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Showing posts with label Amazing Adventures. Show all posts
Showing posts with label Amazing Adventures. Show all posts

Saturday, October 24, 2015

Running 5E D&D using the siege engine.

Can the siege engine that powers castles and crusades be used to run 5E D&D?

I belive it can very easily. First assign prime attributes. One by class, second by choice.

Second ignore proficiency bonus (except for combat, more on this later).

If a player rolls on a skill he has add his level. Otherwise just d20+ability mod.

Proficiency bonus is now strictly to hit bonus for all classes.

Thats really it.

Now here is a twist:
Prime attributes add level to rolls.
Having a skill or not decides the difficulty of all rolls. 18 for not having a skill, 12 if you have it.

Saturday, October 17, 2015

How the Siege Engine works.

I was recently told that my post on how the Siege engine that powers Castles and Crusades, Amazing Adventures, and Harvesters works is too "wordy". So what follows is my simple "how it works".

Difficulty of rolls:
At character creation some attributes are designated primary and others secondary.

Rolls against a primary attribute start at a difficulty 12, secondary are difficulty 18. This is the base complexity class (CC).

The GM then applies any complications as a complexity level. For example Dex (primary 12) roll for picking a CL4 lock would be (CC) difficulty 16.

How to make an attribute roll:
First the appropriate attribute is chosen for the roll. The player rolls a D20 and adds the modifier for the attribute. If the roll being made is either covered by a class ability, knowledge, or action appropriate to the class add the characters level to the roll as well. Thats it.

D20+Ability Mod+Level
V.S.
Base CC + CL

Thats it......

Just as added examples, if you were to get stung by a giant scorpion, and it was HD 3. 3 would be the CL for the constitution save.

Friday, July 10, 2015

Tanner's hammer (Amazing Adventure)

This pistol was forged and assembled by the pirate turn monster hunter Angus Jackson "jack" Tanner. Blessed by his first mate, Reverend Robbert "Rob" miller. It's said that after every kill Tanner would soak silver coins coins in blood of his prey. The coins would then be melted to make bullets. When fired from Tanners gun these bullets become bane to the creature whos blood it soaked in. (+3, x3 on crit, counts as magic).

69 cal., 9" bbl. Pistol with checkered wood grips & snobble forend, wedge bbl. fastener, engraved back action locks.

Monday, June 15, 2015

Mask of demonic form. (Amazing Adventures & Castles and Crusades)

The origin of these masks are not known. Only six masks are known to exist, each identical in shape and size. By simply placing the mask over your face and looking through the eye sockets the user can see signs of demonic influence. Some examples; a red mist seeping from the ear of one who is being manipulated by a Temptation demon. Those possessed are been with a ghostly visage around them. Those who have given themselves over to demonic forced are seen with a vile black sludge oozing from their body.

Within each mask is a name. If the name is spoken while the make is worn it bonds to the users face and transforms them into a Bone demon form. A gruesome humanoid with bone spines from knuckles, shoulders, spine, head, and knees. Worn armors and clothing are destroyed in the transformation.

Bone demon form is AC 18, 1d4 dmg on a slam (shoulder, head butt, back) and 1d6 on a strike.
+4 to all saves vs fire or necrotic sources.

Wednesday, June 10, 2015

Callahan's Arc Rifle

Built by the prolific gadgeteer Arnesto Callahan. Built and designed in his own lab. One of a kind.

Firing the rifle has the same effect as casting Chain Lightning (lv6) effect as if level 8 caster, Cost 4 as it was built be an NPC. The gun has a flaw that Callahan could never quite fix, after being fired twice in an hour the gun gets very hot and must cool before being used. If a third shot made within the hour a vital part burns out. This will take an hour to repair, sucessful jury rig roll, and 1d4-1(minimum 1)x10 dollars in parts.

Devouring blade

This blade was forged for the great thief and assassin Alsheud. The blade is said to consume a small piece of the victims soul, in doing so it becomes a bane towards that target. After a successful Back attack or Sneak attack the blade becomes attuned to that target. Attunment lasts for 12 hrs or until the targets dies. A new attunment can't take place til the first has ended.

