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Friday, June 20, 2014

5E Musings?

So far it looks like just another version of 3rd Edition with just a few things left out.

The monsters thus the work of the DM has been shortened but not enough. Maybe they will have the monsters on cards or something.

The introductory modules can rot on the shelf at the prices they are wanting for the thinness of the product. Maybe if I did not already feel goug4ed already.  

The artwork and what they want to do with the Forgotten Realms looks really good.

I can't see any reason a serious Pathfinder player would stop playing Pathfinder over 5E.

I could see a GM looking at it and thinking how much easier it could be.

IF I were WotC I would have returned to a much simpler game with modern options (like BttDRPG) and then came out with incredible artwork and modules. I would have had D&D Television shows animated and live action, movies, more video games, and got the game out quicker.

Wednesday, May 21, 2014

Monday, May 12, 2014

Back to the Dungeon Role Playing Game

Here is the latest version of the Back to the Dungeon RPG !!!

Hope you enjoy this edited version with a Table of Contents.

Got to go to bed!

Saturday, May 10, 2014

TERRO ATTACKS An adventure for Hero's Mag Role Playing Game!

Here is a simple yet challenging scenario for the pen and paper free form dice assisted Supers RPG called Hero's Mag.
 
Setting: In the city center, business district, amongst the sky scrapers.

Terro the Morph able to change into almost any shape and form. Terro is infiltration the Zeus Corporation a biomedical corporation with ties to the Dark Masters. He hopes to release the terrible Bio-Genoids upon the city to expose what the Zeus Corporation has been doing. He also is going to steal a few million in trade secrets and is going to try and get some insider trader info. He is going to leave evidence of the Cartel preforming this job.

Tornadoh the Spinner is waiting to help out Terro and is being paid well to do so. He will provide the proper distraction for Terro to do his infiltration and sabotage when he gets the signal. Tornadoh is not interested in fighting just causing havoc. If it gets too tough he will retreat.

Boomer Slice the Weapons Master is setting the place up with hundreds of robot drones all stashed and in hiding. When the signal is given the drones will be activated and will patrol the area around the Zeus Corporation headquarters. When the job is done and his boss is clear, missiles will hit the building until it collapses. At the same time three refineries will also have bombs go off.

Lilith Black the Psion She will gain control of many gangs and pose as a gang member. She will have the gangs attack in full force after the drones come out and take out any police resistance. Lilith will fade into the crowd after everything is over.

Rumors
Someone has been tapping into the Zeus Corporation's mainframe according to the news.

Massive weapon shipments of weapons have been coming into the city.

Gangs have been unifying and gathering strength. The opposing gangs are being whipped out. People are leaving the city. Even the police are being killed out. Don't ask questions!

Some kind of Drone was found by some nosy kids.

A mysterious benefactor notifies the characters of a dead executive that was seen in the office the next day. When everyone told him that they though he was dead he ran out panicked! Many o the executives go missing for long periods of time, have been missing days, or are acting strange.

Terro the Morph able to change into almost any shape and form. He is an expert brawler and can morph himself into vary strong and resistant forms. Strong enough to throw small cars and resistant enough against small arms fire. He is an expert actor and is very well educated. 
 
Tornadoh the Spinner is a cyborg with a gyroscopic spinning propulsion system made back in the 70s from alien technology. He can create whirlwinds that are powerful enough to knock over cars and trucks and blow over small buildings. He loves to break windows and throw glass everywhere! He cannot control the whirlwinds very well so most of the time it is just mindless destruction. He can fly at around 300 MPH and his suit is an aerodynamic shell that can stop small missile fire. Tornahdoh has very little skills or knowledge as he was given the Spinner Cybernetics by a crime lord he later betrayed. A few government officials are still looking for the Spinner Cybernetics.

Boomer Slice the Weapons Master is an egotistical merc with access to all kinds of hi technological weapons. He has machine gun drones that can fly and shoot, missile drones that have a four missile payload then they kamikaze and explode with depleted uranium shrapnel, a multi fire super machine gun with over ten different kinds of shots, a booby trapped jet pack for escape, a booby trapped jet bike in the sewer for escape, as well as a huge drone helicopter to come and get him.

Lilith Black the Psion is a normal looking teenage girl all dressed in black. Very Gothic. She can manipulate and influence most people she meets and change their actual though patterns. She will use anyone as cannon fodder to escape.

Bio-Genoids are huge biomechanical beings. They have strength to throw around cars and alloy claws. Hardy and able to withstand small gunfire and very stealthy. They cannot talk but are very adept at survival. The 20 that are released will attempt to fight their way out of the public view and go into combat survival mode.

Saturday, April 19, 2014

Back to the Dungeon Zine for LL/AEC Issue 5 released today!

