- A small gray sphere that produces a foot (30 cm) radius smoky cloud about itself. This cloud dissipates before any solid object, never making contact.
- A small sphere that, if tossed upwards, vanishes at the apex of its arc with a small pop. After a few seconds it reappears with a loud bang and continues its original path.
- A stone tablet that mutters indecipherable sounds softly but incessantly.
- A pair of rings that gently but insistently pull towards one another. They provide no sense of distance or direction, only pulling along a straight line towards the other. The tug is sufficient that with an unobstructed path, or even minimal obstructions, they will eventually return to each other if unsecured.
- A bar of solid but easily crushable or damageable foam-like substance. If damaged it repairs itself, restoring scratches, dents, or small holes within minutes. Over the course of a day multiple separate pieces will reassemble. Within a week it will regenerating entirely from a single small but visible piece. If entirely destroyed, rendered into disassociated atoms, within a month it will pull itself into a small piece in the location it was destroyed then continue to restore itself.
- A ring approximately 1 yard (1 m) across made of metal so dark it seems to absorb light and, if released encircling the head of a thinking being, hovers there and moves with them.
- A golden disk approximately 1 yard (1 m) across decorated with a sunburst pattern. If released above or behind the head of a thinking being it glows with the brightness of a candle and hovers there, moving with them.
- An amulet that causes the wearer's eyes to become inky voids filled with stars.
- A dagger that seems to absorb any blood it touches, It will not drain blood still inside a living being, but effectively cleans itself and seems to consume any pool of blood it is touched to.
- An amulet that causes the wearer to regularly experience feelings of intense deja vu.
- A synth box covered with complex markings and comprised of many pieces that can move independently of one another rearranging the patterns on its surface. Occasionally an indistinct muttering can be heard from it.
- A glowing, holographic rune that hovers in midair. The owner can change its relative distance and orientation (or give it away) by touching it and moving (or transferring) it. It then maintains that distance and orientation until deliberately moved again. No one except the owner can physically touch the rune.
- An X shaped piece of pipe with a ball joint at the intersection. All four ends of the have a very slight outflow of passably fresh air. Objects inserted in any of the openings pass through without obstruction.
- A thin sheet of shiny silver cloth-like metal that can be bent, folded, twisted, etc but will not crease, cut, or tear. It works well when used as a blanket.
- A black cloak that displays a never-ending cascade of changing green runes flowing down the outside.
- A thin metal rod that hums when exposed to air.
- A small rock that changes shape, texture, and color (but not size or mass) when unobserved.
- A small aluminum box that will occasionally emit a metallic buzz. If opened it displays a pair of nobs and a round glass screen that flickers and shows static. Occasionally a wiff of fudge will emerge.
- A glowing ball that, if released in midair, hovers and rotates slowly emitting multicolored beams of light that slowly move over the area around the sphere.
- A jug of clear liquid that will not pour out. It will slosh around inside the container, and other objects can be added or removed, but the liquid presses up against the opening and ceases moving as if it were covered. Any tests run on the liquid show that it's fresh, clean water.
- A page of paper covered in writing in an incomprehensible language using an unrecognizable script. The contents change irregularly, but only when the page is not being looked at.
- A short (10cm), thin rod of synth that, if tapped against an object, extrudes a square of exceedingly thin paper along its length.
- A stick that, if pointed forcefully at an inanimate object, causes the indicated object to vibrate harmlessly for a moment.
- A 3" (7.5 cm) wide, several yard (3m) long strip of black synth that, if released, coils and writhes through the air heedless of gravity and wind (but is easily brushed aside with the smallest amount of force). If affixed to an object or person (generally by pinning or tying) its motion stays within a few inches to a foot of who or whatever it is attached to.
- A cube that shows unusual characters etched into the sides. Any time the cube is turned more than 90 degrees on any axis, including being rolled, the symbols change. There are significantly more than 6 options, totaling about 100, and the symbols do not appear with an even distribution, though no two faces show the same symbol at any given time. (If a character maps out all the faces, set each symbol equal to a number from 1 to 99 and roll 11d10-10 to determine the face. On a roll of 100 one of a set of extremely rare symbols is generated. If determining more than one face roll separately for each face and reroll any symbols that have already been generated.)
Thursday, December 31, 2015
Oddities Part II (Numenera)
Tuesday, December 29, 2015
Necron Pariah (40k)
Warriors of other races unfortunate enough to encounter Pariahs often recognize little difference between these rare abominations and more common Necron horrors. The rare sharp-eyed and thoughtful combatant might notice they are bulkier than the skeletal legions that surround them. However, no psyker will ever mistakes a Pariah for anything else. Crafted from a terrible symbiosis of Necron technology and human evolution, Pariahs radiate a sense of palpable menace and horror to those around them. Blotting out psychic emanations and infusing those nearby with the sense of their own mortality. Resembling artificial beings of soulless perfection, Pariahs embody the one of the unspeakable horrors of the Necron threat.
Thursday, December 24, 2015
Oddities (Numenera)
- A cube that "rests" balanced on its corners rather than faces.
- A 2 inch (about 5 cm) diameter blue, semi-translucent egg that is not subject to gravity. It is subject to inertia and otherwise possesses mass, however.
- A small sphere that causes a creature whose skin it touches to take on a specific hue. This mild recoloring extends to their hair, eyes, and skin and creates a distinctive color shift but does not make them unrecognizable. The color shift immediately ends if contact ends.
- A small (3 foot/1 meter tall) painted statue made of solid stone. The figure is stout, bearded humanoid with rounded features, garishly bright clothing, and a conical hat that makes up about a third of the statue's total height. If the statue is not facing its owner and it is not observed the statue turns to face its owner. If the line of sight to its owner is obstructed and it is not observed it vanishes from its current location and appears in an unobserved location where it has a line to see that individual. If the statue has no current owner it becomes the property of the first individual to touch it. Giving up ownership of the statue requires whispering a command word specific to the statue though the statue itself has no indication what this command word is, where to find it, or even that it exists.
- A small ring that, when exposed to humming at certain frequencies, glows brightly as a candle. Different frequencies produces a different color to the glow.
- A small jar of drit that, if watered, grows a small plant producing a single beautiful flower of no recognized type within a ten minutes. Five minutes after blossoming the flower abruptly turns to dust. If the plant or flower are picked it also immediately turns to dust.
- A small jar of drit. If exposed to a strong magnet the drit forms into a 1 inch (2.5cm) diameter non-magnetic metal sphere. When the magnet is removed the sphere returns to drit.
- A set of contact lenses that, when worn, label seemingly random items in view with text in an unknown language.
- A transparent pyramid 3 inches (7.5 cm) tall that occasionally and randomly duplicates itself for about 10 minutes before the previously existing one vanishes. The duplicate is always unmarked and unmarred if the original exists in any state short of having been utterly destroyed.
- A small stone that buzzes loudly at a highly obnoxious pitch. If touched lightly it quiets for 10 minutes or if held for a few seconds it becomes quiescent for a day.
