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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

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.

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...