Monday, December 31, 2012

New Year's Game

So we are having some friends and family over at our house tonight for new years eve. My wife is trying to find things to do with them, and asked me to put together a quick one night game for us to possibly play with everybody.

I decided to make a short game set in my Silver Divinity game. I'm working on some characters for them to choose from, and much to my wife's amusement I decided to start them out as patients in an asylum of sorts. They are going to start with only a gown to wear and nothing else, as well as being in completely different rooms. They are all going to be under the effects of basically a drug induced amnesia, although because of some outside circumstances their memories are slowly returning (they only remember their name and vaguely what they are capable of, but don't remember anything about their pasts at the moment).

I think they should have fun with this, or at least I hope they do. I'll probably post a follow up to this as long as we actually play the game.

Happy New Year to everyone.

Tuesday, December 18, 2012

New page - Zindel's Rage

I've been busy lately finishing up the semester for school, and haven't gotten to work on my game too much. Planning on trying to get more done over the holiday break.

One of the classes I took last summer was creative writing, and I wrote a short story based in the Silver Divinity galaxy, although it is in the past. I enjoyed it and thought I would share it on here. I have put it on its own page here if anyone is interested in reading it.

Feel free to leave a comment if you like or dislike it, I enjoy critique.

Sunday, December 9, 2012

Gaming with the kids

This is a story me, Kim and the girls made while playing a game we bought for them awhile back. It is a silly game, but is quite fun. It is actually meant for higher age groups, but it is fairly easy to get it ready to play for younger ages.

 DO: Pilgrims of the Flying Temple is the name of the game.

This is the letter that we answered, which is what the pilgrims are supposed to do.

Dear Pilgrims of the flying temple,

Hi how are you! My name is Melanie. I come from a very small planet.
There is me, my house, my cat, and two trees.
I am not so good, because my planet has been eaten by a whale.
It is a very small planet. I woke up and I was inside a whale. I don’t want to get (more) eaten.
Please help!
your friend
Melanie (age 8)
P.S. I will make you cookies.

Here were our names:
Pilgrim Stubborn Earth – Eric (me)
Pilgrim Pretty Fairy – Izabel (5 year old daughter)
Pilgrim Quiet Beast – Barbara (7 year old daughter)
Pilgrim Kind Flower – Kim (my wife)

Pilgrim Stubborn Earth, Pretty Fairy, and Kind Flower went to the planet while Pilgrim Quiet Beast stayed outside of the whale.
Pilgrim stubborn earth tries to help by throwing dirt in the whale to make it cough the planet up. Melanie tries to tell him that the whale just ate a bunch of dirt and it won’t work.
Pilgrim pretty fairy tries to steal a cookie. She gets caught and decides to give the cookie back.
Pilgrim quiet beast tries to talk to the whale to get it to let the planet out. The whale doesn’t hear her though because she is too quiet.
Pilgrim kind flower makes the trees grow really tall to tickle the whale’s stomach, so it will throw the planet up. If the trees grow too tall though, they will break her house, so she can’t make them big enough to help.
Pilgrim stubborn earth tries to move all the dirt from the planet outside instead. But Melanie stops him as he would destroy her home if he did that.
Pilgrim pretty fairy tries to steal Melanie’s pretty cat this time. But decides not too when Melanie notices.
Pilgrim quiet beast is so quiet that the whale doesn’t notice her and runs over her.
Pilgrim kind flower tries to grow the grass instead of the trees. But all the grass is gone because pilgrim stubborn earth is moving all the dirt.
Pilgrim stubborn earth stops moving the last of the dirt so he doesn’t destroy Melanie’s planet and home. He eats one of her cookies before finishing helping though.
Pilgrim Stubborn Earth made the planet a different shape by moving the dirt, giving Melanie more room to live.
The cat decided to go with Pilgrim Pretty Fairy because it liked her.
The whale noticed Pilgrim Quiet Beast when it hit her and stopped to listen and let the planet out.
Pilgrim Kind Flower found some hidden seeds, and made them grow; covering Melanie’s planet in fresh grass.

THE END

Wednesday, November 28, 2012

Fey (Fairies)

Been a little hectic lately with the holiday happening, then me and my wife passing around sicknesses between each other. But after much thought here is another race for my game. This one I like a lot, which I think might be influenced by the fact that I have three daughters.