- A metallic object that takes the form of a regular solid. If turned (including being rolled) it morphs through six different types of regular solid randomly. The shapes it takes are tetrahedron, cube, octahedron, pentagonal trapezohedron, dodecahedron, and icosahedron.
- A rectangular metal box (3 inches/7.5 cm long by 2 inches/ 5 cm tall by 1 inch/ 2.5 cm wide) that moves about under its own power. It has no limbs, and must remain in contact with a surface to generate locomotion. It behaves as a small, furtive animal, roughly like a mouse, seeking to remain close to anyone it touches, moving around and hiding amongst their clothing and peeking out.
- A sheet of synth (2 inches/5 cm on a side, less than 1 cm thick) which seems to be immune from any form of alteration, being immune to damage and even passing through Iron Winds completely unchanged.
- A life-sized replica of a human heart made from red crystal and stone. If a creature holds it the heart beats in time with their pulse.
- A life-sized replica of a human brain made from reddish quartz. Creatures who touch it "hear" an indistinct, wordless psychic muttering.
- A monocle which, if you peer through it, shows latticeworks of glowing lines connecting objects and people around you and, often, connecting those objects to things beyond your vision. Slowly turning the ring shifts the colors of the lines up from red through orange, yellow, green, blue, violet, then to white or (turning the opposite direction) down from white to red. Lines that are white or red disappear if the ring is turned further in that direction while different ones appear at the opposite end of the spectrum. These connections are related to no discernable relationship.
- A small metal mobius strip which has etched symbols that move slowly around it. The characters change at a point on the ring which is not observed. If all points of the ring are somehow being observed simultaneously the characters continue to move but do not change.
- A ring which makes the wearer feel disoriented and like their entire body is "buzzing" when worn.
- A ring which projects the wearer's consciousness into a small, circular, three tiered auditorium without any doors. Until they remove the ring they inhabit a semi-translucent hologram of their physical body which cannot effect anything in the room. The room is empty except for benches which line each tier and an unadorned, unused pedestal at the center of the "stage" area in the lowest level. The room is dimly lit with a grey light and never changes, not even showing dust or decay.
- A small, colored, semi-translucent ovoid which randomly "chimes" and glows until the sound fades away. If the object is being touched when this happens it is felt to vibrate as if struck to produce the sound.
- A sand clock which flows upward. When in the lower chamber the sand is black, but in the upper chamber it is white.
- A plate about 6 inches (15 cm) diameter of what appears to be obsidian which has been polished until it's reflective. Small, twinkling sparks of light appear from the surface and float drifting, random paths upward until they reach about 1 foot (30 cm) above it, at which point they vanish. The sparkles vanish if they come in contact with any solid object, and the cumulative light from all the sparkles active at one time is less than that of a candle.
- A fist-sized metal sphere that has electrical discharge patterns acid-etched into it from two points opposite one another. Touching the sphere produces a faint tingling sensation.
- A small stone that, if stationary, begins causing random unsecured objects of less than 1 oz (30 grams) within immediate range to float slowly upward. The floating of items is effected one at a time but, over the duration multiple, objects may simultaneously be effected. The stone never lifts more than about 10 objects and never more than 1 pound (1/2 a kg) of total weight. These items never reach more than about head height and immediately return to normal physics if touched, leave range of the stone, or after a few minutes of being effected.
- A 12 inch (30 cm) tall by 4 inch ( 10 cm) diameter pentagonal trapezohedron of blue-green metal which weighs about 1 pound (.5 kg). It "naturally rests" vertically aligned with gravity and about 3 feet (1 meter) above any surface which would support its weight (the ground, a desk, etc). Any attempt to move it from this position will be resisted by what feels like gravity, causing it to want to "fall" to that position and orientation.
Tuesday, December 22, 2015
New Devotion: Blood of the Wild (nWOD VTR)
Blood of the Wild
(Animalism ••••, Protean ••••)
Action: Reflexive.
Cost: 1 Willpower
Duration: 1 Scene
As a Gangrel learns how to shift into a beast, body and soul, they learn how to reshape of themselves to gain power from the Vitae they take from such creatures.
No matter what the vampire’s Blood Potency is, she can take sustenance from animals and humans while this power is active.
This power costs 21 experience points to learn.
(Animalism ••••, Protean ••••)
Action: Reflexive.
Cost: 1 Willpower
Duration: 1 Scene
As a Gangrel learns how to shift into a beast, body and soul, they learn how to reshape of themselves to gain power from the Vitae they take from such creatures.
No matter what the vampire’s Blood Potency is, she can take sustenance from animals and humans while this power is active.
This power costs 21 experience points to learn.
Thursday, December 17, 2015
New Devotions: Ventrue Way of the Autarch (nWOD VTR)
The Way of the Autarch is sometimes referred to as the Path of Blood and is, like the Way of the Martinet and the Way of the Tyrant, focused on dominance through the direct imposition of one's will upon others. Due to the use of Vitae as a focus for the vampiric Beast, these powers are sometimes mistaken for Cruac or other forms of blood magic.
Tuesday, December 15, 2015
New Devotions: Ventrue Way of the Tyrant (nWOD VTR)
Like the Way of the Martinet, the Way of the Tyrant is an outwardly focused collection of powers seeking to brutally subjugate the will of those the Ventrue would control. However, while the Martinet bends the will of the subject to obedience, the Tyrant wholly crushes it, replacing it with their own.
Thursday, December 10, 2015
New Devotions: Ventrue Way of the Martinet (nWOD VTR)
Where the Way of the Philosopher King and the Way of the Warlord are inwardly focused, the Way of the Martinet is the first of the outwardly focused paths. These powers are designed to ensnare their victims and bring them deeply under the control of their new master. Those subject to these powers find themselves trapped within cages of their own thoughts, where every disobedience is punished and any yielding makes them more deeply ensnared in their obedience.
Tuesday, December 8, 2015
New Devotions: Ventrue Way of the Warlord (nWOD VTR)
Like the Way of the Philosopher King, this collection is self-focused. Unlike the Way of the Philosopher King, the Way of the Warlord risks control for greater resources and embraces the power of raw physicality. Where the Philosopher King is the refined nobility of contemplation, the Warlord is the unfettered might of wrath.
Thursday, December 3, 2015
New Devotions: Ventrue Way of the Philosopher King (nWOD VTR)
The greatest strength of rulership is to use every tool to its utmost. The ancient and lordly have always had a love of beasts of all types. However, for the greatest among them, power over these creatures was neither an enjoyable excess nor demonstration of the abundance of their power. While their country cousins or classical forebears might enjoy running with the beasts, all Kindred can, at the height of their strength, move more swiftly, powerfully, and tirelessly than a team of horses. How, then, have the rightful lords of the night used their power over beasts to bolster their claim to dominion? By deep reflection and fuller understanding than their lessers.
While the simplest student of Animalism can see its immediate and dramatic effects on the beasts of the field and birds of the air, a true student of the art sees that all of its powers are rooted in a synthesis and symbiosis with the Kindred's own Beast and that of those around them. Any question of this must be set aside by those who reach the advanced levels of the discipline and discover that, at its fullest flowering, the discipline no longer applies at all to the lesser animals they might once have thought they were directly controlling.
