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Showing posts with label Dragon Age RPG. Show all posts
Showing posts with label Dragon Age RPG. Show all posts

Tuesday, February 6, 2018

Fantasy AGE Bestiary quick review.

I recently purchased the bestiary and have finally had time to really look it over. It's 139 page book of monster goodness for the fantasy AGE game using the AGE rpg system by Green Ronin publishing.

Pages 4-124 is the bulk of the book, with just shy of 60 monsters. Each monster taking up two to three pages. Each entry has a very full description, A well layed out set of game stats, and a beautiful full color picture. The absolute best part in my opinion is the Adventure hooks. Two to three Adventure hooks per monster.

Pages 127-132 is beasts and animals. Entries from beasts of the land, sea, and air. Very well layed out.

What makes this book really shine is the focus on customization of monsters to fit the GMs needs. Pages 133-138 is all about how to do that. All about how to add qualities to customize your monsters. Page 3 has an entry for beefing up adversaries, how to make elite, heroic, and epic versions of each monster.

I really like that the Fantasy AGE bestiary has such a strong focus on Adventure hooks and customization. Great monster book, and a great GM resource.

Thursday, February 1, 2018

Tattoo magic, Fantasy AGE.

Tattoo magic is fairly new in the middle lands. An art that traces it's origin to the eastern islands.

When a spell is transcribed to flesh the caster no longer needs an arcane device (which in the setting I'm running is required for most attack spells *) to cast that spell, as their flesh becomes the implement. The tattoo has to be exposed and glows with arcane power, the tattoo is used to focus or direct magic attacks making them no more or less stealthy to cast from.

Also spells cast from flesh benefit from +2 spellpower. But tattoo magic is not without its costs and limitations.

Mages must sacrifice 2 permanent magic points per tattoo. This is permanentl invested magic into the processes of getting the tattoo.

The number of spell tattoos a mage can have is equal to half their level rounded up. Any tattoos beyond that limit costs a sacrifice of 4 magic points permanently. These can never be recovered by leveling past the limit, it is cost at the time of getting the tattoo.

Spell tattoos can be costly. The time and material cost are big factors. Novice spells are often relatively simple, and journeyman spells are larger and more detailed. Master level spells are very large and can take up an entire limb, and are works of intricate art.

* In the setting I'm running Arane devices are required for any attack spell that says "from hand or arcane device" instead of being optional. In previous games arcane devices were optional but granted a +1 spell casting and +1 damage when used. These we're entirety setting rules.

Wednesday, January 31, 2018

Demon, Soldier Brute. Fantasy AGE RPG

Lumbering brutes who stand head and shoulders above the average demon soldiers. Often sent in small groups to soften up a defensive line or fortifications.

2 Accuracy (Brawling)
0 Communication 
7 Constitution (Stamina)
0 Dexterity 
4 Fighting (Bludgeon)
2 Intelligence
0 Perception
8 Strength (Intimidation, Might)
1 Will power (Courage)

Speed 10
Health 60
Defense 10
Armor Rating 6

Punch +4.       1d6+8
2h Maul +6.    2d6+11

Armor hide: abnormally thick hide. Magically infused, projects against attack that normally bypass armor.

Fist and Stomp: brutes are known for their superhuman strength. When not using a huge two handed maul they smash everything in their path with their fists.

Darkvision: Brute demons can see perfectly in total darkness.

Favored stunt: Mighty blow.

Tuesday, January 30, 2018

Hero points in Fantasy AGE.

Adding Hero points is a way to add an even more heroic feel to your fantasy age game. Also allows players to bank stunt points at a 2 to 1 trade off.

Players start with 3 Hero points. Game masters can award more hero points as they see fit, most common being good roleplaying or teamwork. All heroes also gain a new stunt:
4: Fate smiles: gain a hero point.

Hero points can be used in a few different ways.

1: At any time a character can spend a hero point after have made a roll, they instantly get a reroll but must keep the second roll.

2: Characters can can spend a hero point to reduce a single source of damage they are about to take by half.

3: On a successful roll that gains the character stunt points a hero point can be spent to add +2 to stunt points, maximum 6 stunt points.

Arcane Adept, Fantasy AGE.

Arcane Adept
Classes: Rogue, warrior.
Requirement: Willpower 2. Unusual background.

You know how to use some magic, either from a small amount of training or heritage.