The Fey, or fairy as some like to call them, are a relatively new race to the galaxy. Although they have been around for a while, they did not become a part of the galactic scene until recently. Originally they could only be found on one planet alone, and their love for nature was so ingrained in their cultures, no matter where on the planet they were, that they had grown fairly stagnant in their society. The events that lead to them being thrust onto the galactic scene, was a mixed blessing for them.

When the crystalline beings made their entrance into the galaxy, the planet they settled on was the Fey home world. Over half of their population was killed when the Crystalline “ships” landed on the planet’s surface, although it was not an intentional action. When the other races came to investigate the occurrence they stumbled upon the Fey as well as the crystalline beings.

Fey society split in different ways with the sudden introduction of so many new creatures. Some wanted to get to know the crystalline beings better, while others wanted only to fight them; still others were more curious by the new races, and some bartered for passage away from their now ravaged homes. It didn’t take long for the Fey to be integrated into the galaxy, although they do not have any centralized government in any regard as most other races do, and they don’t have any major representation amongst the other races, although they can be found most anywhere now.

Physically Fey resemble humans, although they are slightly smaller and thinner than the average human. They also have a long, thin, and semi-transparent set of wings protruding from their upper backs. In low gravity areas, whether a planet, ship, etc…, they can use these wings to fly; although in higher gravity areas their wings do not give enough support to fly, although they can usually glide for a short time.

Fey are physically androgynous appearance wise; they technically have male/female genders although unless they reveal it to you, or you see them unclothed it is hard to tell them apart. Due to the fact that most of the other races genders are generally easily distinguishable and with their sudden access to technology, a lot of Fey have taken to having surgery to enhance their physical differences. Although this is not a very common occurrence, it is starting to gain more support amongst younger Fey. Although very rare, a small group of Fey have taken to even having their wings surgically removed; making it easier to blend in with humans, or sometimes because of the hindrance with some physical labor jobs.



Randolph Erickson                             Fey

HP: 9                     
Initiative: 6

Strength: 1
Dexterity: 2
Constitution: 0
Intelligence: 1
Wisdom: 3
Charisma: 3

Base movement speed:  60ft.                    Sneak: 30ft.                        Run: 120ft.

General Skills (max rank 4 at level 1):
Athletics (STR/DEX): 4 ranks
Charm (CHA): 4 ranks
Dodge (DEX): 4 ranks
Empathy/Sense Motive (WIS): 4 ranks
Perception (Spot, Search & Listen) (WIS/INT): 4 ranks
Weapon Ranged Energy (DEX): 4 ranks
Weapon Ranged Ballistic (DEX): 4 ranks

Specialty Skills (max rank 4 at level 1):
Animal Handling (WIS): 4 ranks
Medicine (WIS): 4 ranks
Specialty Weapon Whip (DEX): 4 ranks
Survival (WIS): 4 ranks

Talents (max of 4 at level 1):
Animal Empathy (bonus): +2d to skills like Charm, Intimidate, Bluff, Diplomacy, and Animal handling when used against animals.
Agility: +2d to Athletics, running, sneaking, and climbing. And +10ft. to movement speed.
Toughness: +1d to your health.

Complications (First 3 give you more character points to spend: 5 for first, 3 for second, 1 for third):


Racial Abilities:
Small Wings: You have light wings that can be used to glide 1 minute per CON and break a fall, but you cannot truly fly in normal gravity.
Animal Friend: Gain animal empathy as a bonus talent

Friday, November 9, 2012

Spellcasting Changes and Thoughts

Although this is a time consuming process at times, I'm planning on redoing the spell casting system for my game.

At the moment in order to cast spells you have to take an appropriate spell casting Talent, which opens up the appropriate skill. There are two talents at the moment and each opens up one of two skill associated with it.
The skills determine what spells you can actually cast.
The first talent is Thamaturgy, which lets you choose between the skills Enchanting, or Thamaturgy.
In essence these are Arcane casters.
Enchanters are the buffers, their spells have to be cast on someone or something.
Thamaturgy are a combination, their spells are more attack oriented, although they do have minor buffs and a very minor version of heal.

The other Talent is Faith, which lets you choose between the skills Channeling, and Devotion.
These are the Divine casters.
Channelers are similar to clerics, they have one attack spell to choose from, while the rest of their spells focus on healing damage, curing diseases, removing poison, and a few minor buff spells.
Devotion casters are interesting to me. They are the only caster type that has access to all of their spells. Whenever they cast a spell it is more along the lines of praying for an affect, but the affect that occurs may not be exactly what they want, it is up to the deity they worship as far as what spell takes affect. They do not have any attack spells, but the spells they do have access to are very powerful compared to the other casters.