Once this understanding is reached, that the power of Animalism is truly power over the lower (animal) mind, present in all creatures new avenues of exploration become available, especially through the blending of this power with the Clan's signature control over the higher mind.
These collections of Devotions have been divided into different groups, or Ways, by the scholars of the Clan. Each group is collected by their overarching theme, and a Ventrue who finds one power in a Way useful is likely to be interested in others from that group. However, these are not Disciplines, and there is no strict hierarchy to what powers can be learned in what order, nor is there a limitation to how many Ways a student can learn powers from.
The Way of the Philosopher King is sometimes referred to as the "Royal Road." Focused on dominion over self, this Way provides greater inner resources, and ability to martial those resources, in their struggle to gain ascendancy.
Tuesday, December 1, 2015
House Rule: Odd World (Numenera)
Scavenging
These rules replace the scavenging rules on pages 280 and 290 of the Numenera core book.
When scavenging for Numenera players can look for oddities, cyphers, or artifacts. Scavenging requires 3d4x5 minutes and an Intellect based task. Depending on the roll, the player can choose any of the following they beat the difficulty for. For beating difficulty 4 they produce d6 oddities, by beating a difficulty 7 task they produce 2d4 cyphers, while a difficulty 9 task produces one artifact. The actual Numenera devices are not determined until after the choice is made, though the number may be.
Tinkering and DeconstructingThese rules expand on the Tinkering With The Numenera rules starting on page 107.
Most cyphers and artifacts use numerous smaller components in their construction, any of which would be oddities unto themselves. A scavenger can disassemble these, generally more useful devices, to recover these strange components. To do so requires the sacrifice of a cypher or artifact and d20 minutes, and success at a difficulty 3 Intellect task. Success produces d4-1 oddities from a cypher or 2d4-1 oddities from an artifact.
All of these oddities are randomly determined after the roll has been made.
People in the Ninth World regularly combine various Numenera devices to create new and different devices. To produce a new cypher or artifact requires the sacrifice of at least one Numenera device (oddity, cypher, or artifact). The tinkerer can then attempt a intellect task difficulty 10 to create a random cypher or artifact. In addition to having greater skill or other assets, the difficulty can be reduced with the sacrifice of more Numenera devices for parts and components.
When attempting to create a cypher, each oddity sacrificed reduces the difficulty by one, while each cypher reduces it by 2, and each artifact reduces the difficulty by 4.
If the desired result is an artifact, each two oddities used as components provides a one point reduction in difficulty. Each cypher sacrificed for parts reduces the difficulty by one. Sacrificing another artifact reduces the difficulty by two.
If the character wants to produce a specific cypher or artifact, rather than a random one, the difficulty is increased by 3.
These rules replace the scavenging rules on pages 280 and 290 of the Numenera core book.
When scavenging for Numenera players can look for oddities, cyphers, or artifacts. Scavenging requires 3d4x5 minutes and an Intellect based task. Depending on the roll, the player can choose any of the following they beat the difficulty for. For beating difficulty 4 they produce d6 oddities, by beating a difficulty 7 task they produce 2d4 cyphers, while a difficulty 9 task produces one artifact. The actual Numenera devices are not determined until after the choice is made, though the number may be.
Tinkering and DeconstructingThese rules expand on the Tinkering With The Numenera rules starting on page 107.
Most cyphers and artifacts use numerous smaller components in their construction, any of which would be oddities unto themselves. A scavenger can disassemble these, generally more useful devices, to recover these strange components. To do so requires the sacrifice of a cypher or artifact and d20 minutes, and success at a difficulty 3 Intellect task. Success produces d4-1 oddities from a cypher or 2d4-1 oddities from an artifact.
All of these oddities are randomly determined after the roll has been made.
People in the Ninth World regularly combine various Numenera devices to create new and different devices. To produce a new cypher or artifact requires the sacrifice of at least one Numenera device (oddity, cypher, or artifact). The tinkerer can then attempt a intellect task difficulty 10 to create a random cypher or artifact. In addition to having greater skill or other assets, the difficulty can be reduced with the sacrifice of more Numenera devices for parts and components.
When attempting to create a cypher, each oddity sacrificed reduces the difficulty by one, while each cypher reduces it by 2, and each artifact reduces the difficulty by 4.
If the desired result is an artifact, each two oddities used as components provides a one point reduction in difficulty. Each cypher sacrificed for parts reduces the difficulty by one. Sacrificing another artifact reduces the difficulty by two.
If the character wants to produce a specific cypher or artifact, rather than a random one, the difficulty is increased by 3.
Oddly Useful
This rule is added to Immediate Benefits, per pg 110.
One of the most interesting things about oddities is that, for all they are useless and bizarre in the everyday existence of the Ninth World, their existence requires some context in which they are useful. By expending an Experience Point the player can declare how an oddity has found a context, whether it was the original context or not. Perhaps it can be used as part of a key to a sealed portal, or an unusual interaction can break an otherwise unbreakable casing with dramatic effects.
The GM may accept the proposed use, make it a task with a difficulty determined by its plausibility, or reject it outright. The difficulty of the task should be stated before the experience point is accepted by the GM and the attempt destroys the oddity as soon as the experience point is spent.
If a player can describe how they might use an oddity to produce the effect of a cypher, a base difficulty for the task would be 5.
~~*~~
Thursday, November 26, 2015
Downtime Activity: Recruit Follower (D&D 5e)
If you desire a particularly apprentice, squire, or assistant who is more loyal to you than regular wages you may attempt to recruit such a follower as a downtime action.
Tuesday, November 24, 2015
Qephilim Descriptor (The Strange)
Immortal Ancestry: You are descended from a race created to tirelessly and eternally serve mystical and mundane functions. You gain +1 to one Edge and reduces damage dealt to this pool by 1 point per time the character suffers damage.
Lost Glory: At first tier, you have 2 points, not 6, to divide among your stat Pools.
Mythlight: You have a glow of light, no brighter than a candle, that either hovers nearby or glows like a nimbus around you. You can choose where this light is placed and the color at character creation. As an action you can switch between extinguishing this light or allowing it to glow.
Emptiness of the Lost: If, you have no purpose set before you (guarding something, crafting an item, researching lost lore, scouting an area, or fighting for a higher goal) or the reason behind that purpose is called into question, particularly as being amoral though sometimes (especially for kindred of Law) as illegal, you begin to feel morose and lethargic. The difficulty of any task that doesn’t move you toward finding a new or more worthy purpose is increased by one step.
If you are subject to this state for more than a week or are in it frequently (more than twice in a month or three times in a year) the deep longing and rage of the qephilim race begins to take hold more strongly in your mind. At any time during a long or repeated bout and experience stress or surprise the GM can use an intrusion that directs your next action without awarding XP. You can still pay 1 XP to refuse the intrusion. The GM’s influence is the manifestation of a racial despondency, and is thought to be an expression of the subconscious impulses of the imprisoned Lotan. Thus, it is always something you would not likely do otherwise. Generally, it is not directly, obviously harmful to you unless there are extenuating circumstances, though it may be harmful to those around you.