Novice:You have a small pool of magic points equal to 5+willpower+1d6. Choose an Arcana, you gain the novice level spells of that arcana. You do not have access to spell stunts.
Journeyman: your insight into magic increases. Gain Willpower+1d6 magic points and gain access to Powerful casting, Skillful casting, and Mighty casting spell stunts.
Master: your ability in magic increases. Gain Willpower in magic points. Gain the Journeyman level spells in the arcana you chose already.

Saturday, January 27, 2018

Fantasy AGE Rpg Overview/Review



I've been running games with the AGE (Adventure Game Engine) system since the first Dragon Age box set came out. While I was not all that happy with how those were released, I really liked the AGE game system that powered it. If you're familiar with the Dragon Age RPG or the Blue Rose 2nd edition RPG, then you're familiar with system that powers Fantasy AGE. For those not familiar I'll try to go over enough information to get a feel for the system. Fantasy age is a generic fantasy game system. There is a few things that make Fantasy AGE stand out, I'll try to cover them all. 

First of all the dice. In Fantasy age most rolls are made with 3D6 with one of those die a different color. The odd color die is the stunt die. If on a successful roll any two dice roll a matching pair the character gains stunt points. The amount of stunt points gained is equal to the number rolled on the odd colored die. Stunt points can be spent to add stunts and effects to the action they were rolling on. For example a combat stunt can push back to an enemy, do extra damage, or make the attack penetrate armor.

Stunts on a spell casting roll can lower the cost of spells, and add effects as well. Stunt points to me is the biggest reason to play Fantasy AGE...it's what separates it from the crowd. Although there is plenty more to like about this game. I'm personally a big fan of rolling 3D6 rather than a D20, it's less swingy. The 3D6 Bell curve keeps high and low rolls possible while mostly rolling to the average making abilities more meaningful.

Combat in Fantasy AGE works in a familiar way with attack rolls being made against an opponent's defense. Attacks that roll greater than the defense means the attacker gets to roll damage dice against the target. But that's where similarities end. In Fantasy AGE Defense is a set value plus dexterity and shield bonuses. Armor doesn't add to Defense. Instead armor subtracts from the damage roll, heavily armored targets are not harder to hit, but rather harder to wound. I really like how this works, it's once again one of the reasons to pick Fantasy AGE over other fantasy games.

Fantasy AGE uses nine ability scores. Ability scores range from -2 to 4 to start but can go as far as 8. In most rolls a player rolls 3D6 and adds the appropriate ability score as a modifier to the roll. Rolls are either against an opponent's defense, an opposed, or against a static difficulty.

Each ability score has multiple focuses, these focuses are deeper skill and training. Having a focus grants a +2 to ability score rolls they apply to. For example a character with a Dexterity of 2 tries to pick a lock, she also has a focus on lock picking. When making a Dexterity roll to pick the lock she adds 4 to the roll. I really like how simple and intuitive this is. As players level they gain more ability points and focuses. Like most fantasy RPGs there is a power creep in leveling, but I find that Fantasy AGE does it fairly intuitive and without a truck load of numbers to track. 

Characters are also made up of Race, Background, and Class. Races are your standard fantasy examples of Dwarf, Elf, Gnome, Halfling, Human, and Orc. Each race gets some set bonuses as well as one thing rolled randomly on a chart. Backgrounds are based around social class. Rolled randomly or chosen if the GM allows, adds a focus and some strong role-playing flavor. 

Fantasy AGE has only 3 classes Mage, Rogue, and Warrior. While this really seems limited, there is a lot of layers of customization, allowing two players of the same class to play totally differently.

The most profound way to customize your character is with talents. Some talents are class specific they cover things like fighting styles and special training. Talents cover things like learning Alchemy, Lore, weapon styles, and Scouting. Talents often have requirements to take beyond class specific. For example to take Mounted combat you must first have a focus in Riding.

Talents come in 3 steps novice, journeyman, and Master. When gaining new talents you often have the ability to gain a new talent, or step up one you already have. I find talents to be great, especially with the limited number of classes in the game. This is the one area of the book I wish there was more of. They cover all the bases but that is about it. I would assume any settings or companions to come will add more.

The next level of of customization is class specialization. At level 4 characters can specialze in an aspect of their class. Mechanically these work like talents with three steps, but are only open to a single class. For example miracle worker is a mage specialization that makes them better healers.

