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.
Tuesday, October 30, 2012
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).
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.
None
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):
Racial Abilities:
Dexterous: -1 black dice for DEX based checks.
Low-Light Vision
Monday, October 15, 2012
Monstorous Monday - Zombie Cow
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.
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