Friday, January 24, 2020
Power 10 for 5E D&D.
Redesigned character creation for 5E D&D.
Friday, January 3, 2020
Cast Resurrect Spell
Wednesday, February 28, 2018
Initiative in Index card RPG.
I've had some time to think about some of the workings of ICRPG. Being a tinkerer at heart I can't help but want to come up with material for it.
I'm also a big fan of highest roll starting, then going clockwise after them as advocated in the book, it's already my favorite method in other games. But I know that method may not be everyone's cup of tea, having options never hurts. The one change I make to the core method is I like using a d10 instead of d20.
My first idea was giving a scene a target based on having the drop or advantages in combat. Surprise attacks and having the high ground could both be examples of having advantage. A straight stand off in the streets would be a 10 as neither side has advantage over the other. While a group of goblins jumping out in ambush could be an 18 for the players as the goblins have the upper hand. The idea is whether or not the round is stacked in the players favor to act first. If the players get the drop on some foes lower target to 8 or possibly 6. The idea here is every player rolls an attempt against the target number. Those that succeed go before the opponents do, those who fail the target number will go after. The order stays the same until the situation changes, as having the drop usually only lasts a round. Unless the players or ambushing goblins were just so effective in the first round, their momentum gave them advantage in the second also.
The second idea I had was keeping the clockwise from the initiative winner as core, but instead players anounce their intentions and would roll the corresponding effort die (with no modifiers) connected to the action they plan to take. If a player plans to cast a spell he would roll the spell effort die, if a warrior is attacking with her sword she would roll the combat effort die. If a player is doing some simple action that normally would not require an effort roll then they roll 1d4-1. In this method the lowest roll would go first. Then go to the next player going clockwise as normal. This method can be more complicated if that is something the party wants and instead each player acts in the order of their roll from low to highest.
Tuesday, February 20, 2018
ArcanaPunk for Index card RPG
I'm toying with the idea of a setting for Index card RPG. Inspired buy my favorite Cyberpunk settings including Shadowrun. A mix of fantastic Transhumanism as well as magical spell slinging.
The first thing to consider is how magic and machine do not mix...no matter how perfect a synthetic body is, it can't be a conduit for magic. To cast magic, you must be in a meat suit.
The classes available from Alfheim will be Guardian, shadow, priest and Mage.
The classes from Warp shell will be Ronin, Ghost, and Gunner.
Magic will work on a Spell burn mechanic like on page 69 of the core book, and a push mechanic. Using a d4 to track. But instead of rolling when spell burn hits 4 spell burn a mage can use a recovery action to move the counter down a level. every spell cast in an encounter moves the spell burn counter up one.
Mages can push spells adding a d4 of effort to a spell per level of push. Each level of push moves the spell burn die up another step. At a maximum of 4 on the burn die. When the burn die is at maximum the character is burned out and can't cast any spells for the rest of the encounter as long as the burn die is at max. Only way to lower the spell burn level is a recovery action.
Implement and fetishes.
Mages use implements while casting, a mage implement is a wand or rod. If a wizards casts a spell without an implement its always at hard (-3).
Fetishes, these hand crafted (loot) items are linked to an individual spell. Mages must have the fetish associated with the correct spell in hand to push a spell more than once on a single casting.
Counter magic in Arcanapunk works just like the core rules, but instead of having it's own timer die it moves the spell burn counter up one.
Tuesday, February 13, 2018
Synth sleeves (common) Genesys Rpg
I'm putting together notes for a game I would like to run centered around a lot of transhumanism themes. I'm trying them out for the Genesys rpg.
I'm toying around with work-ups for synthetic sleeves. My first step is making "core sleeves" that can be upgraded.
TK-131 "tic tok" Alpha
This model is a basic synthetic sleeve made by Takihashi Korp. It's cheap and available on the open market. Has a limited number of legal structural upgrades available from TK. The number of cosmetic upgrades is almost limitless. Alphas are the least likely of any model to pass for meat.
Brawn (2) Agility (2)
Wound Threshold (18)
Power threshold -Strain- (14)
Two levels of skill chip set space available.