Although I do like the way it is set up, the times I have gotten to play it has not been received quite so well. Not only that the different talents giving access to different spells in essence seems to create a magical class system in a game where there are technically no classes. Also with the more I think about it, the more I realize that not all, but most stories I read with spell casters, there are not usually distinctions between them, and someone who can call down fire and lightening can also potentially heal at least slightly. Although this is not always the case, I like the feel of that better for my game.

I am still working on the specifics, but what I would like to do is make one spell casting talent
that grants potential access to all the spells for players. As far as figuring out how to regulate how they are at actually casting a spell is part of what I am still working on.

Eventually I would like to work on a more free form spell casting ability, although I do know that the majority of the people I normally play with will never play a more free form spell caster.

Monday, November 5, 2012

Dwarves

Dwarves are short statured beings, with fairly humanoid features. They are generally stubborn, although it has been known for some to overcome this basic urge. The old tradition was for them to grow their beards to long lengths as a show of power. There are a few groups that still practice this, but it is largely ignored by the current dwarven society.

The main resources that dwarves export to the other races are materials from their mining. Barring a few hermits and the like, dwarves don’t live in caves but prefer to build homes away from the mines. Their homes are usually misconstrued as caves because they do like to keep everything close at hand, meaning that their homes and their ships alike are usually built with short ceilings, tight corridors and small rooms.

Dwarves are usually misconstrued as being greedy, hoarders. This is untrue assumption is based upon a few powerful dwarves in the past who were greedy tyrants, who tended to make themselves noticed in their attempt to gain more power. Their current system of government was finally put in place in an attempt to quell any attempts for one person alone to gain control of the people.

Technocracy is the form the government has taken for the largest dwarven nation, although the other countries still use other forms to govern their people. There are many different fields that make up the government, but the largest two groups are mining, and although it is not technological exactly the magical society is the other largest group.

Dwarven magic users are held in high regard among the other dwarves, even if their abilities are extremely limited. Dwarven mages are referred to as Silver Spirits amongst their own, and the majority of their members keep their facial hair shaved, while the hair on their head varies in length by personal preference. The lack of facial hair is by no means a requirement, just a general practice from the past.







Gillian Kierre                      Dwarf                    HP: 12HP              Initiative: 7

Strength: 1
Dexterity: 2
Constitution: 2
Intelligence: 2
Wisdom: 2
Charisma: 0

Base movement speed:  40ft.                    Sneak: 20ft.                        Run: 80ft.

General Skills (max rank 4 at level 1):
Athletics (STR/DEX): 4 ranks
Concentration (CON): 4 ranks
Dance (DEX): 4 ranks
Empathy/Sense Motive (WIS): 4 ranks
Perception (Search/Spot/Listen) (INT/WIS): 4 ranks
Weapon Ranged Energy (DEX): 8 ranks

Specialty Skills (max rank 4 at level 1):
Appraise (INT): 4 ranks
Photography (INT): 2 ranks
Research (INT): 4 ranks

Talents (max of 4 at level 1):
Combat Sense: add 1 to your initiative.
Expert: Ranged Energy Weapons
Deadly Shot (twice): add +2d damage to ranged energy weapons

Complications (First 3 give you more character points to spend: 5 for first, 3 for second, 1 for third):
Stubborn (racial): When someone disagrees with you, you must get at least 1 success on a wisdom or concentration check or go to extreme lengths to prove you’re correct

Friday, November 2, 2012

Races and Other Thoughts

So sitting down and writing up an explanation behind the races in my world is taking awhile. Between work, school, and three kids it is fun trying to find time to work on personal projects.

It is partially taking me awhile to write things for the races as I am constantly researching and looking things up, about what has been done before, what certain mythologies say, and what each races role in the galaxy would be.

Although some might have similarities to what has been done before, I am trying to steer clear of that too much. One thing I am trying to keep in mind as I'm working on this is that in any race there is bound to be diversity, so I am trying to state the general things that make each race unique so that it does not make it to where a whole race is considered: magical/technological/good/evil/etc...

Dwarves are what I'm working on next and I am finding them to be very interesting.

Tuesday, October 30, 2012

The Witch - Thoughts

I've gotten to look at the preview now for The Witch from The Other Side.