Lost Glory: At first tier, you have 2 points, not 6, to divide among your stat Pools.
Mythlight: You have a glow of light, no brighter than a candle, that either hovers nearby or glows like a nimbus around you. You can choose where this light is placed and the color at character creation. As an action you can switch between extinguishing this light or allowing it to glow.
Emptiness of the Lost: If, you have no purpose set before you (guarding something, crafting an item, researching lost lore, scouting an area, or fighting for a higher goal) or the reason behind that purpose is called into question, particularly as being amoral though sometimes (especially for kindred of Law) as illegal, you begin to feel morose and lethargic. The difficulty of any task that doesn’t move you toward finding a new or more worthy purpose is increased by one step.
If you are subject to this state for more than a week or are in it frequently (more than twice in a month or three times in a year) the deep longing and rage of the qephilim race begins to take hold more strongly in your mind. At any time during a long or repeated bout and experience stress or surprise the GM can use an intrusion that directs your next action without awarding XP. You can still pay 1 XP to refuse the intrusion. The GM’s influence is the manifestation of a racial despondency, and is thought to be an expression of the subconscious impulses of the imprisoned Lotan. Thus, it is always something you would not likely do otherwise. Generally, it is not directly, obviously harmful to you unless there are extenuating circumstances, though it may be harmful to those around you.
~~*~~
Thursday, November 19, 2015
House Rules: Expanded Cypher Use (Cypher System)
Expanded Cypher Capacity
The number of Cyphers a character can carry is doubled. This means that a Tier 1 Glave or Jack can carry four cyphers and a Nano can carry six. Similarly, abilities that increase the number of Cyphers a character can carry, such as the Adept Cypher Use, are also doubled (adding an additional 2 Cyphers).
Occultic Cyphers still require 2 slots to carry while Anoetic Cyphers require only one.
Reusable Cyphers
Cyphers are highly unstable and retain little charge, but they retain slightly more life. Cyphers gain a depletion roll. Such depletion rolls are generally 1 in d4. More "reliable" Cyphers might have a depletion of 1-2 on a d6, but even the most "stable" should never have a depletion of less than a 1-4 on d10. Obviously, some types of Cypher are completely inappropriate for this special rule (pills, elixirs, thrown devices, ammunition, etc). On the other hand, the more powerful the effect from a Cypher the more likely it is to burn out critical components or drain the device completely.
Scavenging
This replaces the rules on PG 280 and 298 describing scavenging Cyphers and Artifacts.
When exploring an area that does not see regular (humanoid) traffic or after an encounter (including any GM intrusion) a character can attempt to scavenge Numenera from the area. This is a difficulty 4 Intellect task which requires d6x10 minutes to complete. The duration is not known before attempting the task.
Trained in Numenera is always an applicable skill, as are Numenera Crafting skills (p107) if appropriate to the area. Other skills may elevate your proficiency to specialized (but not provide the basic trained level) if they are particularly appropriate. These types of skills include metalworking in an area of heavy industry or being skilled with identifying plants and animals (per the Lives in the Wilderness focus) in woodlands or jungle areas. Anything in the Ninth World can produce Numenera; acetylsalicylic acid, the active ingredient in aspirin, was a derivative from willow bark and frogs that coat themselves with hallucinogenic oils are parts of the 21st century world. Even in the middle of a desert an unusual interaction with a patch of drit might cause it to reassemble into a device otherwise destroyed by corrosion, though it might as easily set off the Iron Winds.
Unlike normal rolls, do not reduce the difficult based on effort, assets, trained/specialized, etc. Instead add bonuses to the roll (generally +3 per level of difficulty reduction). The normal limits still apply (2 skill bonuses, 2 assets, Effort limit, etc). Further, regardless of bonuses, the roll always fails on a 3 or less on the d20, with a 1 producing a free GM intrusion.
If the check to discover Numenera is successful the character discovers at least 1 cypher. For each additional 3 points the character discovers an additional cypher. If the character would find 7 or more cyphers reduce the number of cyphers discovered by 7 and they discover an artifact. Scavenged Cyphers and Artifacts are randomly determined. The GM decides the form of the items (and how they are discovered) unless the player spends 1 XP to do so.
Artifacts
Universal Charger
Level: 1d6+3
Form: A small crystal rod
Effect: When the this rod is passed over a depleted Artifact you may reroll its depletion roll. On a successful roll the Artifact is reactivated. If passed over an expended Cypher a roll other than a 1 on a d4 restores it.
Depletion: 1 in d6
Toolbox
Level: 1d6+1
Form: A rectangular belt-mounted device
Effect: When activated this device deploys a series of tendrils, multi-jointed arms ending in fine manipulators, small spare parts, and other specialized tools which work with the wearer on a project. This device provides an asset on crafting rolls of a specific type.
Depletion: 1 in 100
The number of Cyphers a character can carry is doubled. This means that a Tier 1 Glave or Jack can carry four cyphers and a Nano can carry six. Similarly, abilities that increase the number of Cyphers a character can carry, such as the Adept Cypher Use, are also doubled (adding an additional 2 Cyphers).
Occultic Cyphers still require 2 slots to carry while Anoetic Cyphers require only one.
Reusable Cyphers
Cyphers are highly unstable and retain little charge, but they retain slightly more life. Cyphers gain a depletion roll. Such depletion rolls are generally 1 in d4. More "reliable" Cyphers might have a depletion of 1-2 on a d6, but even the most "stable" should never have a depletion of less than a 1-4 on d10. Obviously, some types of Cypher are completely inappropriate for this special rule (pills, elixirs, thrown devices, ammunition, etc). On the other hand, the more powerful the effect from a Cypher the more likely it is to burn out critical components or drain the device completely.
Scavenging
This replaces the rules on PG 280 and 298 describing scavenging Cyphers and Artifacts.
When exploring an area that does not see regular (humanoid) traffic or after an encounter (including any GM intrusion) a character can attempt to scavenge Numenera from the area. This is a difficulty 4 Intellect task which requires d6x10 minutes to complete. The duration is not known before attempting the task.
Trained in Numenera is always an applicable skill, as are Numenera Crafting skills (p107) if appropriate to the area. Other skills may elevate your proficiency to specialized (but not provide the basic trained level) if they are particularly appropriate. These types of skills include metalworking in an area of heavy industry or being skilled with identifying plants and animals (per the Lives in the Wilderness focus) in woodlands or jungle areas. Anything in the Ninth World can produce Numenera; acetylsalicylic acid, the active ingredient in aspirin, was a derivative from willow bark and frogs that coat themselves with hallucinogenic oils are parts of the 21st century world. Even in the middle of a desert an unusual interaction with a patch of drit might cause it to reassemble into a device otherwise destroyed by corrosion, though it might as easily set off the Iron Winds.
Unlike normal rolls, do not reduce the difficult based on effort, assets, trained/specialized, etc. Instead add bonuses to the roll (generally +3 per level of difficulty reduction). The normal limits still apply (2 skill bonuses, 2 assets, Effort limit, etc). Further, regardless of bonuses, the roll always fails on a 3 or less on the d20, with a 1 producing a free GM intrusion.
