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I'm really digging the sin/virtue mechanics in RotR and am playing them up as much as possible for my PCs. I considered granting the following bonuses to especially sinful or virtuous characters, increasing it by +1 for each 5 points they rack up in any sin/virtue axis. Anyone done anything along similar lines?

Lust: +1 sin bonus to Bluff You tell people what they want to hear.
Love: +1 virtue bonus to Sense Motive You know the hearts of others.
Greed: +1 sin bonus to Appraise and Sleight of Hand You are skilled at getting what you are owed.
Generosity: +1 virtue bonus to Appraise and Knowledge (local) You know what value you can bring to your community.
Pride: +1 sin bonus to Knowledge (nobility) and Knowledge (history) Pomp and circumstance are your bread and butter.
Humility: +1 virtue bonus to Stealth and Escape Artist There is no need to pay attention to you.
Envy: +1 sin bonus to combat maneuvers You will not be denied.
Charity: +1 virtue bonus to Perception You are aware of what the world around you needs.
Wrath: +1 sin bonus to Intimidate You teach those around you to know fear.
Kindness: +1 virtue bonus to Diplomacy You share an uncommon empathy with those around you.
Sloth: +1 sin bonus to Knowledge skill of player’s choice You watch others act, and learn from their choices.
Zeal: +1 virtue bonus to initiative You act before you decide precisely what to do.
Gluttony: +1 sin bonus to saves vs poison Your body embraces what it can extract from the world.
Temperance: +1 virtue bonus to saves vs disease Your body is a temple, and you keep all its vestibules tidy.


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Dungeonginger wrote:

I'm gonna add vehicles to Iron Gods. Not technological ones. They will be introduced in Lords of Rust. Think Mad Max drizzled onto the Numerian plains. I have a Nexian Alchemist that has been simmering first as a PC and now an NPC whose time has come.

Anyone else done so, yet? (I know a number of you have thought about it...)

[edit] I am currently running two separate games of it. This will happen, soon.

Smiler war buggy

Large Land vehicle
Squares 6 (10 ft. by 15 ft.; 5 feet high)
DEFENSE
AC 8; Hardness 5
hp 60 (30)
Base Save +1
OFFENSE
Maximum Speed 240; Acceleration 60
Attack ram 1d8
CMB +2; CMD 12
DRIVE
Propulsion alchemical (2 squares of alchemical engines; hardness 4, 40 hp)
Driving Check Profession (driver), Craft (alchemy), Knowledge (engineering), or Use Magic Device; each modified by Dex
Driving Device steering wheel (AC 10, 25 hp)
Driving Space the two most forward squares of the buggy
LOAD
Decks 1
Special When a war buggy's engine drops below half hit-points, the operator must make a DC 15 driving check or the buggy explodes, dealing 6d6 fire damage to all occupants (Ref hald DC 15) and destroying the vehicle.

Smiler road warrior
Human rogue 1/alchemist 1
CE Medium humanoid (human)
Init +3; Senses Perception +4
DEFENSE
AC 15, touch 13, flat-footed 12 (+3 Dex, +2 armor)
hp 15 (1d6+1d8+4)
Fort +6, Ref +7, Will –1; +2 vs fear
Immune bleed
OFFENSE
Speed 30 ft.
Melee handaxe +2 (1d6+2/x3) or longspear +2 (1d8+2)
Ranged light crossbow +3 (1d8) or bomb +3 (1d6 fire)
SA sneak attack +1d6, bomb (DC 9), mutagen
STATISTICS
Str 14, Dex 17, Con 14, Int 8, Wis 8, Cha 6
Base Atk +0; CMB +2; CMD 15
Feats Acrobatic, Brew Potion, Great Fortitude, Throw Anything
Skills Acrobatics +10, Craft (alchemy) +4, Knowledge (engineering) +4, Perception +4, Profession (driver) +4, Survival +4
Languages Common
Driving check modifier: +8


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Just curious, have any other GMs made custom impositions? Here are a few I put together:

Disgraceful:
Spill Your Guts! While in any settlement, a PC may automatically treat one Diplomacy check to gather information as if he had rolled a natural 20. (Cost: 5 Disrepute)
No Bellyaching! For 1 week, the crew of the PCs’ ship is not subject to starvation. This imposition can be used every 2 weeks. (Cost: 7 Disrepute)

Despicable:
Mind the Guns! For 1 hour, the PCs and their crew are considered to all have the Siege Engineer feat (they are considered proficient with all siege engines and do not generate mishaps on a natural roll of 1). (Cost: 5 Disrepute)
Do It Proper! The PCs’ ship may reroll a sailing check. (Cost: 5 Disrepute)

Notorious:
Replenish the Ranks! Spend 1 day at a port and automatically gain 10 crew members. This cannot be modified by skill checks. (Cost: 10 Disrepute)
Not Dead Yet! Whenever a PC would be killed (brought from at least 0 hp down below –CON hp) on their ship, instead they are stable at -1 hp and suffer a permanent physical deformity (see deformity chart). (Cost: 13 Disrepute)

Loathsome:
Fire at Will! For 1 hour, all siege weapons on the PCs’ ship can be reloaded in half the usual time. (Cost: 15 Disrepute)
The Devil’s Due! By sacrificing 1 crew member and 1 unit of plunder, the PCs’ ship is fully repaired of any damage. This crew member cannot be brought back to life except by miracle, true resurrection, or wish. The repair process requires 1 full hour, during which time the ship must remain stationary. If the process is interrupted or the ship moves from its initial position, the sacrifice and Disrepute spent are wasted. This imposition can be used once per week. (Cost: 23 Disrepute)

Vile:
No Escape! Choose one enemy. For 1 week, the PCs know the direction and distance to that enemy, provided they are on the same plane of existence. (Cost: 12 Disrepute)
Tsunami! A violent earthquake rocks the sea floor, sending enormous waves out for hundreds of miles and potentially devastating any nearby coastal settlements. Ships in this area (including the PCs’ ship) take 200d6 points of damage; a DC 30 sailing check halves this damage. (Cost: 50 Disrepute)