The witch class in it looks very interesting, and definitely something I wouldn't mind trying out myself.

If you get a chance check the links out above.

Monday, October 29, 2012

Monstorous Monday - Crystalline beings





Crystalline Being (Humanoid Form)

HP: 30                   Initiative: 4                         AC: 5

STR: 3
DEX: 1
CON: 5
INT: 3
WIS: 0
CHA: -2

Base Movement: 30 ft.             Run: 60 ft.           Sneak: 15 ft.

Skills:
Athletics (STR/DEX): 6 ranks
Dodge (DEX): 4 ranks
Hand to Hand (STR): 10 ranks
Perception (INT/WIS): 4 ranks
Weapons (all melee) (STR/DEX): 9 ranks
Weapons (all ranged) (DEX): 6 ranks
Computers (INT): 6 ranks
Disarm Mechanical Device (DEX/INT): 4 ranks
Pilot (all ships): 6 ranks

Abilities:
Ageless: Crystalline beings never age and you are not affected by diseases of any kind.

Immunities: Crystalline beings are immune to sleep affects, paralysis affect (not including grappling), poisoning, mind controlling affects, and vacuums. They are also immune to most magical affects, the only type of magic that can harm them are spells that manipulate other objects to cause damage (telekinesis for example). The only spell affect that will harm them with energy alone are sound based damaging spells, which cause 50% more damage to them.

Unstoppable: Crystalline beings are not debilitated by pain, shock, bleeding, or other affects, although their bodies can still be destroyed with enough damage.

Shape-Shift: Crystalline beings can shape-shift into different forms; they still appear to be made of crystal no matter their shape. This particular one can look Humanoid or Canine/Feline (either a large cat or dog in shape, hard to distinguish which it actually it).

Complications:
Bane: Focused sound attacks do 50% more damage.

Speech: Crystalline Beings do not have vocal cords or anything capable of mimicking flesh and bones creatures’ ability to speak. They can communicate easily enough amongst themselves, but to flesh and bone creatures their speech sounds like nails on a chalkboard.

Combat Abilities:
Slam: With their bodies being made entirely of crystal, any part can be used as a weapon. Depending on what is used the attack can be considered either bludgeoning or piercing/slashing.
Attack: 12d                         Damage: 9d


Crystalline Being (Canine/Feline Form)
Most things stay the same, the changes are the main things listed.

Initiative: 7

STR: 1
DEX: 4
CON: 5
INT: 3
WIS: 0
CHA: -2

Base Movement: 60 ft.                  Run: 120 ft.         Sneak: 30 ft.

Skills:
Athletics (STR/DEX): 9 ranks
Dodge (DEX): 9 ranks
Hand to Hand (STR): 10 ranks
Perception (INT/WIS): 6 ranks
Weapons (all melee) (STR/DEX): 6 ranks
Weapons (all ranged) (DEX): 4 ranks
Computers (INT): 4 ranks
Disarm Mechanical Device (DEX/INT): 4 ranks
Pilot (all ships): 4 ranks
Track (WIS): 6


Combat Abilities:
Slam: With their bodies being made entirely of crystal, any part can be used as a weapon. Depending on what is used the attack can be considered either bludgeoning or piercing/slashing. In this form they can use a bite attack which deals piercing damage, which also lets them attempt to grapple automatically.
Attack: 9d                            Damage: 9d



Description:

Crystalline beings are not a natural part of the Silver Divinity galaxy; although their introduction into the galaxy was not their decision. Their home galaxy has almost been completely assimilated into the Silver Divinity galaxy, resulting in the death of the flesh and bone creatures of the universe. The Crystalline beings only survived because of their immunities to the harsh environment the assimilation created.

Crystalline beings do not have the ability to manipulate magical energies, and are immune to the majority of magical affects. They do however have an affinity for technology, which shows partially in their physical appearance.

Physically their size and shape can vary just as much as most races. They look to be made entirely of varies types of crystal, although their colors vary as if made of other types of gems. Although they cannot wear armor in the sense that other beings do, they can attach pieces of armor or other varies metals to their bodies to create a mismatched, but effective suite of armor. They can attach weapons, either ranged or melee weapons, to their bodies; ranged weapons although attached cannot be fired while attached; melee weapons, although still usable, are mostly incorporated into their slam attacks possibly adding a little extra damage to the attack.

Most other races think they are brainless creatures whose only instinct is survival. This prejudice is incorrect, as the Crystalline beings are intelligent in their own right; but their way of thinking is very different from the rest of the galaxy.

