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Monday, October 1, 2012

Leverage as Amazing Adventure Characters.

If you are a fan or even just watched a few episodes of Leverage you can easily see the influence of pulp serials on this show.

In Amazing Adventures they are.
The Socialite

The Hooligan

The Gadgeteer

The Mastermind

The Pugilist
 
The Gumshoe

The Mastermind (Amazing Adventures) New class

 After doing the d20 modern to Amazing Adventures conversion I realized the Smart Hero is almost perfect for my Mastermind class for Amazing Adventures.









The Mastermind
Prime: Intelligence.
HD: D6

 Insight: (Wis) Apron studying a target for at least one round and making a successful insight roll the character can make use of the power of deduction. This will give the character some general info about the target. This could be psychological or simply physical. Like notice the type of mud on boots or that missing cufflink.

Exploit Weakness:(Wis) After the first round of combat the Smart hero can make an Wisdom roll to notice an enemies weakness. If successful the Smart hero can use Intelligence adj to attack rolls for the rest of the combat.

Savant:(Int) After spending a full round watching some one perform a skill the Smart hero can make an Int roll, if successful the smart hero can add +2 to the next use of the same skill.

Plan: (Int) Before entering combat or a dramatic situation the smart hero can make a plan. The smart hero makes an intelligence roll. If successful all allies get a circumstance bonus equal to the Smart heroes Int Adj. For a number of rounds equal to the Smart Heroes level.

 Level HD    BtH    EPP
1         6 HP    0         0
2         d6       +1     2,601
3         d6       +1     5,201
4         d6       +1    10,401
5         d6       +1    20,801
6         d6       +2    42,501
7         d6       +2    85,001
8         d6       +2    170,001
9         d6       +2    340,001
10       d6        +3   500,001
11       +3 HP  +3   750,001
12       +3 HP  +3  1,000,001
13+     +3 HP   *   +250,000
* +1 per level

Heroes Unlimited (palladium Books)

Heroes Unlimited
I have been looking through the Heroes Unlimited book by Palladium books. Its pretty amazing in so many ways. For one it is classless. Instead it has archetypes. The book is 352 pages and is nothing but character creation info. It is chock full of options for characters. It covers a ton of ground. Just about any kind of hero you can imagine. From super training, psioncs, Magic, cyborgs, Mutants, and even robot characters. As well as many many other archetypes.

This version of the book is revised second edition. The whole layout of the book is cleaned up and rearranged from the previous edition. Its got to be the easiest and cleanest main book of any Palladium game.

I would say this could easily be a main book for a lot of other styles of games. You could make cyberpunk characters with this book. You could make any form of modern fantasy characters with this book.

This book could also be a book of options for any other Palladium games. Since the setting is an SDC setting its easily compatible with all of them. It could also be used for your own conversion, from MDC to SDC since a lot of the cyberware and magic is SDC version of Rifts ones.

This could easily be one of the most useful Palladium books for character creation options. As well as an amazing book for making super heroes.

Palladium RPG, Exceptionaly Attributes.

I have seen it posted a few times in different places that people dislike the exceptional attribute rule from Palladium books.

The rule is if you roll a 16-18 you roll an additional d6 and add it to the attribute. If you roll a 6, roll the d6 again. and add it again.

The supportive problem is that you can never get a 16 as an attribute. Since 16 is the lowest attribute that gets any bonuses I have trouble seeing players complaining about this.

My easy fix for this is roll a d6, But count 6 as a 0. So you are rolling a d5 with a 0 on it. If you roll a 5 roll the die again and add it. If you roll a 0 the attribute stays as is. That is it.

Modern Siege (using Amazing Adventures)

I was looking over a few notes I did for converting d20 modern to Castles and Crusades. Or more accurately I was thinking about using the siege engine for a modern game. Now with Amazing Adventures in my hand it renewed my interest in this idea.

So here is my take on the Modern classes in AA fashion.

First up the Strong Hero.
Prime: Strength.
HD: D8
Action points: 5

Level   Bth     Def 
1           +1       +1
2           +2       +2
3           +3       +2
4          +4       +3
5          +5        +3
6          +6        +3
7          +7        +4
8          +8        +4
9          +9        +5
10       +10       +5

Extreme Effort: A strong hero can take a full round action any time test of strength is needed for a +2 bonus. +3 at level 4. And +4 at level 8+.

Melee Smash: A strong hero gets a +1 to all melee weapon damage. +2 at level 5. And +3 at level 6+.