BACK to the Dungeon ZINE

Issue 1.1

https://docs.google.com/file/d/0BzYaSvmA-OpUVkNUNTNjRUpGMTA/edit?usp=sharing

Issue 2

https://docs.google.com/file/d/0BzYaSvmA-OpUcWpVRDJNY3RXcUU/edit?usp=sharing

Issue 3

https://docs.google.com/file/d/0BzYaSvmA-OpURWJVcVhOSTFfYkk/edit?usp=sharing

Issue 4

https://drive.google.com/file/d/0BzYaSvmA-OpUSE5WTHprSW5NUWs/edit?usp=sharing

Issue 5

https://drive.google.com/file/d/0BzYaSvmA-OpUTFNuRHhtQ2I0LW8/edit?usp=sharing

Sunday, April 6, 2014

Back to the Dungeon RPG Wizard and Sorcerer (FLAILSNAILS)

Tired of the one spell wonders? Try these casters of magic with the mixture of old school simplicity with new school options.

 
WIZARD
The very ancient order of wizards has existed for tens of thousands of years though civilizations ups and downs. Some say it was Wizards that brought the world to its near end at least more than once but that their knowledge and lore is lost to the ancient times. Now they are a fading memory with only a few Wizard orders in existence putting out only a few suitable Wizards a year to assist mankind or at least that is what they claim. Unfortunately there are not enough of them to police all of the evil in the world and the Wizards that turn evil. There are smaller independent Wizards that do not belong to the guilds and they must guard themselves against the jealous and controlling guilds.

The Wizard may use his Constitution to keep his concentration if he is hit while casting a spell or distracted in any way. Normal difficulty is 10 + Damage done.

A Wizard may use his intelligence to see if he knows any lore about any certain occult subjects and can make a herbal based healing suave that restores 1 or 2 points but would slow disease and or slows poison. Wizards can cast Arcane Spells.

The Wizard must look for or buy any future spell he needs to cast. Can create scrolls and create magic items but this is very dangerous at low levels. Wizard have Spell Points equal to their Int score and start out with four zero level spells, two first level spells, and one second level spell plus their Int bonus to “buy” starting spells or a list of 6 + Int bonus if you want to buy them yourself.

Armor: Cannot cast in armor without great difficulty. Must make an intelligent roll with the armor added to DC 15 to cast a spell.
Weapons: Can poorly use any weapons
Hit Points: 6 + 1d6 per level.
To Hit: -1
Natural 20: The Mage does an Arcane Overload. This causes a magical energy to blast out at Intelligence Radius and do 1d6 to any chosen enemy in an area. In addition the Arcane Overload recharges 1d6 spell levels.

MAGIC in BttDRPG Magic is very connected to the attributes. Much of the power and ranges are connected to the attributes.

Difficulty: Most spells are connected to the attribute bonus + a DC of 10 + the level of the spell. Instead of a set DC 10 a D20 could be rolled making each spell random with a chance of critical success or failure. It is up to the Game Master to make the judgment call as either way works fine.

Ranges: Spells range for most spells are (Int/Wis/Cha) x 10 feet except for 0 level spells which are in (Int/Wis/Cha) feet.

Durations: Most spells last one round or (Int/Wis/Cha) in rounds IF it has set duration.

Spell Points: Wizard have Spell Points equal to their Int score (plus 1d6 Spell Points each additional level) and start out with four zero level spells, two first level spells, and one second level spell plus their Int bonus to “buy” starting spells or a list of 6 + Int bonus if you want to buy them yourself. You can cast spells equal to your level plus the attribute bonus.

For example Eldrad the Wizard has an Int of 16 (+2) so he starts out with four zero level spells, two first level spells, and one second level spell and with his (+2) Int bonus he decide on two more 0 level spells and one more first to add to his starting Spell Book. He chooses Detection, Light, Mage Hand, Minor Message, Pain, Prestidigitation, and all mages get Read Magic for free. He choose Bolt and Slumber for his level 1 spells and Illusion for his second level spells. If he is getting ready to adventure he must memorize his spells before going out. He decides to memorize Detection x4 (1/2 x 2), Light x2 (1/2 x 1), Bolt x8 (1 x 8), Slumber x3 (1 x 3), Illusion x1 (2 x 1) costing 16 Spell Points.


Spells cost 1/2 at 0 level and their cost from then on equals their level. For example a 3rd level spell cost 3 spell points.



SORCERER
A sorcerer is a caster of magic much like a wizard except that his magic is not learned it comes naturally. This cause great envy fear and sometimes disdain from the wizard community as well as everyone else and the rivalry is ancient as there was a terrible wizardry and sorcery war many hundreds of years ago. After one who is to be a sorcerer goes through puberty (some sooner) they begin to gain their powers making most Sorcerers very young and foolish yet full of power. Most Sorcerers are also slightly insane as eldritch symbols and secrets travel through their untrained in magic minds. Having a very high Charisma normally they are considered manipulators and disturbers of the natural order of things. A Sorcerer must have a fairly high Charisma. Sorcerers always look odd or exotic and tend to look in a certain way such as angelic, bestial, draconic, or (or whatever) demonic.

The Sorcerer may use his Constitution to keep his concentration if he is hit while casting a spell or distracted in any way.

