biggest die is also
suggested to be assigned to wit. The base form has five powers
by trading talents and power score points. It uses its power
channel item, the ‘tattered tome’, to negate the cost of
powers. These powers/spells can be used in creative manners
as long as approved by the narrator and not abused in the eyes
of fellow players.
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WIZARD POWERS
Fire Missile: Send hurtling missiles of flame at your foes! Deal
damage equal to the allocated bonus to one or multiple foes,
near or far. (damage p.08)
Acidic Spray: Spray foe(s) with an acid that melts them. Acts as a
debuff (p.08) affecting vitality with a bonus and number of turns
set at the time of the powers use.
Abode: This spell creates a shelter within 5x5ft out of the nearby
usable elements with a cover bonus (p.10) equal to the invested
power bonus. This lasts until the power score points spent on it
are regained. Additional 5x5ft shelters can be added, costing an
additional power score point.
Stitch: Sew and mend thin material, wounded flesh included. This
works as a heal power (p.08), for each vitality point regained a
power point is spent. If approved by the narrator, this can repair
materials like cloth and rope.
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INDEX
Intro
p.34 - Explains the goal of the
adventure and details the
game flow.
Adventure
p.36 - Describes the challenges,
maps, and events of the
adventure for the Narrator to
follow.
Conclusion
p.44 - How to wrap up the game and
conclude the adventure.
NPCs (Non-Player-Characters)
p.45 - Lists the Character stats for all
the NPCs featured in this
adventure.
Treasure
p.50 - Lists the various treasures
available throughout the
adventure.
Narrator notes
p.51 - Additional thoughts and
suggestions for running the
game and how to address
certain challenges that may
arise.
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34
Resting: When player’s rest, have them each roll a d20 against
the number of hours planned to rest. If rolled below, have a
wandering boar NPC (p.46) attack them.
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36
This is the first Challenge of the game. Each player will roll an
AGI die to determine their turn order. Introduce, 15ft away
from the stairs, a Battle-Fallen Skeleton NPC to the room, then
for every player introduce an additional Battle-Fallen Skeleton.
Roll an AGI die for each of the NPC’s or a single AGI die for the
NPC group to determine their placement in the turn order. As
the Narrator, run combat playing on behalf of the Battle-Fallen
Skeletons using the provided Character stats below. Future
NPC character stats will be found in the NPCs portion (p.45).
Reference the LAMBHIDE rules as needed.
BATTLE-FALLEN SKELETON
VIT 6 STR d6 Talents, Powers, & Items
SPD 25ft AGI d6 Rusted Blade +1 M
PWS -- WIT d6 Rusty Shield +1 A
TIER 0.5 EGO d6 1 Wealth
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40
It is dark, too dark to see without a light source. Chilled air with a
musky smell hits your face. Uneven cobble flooring meets your
feet at the doorway. Cobwebs clutter the support beams above.
Moss grows on the corner of a Bookshelf against the farthest
East wall. To the South (room 1) and North (room 4) the rotted
wood doors loosely hang by their hinges.
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CONCLUSION
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Shy-Dog
Shy-Dog is a reddish brown Saint Bernard who is a loyal
companion to Ameline the hunter. Shy-Dog became possessed
by the ghouls mind controlling red goo spit and lured into its
crypt where Shy-Dog is forced to dig for a coffin, reachable by
digging through the crypts wall.
45
Wandering Boar
As a surprise encounter during rests, a wandering boar that has
fallen victim to the ghoul’s control will attack the intruders.
46
Vengeful Spirit
This manifestation of vengeance appears when the dead is
wronged by a morally accountable individual. They appear as a
glowing red transparent humanoid shape with only a twisted
angered snarl being a distinguishable feature. Their wispy form
can be swiped away by worldly physical weapons, but by then
their haunting wails for vengeance could have already
destroyed one’s mental state. Returning stolen items or
righting the spirit can cause it to leave.
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Ghoul
This foul abomination was once human, a man named Julius S.
He desired to find the riches buried with the body of a heroic
noble and to do so turned to grave robbing and impersonating
a mortician. His greed and disregard for the dead turned him
into the monster he ultimately is found as.
Upon his defeat he has a crumpled page in a leather
pouch from the journal of Julius found on the bookshelf in
room 3. It reads in crazed scribbled handwriting, “So close… so
close… I know the noble’s body… is on the other side of… the
North wall… now to dig...”.
The ghoul will come at the players with everything it's
got. If needs be, it will attempt to jump over the drain chasm in
its lair (room 5) having to beat the same AGI-CR 5 to cross. It is
recommended to use it’s “red spit” power as soon as the fight
starts if possible, aiming for the character with the least vitality;
this will attempt to control the character and cause them to
attack another or damage themselves.
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GHOUL’S POWER
Red spit: The ghoul can spew red mind controlling bile at a
target. This is a ranged power that uses the controlling rules
(p.10), therefore the combat roll will be the ghoul’s AGI against
the players AGI or WIT, if the ghoul is on the offense it adds the
power bonus to its roll against the target’s with their current VIT
(vitality) added. If still a success, the target is controlled for
however many additional turns the power score was spent but
will have chances to resist by using the same die used in the
action that the ghoul forces them to perform but with a -4
penalty, if they roll higher it is resisted. When using this power,
consider spending more than half the power score on the bonus
to help guarantee a control.
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Easier ‘heroic’ play: There isn’t a set and stone way to play,
although Lambhide combat is designed to be quick and deadly.
This can be upsetting to some players who are used to more
modern tabletop role-playing games that make death a rare
and difficult state to reach. This ease of play isn’t a bad thing as
a part of the experience is getting attached to long running
characters. If this sounds like something your players would
expect from Lambhide, my recommended solution is to simply
double the vitality of player characters.
Deadly death rules: As for those who desire raised stakes and
deadlier consequences, there is a table on the next page
detailing a set of ‘Deadly Death Rules’. Deadly death rules add a
semi-permanent injury that occurs when reaching 0 vitality. This
means that even if a character survives death, they have a scar
or crippling wound that sticks with them. This is all for the sake
of immersion and challenge. And there is no shame in retiring a
character who has a disabling battle wound to prove they
fought and adventured as much as any could.
Consider vitality to be a character’s measure of luck or
stamina, as in a character can lose vitality without necessarily
being hurt. However when something does drop them to 0
vitality, that something is the one time they do get slashed,
crushed, shot, fried, or whatever deadly misfortune strikes
them. This is when they receive a ‘fatal wound’. A fatal wound
is crippling or dismembering, and always permanent;
conventional healing and even powers cannot fix it. Prosthesis
(in the form of talent or power items) and powers can be used
to try to compensate for the wound though.
When put on the ‘Verge of Death’ (p.04), have the
character roll a d20, incurring the matching fatal wound effect
on the next page. For wounded areas that there are two of, roll
a d6 (5-6 indicating left, 3-4 indicating right, and 1-2 meaning
both). It is up to the narrator to discuss the specifics of the
wound with the player while adhering to the table, such as the
wounds exact placement or appearance and how the character
will react and be affected by it.
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