Upgrades:
Upgraded synth musculature, +1 brawn.
Upgraded stabilization cortex, +1 Agility.
Level 1 reinforced frame, +5 wound.
Level 2 reinforced frame, + 1 soak.
Power cell upgrade, power threshold +5.
One of 8 optical upgrades.
TK-231 " Brute" Beta
Created as a labor sleeve. Standing at 6' 6" these sleeves are built tough and durable. They come with all the same upgrade options of the alpha but zero cosmetic options off the showroom floor. Plenty of mod shops have packages available. Brutes almost never pass for meat.
Brawn (4) Agility (2)
Wound Threshold (30)
Power threshold -Strain- (18)
Vital system shielding Defense 1
Upgrades:
Upgraded synth musculature, +1 brawn.
Upgraded stabilization cortex, +1 Agility.
Level 1 reinforced frame, +5 wound.
Level 2 reinforced frame, + 1 soak.
Power cell upgrade, power threshold +5.
One of 8 optical upgrades.
TK-500 "Exod" XO-XDT
This is the premier synthetic. Cosmetic options are almost limitless and can pass for meat very easily. Standard with top of the line synth flesh that looks and feels like flesh in every way. Comes equiped with improved nerve clusters that can be dialed up or down to enhance or diminish the users sense of pleasure or pain.
Comes as a bare bones model to be upgraded and modified to the customers desires.
Brawn (2) Agility (2)
Wound Threshold (20)
Power threshold -Strain- (20)
4 levels of skill chip set space available.
Vital system shielding, Defense 1.
Upgrades:
Upgraded synth musculature,+1-3 brawn.
Upgraded stabilization cortex,+1-3 Agility.
Level 1 reinforced frame, +5 wound.
Level 2 reinforced frame, + 1 soak.
Level 3 reinforced frame +2 soak.
Wired reflexes, +1 Defense.
Power cell upgrade, power threshold +10.
Biogen auto repair system.
Quick up link data core interface.
One of 8 optical upgrades.
Combat maneuvers for Basic fantasy
I'm working on some optional combat maneuvers for Basic fantasy. Instead of making making generic ones I feel it would be more fun to make them more class specific. I reference stepping up or down damage dice. The step scale is d2,d4,d6,d8,d10,d12.
Cleric Maneuvers.
Inspiring strike: after rolling a successful attack a cleric can rebuke his target, stepping down his own damage die to give all other party members a +1 to hit until the start of his next turn.
Smite: after making a successful attack clerics can sacrifice a casting of a spell to step up the his damage die a number of steps equal to the level of the spell sacrificed to a maximum of d12. If the step would take the step above d12 then roll 2d12 and keep the higher of the two.
Fighter Maneuvers.
Defensive stance: a fighter can choose to step down his damage die on an attack to gain a +1 AC for himself and one ally standing very close by until the start of his next turn.
Unbalancing strike: fighters can down step his own damage die to give a +2 attack to the next attack against the same target.
magic-user Maneuvers:
Ward of protection: magic users can place a ward to protect on himself and all allies within close range. All effected allies get +2 to all saving throws against spells until the start of his next turn.
Counter spell: magic users can sacrifice a casting of a spell and save the magical energy to counter a spell. When a spell is cast against an ally/allies within close range the magic user can expend the energy allowing all effected allies of the spell to use his own spell save modified by the level of the spell saved and his own intelligence.
Thief Maneuvers:
Trickery: a Thief can down step his own damage die in an attack to step up the next attack die by an ally to attack the same target.
Vital Strike: when making a sneak attack the thief can forgo his +4 attack bonus to instead step up his damage die 1 step.
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.
Bringing more narrative to your combat.
I see GMs and players complain about the "I hit it with my axe" limited view of combat. People often feel that if the rules don't facilitate a more narrative approach than it's not "part of the game".
I personally don't feel this is the games responsibility, the rules are the structure and dice are the hand of rate. Story should be facilitated by the storytellers, Both the GM/DM and players. I feel many GMs miss golden opportunities to help player to help themselves. Narrative combat makes the game more exciting, and narrative driven combat makes the GM's job easier.