Magic in Fantasy AGE is learning and casting of set spells. Characters spend magic points to pay the cost of the spell and make a spell roll. Spell rolls can generate stunt points giving the caster the ability to add effects. There are 12 schools of magic with 4 spells in each school. I like how magic works, especially how stunt points and the magic system works together. 

Fantasy AGE has about 20 pages of GM advice. This section is full of advice on how to flavor the game, how to emulate different styles of play. About what you would expect in a generic fantasy RPG. The advice seems like it would be very helpful to new GMs, better than most RPG GM sections. There is 10 pages of monsters, it's a small section but they pack in a lot, most your basics are covered from goblins to dragons. There is another 7 pages on rewards, how to handle giving experience points and sample magic items. A small section on campaign settings and even a sample Adventure in the back.

All in all I think Fantasy AGE is a really good game. The mechanics are solid and don't get unweildy. Most my run time with the AGE system was with a Dragon Age campaign I ran. But I've run Fantasy AGE enough to see it's really solid.

If I have any criticism I would say I wish there was more. More races, more talents, more specializations, more spells, and more monsters. Strangely enough I think the three classes in the book are just fine. Fantasy AGE has enough layers to branch into that having only three classes as roots works fine. As far as more of all the other character aspects, I assume we'll get those in the companion and or setting books.

Dwarven Honor Guard for Fantasy AGE RPG

I'm going to work on a few racial Talents.
"Even if the whole world was to take arms against my house, I will stand against the world".

Dwarven Honor Guard
This talent can be exchanged for a level one starting talent. You once served or currently serve in the guard detail of one of the great Dwarven houses.

Requirement: Dwarf, fighting 2, weapon group Bludgeon.

Novice: You are specially trained to react to danger, gain the Focus Dexterity (initiative).
Journeyman: Honor guard are specialzed  fighters with hammers. You inflict +2 damage with hammers.
Master: Reacting to danger becomes second nature to veteran honor guard. Seize initiative stunt costs 2 rather than 4.

Friday, January 26, 2018

AGE system freeform magic system, Fantasy AGE RPG

I've been toying with the idea of freeform magic for Green Ronin's Fantasy AGE system. Using both Ubiquity and D6 system as inspiration I created some basic guidelines. I'll refine them as I go.


To cast a magical effect the player describes the effect they wish to cast. The player calculates any bonuses or penalties based on Range, area effect, familiarity, and time. 

The GM looks over the spell effects and decided the appropriate base cost. Take the base difficulty and add bonuses and penalties plus ten. This final number is the cast difficulty.

Casting difficulty:
TN of spell effects is 10+ spell effect, then add bonuses or penalties for Range, Area of effect, familiarity, and time. Casting rolls are made on Intelligence with focuses being the four spell type catagories.

Range:
Touch -1
Close   0 (within 10 yards)
Medium +1 (within 30 yards)
Long +2 (within 50 yards)
Extreme +3 (within 100 yards)

Area of Effect:
Single target 0
Circle, small 6yard, +1
Circle, large 10yard, +2
Cone or beam +1 

Familiarity:
Held, touched, true name -1
Seen up close, conversed 0
Seen from a distance,  +1
Can't see but know it's presence, +2

Time:
End of turn/Instant. 0
End of round. +1
End of end of scene/combat. +2
End in an hour. +3

Spell effects:

Control (push/pull)
1 really small object, under 5 pound
2 Small object, up to 20 pounds
3 medium object, up to 100 pounds
4 large object, up to 200 pounds
5 extreme object, up to 600 pounds

Alter/Enchant
1 change appearance, superficial.
2 limited physical change, property. +1
3 strong but uncomplicated, nature. +2
4 Significant and invasive, +3
5 powerful and complicated. +4

Create/Conjure
1 simple raw material
2 small simple items
3 summon mindless,tool, weapon,
4 summon larger, complex, attack animal,
5 summon intelligent attack, large.

Damage/Heal
Chosen 1-6 for difficulty.
Damaging or Healing effect equals 1d6 plus a bonus equal to the difficulty.
Apply an element or source for damage add +2 difficulty. Damage is penetrating x 2 difficulty.

For example the mage character wants to knock down a bolder from above a goblin camp. The bolder is about 200 lbs and it's 30 feel away. Looking at Control the GM sets the difficulty to 15. (4 for weight, +1 for range, +10). The bolder comes rolling down causing the goblin guards to go investigate.


My original idea was for a system without magic points. But if using magic point cost to cast would be equal to final spell effect. Final cost equal to spell difficulty -10. Using the example above the Mana cost would have been 5 MP.

