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Svetocher

Umbral Reaver's page

4,889 posts (5,197 including aliases). No reviews. No lists. No wishlists. 7 aliases.


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I'm working on a system that uses this mechanic.

You have X points in your 'stress pool'. Casting costs points from it. It can be depleted by things that do 'sanity damage' as well.

When you have fewer than half your total stress points left, you take a minor penalty to actions and defenses (you are rather unsettled) and a bonus to fleeing, melee attacks and strength checks. The penalty/bonus increases when you have fewer than one quarter (you are freaking out).

If you go below zero, you then roll on an 'overload' table if you did so with spellcasting, or 'breakdown' if it was caused by sanity damage or something else. The amount below zero is added to your roll on the table.

Overload is basically a wild magic table, with severely detrimental effects toward the high end. The highest possible result is 'you explode with magical energy, obliterating your body and dealing damage in a radius'.

Breakdown ranges from temporary mental problems and penalties to stacking, long-lasting psychosis of various types. The highest result there is death by brain aneurism or something.

Additionally:

Spells don't have fixed durations in my system (as of yet). All spells that last more than one round last for as long as the caster maintains them. Each such spell has a maintenance value usually based on its level. When you take stress damage, you also take additional stress damage equal to the total maintenance values of all spells you are maintaining. It can add up pretty quickly.

This does mean that using fear and insanity effects on a mage that's running a huge lightshow can make him explode.

I haven't done any work toward a d20 version of this, but it could be done.


LazarX wrote:
Umbral Reaver wrote:

I was looking at lists of ways undead can be created, and noticed that if you're not careful, damn near every corpse you leave behind has dozens of reasons to rise up again.

Those reasons are still fairly rare in occurance. In places, where undead ARE that common an occurance, folks will simply start burning their dead rather than burying them.

Now I'm wondering if there's a type of incorporeal undead that rises from cremation.


Consecrate doesn't last long enough to be meaningful and hallow is extremely expensive.


I was looking at lists of ways undead can be created, and noticed that if you're not careful, damn near every corpse you leave behind has dozens of reasons to rise up again.

So I started thinking about a character, or perhaps even an organisation, whose specialisation is cleaning up the dead in such a way that they aren't going to rise as undead.

I'm pretty tired right now, so I haven't put any work toward building anything yet.

What kinds of character do you think would suit this role well? And if it's an organisation, got any ideas for how it would operate?


I had a campaign that involved time travel in its backstory. Each instance of time travel created a new world.

Timeline 1

High tech humans developed a time ship and fired it up. Their small scale tests hadn't revealed that the principle of time travel sent objects through the flesh of a Lovecraftian god. When the ship made its first time hop, everyone inside was exposed to infinite horror.

Timeline 2

The ship crashed in the distant past and leaked reality-warping madness into a primitive world. Mixed with the beliefs of both the travelers and the inhabitants, the warping effect produced a world overrun with magic and mythic beasts.

Eventually, necromancers came to power, and over thousands of years destroyed all life on the planet (except for a few small populations kept for food by vampires and such, and even those were dwindling). A bunch of powerful necromancers raised the wreck of the ancient time ship and used it to open a gate to a time when necromancy was still weak.

Timeline 3

A thriving fantasy world full of the usual fantasy tropes, and there are several portals to this strange 'Dead World' from which hordes of undead periodically invade. Yes, it's entirely possible for people in this timeline to meet undead versions of themselves from the necromancy-dominated timeline.

In this timeline, the wreck of the time ship remains undisturbed, undiscovered...


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Charon's Little Helper wrote:
Eltacolibre wrote:
Pretty sure according to gaming history, starcraft was originally made as a w40k game, except for some complicated reason, Blizzard lost the license and kept going with making the game.
Really? I knew that was true of Warhammer / Warcraft. I didn't realize that it was also true of 40k / Starcraft.

That's a popular myth.

Old dorky Tyranids came first (early 90s). They had mercenaries and cults and actually talked to people via their diplomat race.

Starcraft (1998) featured the Zerg, which thematically were very much similar to a lot of the classic hive swarmy alien tropes. Their visual design bore little similarity to the Tyranids of the time.