Before attunment: +1 hit, 1d4 as a normal dagger. Also against nonattuned targets.

Attuned: against attuned target only, +2 hit, 1d6, 30' Rng.

Tuesday, June 9, 2015

Vambracer of Vampiric Hunger (Cursed Item)

The vambracer of Vampiric hunger.
This cursed item has no legends or oragins known. Its as if its dark will simply wished it's self in to existence. Once placed on ones wrist the vambracer can only be removed by very powerful magics.

Stats: +1AC, +2AC vs Radiant or holy sources.

In use:
Every time the player does damage (rolled a damage die) they are healed 1hp. But any and all healing actually harms instead, equal to the amout of HP that should have been healed, even natural healing. Even natural resting drains life and only drawing blood will heal. 

Grayson's Clockwork bow (Savage Worlds & Amazing Adventures)

Jeremiah Grayson created the bow for one purpose, revenge.

Growing up at the dawn of the industrial revolution Jeremiah came from a long line of jewelers and clock makers. Jeremiah had a unique bond with mechanical devices, in both building and repairing them. He found work outside the family business as a machinist.

One night there was a robbery at the family business. The thieves took merchandise and the lives of Jeremiah's father and sister. Tormented with guilt and grief Jeremiah tracked down the stolen goods.

The thieves were well connected and Jeremiah grew frustrated with law enforcement for not acting on his findings.

Jeremiah withdrew into his worshop. He crafted this bow. It's diminutive size made it concealable in a long coat. Making no more noise than a humming bird. With the bow was crafted eight arrows desined to be used with the bow. The thieves were hunted down one by one.

 When using a normal arrow treat the bow as just a simple or short bow. But when the custom arrows are used use these custom profiles.


Savage Worlds: 10/20/30, 2d6, AP 4, wgt 3, st d4 +2 to all shooting skill rolls.

Amazing Adventures: +3 to hit, 1d8, 60', -6 AC worth of armor (worn armor only).

Tuesday, June 3, 2014

Alternate magic rules for C&C

I have NEVER been a fan of fire and forget magic of D&D. Even back in the day we used to come up with spell point systems. To each their own and all that jazz, its just not my cup of tea. Ive used a lot of systems over the years but never found one that stuck around for too long and often would resort back to RAW for lack of better options.

In my latest campaign I chose to use Amazing adventures spell casting rules for C&C. And its working out really well. Being the avid tinkerer though I cant resist playing with the system at least a little.

In our games spells are still memorized, but Mana points is spent on casting like in AA. So the average spell cast is a force of will, pure magic shaped to the need of the caster using a formula he has learned. This type of casting requires no components and cost spell level + one in mana points. Memorized spells are treated as a primary trait roll.

Next is ritual casting. Ritual casting is slower, taking at least one full turn. A circle of power or some other magical symbols are scribed on a surface, often the surface being effected. Components are needed (and often consumed) to ritual cast. Circles of power add a bonus based on how elaborate, and components based on how valuable they are. Mana cost to ritual cast is one half rounded down.

Ritual casting can allow a magic user access to spells that are not memorized. Allowing the magic user to cast straight from his spell book. These follow all the rules of ritual casting but are treated as nonprimary for purpose of base difficulty to cast and cost full mana points.

Ritual casting is also being added to my Amazing Adventures games.

Monday, November 25, 2013

Advanced Magic rules for Amazing Adventures.

I really love the spell crafting rules for Amazing adventures. They has become my preferred spell casting rules for both Amazing Adventures and Castles & crusades. I have been playing around with those rules for a bit now. Trying a few house rules to add to them.

The very first thing I added was the rule of 5. Any spell craft roll that is five over its intended target will only cost the characters 1/2 the MEP needed to cast the spell. The character cannot attempt the roll unless he has enough MEP to cast the spell normally.