If the check to discover Numenera is successful the character discovers at least 1 cypher. For each additional 3 points the character discovers an additional cypher. If the character would find 7 or more cyphers reduce the number of cyphers discovered by 7 and they discover an artifact. Scavenged Cyphers and Artifacts are randomly determined. The GM decides the form of the items (and how they are discovered) unless the player spends 1 XP to do so.
Artifacts
Universal Charger
Level: 1d6+3
Form: A small crystal rod
Effect: When the this rod is passed over a depleted Artifact you may reroll its depletion roll. On a successful roll the Artifact is reactivated. If passed over an expended Cypher a roll other than a 1 on a d4 restores it.
Depletion: 1 in d6
Toolbox
Level: 1d6+1
Form: A rectangular belt-mounted device
Effect: When activated this device deploys a series of tendrils, multi-jointed arms ending in fine manipulators, small spare parts, and other specialized tools which work with the wearer on a project. This device provides an asset on crafting rolls of a specific type.
Depletion: 1 in 100
~~*~~
Tuesday, November 17, 2015
New Spell: Rend the Veil (D&D 5e)
4th level divination (wizard)
Casting Time: 1 action
Range: 60 feet
Component: V, S, M
Duration: Concentration, up to 1 minute
Every divination spell has the potential to unleash a torrent of uncontrolled information spilling across the user's mind. For the best of such spells the difficulty is filtering and safeguarding the information being poured into the caster. Most diviners consider this spell a failure, an aberration created by
You point to a single target and open their perceptions to a wellspring of information, releasing an unfiltered, uncontrolled torrent of divinatory visions into their mind. At the beginning of each of their turns the target makes an Intelligence save. If they fail they are unable to process the information filling their mind, suffering 3d4 psychic damage and being stunned until the beginning of their next turn.
On a successful save the subject clings to a thread within the prophecies filling their mind. They take half damage and are not stunned. Moreover, the thread they wrest may prove useful, for each successful save they get a luck point, which may be used per the Lucky feat.
At Higher Level. When you cast this spell using a spell slot of 5th level or higher, the maximum duration increases by 1 round.
Casting Time: 1 action
Range: 60 feet
Component: V, S, M
Duration: Concentration, up to 1 minute
Every divination spell has the potential to unleash a torrent of uncontrolled information spilling across the user's mind. For the best of such spells the difficulty is filtering and safeguarding the information being poured into the caster. Most diviners consider this spell a failure, an aberration created by
You point to a single target and open their perceptions to a wellspring of information, releasing an unfiltered, uncontrolled torrent of divinatory visions into their mind. At the beginning of each of their turns the target makes an Intelligence save. If they fail they are unable to process the information filling their mind, suffering 3d4 psychic damage and being stunned until the beginning of their next turn.
On a successful save the subject clings to a thread within the prophecies filling their mind. They take half damage and are not stunned. Moreover, the thread they wrest may prove useful, for each successful save they get a luck point, which may be used per the Lucky feat.
At Higher Level. When you cast this spell using a spell slot of 5th level or higher, the maximum duration increases by 1 round.
~~*~~
Thursday, November 12, 2015
New Feat: Arcing Fire (D&D 5e)
Prerequisite: Intelligence 13 or higher
You know how to use ranged weapons to greater effect by firing at targets indirectly. When making a ranged attack with which you are proficient you may choose to use one of the following benefits:
You know how to use ranged weapons to greater effect by firing at targets indirectly. When making a ranged attack with which you are proficient you may choose to use one of the following benefits:
- When making attacks against enemies which are prone and more than 5' away from you, their being prone does not impose disadvantage on you.
- When making attacks against a target benefitting from half cover, the target only gains a +1 bonus to AC.
- When making attacks against a target benefitting from three-quarters cover, the target only gains a +3 bonus to AC.
~~*~~
Tuesday, November 10, 2015
House Rule: Goal Based Experience (nWoD VtR LARP)
Experience is gained through setting and meeting goals. You
must speak with the storyteller, setting a goal to be met, and turn in one or
more Willpower. The storyteller will determine the difficulty of the goal as
Easy (able to be accomplished within a night), Medium (able to be accomplished
within a month or so), or Hard (more than a couple moths of play, if at all
possible). These difficulties are worth 3, 7, or 12 experience, respectively, multiplied by the amount of Willpower spent. If you wish, you can instead agree
on an appropriate reward when setting the goal rather than simply getting free
experience. Rewards may have a base value of 5, 10, or 15 experience. The
Storyteller will note the appropriate information and give you an item card
with a reference for the goal. When a player turns in that item card with and
can demonstrate that the goal has been met their character gets the experience
or reward associated with the goal.
~~*~~
Thursday, November 5, 2015
New Devotion: Puissance (nWOD VTR LARP)
By combining their supernatural vigor with unyielding resilience
the power of a vampire’s strikes shifts from inhuman to downright unearthly. Able to strike with enough force to batter apart even the most
stalwart defenses, an individual able to bring their unearthly might to bear becomes a truly unstoppable force.
Cost: 1 Willpower. Before activating this power the kindred must have their Vigor and Resilience active; this power builds upon the foundation of their supernatural strength and endurance. If either of those powers are deactivated for any reason this power is also deactivated.
Action: Reflexive
Upon activation of this power the vampire's form undergoes a subtle transformation. Imbued with the unholy strength of their Vitae, their Brawl and Melee attacks deal aggravated damage. While the character's body has been hardened to withstand the massive forces being inflicted weapons cannot be constructed to do so and suffer an equal amount of damage, quickly being destroyed.
This power remains active until the end of the scene unless Vigor, Resilience, or this power itself are ended prematurely.
This power costs 30 experience points to learn.
~~*~~
Tuesday, November 3, 2015
Playing with Class: Charismatic Fighters (D&D 5e)
The following maneuvers are available to the Battle Master archetype of the fighter class.
New Maneuver; The Art of Battle. The flair and style of your attacks are undeniable, when you make a weapon attack on your turn you may expend one of your superiority die, adding the your Charisma bonus to your to hit and the superiority die roll + your Charisma bonus to the damage roll for the attack.
New Maneuver; Blood on the Sand. When you hit a creature with a weapon attack, you can expend one superiority die perform a flourish ending with an attempt to make an additional strike. Choose a target, which may be the same as your initial attack or another within your reach, then roll a Charisma (Perform) check against the creature's armor class. If you are successful, you deal damage normally for your weapon and add the roll of your superiority die to the damage.
New Maneuver; Blood, Sweat, and Cheers. A brilliantly executed attack reinvigorates you, knowing such will bring you accolades and honor. When you hit a creature with a melee weapon attack you can expend a superiority die. You add the superiority die roll + your Charisma modifier to the attacks damage and gain a number of temporary hit points equal to the die roll + your Charisma modifier.
New Maneuver; Covered in Glory. You can make dazzlingly brazen attacks without leaving true openings in your defense. When you hit a creature with a melee weapon attack, you can expend one superiority die. You add the superiority die to the attack's damage roll and may add your Charisma bonus to your Armor Class until the beginning of your next turn.