The 'Nids got a redesign (1999+), and suddenly appeared a lot more Zerg-like, especially gaining lots of prominent crests like the Hydralisk. A new unit, the Ravener, is particularly notorious for the similarity.

If you want to say people are ripping off other IPs, in this case it's back and forth between Blizzard and Games Workshop.


Reincarnate: GM's choice


Huh. For some reason I thought this thread was a lot older. Reposting to say that I'm a fan of Satoshi Kon's work. In ridiculously belated hindsight, I think that comes out here quite obviously.


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I would say make a few base sliver forms, probably varying very little. Their character comes from their ability sharing. Give each of them a single very simple 'sliver ability'. All slivers in the encounter have the 'sliver ability' of each other sliver in the encounter.

You will want to be able to recalculate their stats without trouble, so don't make it too complex.

Perhaps stuff like:

Muscle Sliver: For each muscle sliver, slivers gain a +1 insight bonus to melee damage rolls, to a maximum of +5.

Spitting Sliver: Slivers gain a ranged touch attack with a range of 60 ft. that deals 1d6 acid damage per spitting sliver, up the attacking sliver's hit dice (minimum 1d6).

Alternatively, you could do without the stacking and the swarm more about the diversity of its constituents rather than adding up numbers of each type.

Muscle Sliver: Slivers gain a +3 insight bonus to melee damage rolls.

Spitting Sliver: Slivers gain a ranged touch attack with a range of 60 ft. that deals 1d6 acid damage per two hit dice (minimum 1d6).


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Thriaie, or however you spell it? They're a hive of insect people, though they are more peopley and able to have conversations with the party, which might not be what you're looking for.


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I might allow illiteracy as a free option:

Benefit: You cannot set off magic traps triggered by reading. i.e. explosive runes.

Penalty: You cannot read or write.


Yes, when a player spins on an office chair, you may execute an attack of opportunity on them.

As others have said, characters have no facing.


I've been in games where the party has overestimated enemies and avoided combat with them, only to be later told by the GM that we totally could have stomped it. Or that we've heard from the locals that there's a frightful giant terrorising them, and it turns out to be half our CR.

Once you're around level 10+, it's hard to know if that 'terrifying beast with many heads, fangs and claws and terrible breath that lays waste to armies' is a deadly opponent or a pushover.


Inaquian wrote:
But my campaign has been likened to Dark Souls.

So with sufficient planning and finesse you can beat any enemy or trap even with the weakest character, and returning from the dead is automatic? :P


Prosthetic Parts!

In a game where you can lose bits of yourself in combat, it's a good idea to have some way of fixing yourself up. If you don't go for regeneration or powerful healing magic, you can get replacement parts!

Conventional

Made from wood, bone or metal, conventional prostheses often resemble the missing part or simpler shapes but have no ability to move on their own. Some more advanced pieces may be cleverly articulated, with joints and springs to aid movement.

Cheap, not subject to pain or energy loss, usually cannot restore full function.

Fabricant

A very recent development, a fabricant prosthesis is mechanically and mystically animated in a similar fashion to the fabricants themselves, and can be used by the wearer just like a real limb, albeit with some advantages and disadvantages due to being nonliving machinery.

Some fabricant parts may include intricate devices and tools, or even hidden weapons.

Expensive, not subject to pain or energy loss, cannot use talents that cost energy.

Forgecursed

Getting a forgecursed prosthesis is easy. That is, if you can take the limb off a forgecursed. The tortured masses of metal and flesh are eager to reconnect with life and basically install themselves if surgically attached to the appropriate site. They function just like a normal limb. There is the downside of constant pain and a tendency toward gaining some of the negative forgecursed personality traits, making it the least popular option.

Rare, fully functional, constant pain and risk of madness.

Undead

Necromancers can animate dead parts and attach them to a living body. This may be nauseating to think about, but is perfectly safe and sanitary so long as the recipient does not let the part's reservoir of life force run empty. The limb may then attack the wearer and those around it in attempt to replenish itself. This can be particularly strange if the prosthesis is not a limb.