My second addition to the rules is that any arcanist over the level of 5 can cast 0 level spells at the cost of 0 MEP. A spell crafting roll is still made as normal. but MEP is never spent. And this level the arcanist is skilled enough that most 0 level spells are muscle memory and so elementary they are at little if not no risk to the arcanist.
For my third house rule, on any spellcraft roll of a natural 1 the arcanist has made a critical error in his channeling of the spell being cast. The arcanist loses double the amount of MEP as the cost of the spell, the spell fails, and the character loses hit points equal to the level of the spell. The flip side is also true, on a natural 20 on a spellcraft roll the character casts the spell at a cost of 0 MEP, And through a surge of power gains MEP equal to twice the level of the spell not to exceed his maximum MEP.

This final rule is only available after level five. The arcanist may choose to "push" a spell that scales. For example a spell that does 1d6 dmg per arcanist level. The arcanist can choose to cast the spell as if it were 1-3 levels higher than he is. Each "pushed" level adds a CL of 2 per level rather than 1. The MEP cost will be equal to the final level of the spell plus levels it was pushed plus one.

For example an arcanist is casting a spell that is level 3 that does 1d6 damage per level of the caster. The situation is dire so the arcanist decides to "push" his power up three levels. Making his spell as if cast by a level 6 arcanist. The CL of the spellcraft roll would be 3 + 6 +1. Three for the normal casting of a third level spell, And six more for twice the level the spell was pushed. MEP cost will be 10.


Wednesday, November 20, 2013

Damage reduction revisited

I have been thinking about a damage reduction. With most forms of damage reduction a rating is assigned and reduced from any damage a character may take. For example is a character has a damage reduction of two. And would normally take five damage, that damage would be reduced to three as the two would be subtracted from the damage assigned.

While I think this is a simple and easy to track mechanic. I find it troublesome. At low levels and lower damage dice, damage rating is powerful. A high damage reduction at lower levels is very powerful. So damage rating has to be watched or it can unbalance a game quickly.

At higher levels lower damage ratings is very underpowered. If damage rating scales with level than the character becomes a Juggernaut and ignores all weaker attacks.

My proposal for an alternate damage reduction is that any natural roll equal or less than the rating is ignored. On a damage reduction of 1 any natural roll of one on a damage die is read as 0, all bonuses to damage are ignored and no damage is taken.

This applies to all damage dice individually. If 3d6 is rolled for damage. And the target has a damage reduction of 2 all die rolled 2 or less is ignored and only the remaining dice are added up. For example:

3D6 damage is rolled, the dice come up 2, 4, and 6. Since the target has a damage reduction of 2, the die that rolled a 2 is removed and only the 4 and 6 are counted resulting in a damage roll of 10.

This does make damage reduction powerful. so each point of damage reduction should really be thought of as x1.5 to x2 as powerful as the last and given very sparingly. But even at low levels damage reduction is still a benefit to higher level characters. And a 4-6 damage reduction is equally super human to low and high level characters.

Tuesday, November 19, 2013

Soldier and Hunter class for Amazing Adventures


           I love all the classes in Amazing Adventures, I still feel that a few more could make great additions to the game. Notable a soldier class. Rather than reinventing the wheel I've decided to adapt some classed from Castles and Crusades instead.

Fighters are the obvious choice for a soldier class. With just a few adjustments a fighter is ready for pulp adventure. The only real changes need is clarification of class abilities:

Weapon specialization: This ability includes any weapon available to the soldier, Which is any. Firearms included.

Combat dominance: This ability only applies to melee and fisticuffs.

Extra attack: This ability applies to firearms, melee, and fisticuffs.

That is it, done.

        Another optional class I think could be fun is the Hunter. A combat oriented soldier, A pathfinder who stocks the wooded areas. For this ill just adapt the ranger class. With just a few changes to the original C&C ranger class.

Combat Marauder: This ability is now Combat marauder (Wis), A roll must be made first to study an enemy before gaining the damage bonus.

For the abilities of Neutralize poison, Move silent, Scale, Traps, Survival, and Track all work as they do for the ranger. No change.

Favored enemy: will instead be Familiar enemy and applies to dangerous animals and wild creatures in the wild. Knowledge and respect of ones enemy is what gives the Hunter its edge.