New Feat; Bloody Showman
Prerequisite: Charisma 13 or higher and proficiency in the Perform skill.
You have trained to perform before crowds in gladiatorial games, learning to use dramatic maneuvers to gain their approval.
New Maneuver; The Art of Battle. The flair and style of your attacks are undeniable, when you make a weapon attack on your turn you may expend one of your superiority die, adding the your Charisma bonus to your to hit and the superiority die roll + your Charisma bonus to the damage roll for the attack.
New Maneuver; Blood on the Sand. When you hit a creature with a weapon attack, you can expend one superiority die perform a flourish ending with an attempt to make an additional strike. Choose a target, which may be the same as your initial attack or another within your reach, then roll a Charisma (Perform) check against the creature's armor class. If you are successful, you deal damage normally for your weapon and add the roll of your superiority die to the damage.
New Maneuver; Blood, Sweat, and Cheers. A brilliantly executed attack reinvigorates you, knowing such will bring you accolades and honor. When you hit a creature with a melee weapon attack you can expend a superiority die. You add the superiority die roll + your Charisma modifier to the attacks damage and gain a number of temporary hit points equal to the die roll + your Charisma modifier.
New Maneuver; Covered in Glory. You can make dazzlingly brazen attacks without leaving true openings in your defense. When you hit a creature with a melee weapon attack, you can expend one superiority die. You add the superiority die to the attack's damage roll and may add your Charisma bonus to your Armor Class until the beginning of your next turn.
New Feat; Bloody Showman
Prerequisite: Charisma 13 or higher and proficiency in the Perform skill.
You have trained to perform before crowds in gladiatorial games, learning to use dramatic maneuvers to gain their approval.
- You learn three maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
New Feat; For the Crowd
The art of the gladiator is to use dramatic moves to defeat their foes and, more importantly, impress their audience.
- After you use a maneuver from the Battle Master archetype you may make a Charisma(Perform) check against DC 20 as a bonus action. If you are successful you regain a superiority die. You may not attempt to use this ability after that maneuver again until you finish a short or long rest.
House Rule; Commander's Strike On your turn you can use a bonus action to direct one of your companions to strike. When you do so, chose a friendly creature who can see or hear you and expend on superiority die. Roll a Charisma (Persuasion) check against a DC of 15 and, if successful, that creature can immediately make one weapon attack, adding the superiority die to the attack's damage roll.
~~*~~
Thursday, October 29, 2015
New Class; Scout (D&D 4e)
“There will be an open way, even if I have to use some
arrows to find it...”
Role; Controller. You manage the battlefield, denying
enemies access to areas and punishing them for taking specific actions. Your
ability to deal damage to enemies accurately and repeatedly allows you to act
as a striker as a secondary roll, however you are most effective at dealing
with larger numbers of enemies.
Power Source; Martial. Your talents depend on extensive
training and constant practice, personal determination, and natural
coordination.
Key Abilities; Dexterity, Intelligence, Wisdom
Armor Proficiencies: Cloth, Leather
Weapon Proficiencies: Simple ranged, military ranged.
Bonus to Defense: +2 Reflex
Hit Points at 1st Level: 10 + Constitution score
Hit Points per Level Gained: 4
Healing Surges per Day: 6 + Constitution modifier
Trained Skills: Perception or Stealth. From the class skills
list below, choose four trained skills at 1st level.
Class Skills: Acrobatics (Dex), Athletics (Str), Bluff
(Cha), Diplomacy (Cha), Dungeoneering (Int), Heal (Wis), Insight (Wis), Nature
(Wis), Perception (Wis), Stealth (Dex), Streetwise (Cha), Thievery (Dex),
Build Options:
Class Features:
Scouts wander the far byways of the wilds and run the back
streets of cities. Their personalities are as varied as the weapons they use,
but they know the nooks and crannies wherever they are found, having ferreted
out the secret ways and best places with unerring instincts. As water finds the
cracks in a cobblestone road, Scouts find what they need to remain prepared.
As a Scout, you will be a guide. Whether you are a nimble
pathfinder that leads the way into danger with blade ready or a battle wizened
sage providing less physical direction. This attitude extends into the way you
view combat- it is a maze through which you can shepherd your allies safely and
where your foes can be drawn into blind alleys that promise only death.
With your weapon at the ready you have no fear of the
unknown. The next horizon is not a goal to be reached, but a milestone on a
journey. Will you come back to show others the way, or is your path ever
onward?
Tuesday, October 27, 2015
New Spell: Sharpen Mind (D&D 5e)
Level 1 Divination (Bard, Sorcerer, Warlock, Wizard)
Casting Time: 1 reaction
Range: Self
Components: V, S
Duration: Instantaneous
Various casters describe this spell in different ways. You might experience a sudden strong memory of where you saw some desired information previously, find your memory palace snap into supernatural focus, or suddenly feel connected to a deep well of memory beyond your understanding. There may actually be several versions of this basic invocation.
When you fail a Intelligence skill check you may immediately cast this spell as a reaction and reroll the check. All bonuses and penalties which applied to the first roll still apply, but not advantage or disadvantage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, after this spell effect is complete, you regain a first level spell slot if you have expended any.
Casting Time: 1 reaction
Range: Self
Components: V, S
Duration: Instantaneous
Various casters describe this spell in different ways. You might experience a sudden strong memory of where you saw some desired information previously, find your memory palace snap into supernatural focus, or suddenly feel connected to a deep well of memory beyond your understanding. There may actually be several versions of this basic invocation.
When you fail a Intelligence skill check you may immediately cast this spell as a reaction and reroll the check. All bonuses and penalties which applied to the first roll still apply, but not advantage or disadvantage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, after this spell effect is complete, you regain a first level spell slot if you have expended any.
~~*~~
Thursday, October 22, 2015
New Background: Rustic Adventurer (D&D 5e)
You come from among the simple folk of the world for most of your life, and are one of them. Perhaps you dream of being more, becoming a folk hero of legend or even rising to greater rank. Whatever the reason you left home, you've already had to learn new skills to survive and face the world. Have you refined the knowledge learned among your daily chores, discovered that the lessons your elders taught in the evenings had hidden meanings that are now starting to be clear, or did you have a chance encounter that gave you a mentor who taught you the new skills you'll need to survive a life of adventure? However grand or simple your dreams may be, you always remember you have feet of clay.
Tuesday, October 20, 2015
New Spell: Manipulate Life (D&D 5e)
necromancy cantrip
Casting Time: 1 action
Range: Touch
Component: V, S
Duration: Instantaneous
You target two creatures which you must touch (one can be yourself) who must both must be willing, restrained, or incapacitated. One of the creatures suffers a point of damage and the other regains one hit point. If the damage is prevented or reduced in any way no benefit is gained by the other target.
This spell has no effect on constructs.
Casting Time: 1 action
Range: Touch
Component: V, S
Duration: Instantaneous
You target two creatures which you must touch (one can be yourself) who must both must be willing, restrained, or incapacitated. One of the creatures suffers a point of damage and the other regains one hit point. If the damage is prevented or reduced in any way no benefit is gained by the other target.