The have two main colonies in the Silver Divinity galaxy now, which were inadvertently built on already occupied planets.
One planet is inhabited by fey, they had just discovered galactic space travel but with the arrival of the crystalline beings they have been cut off from the other races, although there is a truce between them.

The second planet is not inhabited by other races. There was an assortment of other races but the amount of crystalline being arriving either killed or drove them out.



Friday, October 26, 2012

Home Group & Game Updates

So it looks like my home group, helping me work out the kinks in my game has fallen apart now.
I'm still getting to test the game occasionally with my in-laws, which has helped find things to correct or change, but we only play it on a few occasions.
I am bummed about the home group though, as they were starting to be pretty creative with their characters.

I'm going to be sitting down soon and working on the rest of the cybernetic parts of the game, along with completely redoing the magic system and their associated talents/skills.

It has been a little bit since my last post, and I missed posting a monster for Monday; I am happy to say though that my wife and I have officially moved and started the process of buying our first home (well a trailer, but it will still be ours at least).

Tuesday, October 16, 2012

Elves

I had to think on the elves for a bit to figure out where I wanted them to fit into the galaxy. I think I've got it figured out now.


Elves are one of the few races that are blessed (or cursed, depending on your outlook) with long life. Most elves generally live 3 times as long as humans. Mentally elves are fairly reserved when dealing with other races, but when dealing with their own kind they are usually more open.
Physically elves are the same size as humans. The old way of telling identifying elves through their pointed ears has become obsolete, as the breeding between some humans and elves have left elven children having more rounded humanoid ears along with other more human features, while still having true elven blood. There are no true breeding half-elves in the galaxy, although appearances make it seem like there are, the offspring of humans and elfish parents are either humans or elves no matter their physical differences.
Most elves still honor nature as their ancestors did, and they try to find ways to incorporate this into most things they do or create. One of the more noticeable of these, are their ships. They are still made of the same material as most other races ships, the major difference is that they are usually bigger in size than others. They build large sections of their ships only for the purpose of keeping plant life growing close to them. This is mainly for the comfort they are used to, but also has an added bonus of taking some of the strain off of their oxygen based life support systems.



Elion Whisper                   Elf                           HP: 6                      Initiative: 7

Strength: 1
Dexterity: 3
Constitution: 0
Intelligence: 2
Wisdom: 2
Charisma: 1

Base movement speed:  60ft.                    Sneak: 30ft.                        Run: 120ft.

General Skills (max rank 4 at level 1):
Athletics (STR/DEX): 4 ranks
Bluff (CHA): 2 ranks
Conceal (DEX): 4 ranks
Dodge (DEX): 4 ranks
Hide & Sneak (DEX): 8 ranks
Perception (Spot, Search & Listen) (WIS/INT): 4 ranks
Bladed Weapons (STR/DEX): 4 ranks

Specialty Skills (max rank 4 at level 1):
Pick Locks (INT): 4 ranks
Pick Pockets (DEX): 4 ranks

Talents (max of 4 at level 1):
Agility: +2d to acrobatics, Hide & Sneak; and +10ft to your movement.
Backstab: You can sneak attack with DEX based melee weapons, and add your DEX twice to the attack.
Stealthy:  +2d to Hide & Sneak.
Expert (Hide & Sneak): can up to rank 8 at level 1, and up to 12 afterwards.


Complications (First 3 give you more character points to spend: 5 for first, 3 for second, 1 for third):
 None

Racial Abilities:
Dexterous: -1 black dice for DEX based checks.
Low-Light Vision

Monday, October 15, 2012

Monstorous Monday - Zombie Cow


I was trying to figure out what I wanted to do for this Monday, and my wife recommended an undead cow, so here is my Zombie Cow, enjoy.




Picture from zone.aintitcool.com

Zombie Cow

Rank: 5
Physical Competence: 6
Mental Competence: 0
Health: 24
Armor: 4

Talents:
Ageless: You never age, and are not subject to diseases of any kind.

Immunity Bludgeoning Weapons: You are immune to bludgeoning damage.

Immunity Mind Affecting abilities: You are immune to mind affecting abilities and spells.

Complications:
Vulnerability to Fire: You take a -2 penalty against attacks of this nature.

Mindless: Mental competence is automatically 0. Any skill associated with mental competence automatically fails.