Ignore hardness: A strong hero can find weakness in objects. Dealing an extra d4 damage to inanimate objects. D6 at level 6+.

Next up the Fast Hero.
Prime: Dexterity.
HD: D8
Action points: 5

Level   Bth     Def 
1           +0       +3
2           +1       +4
3           +2       +4
4          +3       +5
5          +3       +5
6          +4        +6
7          +5        +6
8          +6        +7
9          +6        +7
10        +7       +8

Evasion: Any time the fast hero makes a defensive roll to take 1/2 damage the fast hero instead takes no damage. +1 bonus to defensive rolls at level 4. +2 at level 6. And +3 at level 9+.

Increased speed: A fast hero adds 5 to his base movement.

Quick reflexes: A fast hero get a +1 bonus to all initiative rolls. +2 at level 5. And +3 at level 8+.


Next up the Tough Hero.
Prime: Constitution.
HD: D10.
Action points: 5

Level   Bth     Def 
1           +0       +1
2           +1       +2
3           +2       +2
4          +3        +3
5          +3        +3
6          +4        +3
7          +5        +4
8          +6        +4
9          +6        +5
10       +7         +5

Damage Reduction: A Tough hero can shrug off damage that would wound a lesser hero. Tough Heroes ignore 1 point of damage from all melee and ranged attacks. 2 points at 4. 3 points at 8+.

Remain conscious: A Tough hero adds +4 to all rolls to stay conscious or to resist being knocked out.

Robust: Tough heroes add +1 to all hit die rolls for adding hit points. Max is still 10+con mod.

Second wind: Once per day a Tough hero can roll and add a hit die to his hit points. This ability can only be used in combat, And only used if the character is below 1/2 his starting hit points.

Next up the Smart Hero.
Prime: Intelligence.
HD: D6
Action points: 5

Level   Bth     Def 
1           +0       +0
2           +1       +1
3           +1       +1
4          +2       +1
5          +2      +2
6          +3        +2
7          +3        +2
8          +4        +3
9          +4        +3
10        +5       +3

Exploit Weakness: After the first round of combat the Smart hero can make an intelligence roll to notice an enemies weakness. If successful the Smart hero can use Int adj to attack for the rest of the combat.

Savant: After spending a full round watching some one perform a skill the Smart hero can make an Int roll, if successful the smart hero can add +2 to use the same skill.

Plan: Before entering combat or a dramatic situation the smart hero can make a plan. The smart hero makes an intelligence roll. If successful all allies get a circumstance bonus equal to the Smart heroes Int Adj. For a number of rounds equal to the Smart Heroes level.

Next up the Dedicated Hero.
Prime: Wisdom.
HD: D6
Action points: 5

Level   Bth     Def 
1           +0       +0
2           +1       +1
3           +1       +1
4          +2       +1
5          +2      +2
6          +3        +2
7          +3        +2
8          +4        +3
9          +4        +3
10        +5       +3

Empathy: After having a full round to observe a target and possibly talk to the target the Dedicated Hero can made an empathy roll (wis), if successful add his Wisdom Adj to all attempts to bluff, persuade, Intimidate and sense motive in the place of Charisma adj.

Intuition: There are times when things just don't "feel right". The Dedicated hero has an innate ability to sense trouble. At any time a Dedicated Hero can make a Intuition roll. On a successful roll the Dedicated hero will know "all is ok" or "thinks are just not right".

Healing Knack: Dedicated heroes have a knack for caring for others. And gains a bonus to fist aid and healing rolls. +1 bonus. +2 at level 5. And +3 at level 8+.

Aware: Dedicated Heroes get a bonus to all rolls to Spot or Notice.  +1 bonus. +2 at level 4. And +3 at level 8+.

Next up the Charismatic Hero.
Prime: Charisma.
HD: D6
Action points: 5

Level   Bth     Def 
1           +0       +0
2           +1       +1
3           +1       +1
4          +2       +1
5          +2      +2
6          +3        +2
7          +3        +2
8          +4        +3
9          +4        +3
10        +5       +3

Charm: Charismatic heroes have something about them that make others like them. Charismatic heroes get a bonus to all forms of social interaction. +1 bonus. +2 at level 5+.

Fast Talk: Any time the Charismatic hero makes a bluff or diplomacy roll he adds a bonus. +1, +2 at level 3, and a +3 at level 6+.

Taunt: The charismatic hero can fluster an enemy with a successful charisma roll. The target gets a penalty to his next action equal to the heroes charisma adj. (So a +2 becomes a -2 penalty.)
 Can only be used once per target per combat or dramatic scene.