Another option is drain, rather than having magic points characters could have a backlash or drain for failed rolls. The idea here is that Characters can play it safe with easy difficulties, or push their luck and risk more. My first idea for this is on a failed roll the character takes damage to their health equal to the difference in their roll. If the spell effect TN is 15 and the player rolls a 10 he would take 5 damage.

Another option is that for every 5 the player rolls below the TN the character takes 1d6 penetrating damage.

Warlock specialization for Fantasy AGE

Some mages draw on magic from forbidden knowledge. Often obsessed with the obtaining dark lore and forbidden tomes. As such they find ways to bypass many of the weaknesses of other mages.
The common folk fear warlocks, they are known as "soul eaters". Warlock perfered Arcana are Fire and Shadow. Many also favor the Power arcana.

Warlock specialization
Class: Mage
Requirements: Intelligence 4 or higher and Intelligence (Arcane Lore) Focus.

Novice: the warlocks arcane blast becomes 1d6 penetrating damage (but no longer benefits from willpower).
Journeyman: warlocks can ignore 1 point of strain from wearing non-metal armor.
Master: Arcane blast now does 2d6 penetrating damage. Once damage is rolled the warlock gains drain equal to half the damage done rounded down. Warlocks can gain health and/or magic points for every point of drain, divided any way they choose.

Thursday, January 25, 2018

Forest Guardian for Fantasy AGE RPG

At the heart of all great old Forests sits a guardian. Enchanted beings, so ancient not even the gods remember how they came to be. Some say the first order of druids summoned them, other say they brought the first order of druids to the deep woods. 

What is known is the deep woods are protected by the guardians. Protected from incursion from Man, Orc, and Demons alike. Even the Elves who show the forest and guardians reverence rarely travel too deeply into the ancient forests. Only the Orders of Druids and Rangers enter the deepest of forsts, communing with the ancient guardians as fellow defenders.

Guardians of the forest can call on all manner of allies in the forests. Ents, wild animals, Rangers, Druids, and Wild elf tribes.

Guardians have access to a wide range of Arcana.

Guardians can take two forms. The guardian form is that of a 15' tall horned humanoid. The second is that of a great white stag. 

4 Accuracy (Arcane blast)
2 Communication 
3 Constitution (Stamina)
2 Dexterity 
3 Fighting (Brawl)
4 Intelligence (Arcane lore +4, Nature lore +8)
4 Perception (sight, hearing, smell)
3 Strength 
6 Will power (Courage, self discipline)


Speed 10
Health 80
Defense 14
Armor Rating 8
Magic points: 30

Arcane Blast   +6   1d6+Will
Claws.              +4    1d6+3
Horned attack +5   2d6+2

While in Great Stag form perception and Dexterity becomes 6. Speed is 16, Defense 18, and Armor rating of 4.

Inquisitor's spear for Fantasy AGE.

these two handed spears are specially forged for the Inquisitors of the church of light. These master worked spears were forged by the Dwarven master of the great forge before it's destruction. Attack and damage rolls against corrupted or undead are both made with a +2 bonus.

Defensive stance and Treaten both cost one less stunt point while weilding an Inquisitors spear.

Feline race for Fantasy AGE

Native to the southern jungles Felines are becoming more common in the central and middle lands. Feline traders and adventurers can now be found in most of the known world.

Common female names:
Abrah
Adhara
Adila
Adira
Akilah
Alia
Altaira
Amani
Amna
Bahiga
Bashiga
Dalia
Galila
Hawa
Ieasha
Jaydra
Kamille
Karida
Karima
Lela
Lina
Maha
Malaika
Maram
Maysa
Myesha

Common male names:
Adil
Afif
Akil
Alva
Baha
Eisa
Fihr
Hamza
Harb
Harun
Hikmat
Hisham
Kadin
Kedar
Khanh
Khayri
Mahir
Makeen
Matin
Miraj
Mubin
Myrna
Nail
Nizar
Rida

Common family names:
Felines don't use family names but rather use the city or town they come from. This can get confusing to outsiders as not everyone calls every city by the same name. As Kaiden of Karabal, and Kaiden of twin spires are both from the city of Karabal, a city known for the two great spires in it's skyline.

If you play a Feline, modify your character as follows:

* Add 1 to your Dexterity ability.

* Pick one of the following ability focuses: Dexterity (Acrobatics), Accuracy (claws), or Communication (Bargaining).