He may use his Intelligence for lore but past that he knows very little.
He can use his Wisdom to perceive magic in an area and at higher levels even tell what the magic is.
The sorcerer can also use his Charisma for fashion sense, to fascinate or manipulate others, seduce, and hypnotize them. Unlike mages they do not have to memorize their spells and use their Charisma instead of Intelligence for obtaining spells points.

They only start out with two zero level spells and one first level spell plus their Cha bonus. They gain their Cha bonus in spells each level.
Armor: Cannot cast in armor.
Weapons: They can use any weapons.
Hit Points: 6 + 1d6 per level.
To Hit: +0
Natural 20: On a natural “20” the sorcerer does a Sorcerer Storm that does 1d6 damage to all foes plus blasted back 10 feet every two levels at Charisma Radius.

Sorcerers cast differently they get to spend their spell points as they will BUT they get a much smaller selection than mages. They do not have to memorize their spells and use their Charisma instead of Intelligence for obtaining spells points.

They only start out with two zero level spells and one first level spell plus their Cha bonus. You can cast spells equal to your level plus the attribute bonus.

For example Selene the Sexy has a Cha of 18 (+3) so she gets two zero level spells and one first level spell plus their Cha bonus of (+3). She decides to spend two points on Air Blast a send level spell and get one more 1st level spell. Her powers are as follows. Light and Pain for her 0 level spells Costing her 1/2 a point to cast), Bolt, Charm and Summon Monster I for her 1st level spells (Costing her 1 spell point to cast), and finally Air Blast (costing her 2 spell points to cast).

Selene gains 1d6 spell points a level and her Cha bonus each level to obtain more powers.





Friday, March 28, 2014

Back to the Dungeon RPG Assassins and Rouges (FLAILSNAILS)

 
ASSASSIN
Assassins are highly trained hired killers that exist in secret brotherhoods and cabals around the ancient world. Anyone can be a killer but only the assassin guilds choose the most deadly and then hone them into a finely trained killing machine. Assassins tend to dress very lightly and are always prepared to escape any situation as if they are found out they would be hung or burnt at the stake. Assassins specialize in the quick kill only if the opponent is unaware and fails his save. Only one chance is given for a surprise attack. They tend to wear light armor and can use any weapons. An assassin has all the abilities of a Rogue.
An assassin uses his Strength to climb and hold himself in hiding places for long periods of time.

The assassin uses his Dexterity to do acrobatic feats of agility. The Assassin is a flinger of darts and daggers and may fling one plus his Dexterity bonus per round.
Constitution score is used in assisting how long the assassin can stay in hiding in a cramped or difficult place. The Assassin also uses his Constitution resist poison and drugs which improves as character levels up.

If the assassin uses his Intelligence he may brew up poisons or drugs.

He uses his Wisdom to shadow a victim.

The assassin use his Charisma to charm and fool victims and if he is clever enough to disguise himself act like another person. If medium or higher armor is worn subtract one point for every point past AC 12. Assassinate (DC10-Level)+(+1 DC) per level of victim only on a surprise attack. Their unarmed Attack does 1d6.

Hit Points: 8 HP + 1d8 a level.
Armor: Up to Leather without penalty
Weapons: All
To Hit: +1
Natural 20: On a natural “20” the Assassin may Eviscerate an opponent causing instant death unless the victim saves 10 + damage done, Gory Bleeding that does 1d6 for 1d4 rounds, Blinded giving a -4 to all actions, blood spray to blind another opponent two squares away giving a -4 until he wipes the blood out of his eyes. Make a victim gimped giving you -2 to all actions and half speed. A morale roll may be in order.



ROUGE
The Rogue can be a trained criminal, a thief, the master of stealth and locks, a charmer, or conman. A Rogue can be many things though most depend on their dexterity and craftiness. Some are nothing of the sort using their ability to manipulate others by their sheer personality. In some cases these more criminally organized sorts kinds will gather together and form Thievery Guilds.

The Rogue uses his Strength to climb sheer surfaces that no other class can climb.

The Rogue uses his Dexterity to pick locks, pick pockets, stealth, and other criminal activities. The Rogue is a flinger of darts and daggers and may fling one plus his Dexterity bonus per round.

They use their Constitution to hang out in hidden places to stalk their prey. If they hit a victim with a surprise or flanking attack they do an additional 1d6 damage every two levels.

The Rogue use his Intelligence to decipher maps and magic scrolls as well as ancient text if he is literate. They have knowledge of various poisons and their effects. They also speak a thieves cant which varies from area to area.
The Rogue uses his Wisdom to spot hidden things and to notice traps and tricks. He can also use his Wisdom to shadow someone in a crowd.

Many Rogues are glib tongues and use their Charisma to charm and convince others.
Armor: Anything past Leather interferes with abilities.
Weapons: Any
Hit Points: 6 + 1d6 per level.
To Hit: +0
Natural 20: On a natural “20” a rogue may Slow an opponent causing him to move at half speed until healed, Stun the opponent for 1d4 rounds, or cause 1 point bleeding for 1d6 rounds.