Inspire: The Charismatic hero can bolster the confidence of an ally with a successful charisma roll. The target gets a bonus to his next action equal to the heroes charisma adj.
 Can only be used once per target per combat or dramatic scene.

Greater Inspiration: The Charismatic hero can bolster the confidence of the party with a successful charisma roll. The entire party (other than himself) get a inspiration bonus +1 to all actions for a number of rounds equal to the Heores level. Can only be used once per combat or dramatic scene. 

Sunday, September 30, 2012

The Middle Lands. (Firefly meets Fantasy)

What is this middle lands I keep posting about?

The middle kingdom is my personal campaign setting. My main inspiration is firefly. I wanted to replicate the feel of that world.The oppressive central power and the hard life of the frontier.

The middle lands is a huge continent with a string of islands on both sides. In the earliest written history of the middle lands there was peace. To the north was the land of men. A small but growing empire. To the east, The forest domain of the elven homeland. To the south west was the wild lands, hard and savage. The savage lands always rumbling with the war drums of the many barbarian tribes. To the south was the mountain domain of the Dwarf kings. The center mass of the middle lands was wilderness. Miles of wild and untamed expanse. While each race traded with the others and diplomatic relations were good each race stayed to its own.

The fledgling human kingdom expanded and grew quickly. Pushing back the wilderness and expanding into the lands promised to other races in many peace accords. The human lands became over crowded and fractured. Three distinct kingdoms emerged from the growing human expanse.
The eastern push made its way through the elven lands. In a rush to expand and build an elven ancestral tree was destroyed. An act that brought war to the eastern human kingdom.

In the first war the elves were no match in numbers to the human kingdom. The elves rallied the tribes. And the humans came together under the banner of one human army. In a series of retaliatory strikes each side took great losses. The elves were slowly pushed back. The magic of the elven sages was no match for the cold steel and determination of the human invaders. Their ancestral lands cleared and destroyed. Humans used the push into the elven lands as a chance to expand and grow. Spreading out and homesteading.


Over time the lands of human kind has made its way to the boarders of land claimed by other races of the middle lands. While there have been minor skirmishes nothing has brought the kind of bloodshed the elven war brought.


The old northern empire called for heads of state of all the splintered factions of men to meet in the north. To call for consolidation with in the human lands. To name the northern kingdom as head of the vast human world. Creating a strong human empire under a single banner. When the offer was refused the heads of state were executed and the northern empires armies massed and marched on its neighbors one by one.


The resistance, especially those in the south west who allied with the barbarians against the empire held out as long as they could. But they were no match for the war machine the north had created.


The modern era is the direct result of the history of the Old empire. Elves are mistrusted and second class citizens at best. Magic is regulated and controlled. Its use is blamed for the empires losses in the elven war.

The central power of the empire is in the north. Its power, influence and splendor all resides in the north. Although the outer lands fly the flag of the empire its control is not as strong far out into the "frontier".

While the north sees its self as bringing peace and prosperity to the land. The rest of the world sees it a an oppressive and over bearing overlord.  Those that fought the empire in the great war are now distrusted and rejected in the core cities. And most of them would have it no other way. Most would rather eek out an existence in the rough frontier than live under the yoke of oppression.

Tattoo magic for Castles & Crusades.



Tattoo magic is art of inner force. Tattoo magic is the exclusive domain of the Ryuu brother hood (in my setting). 70% of the brotherhood are monks, While the other 30% are Tattoo priests (As Wizard). Rather than casting spells from a book these sorcerers have the spells tattooed into their bodies. Channeling power into these Tattoos is a wisdom check. If the check fails the same tattoo cant be caste again for one hour. Characters can have a number of tattoos equal to one half their constitution score. All Tattoo spells with a duration other than instant add level to duration of spells.

Tattoos:

Weapon Tattoo (Melee)
Level 2. Duration 4.
If this spell is successful, a common melee weapon is summoned. It can be anything from a dagger to a great sword.The weapon damage is based on the level of the caster. 1d4 up to level 6, 1d6 up to level 10, 1d8 at and above level 11.






Weapon Tattoo (Ranged)

Level 3. Duration 4.
If this spell is successful, a common ranged weapon is summoned. It can be a short horse bow or a long bow.  The tattoo is always of the weapon being summoned. Damage is the same as the melee equivalent of the same level.