Tuesday, November 12, 2013

Fantasy races unlocked: Kobolds

New third party support for Castles and crusades! I'm happy to have in my hands. Fantasy races unlocked, this is the first in the line of additional races for Castles and crusades by Christina Stiles Presents, I for one am not disappointed.
Written and edited by Cristina stiles
Art, Layout, and Production by Peter Bradly
(Disclaimer: This with a lot of my mini reviews will be done in my usual gushing fanboy style.)

Being only four pages including cover, Acknowledgements, and OGL, the real meat and potatoes of this product is just two pages long. But its a good solid two pages.

Starting out the first page the Kobold race is fleshed out, with entries for Description, Society, Personality, Racial affinity, And environment. This "fluff" section feels just right. Its not too wordy or vague. Giving Players and CK's enough to work with to make Kobold players, NPCs, or Monsters.

On the second page is the "mechanics" of the race. This includes 6 racial abilities. Also included in this page are the usual attribute modifiers and class bonuses as found in any C&C race.

What really stands out in this product is the "Optional" section. This is a list of optional racial traits (6 to be exact) that can be traded for one of the 6 racial abilities in the above section. Each one replaces a specific racial trait in the "generic" kobold racial ability list. This adds a lot of variety to the race. Each option can represent a separate subrace, or a bloodline. Or possibly kobolds from different regions of the campaign world. There is a good chance some Kobold variants will make their way into my Amazing Adventures game as well. Change around a few racial abilities and Ive got all sorts of monsters for my next game.

And its only 2$ at Rpgnow.com! With more products for The castles and crusades game to be announced.

Monday, May 20, 2013

Castle Keepers Guide

A while back I did a very short shout out for the Castle Keepers Guide. I really don't feel like I gave it the attentions it deserves. So I thought I would come back to it and give a further and more in depth overview of this book. (or at least scratch the surface a little deeper.)
The castle keepers guide is the long awaited Game Masters guide for the castles and crusades roleplaying game. Although I myself only got into Castles and crusades a short time before the book came out I could not escape the posts and complaints about how long it took this book to come out. I just wanted to get that out of the way before saying I think this book would be worth the wait, but really should not say it since I was not one of the people who had to wait for it.

The book is a pretty massive tomb, covering a lot of ground. The only GM guide I feel has tried to cover this much in one volume was the 1E AD&D Game masters guide. And at the end of the day I think the CKG just might cover more.

The best way for me to prove this theory of mine is to give you a chapter by chapter and section by section breakdown of the CKG. Give you some idea of exactly how much gaming goodness is in this book.

The book starts off with 8 pages that include table of contents, acknowledgments, and introduction.

PART 1: The Characters.
Chapter 1: Expanding characters.
>>Starts right off with attributes, both alternate ways to generate them and alternate modifiers for them.
>>Adding a seventh attribute, Beauty.
>>Extended class levels, This includes rules for leveling characters up to levl24.
>>Expanding races, From vital info, to the under the hood of race creation and variants.

Chapter 2: Magic.
>>This first section focuses on tools of the trade, Spellbooks and components needed for casting.
>>>This includes price lists and tables for determining number of spells found in a tomb.
>>>Also includes a table of costs for holy symbols.
>>Next is an alternate magic system. Its a spell slot system.

Chapter 3: Expanding equipment.
>>First section is a guide for ropleplaying equipment. As well as price lists for commonly needed items.
>>This next section is a carrying capacity system. With cargo capacity for all kinds of transportation.
>>Contains optional rules for maintaining equipment.

Chapter 4: Non-player Characters.
>>A fairly large section with advice on use of NPCs in your game.
>>Rules for hiring henchmen.
>>Hirelings and loyalty ratings.

Part 2: Worlds of Adventure.
Chapter 5: Worlds of adventure, World.
>>Planning, developing and exploring your game world. This section would surly be invaluable for those creating their own world. Options for picking everything from weather patterns to technology level.

 Chapter 6: Worlds of Adventure, City.
>>Economics and urban landscape.
>>Structure and governments.
>>The urban landscape.
>>Culture.

