Seltyiel

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Hey peeps, hoping to get some feedback.

I'm putting together a game based on the old(ish) sci Fi movie Pandorum, with some lovecraftian mystery mixed in.

The players will wake up without any memories, and will basically just have to survive and escape.

Blurb to the Players- pick any class or race (-android) in the core rulebook
You have no memory of who you are, where you are, or where you're going.
The only "skills" you have are brought about by muscle memory, you may know HOW to do a thing, but you don’t know why you know it or why you know it.
You will discover your memories as we go, at the beginning simply make choices and actions that make sense to you. As memories are uncovered/revealed you will have to reconcile who you think you are with who you were.
This is a serious rp heavy game

Map note-
Will be using roll20, so dynamic lighting (limited view) and background noises ( creaking hull and other ambient noise) will add to the setting and suspense.

Intro game

The team wakes up slowly to a darkened cryo storage room. With only their name and designation, the team sets out to find more information about themselves and what happened to them. Perception
- 1-5 - the darkness and confusion of cryo prevents you from seeing anything of import in the din
- 6-11- you notice that the majority of the cryo pods in the bay are still active, and can imply there is at least some emergency power is active.
- 12-16- you notice that you also see that several pods are deactivated, some of which are open and empty while others clearly have unfortunate passengers still entombed within.
- 17-20+- there is a pod that’s been clearly torn apart. With shattered glass, bloody remains, and sizeable clawmarks in the interior of the pod, the thing is a sight to behold. They will also see an air vent that may be big enough for someone to wiggle through.

Upon further inspection of the bay you find a torn notebook (see pages column, entry one), a single flashlight, a fire extinguisher, a screwdriver, and some assorted wires and circuit boards that can be pulled from broken pods. If seen, shards of broken glass can be taken from the fractured pod for impromptu weapons.

The players will find a locked door as the only obvious way out.

Possible exits and afterward
- Override the doorlock using the battery of the flashlight and some spare wire, or other tech skill
○ The door opens to a dark hallway. Both directions are unmarked and fairly unassuming, until a swarm of rodents emerges from the right, sprinting across the adventurers path. After the critters pass an eyrie silence settles for just a moment, after which a blood curling scream emits from the direction in which the rat swarm emerged. The scream is cut off with an abrupt snapping sound.
○ If the crew chooses to run towards the danger, they will die.
○ If the crew runs from the noise they will pass by several doors (other cryo bays, a storage closet (items inside), and a broken elevator.
○ Nearby emergency exit stairs will lead them to a abandoned hangar deck.
- Use the screwdriver to pull the vent grate off and crawl through
○ The vent exits thee doors to the left of original cryo bay door. They can open the door from the other side for the crew
- Blow a hole in the wall/floor (I don’t know how they would do this, but I wouldn’t put it passed this group)

Hangar Bay

- this will be the stopping point. The crew would need to turn the power on and open the bay doors to leave, will expand later

Endgame Goals
- Uncover more journal pages
- Discover one of the crew is the research assistant that wrote the journal
- Discover The creatures are experimented on passengers
- escape

Any feedback or tips would be appreciated!


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Hey guys,

I'm about to GM a pathfinder game based off of a Naruto D20 conversion I put together and was hopping to get some feedback before I start. Below is my quick guide, which is based off the thought that the characters will already have a basic knowledge of pathfinder. Along with the conversion to pathfinder, I cut a lot of content just tto make the game simpler.

I used the monk's Ki pool to base the Chakra system. If you want to see the more in-depth guide I put together, revised feats list and such let me know. the classes and jutsu are the same for ND20

Basically this is a quick reference guide to help the players on the startup

Chakra- ninja use chakra energy to perform various actions.

- If ones chakra pool 0, he can only take a single move or attack action every round, and cannot run or charge.
- 1 point of chakra can be used to augment an action, dependent on a chakra control check, at gm’s discretion (1-10 fail, 11-19 success, crit x 2) (ex, +1 to a punch, +5ft to jump)
- Characters gain 2+con points of chakra per level

Action Points: can be spent for many reasons, such as:

- spend 1 action point to gain 1d6 points of temporary chakra
- hasten one action
- payment for talent/feat/jutsu
- create hand signs while holding a weapon/object

Hardness – some techniques allow the user to add or ignore points of hardness. In this case 1 point of hardness equals 1 AC

Strength Ranks- If a technique, feat, or move requires a certain strength rank, it can be learned/used if the user’s base tough attack is equal to that of the required rank.

Speed Ranks- If a technique, feat, or move requires a certain speed rank, it can be learned/used if the user’s base ranged attack is equal to that of the required rank.

Jutsu- Any jutsu may be learned if:

- The user’s skill for the jutsu type (Genjutsu, Taijutsu, Ninjutsu, or chakra control) is equal to ½ the jutsu’s learn DC,
- It matches elemental nature
- Any jutsu can be remade to fit another nature, gm’s discretion
- Any jutsu can be created, gm’s discretion
- Some jutsu can be mastered. Five uses of a jutsu are equal to one mastery level for ranks 1-3, seven uses for ranks 4-7, and ten uses per level for ranks 8 and above
- Some jutsu can be empowered, which can be done after the first mastery level
-players can learn 1d3+int jutsu per level

Chakra Nature-

each ninja can imbue chakra with an elemental nature. At level one, each character may chose a base chakra nature. At level six an additional, evolved, or mixed nature may be chosen.

- Advanced nature- when two chakra natures are mixed they produce an advance nature

- Evolved nature- instead of choosing a second or advanced nature, at level six one can choose to evolve their base nature.

Weak/Strong against: Each elemental affinity is strong again one affinity, and weak another

Chakra Nature Weak against
Earth Lightning
Fire Water
Lightning Wind
Water Earth
Wind Fire

Chakra Nature Penalty: A chakra nature penalty is a -2 penalty against a chakra-based attack of the opposite descriptor. (ie, -2 ac against water attacks for fire user, -2 to reflex for earth against lightning jutsu)

Tip and ideas are wanted, thanks for the help!!