Hunger for Fresh Cow meat: If you do not feed on fresh cow meat at least once every 2 days you lose 1 point from your physical competence every 2 days that cannot be recovered until you have satisfied your hunger.

Combat Abilities:
Slam/Gore:         Attack 12             Damage 8d6 Plus an Athletics check against the rolled successes to avoid falling prone.

Trample:              Attack 12 (target takes -4 penalty for being prone)           Damage 6d6
(trample can only be used on prone targets)


Zombie cows are a product of bored and lazy Necromancers. When there is a lack of more humanoid subjects to animate, and they don't feel like searching for more; some sad necromancers will turn to testing their death spells on animals, before reanimating them to see what amusement they can offer in the joy (or curse) of un-death. After they are created the necromancer usually abandons them, as their extreme lack of intelligence makes them ill- suited for anything besides roaming around to feed.

Monday, October 8, 2012

Monstrous Monday - Vengeful Spirit


I thought I would do something for my game setting. There is a complication a character can take (although I don't see many people wanting to take it; but I myself would just for the fun of it) that is called Vengeful Dead. This means that your character has a ghost of some kind that continually stalks them, and attempts to kill them. The spirit can be destroyed but will return after 6 months in order to try again.

This particular spirit is stronger than most would actually be. This spirit does re manifest itself after 6 months, and it can stay active for an unlimited amount of time in search of its intended target. Once this spirit finds its target though it will do everything in its power to kill its target; but, it can only fight for 5 rounds before it uses up its energy and dissipates.
There are only two ways to truly destroy this spirit: first would be a powerful Devotion caster, second would be the characters death.

Vengeful Spirit

Rank: 5
Physical Competence: --
Mental Competence: 6
Health: --
Talents: Ageless, Rise Again
Armor: --
Combat Abilities:
Telekinesis: This Vengeful Spirit can mentally pick up and throw unattended objects weighing a total of pounds equal to their Mental Competence times 10(i.e. 6 * 10 = 60 lbs.).
Fear: The Vengeful Spirit can produce a scream that leaves everyone and everything within 100 ft. radius frightened. Everyone within this radius must make a WIS check or take a -4d penalty to their actions for the next 24 hours. Every 6 hours the penalty is reduced by 1.




Tuesday, September 25, 2012

Gnomes

Gnomes are generally more social than the other races. Physically they are about half the height of the average human and are usually thicker around the waist. The majority of Gnomes enjoy social gatherings, and their interests usually have them finding something so that they can be around other intelligent races. A lot of the more widely recognized and honest writings on most races histories and cultures were compiled by Gnomes who took to living with various races.
Gnomes originated on the same planet as Elves, Orcs, and Dwarves. Being so, they don’t hold any special feelings for these races. Gnomes are one of the few races that have, for the most part, stayed the same throughout their history; in the past they were roughly the same, although possibly a tad bit more cautious. Present day Gnomes tend to be reckless when they are pursuing something that interests them greatly, although they do at least attempt to be prepared before endangering their lives.


Christopher Taffle                           Gnome                                 HP: 9                    Initiative: 6

Strength: 0
Dexterity: 3
Constitution: 1
Intelligence: 2
Wisdom: 1
Charisma: 3

Base movement speed:  40 ft.                   Sneak: 20ft.                        Run: 80ft.

General Skills (max rank 4 at level 1):
Athletics (STR/DEX): 4 ranks
Bluff (CHA): 4 ranks
Charm (CHA): 8 ranks
Dance (CHA): 4 ranks
Perception (Search, Spot & Listen) (INT/WIS): 4 ranks
Ranged Energy Weapons (DEX): 4 ranks
Bladed Weapons (STR/DEX): 4 ranks

Specialty Skills (max rank 4 at level 1):
Research (INT): 4 ranks
Specialty Weapon (Whip – DEX): 4 ranks

Talents (max of 4 at level 1):
Expert (Charm): Can increase charm to rank 8 at first level, then up to rank 12 afterwards. (Racial)
Handsome: +1d to social situations where your looks would be appreciated.
Natural Charisma: Reduce black dice by 2 for social situations.
Polyglot: You are adept at learning new languages.

Complications (First 3 give you more character points to spend: 5 for first, 3 for second, 1 for third):
None

Sunday, September 16, 2012

Character Talents

Thought I might post a little more about the characters options. During character creation you get points to spend on Skills and Talents. Different Talents cost a different amount depending on how much of a bonus they give. This list is of course still changing as I find things to fix or add.