* You have dark sight, which allows you to see up to 30 yards in darkness without a light source.

* Your speed is equal to 12 + Dexterity (minus armor penalty).

*You can speak Feline and the common tongue.

* Roll (2d6) twice on the Feline benefits table. Reroll any duplicates.

Feline Benefits:
2: +1 Perception
3-4: Focus: Perception (hearing)
5: Focus: Intelligence (Historical lore)
6: weapon Group Brawling
7-8: +1 Accuracy
9: Focus: Intelligence (Evaluate)
10-11: Focus: Perception (Smell)
12: +1 Dexterity

Wednesday, January 24, 2018

Kravunn of the Black Reach, Demon Lord.



Kravunn is lord of the Black Reach keep and surrounding mountains. Which he took by slaying Morosh the dragon king in single combat. 

Kravunn commands a legion of Demon soldiers. Two of Morosh's chideren, enslaved and corrupted stand guard at the Black Reach keep. The region is filled with followers of Kravunn, followers are known for taking slaves in raids along the coast of the dark mountains. The threat of followers infiltrating neighboring settlements has many on guard, making all the neighboring lands weary of strangers.

2 Accuracy (Bale fire)
2 Communication 
6 Constitution (Stamina)
2 Dexterity 
6 Fighting (Claws, chain whip, long spear)
2 Intelligence
3 Perception (dark sense)
6 Strength (Intimidation, Might)
4 Will power (Courage, self discipline)

Speed 10
Health 120
Defense 12
Armor Rating 8

Bale fire          +4   2D6  penetrating damage
Infernal whip  +8  2d6+6 
Claws.             +8  3d6+6 

Favored stunts
Bale fire: knock prone & Mighty blow
Infernal whip: Skirmish & Disarm
Claws: lightning attack

Tuesday, January 23, 2018

Death Arcana

Death Arcana
Your magic comes from the underworld.
Novice: you learn the spells Wither and Corps speak.
Journeyman: you learn the spell Spectral walk. You also gain the focus Intelligence (Death Arcana).
Master: you learn the spell Feed on your soul. You can choose one spell stunt to perform at -1 cost when casting Death Arcana spells.

Wither
Requirements: Death Arcana (novice).
Spell type: Attack.
Mp Cost: 4.
Casting Time: Major Action.
Target Number: 12
Test: Con (Stamina) vs Spellpower.

A target within 10 yards you can see begins to glow with a faint sickly green aura. The target takes 1d6+will power penetrating damage and their movement is slowed to 1/2 of normal until the end of their next turn. If the target makes a successful Constitution (Stamina) vs spell power test they instead take 1d6 damage penetrating damage and are not slowed.

Corps speak
Requirements: Death Arcana (novice).
Spell type: Utility
Mp Cost: 2.
Casting Time: Major Action.
Target Number: 10
Test: None.
You whisper to the dead, engaging in conversation with a corpse. Most corpses can answer only a few quick questions.
You may spend 2 stunt points to see a quick glimpse through the corpse eyes at the moment of death, often clouded and blurred the quick vision might only give minimal details and is often very traumatic to you.

Spectral walk
Requirements: Death Arcana (journeyman).
Spell type: Utility
Mp Cost: 6.
Casting Time: Major Action.
Target Number: 14.
Test: None.
Your physical form passes into the a aether, taking of a ghostly form. Until the end of your next turn you can move passing through small objects (human sized and smaller) and even living beings. Those you pass through get a chill that runs up their spine. You cannot pass solid walls, beings connected to the aether, or holy relics (undead, bale fire). Casting this spell on holy ground you take 1d6 penetrating damage.

Feed on your Soul
Requirements: Death Arcana (Master).
Spell type: Attack.
Mp Cost: 7.
Casting Time: Major Action.
Target Number: 12
Test: Willpower (Toughness) vs Spellpower.
You open your mouth wide calling out a piece of the soul from a target you can see within 10 yards. The soul leaves the target's body in a stream of sickly green light, into your open mouth to be devoured. The target takes 2d6+willpower penetrating in damage. On a successful Willpower Toughness vs Spellpower the target takes 1d6+willpower penetrating damage. You regain Health points equal to 1/2 the amount of damage done by Feed on your soul +2.

Thursday, January 11, 2018

The Reaping blade


The Reaping blades are relics of the past. Legends tell of 13 Clerics, members of a long forgotten cult who traveled the lands along the border of the gloomwoods, long before the litch Lord's push into the middle lands. Known for their ability to root out corruption and undead, laying undead to final rest.

