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.


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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



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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.

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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:
  • 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.
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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. 

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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.
Prerequisite: Vigor •••••, Resilience•••••
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.
Dice Pool: This power requires no roll to activate.
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.

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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.

  • 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.
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