Enhancing Weapon Tattoo (Melee)
Level 4. Duration 4.
If this spell is successful, Melee weapon held by the caster is effected by magic. It will cause some visual effect from a glowing aura to flames coming from the blade. The exact effect is chosen by the look of the tattoo. During the effect damage is added based on the caster level.
level             Damage:
1-5                  +1
6-8                  +2
9-12+              +3

The tattoo is of a melee weapon effected by what ever effect is chosen when the tattoo is applied. For example a flaming sword, a dagger covered in Ice, Or lightning swirling around a great sword.


Enhancing Weapon Tattoo (Ranged)
Level 5. Duration 4.
If this spell is successful, a ranged weapon held by the caster is effected by magic. It will cause some visual effect from a glowing aura to flames coming from the weapon. The exact effect is chosen by the look of the tattoo. During the effect damage is added missiles fired based on the magnitude level.
level             Damage:
1-5                  +1
6-8                  +2
9-12+              +3
The tattoo is of a ranged weapon effected by what ever effect is chosen when the tattoo is applied. For example a flaming bow, a crossbow covered in Ice, Or lightning swirling around a arrow.


Strength
Enhance Natural Ability
Level 3 Duration 4.
This tattoo is often a rune or a symbolic picture embodying a single attribute. One attribute is chosen as the target when this tattoo is created. This spell grants a bonus to attribute adjustment based on the level of the caster.

level            Enhancement.
1-5                  +1
                                6-8                  +2
                                9-12+              +3
A Tattoo with the rune of dexterity could be used to enhance roll for dance, drive, evade or any other skill that's base value is derived from Dexterity attribute.


Animal Tattoo
Level 3. Duration 8.
When the spell is cast, it Summons a common medium size creature with a INT of low or less. The animal is summoned to the place where the spell is cast, whereupon the spell effect terminates. The animal disappears. The summoned animal is part of the essence of the caster. The caster may extend its senses to that of the Summoned animal. The tatoo must be of the animal to be summoned.





Animal Tattoo II
Level 5. Duration 6.
When the spell is cast, it transformer the caster to a common creature of human or near human proportions. The tattoo must be of the animal to be turned into.






Flame breath
Level 3 Duration instant.
Flames burst forward from the tattoo. The range and damage is based on the level of the caster. Jest of flames extends in to a 4' cone.
level:           Damage:
1-4                    1d4
5-8                    1d6
9+                     1d8
The tattoo for flame breath is flame tattoos on the part of the body that the flames will shoot from.

Flight
Level 5.
Spectral wings spring from the back of the Tattooed man. Giving him flight (mov 12 fly). Each level of the caster adds 2 rounds to the duration of flight rather than 1. This tattoo is always of wings on the back of the tattoo man.




This is only the most common Tattoos available to a starting character. Other more unique tattoos will be available.

Shadow Servant

While planning a Pulp game I wanted a basic mook. A summoned minion for my dark sorcerer. (inspired by summoned minions from the Dresdenverse).



Shadow Servant
NO. ENCOUNTERED: 1-4
SIZE: Medium
HD: 1d10 (5 hp)
MOVE: 30 ft.
AC: 11
ATTACKS: Touch (1d4) or by weapon.
SPECIAL: Darkvision 60 ft.
SANITY: 1d4/1d6 (no loss for those that know of them)
SAVES: M
INT: Low
ALIGNMENT: Neutral
TYPE: Created, Other planar
XP: 25+3 (bonus xp for weapon carried)
Shadow Servants are magical constructs. They resemble Humans clothed from head to toe.
Every inch of them are covered, Gloves, hats, Mask or cloth across the mouth.
Only the area around the eyes are ever exposed. What of the face is shown is very generic
and looks the exact same on every servant. These beings are called into this world by powerful magics.
As servants and enforcers my powerful and evil Arcanists. They follow the most basic of instructions
from the Arcanists that summon them. They are smart enough to use melee weapons and gun up to
and including pistols and light machine guns.

Combat : Shadow Servants will follow any order to attack a target chosen by its summoner.
Servants are able bodied and can engage in fisticuffs and sword fighting. They have been known
to carry .45s and Tommy guns. When a Servant looses all of its hit points its physical form
is lost and falls into a lump of clothing on the ground. Its solid form is sent back to another realm.
Servant don't fear this transition back to their native form. So they know no fear in loosing their form.
Servants will never take cover or fight defensively. A servant will walk into a hail of bullets without hesitation.

Power 10 for 5E D&D.

As I play more and more fantasy role-playing games, especially D20 variants, I find that some of my favorites are the ones that boil the ent...