This spell has no effect on constructs.
~~*~~
Thursday, October 15, 2015
House Rule; Random Starting Willpower (nWoD VtR LARP)
At the start of play draw a card, that is how many Willpower
points your character was down from max when they went to sleep for the day.
Generally you get one point back for sleeping. A character may add their
Haven(Size) rating to their initial Willpower or use a point of Resources to
gain a point of Willpower (as Herd is used to gain Vitae).
~~*~~
Tuesday, October 13, 2015
New Rogue Archetype: Chirurgeon (D&D 5e)
The earliest studies of healing required the robbing of graves and
little mortal knowledge has ever advanced without being wrenched bodily from a
universe ill-desiring to yield it.
Sometimes a chirurgeon starts as a humble product of the streets
who seeks the knowledge to heal and help those they care about in whatever way
they can. More often, they begin as one of the learned who finds themselves
skulking in the shadows performing whatever deeds are necessary to further
their knowledge. Shunned in higher society of most "civilized" places
where magical healing is available, chirurgeons are considered little better
than ghouls. Seen as butchers and mocked as would be necromancers lacking the
true power of magic, they still flourish wherever the poor and desperate exist.
After all, when you need a healer and can't afford the "donations"
asked by a temple, some questions aren't worth asking.
Chirurgeons will join adventuring parties for the same reason any
other scholar might; in search of knowledge, glory, or for more personal
motivations. Perhaps starting adventurers simply needed someone who could patch
them together and found that their resources were sufficient to hire a
chirurgeon out of their laboratory and into pursuit of greater fortune. Perhaps
a soul who would otherwise have spent a life taking decided instead to try their hand
at giving back. Regardless, even if their companions fall never to rise again,
it simply means the chirurgeon will have new subjects with which to further
their understanding of the myriad living forms.
Thursday, October 8, 2015
House Rule: Magic as Masterwork (D&D 5e)
Rather than limit the
creation of all magic items to spellcasters, this house rule allows characters
with the appropriate proficiency and sufficient talent to craft an item from
scratch and imbue it with magical or semi-magical properties by virtue of
their skill and effort.
To craft a magical item, the player
must have a creation formula that describes the construction, as described
under Crafting a Magic Item on pg 128 of the DMG. This formula must be designed
for construction using the relevant tool proficiency, rather than magical
creation. The most basic requirement is that they must have proficiency with the relevant tools as well as a tool
kit of that type (herbalists' kit or alchemists' kit for potions, woodcarvers'
tools for bows, wooden shields, or staves, smiths' tools for swords or metal armors, leather workers' tools for leather armor, etc). The DM may decide that certain
items or locations are required, just as described in those rules for Crafting a Magic Item. Finally, the
crafter must meet a minimum proficiency bonus based on the rarity of the item.
Rarity
|
Required proficiency bonus
|
Common
|
+3
|
Uncommon
|
+3
|
Rare
|
+4
|
Very Rare
|
+5
|
Legendary
|
+6
|
The player may then
announce they are going to create that item as their downtime action. They
use the Crafting a Magic Item downtime action, requiring materials and time just as if
they were crafting the item as a spellcaster, with each day of effort contributing
25 gold pieces worth of progress towards the total required.
Any number of characters
may combined their efforts, contribute 25 gp worth of effort per day towards
the completion, but each participant must have the required tools, tool
proficiency, and proficiency bonus.
Once completed, the item is indistinguishable from one crafted with the use of magic.
As with the Crafting and
Crafting a Magic Item downtime actions, a character can maintain a modest
lifestyle without having to pay the 1 gp per day or a comfortable lifestyle at
half the normal cost.
~~*~~
Tuesday, October 6, 2015
House Rule:Downtime Effects for Lifestyle (D&D 5e)
While you are free to choose any level of lifestyle you wish and can afford to live, there are ups and downs to the various choices. For every week of
downtime a character engages in they will roll for a random encounter with a
bonus to the roll determined by the lifestyle they maintained for that week.
Sunday, October 4, 2015
New Spell: Clear Sight (D&D 5e)
divination cantrip
Casting Time: 1 minute
Range: Self
Component: V, S
Duration: 1 hour
For the duration you can add your proficiency bonus to Perception rolls. If you are already trained in the Perception skill this doubles your effective proficiency bonus for that skill for the duration.
Casting Time: 1 minute
Range: Self
Component: V, S
Duration: 1 hour
For the duration you can add your proficiency bonus to Perception rolls. If you are already trained in the Perception skill this doubles your effective proficiency bonus for that skill for the duration.
~~*~~
Saturday, October 3, 2015
New Spell: Gift of Life (D&D 5e)
1st-level necromancy
Casting Time: 1 action
Range: Touch
Component: V, S
Duration, Instantaneous
You suffer 1d6 necrotic damage. A creature you touch regains a number of hit points equal to twice the damage rolled + your spellcasting ability modifier.
This spell has no effect on undead or constructs and cannot be used by non-living casters.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage roll increases by 1d6 for each slot level above 1st.
Casting Time: 1 action
Range: Touch
Component: V, S
Duration, Instantaneous
You suffer 1d6 necrotic damage. A creature you touch regains a number of hit points equal to twice the damage rolled + your spellcasting ability modifier.
This spell has no effect on undead or constructs and cannot be used by non-living casters.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage roll increases by 1d6 for each slot level above 1st.
~~*~~
Friday, October 2, 2015
New Spell: Bind Undead (D&D 5e)
1st-level necromancy (ritual)
Casting time: 1 minute
Range: 30 feet
Components: V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust)
Duration: Instantaneous
By means of this spell you target one undead creatures within range which you can see. The target must make a Wisdom saving throw. On a failed save the target must obey your verbal commands. The creature is under your control for 24 hours, after which it stops obeying any command you've given it.
Skeletons and zombies which are subjected to this spell are treated as if you created them by means of the 3rd level spell Animate Dead. Thus, such creatures can be mentally commanded as a bonus action if they are within 60 feet of you. If you currently control a skeleton or zombie they do not get a saving throw when you target them with this spell. To maintain control of one of these creatures for another 24 hours you may cast either this spell or Animate Dead before the current 24-hour period ends, reasserting your control as if you created it originally.
Undead with a higher challenge rating than you are immune to this spell. Undead with an intelligence of 8 or higher have advantage on their initial saving throw. If the subject has an Intelligence of 13 or higher it can repeat the saving throw once per hour until it breaks free.
At Higher Levels; When casting this spell, you may target one additional undead creature for each slot level above 2nd.
This spell is added to the Wizard spell list and may replace a spell on the Cleric's Death Domain spell list.
Casting time: 1 minute
Range: 30 feet
Components: V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust)
Duration: Instantaneous
By means of this spell you target one undead creatures within range which you can see. The target must make a Wisdom saving throw. On a failed save the target must obey your verbal commands. The creature is under your control for 24 hours, after which it stops obeying any command you've given it.