Chapter 7: Worlds of Adventure, Dungeons.
>>Covers landscape and types of underground dwellings.
>>Typical adventures underground.
>>Listen bonuses for monster types.
>>Lists of traps and types of traps.

Chapter 8: Air and Water Adventure.
>>Rules and information on vessels and water based adventures.

Chapter 9: Equipment Wastage.
>>Expands the rules of use, weathering and wastage of equipment in the course of adventures. 
>>Effects of different environments of common items.

Chapter 10: Land as Treasure.
>>This chapter is all about using land and titles as reward for your adventures. Titles by class is a great touch in this section.

Chapter 11: Going to War.
>>This is a mass combat section. Rules for squad ratios, Troop types,Movement, and conditions.
>>Rules for moral.
>>Rules for siege on castles and walls.

Chapter 12: Monster Ecology.
>>Monsters concepts.
>>Attributes and ecology of monsters.
>>Monster Alignment.
>>A lot of hints and trips for using monsters in your games.
>>Random monster tables divided by tier.

Chapter 13: Expanding the genera.
>>This section is all about taking your game outside of the medieval or fantasy pigeon hole.
>>Information for running C&C in different settings, Ages and styles.
>>Firearms rules. From black powder to laser pistols.
>>Grenade and rocket rules. Rules for mishaps.

Part 3: The Siege Engine.

Chapter 14: Advancing the game.
>>Advice and guidelines to help plan adventures.
>>Advice for setting mood and play style.
>>Setting perimeters for to keep the game with in your chosen play style.

Chapter 15: the Siege Engine.
>> This whole section is an analysis and in depth look at the core mechanics of C&C, the siege engine.
>> Alternate methods and difficulty levels are discussed at length.
>> A lot of options for customizing the siege engine to your own taste.

Chapter 16: Treasure.
>> Guidelines and hints for handling all manor of non-magical treasure. From gold to gems.

Chapter 17: Iron and Sulfur, Combat.
>> Advice and options for running combat.
>>> Optional rules for expanding combat, Even the roleplay aspects of combat.

Chapter 18: Skill Packages.
>> Secondary skill system. Much like the proficiency system of 1E.
>> Advantages, Abilities much like feats in 3E, But more closely tied to race, class or background rather than a just a laundry list of feats.

Chapter 18: Character Death and Fate.
>>This section goes into the impact of wounds and negative hit points.
>> Divine intervention.
>> The use of Luck points.
>> Use of Hero points.
>> Death & Dying, how to look at it from an PRG perspective.

Pages 280-288 is Index and tables Index.


Sunday, May 19, 2013

Siege Engine, Castles and crusades

What is the Siege Engine that powers Castles and Crusades, Amazing Adventures, Harvesters and other Siege powered games?

This is a post I have wanted to do for a while. Mostly so that I can link to it when trying to explain how the siege engine works and why I like it.

First off the game itself is an OGL based game. That emulates the feel of the first edition of AD&D. As I like to say, Its 1E with 3E math.

Where the siege engine comes in is the choosing of "primes". Some ability scores are prime while others are secondary. 3 primes for humans. 2 for other races to balance racial abilities.

One prime is chosen by your choice of class. Others are chosen by the player. The difficulty of almost any given roll will be based on the ability score it is based on. If the ability is secondary the difficulty base will be 18. If the ability score is primary the base difficulty will be 12.

Beyond mechanics primes/secondary choices are also a great layer of customization. For example a thief with a primary of charisma could be a smooth operating, fast talking, confidence man. While a thief with strength as a prime could be a thug, relying on force and muscle to "get the job done".

Next comes class skills, a lot of people seem to be under he impression that Castles & Crusades does not have skills. Rather Castles and Crusades focuses more on what skills your class excels at, but doesn't limit the character to what they can attempt.

Since a characters level is the measure of prowess in his chosen class, level is added to all rolls for class skills. Also skills are linked to an ability. For example Pick lock (Dex). Helping to quickly identify which class the skill is based on.

