Saturday, September 13, 2025

Pelts For XP - Rules Post

In the desert
I saw a creature, naked, bestial,
Who, squatting upon the ground,
Held his heart in his hands,
And ate of it.

I said, “Is it good, friend?”

“It is bitter—bitter,” he answered;
“But I like it
“Because it is bitter,
“And because it is my heart.”

In the Desert, by Stephen Crane

Sharper Fangs, null.00

SKINNING MONSTERS

Skinning takes two turns per Hit Dice. It’s messy and bloody work that attracts scavengers, predators, rival longhunters and vengeful family members of the thing you just killed. In the overworld, check for Wandering Monsters as you would do in a dungeon (e.g. every two turns). In the dungeon, double the chance of a Wandering Monster (e.g. 2-in-6 chance).

Normal immunities apply. Silver or enchanted blades might be required if you’re trying to flay something (or someone) that had magical skin. 

Having a relevant background in dressing corpses lets you to do a Hit Dice per turn.

Pelts function like jewellery. For every notable incident of damage, halve the GP value (and equivalent XP). E.g., killing the beast with a Lightning Bolt or Fireball, dropping your cargo in a swamp, spilling the jar of pineal glands on the floor, botching the skinning process. 

Pelts are heavy. They take up 500 coins per HD harvested. If you use slots, they take up 3 per HD. Generally speaking, the average adventurer can carry 1 HD worth before they're encumbered. Most longhunters operate from riverboats, or bring large numbers of pack animals with them.

BASIC MONSTERS
Most monsters have a hide of moderate worth, so long as it can be used as a trophy or resource. E.g. the pelts of sabre tooth tigers, the feathers of giant birds, the volatile leaf grog of drop bears, the nervous systems of giant electric eels.

Each HD is worth 100 GP. 

VALUABLE MONSTERS
Some monster are currently a hot commodity in the “civilised” world. Typically either a fashion statement, environmentally resilient or it confers a gameplay advantage. The pelts of giant beavers, otters and platypuses are the bedrock of an entire garment industry. Death bats are hunted for their camouflaged fur. The honey of killer bees is popular for its healing properties.

Each HD is worth 250 GP.

MAGICAL MONSTERS
Magical monster component have some property that makes them incredibly rare. Typically a powerful enchantment, defensive property or a fuckload of alchemical reagents. E.g. Lycanthropes’ mundane weapon immunity, Hellhound's flame resistance, Trolls' infinite regeneration.

Each HD is worth 500 GP, but they bring risks with them:

  • A Blink Dog requires a Save vs Paralysis as the corpse randomly blinks out of reality, wasting a turn and costing 1 HP as the skinning knife slips. A magical weapon applies its bonus to the Save. Dispel Magic bypasses it. You'll also need a lead-lined box to stop the flesh teleporting away. Some Lawful societies outlaw the killing of these beasts.

  • A Flail Snail already shrieks loudly upon death, a 3-in-6 chance of a Wandering Monster for D3 turns. Cutting the shell into portable chunks requires tools like drills, saws and sledgehammers. Else, it takes twice the usual time to dress the corpse (4 turns per HD).

  • A Hellhound or Tukkator requires a Save vs Breath Weapon, else the skinner takes D6 DMG from fiery guts spitting out. Soaking yourself in water gives a +2 bonus to the Save. Armour or Potions of Fire Resistance are recommended.
  • A Hydra or Troll requires a constant flow of acid or red-hot blade to prevent the meat from regenerating as you cut it. Else, it takes twice the usual time to dress the corpse (4 turns per HD). Either way, it makes an awful mess.
  • A Lycanthrope requires a silver blade, and a Save vs Poison lest you contract lycanthropy. This Save has a +2 bonus, assuming you’re wearing gloves. Eating (poisonous) Wolfsbane gives another +2 bonus at the cost of D3 HP. For this reason (and because you're effectively hunting and flaying rabies victims) it’s highly illegal in most Lawful societies.
  • A Warp Beast requires a Save vs Spells, else the skinner becomes mesmerised by the hypnotic hide and botches the job, halving the pelt's worth. A casting of Detect Invisible or a Potion of Truesight bypasses it.

Etc. etc.

SCALPHUNTING
Monstermen aren't hunted due to usual market forces. Its because someone put a price on their head. Centaurs, Cyclopes, Deep Ones, Giants, Orcs, Serpentmen, Skinkmen. The list goes on.

Collecting "receipts" only takes a turn of grisly work for around ten human-sized creatures. Otherwise use the rules for skinning, except invert the ratio to 2 HD per turn. Particularly skilled scalphunters can collect their fee in the same turn that a combat takes up, deftly slicing cartilage, bone and flesh as their companions catch their breath.

Bounties pay out an amount of GP equal to the XP for defeating the monster (allowing the PCs to "double-dip" on combat XP). Either that or 25 GP per HD. Whichever is higher.

Jakub Rozalski

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