The two biggest opportunities for this is during the players action, both before and after the die is rolled. These might seem like a no brainer to some, but stay with me.
Two very simple phrases GMs can use to help players get into combat as narration is "what do you do? Describe it", and "what does/did it look like?"
"What do you do? Describe it".
Before the player rolls the dice, ask the player to describe their attack. Ask for quick details about weapon swings or how the character is moving. To further facilitate narrative combat do the same with monsters and NPCs. Describe the grimace on the orcs face, the assassin's fast blade slashes, and the sneer on the city guards face as he sets his spear.
"what does/did it look like?"
Take the narrative and apply it after the roll as well. After the player rolls ask the player to describe the effects of the dice roll. Use the player's description to guide the reactions of other combatants. After the player describes jumping from the cart, while sinking his dagger into the guard smirking, describe how the other guards react. Give the characters description impact, nothing would be less rewarding and more discouraging to a player than to give an amazing description, just to be met with a none narrative reaction.
Tuesday, January 30, 2018
Unusual rolling and combat options.
We are all familiar with standard ways we chuck dice. Players rolling their initiative, attacks, damage, saves, and skill rolls. GM do the same for monsters and NPCs.
Some GM's tell players the target number for attacks and how many hit points monsters have, many don't. But the players usually always know their characters own health and bonuses.
I've seen a few discussions lately advocating hidden hit points, descriptive combat, and alternative initiative systems. I thought it might be fun to go over a few of these ideas, and see how I would, or have used these options in a games using the Basic fantasy system.
Clockwise D10, initiative.
This is one I use, especially for larger groups. Rather than each player rolling a d20 once for the entire combat and acting in order of high roll to lowest roll, a d10 is rolled by every player, adding their Dex bonus at the beginning of every round. But rather than acting in descending order, only the highest roll is important. The highest roll acts first, then play moves clockwise around the party. One major advantage is it's fast, another is that players act in a different order every round not having to wait for everyone to take a turn before getting to take their own turn again.
by action, Initiative.
This option can be used with the standard d20 roll or the D10 clockwise option above. Players announce their action before rolling, then roll initiative with modifiers based on their action they chose.
+3 ranged attack or spell without moving.
+2 melee attack without moving.
+0 melee, ranged, or spell and moving.
GM rolls all the dice, rolling technique.
I've only seen this option used, GMs use a control sheet with every players AC, hit points, and vital information. Players roll no dice, instead the GM rolls all the dice for the players. Players describe their actions and the GM describes the effects of dice rolls as story elements. Generally with this option players still track their own hit points, but numbers only follow after a narrative description. I feel like this option could be fun with the right group, but I know most players enjoy rolling dice.
Hidden hit points, rolling technique.
This option can be used with standard rolling style, or optional add on to GM rolls all the dice. The big difference here is players don't track their hit points, instead the GM tracks damage no matter who rolls the damage. The focus is entirely on narrative, all the players have to judge their mortality is the description the GM gives.
Players roll all the dice, rolling technique.
This option take more time in prep, but makes things easier for the GM during play. The GM can focus on narrative and storytelling. For this option players no longer have an armor class, instead they have a defense roll. Defense roll is figured by taking AC from armor -10, plus Dex modifier. AC 15 with a Dex mod of +1 becomes a Defense roll of +6. Monsters get an Attack stat, 11+ their normal attack bonuses. To defend against an attack a characters Defense roll is made against a creatures Attack stat. Monsters can either do average damage, or roll a list of damage rolls and use in order as needed. Which should be noted ahead of time.
For saving throws I often make 3-4 rolls ahead of time and write them in my notes next to a monsters stats, then later in game I use them in order. For a mob of goblins or other groups I might roll up 4-6 and if I need more I just start back at the time and run through them again. Monster initiative can be rolled as a pre set number based on 10 plus their normal bonuses.
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.
Capt. Adrian (Hawk) Martel, Cortex Prime
Saturday, January 27, 2018
Basic Fantasy RPG Review
Basic fantasy is a 164page old school style RPG written by Chris Gonnerman.