Legends tell of day they banded together and road against the litch lords....never to be seen again.

A few of the blades have resurfaced over the years, but always seem to fade again into legend.

A reaping blade has all the attributes of a normal sword. With the exception of being priceless and Exotic.
When within 100' of an undead being or a corrupted soul the blade vibrates softly, often only noticeable to the carrier of reaping blade.

The reaping blades are seen as mysterious artifacts, weilders often theorize why the blade chooses when to erupt, but the reaping blades do not give up their mysteries.

Special : Any attack against undead adds a bonus of +2 stunt points then stunt points are generated.
Special: spending 2 stunt points and the Reaping blade erupts into flames. The flames do not harm living flesh. Undead take an extra +1d6 damage from attacks for the rest of a conflict or until extinguished by the wielder.

Tuesday, August 11, 2015

Dabler, Talent (AGE system)

Dabler

Rogue & Warrior
Willpower 2+
Intellect 2+

Though not a mage. You have a nack, training, or bloodline that has brought you some small magical ability.

Novice:
You have a magic pool of magic points 5+Willpower+1d6. You have a spell power of 8+willpower. Choose a magic arcana, gain one of the two novice level spells of that arcana.

Journeyman:
You gain 5 magic points. Your spell power is raised by one. Take the second novice level spell of your arcane.

Master:
You gain 5 magic points. Your spell power is raised by one. You gain the journeyman level from your arcana.

Mages Bow, Elven (AGE system)

Looks like a well crafted elven bow. In the hands on a non-mage the bow acts as a nornal long bow with a magical +1 to accuracy.

In the hands of a mage it becomes a focus for arcane blast. As the mage pulls the string back they can simultaneous cast arcane blast. A arrow formed of pure magic will appear.

Firing the bow draws 5 magic from the mage. The arcane blast gains the range of the bow and doubles willpower for purposes of damage. Spell stunts apply.

Monday, August 10, 2015

Fetish crafting talent (AGE system)

You are skilled in the crafting of magical fetishes.

Requirements:
Intellect (crafting) 2+.
Mage.

Novice:
You are skilled in the crafting of magical fetishes. You can craft Battery fetishes up to 10mp. You can craft up to level 2 Foci. You can craft up to level 3 Charms.

Journeyman:
You are skilled in the crafting of even more poweful fetishes. You can craft Battery fetishes up to 20mp. You can craft up to level 3 Foci. You can craft up to level 4 Charms.

Master:
You are skilled in the crafting of very powerful fetishes. You can craft Battery fetishes up to 30mp. You can craft up to level 4 Foci. You can craft up to level 5 Charms.

For information on magical fetishes.

Sunday, August 2, 2015

Vampyre (AGE system)

Here is my take on a playable vampire race. I see no need to balance it against the normal starting races, since I dont feel doing so would be a very good representation. Although I dont feel its too unbalanced.

* Add 1 to your starting strength or dexterity.

* pick one: Constitution (stamina), perception (hearing), perception (seeing), or perception (smelling).

* Dark sight up to 20'.

* your speed is 14+dex.

* vampyres add 1 to both Defense and armor.

* vampyres have talons that do 1d6 damage. Damage governing attribute can be str or dex your choice.

* -2 to rolls for concentration while in direct sunlight.

* all fire based attacks add +1d6 against you.

* all radiant or holy powered magics are +4 spell power against you.

* vampyres do not heal or regain magic points as normal. They must feed. Feeding is a grapple attack that can only be attempted when a suitable target is below 1/2 hit points. A success attack drains 1d6+willpower hp and mp.

* If vampyres go 48 hours without feeding they take -2 to all stats until they have fed.

* Roll twice:
2: +1 constitution
3-4: communication (deception).
5: dexterity (stealth)
6: strength (intimidation).
7-8: +1 strength
9: willpower (courage).
10-11: communion (persuasion).
12: +1 willpower

Zen archery (AGE system)

Talent: Zen archery

Any class (favored by mages)
Req: willpower 2+, willpower (self discipline).

Novice: intuition guides your arrows, willpower is now your governing attribute for rolling to hit with a bow. Perception adds to damage as normal.

Journeyman: after spending one turn in standing meditation your next attack ignores all cover modifiers short of total cover.

Master: Any time you use the stunt Pierce armor the attack becomes penetrating.

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...