Skeletons and zombies which are subjected to this spell are treated as if you created them by means of the 3rd level spell Animate Dead. Thus, such creatures can be mentally commanded as a bonus action if they are within 60 feet of you. If you currently control a skeleton or zombie they do not get a saving throw when you target them with this spell. To maintain control of one of these creatures for another 24 hours you may cast either this spell or Animate Dead before the current 24-hour period ends, reasserting your control as if you created it originally.
Undead with a higher challenge rating than you are immune to this spell. Undead with an intelligence of 8 or higher have advantage on their initial saving throw. If the subject has an Intelligence of 13 or higher it can repeat the saving throw once per hour until it breaks free.
At Higher Levels; When casting this spell, you may target one additional undead creature for each slot level above 2nd.
This spell is added to the Wizard spell list and may replace a spell on the Cleric's Death Domain spell list.
~~*~~
Thursday, October 1, 2015
House Rules: Humanity Penalties (nWoD VtR LARP)
Social Penalty rather than Cap when dealing with mortals;
The penalty a vampire experiences is 10 minus their own
Humanity. Thus a vampire with 7 Humanity would have a -3 penalty to Socialize,
Persuasion, and Empathy against mortals. This still represents the growing
ascendancy of a beast in low-Humanity vampires, and the resulting discomfort in
mortals, but does so equally for vampires with both low and high social skills
and abilities.
Starting Blood
At the start of play draw a card, that is how many Blood
points your character was down from max when they went to sleep for the day. To
rise that night a vampire must spend an amount of blood equal to 10 minus their
Humanity.
Rising With Insufficient Vitae
A character may suffer three points of bashing damage per
point of blood they do not spend to rise. Thus a character requiring three
points of blood to rise one night may take 9 points of bashing damage to expend
no blood to rise for whatever reason. Alternately, the character could suffer 6
bashing damage and spend 1 point of Vitae, suffer 3 bashing damage and spend 2
points of Vitae, or simply spend the 3 Vitae.
Coil of Blood
Characters with the Blood Seeps Slowly power benefit by
adding the character’s Resolve to their Humanity rating when calculating the
amount of blood needed to rise. A character with Blood Seeps Slowly and a
Resolve + Humanity of greater than 10 may actually have more blood than they drew (but not more than their full blood pool) because of their reduced blood usage.
~~*~~
Wednesday, September 30, 2015
New Arcane Tradition: Craftsmage (D&D5e)
The world of Eberron is kept running by the Artificers who build the pervasive magic upon which the society is built. The evolution of magic from a wild, unpredictable force to one that
is becoming available to the masses is not a thing that happens overnight, and the first step was a tradition which shifted focus from types of spells and schools of magic to a method of applying that magic reliably. Far from being a dead practice that vanished with the evolution of the Artificer, there are still Craftsmages across Khorvaire. Appealing to those with the intellectual rigor but not the physical stamina of the Artificer, many junior craftsmages work providing mystical support in arcane foundries and forges. As they gain experience, talented craftsmages go on to serve as theoreticians as researchers; the more dynamic nature of spell-work providing a flexibility to their arcane research that the process of attempting to create new types of enchanted items sometimes lacks.
Tuesday, September 29, 2015
New Spell: Pierce Shadows (D&D 5e)
Divination Cantrip (Cleric, Sorcerer, Warlock, Wizard)
Casting Time: 1 action
Range: Self
Components: V, S, M (an amethyst)
Duration: Concentration, up to 10 minutes.
You gain Darkvision out to 40' for the duration.
~~*~~
Monday, September 28, 2015
New Background: Seer (D&D 5e)
Your world is full of omens and portents. Visions and signs guide you through your days and meaning-filled dreams fill your nights. Perhaps you've been chosen by some greater force to be a channel into the world, had the veils of the mind ripped away by some lingering enchantment, or you've studied ancient secrets in pursuit of this power. Among religious circles you may be hailed as a oracular prophet or condemned as a heretic. This is a trait that many charlatans and con artists emulate and will go far out of their way to make others believe they have. Perhaps you find it a burden you would willingly pass on to them. Regardless of the source or nature, you see things others don't and it has shaped your life.
Skill Proficiencies: Investigation, Perception
Languages: Two of your choice.
Equipment: A scroll case or book filled with notes from your visions, dreams, or research, including a riddle or dream whose elusive meaning haunts you, a set of common clothes, and a belt pouch with 10gp.
Skill Proficiencies: Investigation, Perception
Languages: Two of your choice.
Equipment: A scroll case or book filled with notes from your visions, dreams, or research, including a riddle or dream whose elusive meaning haunts you, a set of common clothes, and a belt pouch with 10gp.
Welcome to the Shoppe
Welcome to the Wizard's Brewery.
A collection of the finest assortment of home crafted, personally brewed custom rules anywhere in the aetherwebs.
I've played role playing games of various types for more than 25 years. Everything from AD&D to GURPS and from World of Darkness to Car Wars. As a player I, inevitably, became the individual that wanted to do something with my character at or beyond the edges of the rules. This rarely pleased the Game Masters and, ultimately, has led to me normally being the one to run games I'm involved in. As a Game Master I encourage the weird and strange. When you play a game of the mind we don't need roads, we simply create them.
Like most gamers, I find myself playing a balancing act between enough rules structure everyone knows exactly what a rule does and enough narrative freedom that the table isn't limited to pushing buttons. That tension between "hard rule sets that can't breathe" and "squishy rule sets that do whatever the GM feels like today" is difficult to navigate, and often requires game masters to shore up the squishy and knock out the walls in the hard. Something I've spent far more time on away from the gaming table than I should probably admit to.
For many years, these collected house rules simply sat in binders. Imposed on campaigns to shift the flavor or made available to players as options as the situation called for. With the proliferation of the internet, I've decided I might as well set some of my creations free and, if people stumble across them, perhaps they'll find some use at other's gaming tables.
Welcome to the Shoppe, let me know if you see anything you like or want help finding something you need!
A collection of the finest assortment of home crafted, personally brewed custom rules anywhere in the aetherwebs.
I've played role playing games of various types for more than 25 years. Everything from AD&D to GURPS and from World of Darkness to Car Wars. As a player I, inevitably, became the individual that wanted to do something with my character at or beyond the edges of the rules. This rarely pleased the Game Masters and, ultimately, has led to me normally being the one to run games I'm involved in. As a Game Master I encourage the weird and strange. When you play a game of the mind we don't need roads, we simply create them.
Like most gamers, I find myself playing a balancing act between enough rules structure everyone knows exactly what a rule does and enough narrative freedom that the table isn't limited to pushing buttons. That tension between "hard rule sets that can't breathe" and "squishy rule sets that do whatever the GM feels like today" is difficult to navigate, and often requires game masters to shore up the squishy and knock out the walls in the hard. Something I've spent far more time on away from the gaming table than I should probably admit to.
For many years, these collected house rules simply sat in binders. Imposed on campaigns to shift the flavor or made available to players as options as the situation called for. With the proliferation of the internet, I've decided I might as well set some of my creations free and, if people stumble across them, perhaps they'll find some use at other's gaming tables.
Welcome to the Shoppe, let me know if you see anything you like or want help finding something you need!
~~*~~
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