The page layouts and black and white art is reminiscent of old school role-playing games. With four races Dwarf, Elf, Halfling, and Humans. Classes include Cleric, Fighter, Magic-user, and Thief.
I've seen time and time again fans of the game try to compare it to a particular version of older editions of D&D. Since I didn't play those older editions I really can't attest to how close it is, but I have played enough retro clones and OSR games to get a sence of its old school vibe.
Basic fantasy is an OGL based game using the same core (although very scaled back) system as the 3rd edition of dungeons and dragons. Basic fantasy uses the core six ability scores, scaling combat bonuses, and abilities like it's roots. While keeping a simple feel and style that very much exemplifies older editions of the game.
This to me is the best of both worlds. Basic fantasy is simple and elegant while taking advantage of modern innovation and design like ascending armor class. I always give the example of a classic car. The classic styling and sleek lines, but under the hood is a modern motor, powerful while being fuel efficient.
Beyond being old school and mechanically elegant it's also a simple framework for hacking. With all the material out for OSR games and 3.x D&D it's easy to find resources for building the game you want to play. Build your game from the ground up.
While it's easy to use or convert other material to Basic fantasy, there is also a lot of material made for it, available for free on it's website at Basicfantasy.org.
One of the most amazing things about Basic fantasy is that it is a complete game. While there is a lot of resources (I'll cover that later) all you really need is the core rules to run it. To give you an idea how complete it is I'll give a quick page breakdown.
Quick page breakdown:
1-2 is introduction.
3-14 is character creation and gear.
15-35 is spells.
36-42 is rules for adventuring.
43-53 is rules for running encounters.
54-128 is monsters (2-4 per page)
129-143 is treasure and magical items.
144-163 Guide to game mastering.
164 is a very well done Index.
Another amazing thing about Basic fantasy, it's free on Basicfantasy.org
As a PDF. Print copies can also be purchased on Amazon in paperback for $5 as of this review, as well as a field guide full of monsters and adventure most under $4 as of the posting of this review. Hard bound versions of the core book can be purchased on Lulu.com.
The fact that I spent $25ish dollars and got the core books and a stack of supplements is pretty amazing value. Not even taking into account all the material available for free.
My own house rules and custom material can be found here.
And my Basic fantasy repository is here.
Fantasy AGE Rpg Overview/Review
The Pierson Monster, Savage Worlds
D6 Smarts
D6 Strength
D8 Spirit
D10 Vigor
-2/+2 Charisma (depends on who you ask)
6" Pace
6 Parry (based on argument, internet house rule)
4 Toughness (based on immersion, house rule)
Skills:
D10 Knowledge: Reading chicken bones.
D4 Knowledge: immersion
D8 Knowledge: Argument
Edges:
No mercy
Arcane background: Arcane banter
Allies: Nerds-international
Hinderances:
Addiction: games with funky dice
Enemy: Dragonspawn (one who attacks from behind).
Powers:
Vapor of confusion (Confusion)
Banter til you die (Entangle)
Argue in a circle (Drain power points)
Dwarven Honor Guard for Fantasy AGE RPG
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.
Friday, January 26, 2018
AGE system freeform magic system, Fantasy AGE RPG
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.
Touch -1
Close 0 (within 10 yards)
Medium +1 (within 30 yards)
Long +2 (within 50 yards)
Extreme +3 (within 100 yards)
Single target 0
Circle, small 6yard, +1
Circle, large 10yard, +2
Cone or beam +1
Held, touched, true name -1
Seen up close, conversed 0
Seen from a distance, +1
Can't see but know it's presence, +2
End of turn/Instant. 0
End of round. +1
End of end of scene/combat. +2
End in an hour. +3
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
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
1 simple raw material
2 small simple items
3 summon mindless,tool, weapon,
4 summon larger, complex, attack animal,
5 summon intelligent attack, large.
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.
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.
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...
-
I've had some time to think about some of the workings of ICRPG. Being a tinkerer at heart I can't help but want to come up with mat...
-
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...
-
I'm toying with the idea of a setting for Index card RPG. Inspired buy my favorite Cyberpunk settings including Shadowrun. A mix of fant...