Lastly is the complexity level. This is a modifier to the difficulty base. This number is chosen by the CK or based on the action attempted.

Ill give a few example rolls to help show how all this comes together to make a fast and intuitive system.

For example, A level 4 Human Rogue with primes of Dex (+1), Con, Char (+1), Secondary of Int, Wis+2, Cha is attempting a few skill rolls.


Attempting to pick a lock: For the Rogue this is a class skill and a Dex based skill, which is prime for the Rogue. The lock is a moderate difficult lock CL 3. So the final difficulty is 15 (12 for prime +CL3).
The player would roll a d20+ 4(his level)+1(Dex ability modifier) and try to beat the 15 difficulty.

Attempting to track an enemy: For the Rogue this not a class skill and is a Wis based skill, which is secondary ability for the Rogue. The tracks are fresh and a fairly easy read CL 0. So the final difficulty is 18 (18 for seconary +CL0). The player would roll a d20+ (no level added, not a class skill)+2(Wis ability modifier) and try to beat the 18 difficulty.

Attempting to decipher script: For the Rogue this a class skill and is an Int based skill, which is secondary Ability for the Rogue. The script is somwhat familiar to the Rogue so its fairly easy  CL 1. The final difficulty is 19 (18 for secondary +CL1). The player would roll a d20+ (+4 level added, it is a class skill)+0(Int ability modifier) and try to beat the 19 difficulty.

Also as a note monsters use number of hit die as level and are designated primes as "physical, Mental, Or Both". With stat blocks like that of 1E AD&D. Making most "old school" monsters a snap to use.

Another note is that Amazing Adventures is a Pulp Era game that also uses the Siege engine. Instead of the 12/18 split for prime/secondary AA uses a single Difficulty of 15. With a +5 bonus for primary.

Because so much of the game is OGL based. And at the same time draws so much inspiration from previous editions of D&D it is very easy to use what you like from these other games. If you like feats you can add them. Like secondary skills or proficiency slots? use them too. 

 As far as I can tell Troll lord games was the first to use the OGL to emulate an older style of D&D experience. First by just stripping down the system and using it as a simpler form of D20. These stripped down adventures and modual came out at the same Gen Con that 3rd edition of Dungeons and Dragons was revealed. Later with the addition of the siege roll and its own players handbook the game took on a life of its own. While others used the OGL to replicate the rules of older editions or D&D, C&C used the OGL to replicate the feel of AD&D while leaving most of the rules clearly d20. And it really has taken on a life of its own. C&C has grown and changed, Their products continue to improve and grow. To many of us C&C is no longer an emulator, But rather a great game in its own right.

List of games that use the Siege Engine:
Castles and Crusades: This is the fantasy game with 1E sensibility and 3E math. 
Amazing Adventures: A pulp era game using a variation of the siege engine.
Harvesters: This is a game about anthropomorphic animals. Its uses a race as class vary close to an older edition of D&D. 
Star Siege: this is a sci-fi game, At its core it is a siege game, But it is not a level based system. Its point buy, from character to gear its all customizable.


 

Sunday, April 28, 2013

One Die to rule them all

After reading through the Mutants and masterminds 3E players book, I was reminded how this game played  using a single d20. Which is not new to me. I ran M&M 2E and True20 before that.


So I got thinking. Why couldn't I do the same with Castles and Crusades or Amazing Adventures? After all the core of the Siege system is a single d20 roll. The main use any other die roll is variable damage.

So I started thinking.  if I was to use just a d20 to run C&C and AA how would I do it?

I would make all damage equal to the average of a the die roll. 2 for d4, 3 for d6, 4 for d8, 5 for d10, and 6 for d12. And bonus would still be added. So d6+2 would be 5.

On any roll to hit that is 5 greater than the roll needed the damage would instead be maximum damage. 4 on a d4 or 6 on a d6...ect ect.

On a natural 20 damage will be 1.5 of max damage. 6 on a d4, 9 on a d6, 12 on a d8..ect, ect.