Acute Senses (Hearing, Sight, Smell, etc...)
Agility
Ambidexterity
Animal Empathy
Backstab
Beautiful/Handsome
Blind Fighting
Combat Sense
Contortionist
Deadly Shot
Deduction
Direction Sense (planet side)
Endurance
Expert
Fast Reload
Feign Death
Flashing Blade
Flight
Glib
Haggle
Ham Fisted
Hawk Eyed Aim
Inspiration
Iron Grip
Iron Will
Lunge
Mana Manipulator
Master of Disguise
Mere Flesh Wound
Mounted Combat
Natural Charisma
Natural Pilot
Night Vision
Point Blank Shot
Polyglot
Powerful Charge
Stealthy
Toughness
Unarmed Attack
Weapon Master
Magical Talents:
Thamaturgy (Learned)
Faith (Innate)

Friday, September 14, 2012

Wife's game request

So in the middle of working on my game, working, taking care of 3 kids, and going to school, my wife has made a request for another game project.

She really likes the Harry Potter books and somehow we got on the topic of a Harry Potter RPG game. I know there are fan made games around, and I will probably look at a few of them, but she wants me to see if I can make one myself for her to play with a couple of other people.

So I'm taking on this challenge for her, and sadly my first major step is going to be actually sitting down and reading the books as I have never actually read them myself.

Tuesday, September 11, 2012

Race thoughts and Examples

I started posting information about the races in my setting. Mostly describing how their mentality is racially, or how they are perceived by the other races. I thought I would do something else along with that and start writing up characters for each race as I put their descriptions down.

As I've already put down the Humans and Orcs I'm adding their character examples below. Just as a quick reference: during character creation each race has their own starting ability scores, then you get 3 points to increase your abilities, although you cannot put more than 2 of those on one attribute.
You also get 50 points to purchase your skills and talents with, although you have to spend at least 30 points on your skills alone, but it doesn't matter if they are specialty or general skills.

Human

Therin Willow        Male Human            HP: 9           Initiative: 7

Strength: 1
Dexterity: 3
Constitution: 1
Intelligence: 3
Wisdom: 1
Charisma: 1

Base movement speed:  40ft.          Sneak: 20ft.              Run: 80ft.

General Skills (max rank 4 at level 1):
Athletics (STR/DEX): 4 ranks
Bluff (CHA): 4 ranks
Conceal (DEX): 4 ranks
Hide & Sneak (DEX): 6 ranks
Perception (Search, Spot & Listen) (INT/WIS): 4 ranks
Ranged Energy Weapons (DEX): 4 ranks
Ranged Slug Weapons (DEX): 4 ranks

Specialty Skills (max rank 4 at level 1):
Forgery (INT): 4 ranks
Navigation (INT): 4 ranks
Pilot Medium Vessels (INT): 11 ranks
Pilot Small Vessels (INT): 4 ranks
Tactics (pilot) (INT): 4 ranks

Talents (max of 4 at level 1):
Expert (Pilot Medium Vessel): Allows skill to increase to max of 8 at level 1, then up to rank 12 at level 2 and up.
Natural Pilot (Medium Vessels): Adds +3 to the appropriate skill.
Point Blank Shot: +2d on your attack when shooting from short range or point blank range.
Stealthy: add +2d to your Hide & Sneak skill.

Complications (First 3 give you more character points to spend: 5 for first, 3 for second, 1 for third):
Lecherous: You can't resist grabbing or pawing someone you find attractive, or even making lewd comments if they’re not close enough. You must get 1 success on a Wisdom check in order to restrain yourself in these circumstances.
Criminal: Although you are innocent, you have been accused of rape and murder, and are constantly being pursued by Authorities.
Narcissist: You are obsessed with your good looks (or perceived good looks), and must get at least 1 success on a Wisdom roll to resist flattery of any kind.

ORC

Zindel Thorn       Male Orc         HP: 12                   Mana: 12             Initiative: 2

Strength: 3
Dexterity: 0
Constitution: 2
Intelligence: 0
Wisdom: 2
Charisma: 2

Base Movement Speed: 30ft.     Sneak: 15ft.                        Run: 60ft.