Creepy, fully functional, requires upkeep or risks becoming an uncontrolled undead.

Magewood

A more exotic option, magewood replacements are not crafted, but planted in the wound and grow into the appropriate shape, albeit with a woody and sometimes leafy appearance. Magewood parts are tough and function well but require extra care, frequent sunlight and periodic watering.

Expensive, tough, fully functional, requires tending.


I'm back!

Somehow, I managed to get myself on track with working on this system again. The former eight injury charts (head, chest, abdomen, groin, arm, hand, leg, foot) have been condensed into four (head, torso, arm, leg) and I've added rules for reducing starting stats below the norm (along with a warning about dumping in a system that cares about every stat).

Equipment lists have been refined and edited. More spells have been written (descriptions for existing spells; no new ones yet).

I haven't done more on the world, but if asked, I could elaborate on some aspect.

I might actually be able to get this thing playable soon!


In every PbP I've been in, the GM ditched after a few weeks. And I've tried a lot. :(


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There is no PFS where I live.


It took me a little bit to get the hang of it. There's no useful tutorial.


When you are 'willing', that is not the same as voluntarily giving up your saving throw. Willing creatures are automatically affected by harmless creatures without a save. Unconscious creatures are willing.

So you can heal them up. No problem!

However, when you cast a non-harmless spell on an unconscious creature, whether they are willing or not doesn't matter. They're in no state to voluntarily give up their saving throw.


Farastu wrote:
I may have to check out Warhammer, sounds like their magic system could be interesting.

If I remember, to cast a spell you roll a number of d10s equal to your casting rank vs the target number of the spell. If you succeed, you cast the spell.

However, if you get any 9s in the above roll, you roll a percentile die on the 'perils of the warp' table. It ranges from things as mundane as your hair changing colour... to the aforementioned uncontrolled demon-summoning.

Yes, this means that the better you are at magic, the more likely something terrible is going to happen.


So I picked this up recently. I think it might finally be the successor to Master of Magic I've been waiting for!

Also, the map maker is beautiful. I might even use it to make tabletop campaign maps.


Try Warhammer if you want random magic to screw up entire campaigns! Rolled badly on your attempt to set fire to a goblin? A chaos demon tears its way out of your skull and destroys everything in a hundred metres in the blink of an eye.


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Meanwhile, on the opposite side of the planet, there is a nation of Janes.

A secret order of wizards has dedicated themselves to ensuring the two populations never discover each other.


Orfamay Quest wrote:
Puna'chong wrote:
I do love the idea of magic taking the place of steam, oil, coal, electricity, etc. that we use all the time though.

I think that's a major part of the issue most people have, though. One of the standard fantasy tropes is that magic is rare and romantic,... but it's much harder to keep it that way when you can buy a death stick at any Wal*Mart.

This is Eberron.

Not that I mind! I'm in an Eberron campaign currently and having a good time.


Kolokotroni wrote:
Umbral Reaver wrote:

Often, it's for a sense of balance.

You can gain power from magic or technology. Pick your favourite flavour.

If you can gain power from both then it's likely that technomagical characters will reign supreme, having twice the power.

This is a total cop out. If there is an imbalance, there's a problem with the rules, not the concept. Its almost always the concept that is regected. People who have problems with the rules just generally change them.

There were tons of anti iron gods and technology guide posts long before the actual rules were discovered.

And that balance isnt really hard to manage, just make them draw from the same resource pool You gain technology either through treasure, or through class abilities. Since both of those are also how you gain magical power, you dont get double power, you get part of one and part of the other. If everything is valued properly theres never an issue.

As for why people reject the concept, no idea...its been a part of dnd since there was a dnd, actually before. The dying earth (you know, where the concept of dnd magic comes from) was science and sorcery, with space ships and flying cars along side wizards and magic items. But some people prefer a revisionist vision of the history of both the fantasy genre and dnd in general, claiming the dont want any new fangled laser guns on their lawns.

Me I am running iron gods. I love me some robots and laser with magic and elves. No real reason I need to segregate the things I like (science fiction and fantasy). Lets strap some rocket launchers and power armor on that dragon and lets do this.