Saturday, April 20, 2013

Amazing Adventures, Dieselpunk inspiration

GammaGaunt of Dr. Grutton

This full arm gauntlet has a small sliver of plutonium powering it, The plutonium has been bombarded with gamma rays. When used it sends out a green gamma bolt of radiation. The bolt is wild and resembles green lightning.  (As the lv3 lightning bolt spell, This Item is a lv4 build, As a free action a light spell can be uses as a "lower setting" (free) use)

Saturday, November 3, 2012

Wight, Night stalker.

These gruesome undead creatures have more in common with the common grave wight than that of the very rare barrow wight. The Grave wight are rotting corps animated by a dark essence and hunger for dead flesh. And the Barrow wight are the long dead who exist in both worlds, That of the living and of the dead.

The creatures known as the Night stalker Wight was once a living being possessed by great evil, The evil essence of great hunger and longing. The living being gives its self over to the dark essence and its soul is pulled over to the land of the dead.

The living beings body dies. But keeps its appearance it had in life. The body decays but at a very slow rate compared to that of other undead. To keep its life like appearance and to appease its dark hunger it must eat the flesh of the living or recently deceased.

No. Encountered: 1
Prime: Physical
Size: Medium
HD: 3(d8) Average 20HP
Move: 25 feet, 20 wall crawl.
AC: 13
Attack: Claws x 2 (1d6)
Special: Wall Crawl. Darkvision 120 feet
Int: Low - Average
Alignment: Chaotic Evil
Type: Fiend (Possessed, undead)
XP Value:

Combat: Night stalkers move across the urban landscape at night. Looking for those it can ambush and devour. Night stalkers are smart enough to not leave a trace. Often dragging a body to the sewers or canal. Night stalkers are smart enough to take those it believes will not be missed or searched for.
Often stalking and watching a target for a week or more to make sure it is right to not raise suspicion. Waiting in the dark even watching from above as its target sleeps, Waiting for the right moment to attack. Night stalkers will also rob graves of the recently buried, But will not eat flesh that has been dead for more than a day. If a night stalker attacks a target and begins to loose it will turn and run, Doing what it can to not be destroyed.

Sunday, October 14, 2012

Create Fetish, Arcanist only (Generic class ability) for AA

Create Fetish is part arcane knowledge and part crafting skill. It is the ability to craft a physical objects that is tied to a specific spell that focuses power from the spells source.

Arcanists especially those of the Wisdom and Charisma persuasion (but could be used for Int based as well) often must appease, satisfy, bargain with spirits and other world powers. Crafting a Fetish, which could be a holy symbol, object dedicated to a demon, or element is a sort of ritual. First an arcane knowledge roll must be made to know what Fetish will be appropriate. Correct items must be assembled and crafted into the fetish. The Fetish must be held by the Arcanist for 24 hours to bond with the Fetish. Or for a quick bond it must be held for at least 4 hours, then held is the casters hand while the spell is cast. If the Arcanist is ever with out or seperated from his fetish for more than 4 hours the Fetish becomes inert base materials.

The Fetish is tied to a specific spell. Holding a fetish while casting the corresponding spell makes that spell easier, safer or to greater effect.

For every level of the Arcanist with Create Fetish he can create a single +1 fetish. The +1 is added to spell casting rolls, +1 to the effect (damage or other efect die rolls). Or +1 spell protection (making a specific spell harder to caste on you). Total level of bonuses are limited to 3 for any one Fetish.

For example a 5th level Arcanist (shaman) could have up to 5 lvs in Fetishes. (yes I know he could not have all these spells, its just an example.)
First Fetish, A stick man with Rubie eyes and straw hair. vine wrapped wrapped around its body. Tied to Snare,+1 cast, +1 effect (in this care raises snares AC by 1 to 8).
Second Fetish, A necklace with a ruby in it, inscribed with arcane mark for flame. Tied to flame strike. +1 cast, +1 protection (casting this spell on the wearer adds a +1 to difficulty).
Third fetish, A bracelet of small shields, Each shield inscribed with a different elemental rune mark. Tied to shield. +1 cast.

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

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...