General Skills (max 4 ranks at level 1):
Athletics (STR): 4 ranks
Charm (CHA): 4 ranks
Concentration (CON): 4 ranks
Empathy/Sense Motive (WIS): 4 ranks
Hand to hand (STR): 4 ranks

Specialty Skills (max 4 ranks at level 1):
Channeling (WIS): 8 ranks
Gamble (WIS): 4 ranks
Medicine (WIS): 4 ranks


Talents (max 4 talents at level 1):
Faith (Channeling): Through your faith in a deity or a purpose you are able to draw on divine energy to cast spells.
Expert (Channeling): allows you to have 8 ranks and level 1 and 12 ranks from level 2 and up.
Natural Charisma: You can subtract 2 black dice from social interactions.
Unarmed Attack: You gain a +2d to your unarmed attacks reflecting your training in fighting without weapons.

Complications (First 3 give you more character points to spend: 5 for first, 3 for second, 1 for third):
Vow: You have an interesting vow. Although you are not against using violence at times, especially during fights, you have vowed to never kill another.

Spells:
Heal: You call upon divine power to heal even the most fatal of wounds. You can add as many black dice as you have ranks in the channeling skill. On a successful casting the target touched heals 1 point for each black dice used in the casting of the spell.

Sleep: Soothing Divine energy floods the area, causing everyone to feel drowsy. A concentration check is required to resist the sleeping affect, and it is made with black dice equaling the amount of successes rolled upon completion of this spell. On a failed save the targets mind succumbs to the affects, causing it to fall into a deep sleep for the rest of the encounter. A successful save does not grant you immunity and you must make a new save every round you stay within its radius.


Monday, September 10, 2012

Orcs

Orcs are a strong and proud race. Generally they are physically stronger than any of the other humanoid races, although some of the insect races can match their physical strength. They are viewed with slight fear by most races, due to their sheer size and supposed mental incompetence. Orcs are viewed as being mentally inferior, although there has never been anything to actually give credence to this line of thought. Humans are the only race that actively gets along with most Orcs, without judging them as inferior or mentally incompetent.
Orcs originated on the same planet as the Humans, Elves, Gnomes, and Dwarves. According to what can be found from the past Orcs were the first race to attempt to help the Humans get a better understanding of the planet they were on, which might explain why they get along better than the other races.
In the past Orcs were vicious fighters in hand to hand fighting, and although they were not warlike creatures, they were very territorial in regards as to what they saw as theirs. Present day Orcs although they still favor close range fighting, have seemingly lost most of their territorial nature. They are family oriented, usually counting their closest friends as part of that family. And although they are more reserved about fighting than they used to be, if someone endangers their family they will easily resort to whatever means necessary to deal with the problem.

ORC

Zindel Thorn       Male Orc         HP: 12                   Mana: 12             Initiative: 2

Strength: 3
Dexterity: 0
Constitution: 2
Intelligence: 0
Wisdom: 2
Charisma: 2

Base Movement Speed: 30ft.     Sneak: 15ft.                        Run: 60ft.

General Skills (max 4 ranks at level 1):
Athletics (STR): 4 ranks
Charm (CHA): 4 ranks
Concentration (CON): 4 ranks
Empathy/Sense Motive (WIS): 4 ranks
Hand to hand (STR): 4 ranks

Specialty Skills (max 4 ranks at level 1):
Channeling (WIS): 8 ranks
Gamble (WIS): 4 ranks
Medicine (WIS): 4 ranks


Talents (max 4 talents at level 1):
Faith (Channeling): Through your faith in a deity or a purpose you are able to draw on divine energy to cast spells.
Expert (Channeling): allows you to have 8 ranks and level 1 and 12 ranks from level 2 and up.
Natural Charisma: You can subtract 2 black dice from social interactions.
Unarmed Attack: You gain a +2d to your unarmed attacks reflecting your training in fighting without weapons.

Complications (First 3 give you more character points to spend: 5 for first, 3 for second, 1 for third):
Vow: You have an interesting vow. Although you are not against using violence at times, especially during fights, you have vowed to never kill another.

Spells:
Heal: You call upon divine power to heal even the most fatal of wounds. You can add as many black dice as you have ranks in the channeling skill. On a successful casting the target touched heals 1 point for each black dice used in the casting of the spell.

Sleep: Soothing Divine energy floods the area, causing everyone to feel drowsy. A concentration check is required to resist the sleeping affect, and it is made with black dice equaling the amount of successes rolled upon completion of this spell. On a failed save the targets mind succumbs to the affects, causing it to fall into a deep sleep for the rest of the encounter. A successful save does not grant you immunity and you must make a new save every round you stay within its radius.