Sorry for being unclear. I meant societal power. As an empire, one that wields both powers together can do a lot more. Whole Civilisations aren't bound by 'WBL' or class balance.


Often, it's for a sense of balance.

You can gain power from magic or technology. Pick your favourite flavour.

If you can gain power from both then it's likely that technomagical characters will reign supreme, having twice the power.


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You might get something out of this.

It's a class built around using a suit of power armour salvaged from a Numerian wreck, so it's 100% tech and non-magic.


I wonder if any of Castlevania would suit.


Holy Gun is significantly worse than a normal paladin that picks up the firearm feats.


Ravingdork wrote:
Wear boots of the battle herald for +4 to all your attacks (and saves and skills) for pretty much the entire adventuring day.

Oh wow.


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Under some definitions, all d20 rolls that include an ability modifier are ability checks. It's probably best to assume that an ability check is a d20 roll that includes only an ability modifier.


Nice to see people are keen. Did anyone actually get a chance to play one?


I'm digging this out of obscurity once more. Maybe I can motivate myself to do some more polish.


My old armiger might be of use. It's a tech-based class that gets a suit of mechanical armour that can eventually become something like a battlemech.


The same thing that happens to anyone in a demiplane when its duration ends.


chbgraphicarts wrote:

I will concede that it would be nice for there to be a way to do Two-Weapon-Fighting with just Strength.

Miyamoto Musashi is probably the premier example of this in real life: wielding 2 single-handed swords, especially bokuto, using just his tremendous strength.

There aren't any sources that come to mind that speak of his dexterity, but he WAS almost (or OVER) 6 feet tall in Feudal Japan, and was built like a mountain.

Although I feel like, if there were a feat (or, worse yet, a TRAIT) which allowed players to use Strength in place of Dex when meeting the prerequisites for Two-Weapon Fighting or feats which require TWF as a prerequisite, that Dex-based fighters would just be killed off entirely.

While that would actually make a lot more sense, and make TWF a lot easier to use, it would also obsolete the main trick that Dex warriors have.

Rangers (and other classes that can get ranger combat styles) can ignore Dex when taking TWF feats.


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Bigdaddyjug wrote:
Nicos wrote:
If a PC have a bite attack and bite the the succubus, does that constitutes an act of passion?
That would entirely depend on where and how forcefully he bit her.

Like this?


I play a lot of different things, but almost all of my characters are powerful ladies that take no guff.


So, it's probably not necessary to buff sorcerers.

What if we slow spell progression of wizards by 1 level?


Well, damn. I didn't look at the date.


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I can't view any of the images hosted on Imageshack. It keeps redirecting me to an ad video.


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The last peasant in the line throws the pole as an improvised weapon with a range increment of 10 ft.


Always down.


I found a miniature to use for the character and it's much more modestly dressed than the image.

Oni Miniature

(Of course, I'd paint mine blue.)


Update:

I showed it to the group. Responses:

"What the hell? You dress like a whore!"

"That's rather... boobalicious, don't you think?"

"Uh... maybe you could just use Heromachine."


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I don't believe rogues should be able to sneak attack anyone at all! Where does it say that creatures have vital organs? Nowhere! Some of your giant, undifferentiated mass of hit points aren't somehow more vulnerable than another bunch of hit points!


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So, I'm writing her character sheet and stuff. She ends up being near seven feet tall. Most folks are going to get sore necks if she keeps insisting 'my eyes are up here'.


I think I need to clarify, since there's some misunderstanding going on.

Here's the order of events:

1. I found an already edited oni image, complete with armour.

2. I palette-swapped it to be a blue oni.

3. I posted here.

4. I found the original unedited image through reverse image search.

I was wholly unaware of the Dmitrys original when I made the first post.


The strangest part is that I wasn't particularly concerned with the bare abdomen.

I was wondering if the unreasonable size of her breasts pushed the image over the line from fantasy art to softcore fetish art.

Also, I suppose I shouldn't be surprised at everyone calling the character a barbarian. I'm actually making a strength-based, two-handed weapon inquisitor! :P

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