I really hate making magic items like I dislike making spell list. I simply cut and pasted S&W's magic items until I modified that one or the D20 system.
I decided that I am not making it a roll, only a choice.
The list is evergreen like the rest of the game.
It's going to be alot of Game Master Fiat. If fact almost everything about being a Game Master in Back to the Dungeon RPG will be very loose rules tempered by GM fiat. Ah yes such freedom!
This is a blog dedicated to the simplicity of the Old School Renaissance of Role Playing Games and the Fusion of Modern Role Playing Game Ideas.
Sunday, November 25, 2012
Tuesday, November 20, 2012
BttDRPG Psionic Update.
I decided I really dislike the complication of D20 Psionics so I decided to chop down the d20 Psionic Powers to a more simple old school format. It is very rough draft but yeah it looks pretty good and very usable if I do say so myself. If some of these look too powerful well they might be. As a game with and Old School heart game balance is barely a factor AND the player has to get high enough level to really become a badass. At the bottom of this post will be the link to them most recent BTTDRPG.
Psionic Powers
PSION DISCIPLINE POWERS
EGOIST (PSYCHOMETABOLISM) DISCIPLINE POWERS
Alter- Can add to any attribute or AC at 1 Psion Point to one power point spent to a max of 1/2 your level.
Morph Can change shape and form. Can make a charged tissue melee attack called a hammer that does 1d6 and goes up one dice every two levels. 1D8 at Level 3, 1d10 at level 5, 1d12 at Level 7 and 1d20 at Level 10 which is max damage. Can use Morph to change color of skin adding to 1/2 Level stealth.
Restore – You can heal your self 1d6 every other level. Power Point cost equal to level.
Metamorphosis - Can use power at +1 every 1/2 level adding your Wisdom to change into any shape. Every four levels you can become one size larger.
KINETICIST (PSYCHOKINESIS) DISCIPLINE POWERS
Move - Can push or pull others at 1d6 damage every other level with a range of Intelligence plus Level in rage in squares.
Barrier - Can create a barrier that gives 1/2 your level in AC.
Density - You can cause things to become dense and weigh more. You can double the weight every other level. This can cause 1d6 damge every other level in living things. Vicitms save 10 +1/2 Level + Int Bonus
Phasing - You can cause things or victims to be come intangible weighting half their weight every other level and halving their hit points but giving them +1 to AC due to instability. After 6th level the victim is intangible. This last 2 rounds a level. Victims save 10 +1/2 Level + Int Bonus
NOMAD (PSYCHOPORTATION) DISCIPLINE POWERS
Speed - Gains 10 feet of movement every other level. This also gives +1 to AC while moving. Gains an extra attack every four levels.
Etheral – Every other level you gain +1 AC and weigh half as much. After 6th level you can become incorporeal. In this state you can see spirits and ghost.
Teleport – Can teleport equal to Intelligence plus Level every other Level.
Planewalker - Can travel to next plane every four levels. Very dangerous power. Can jump back one round and redo it if victim fails save.
SEER (CLAIRSENTIENCE) DISCIPLINE POWERS
Precognition - Can gain a +1 AC or difficulty against a foe every 1/2 Level due to seeing what they are going to do.
Seer – Can sense others at a distance at Intelligence in miles every other level.
Obfuscate – Can stop other from seeing or sensing them at Int Bonus +1/2 Level plus 10 Difficulty.
Fate – Can show other all possible fates and this attack does 1d6 every 1/2 level if used as an attack. Range is Intelligence plus Level in squares. Can try and beak laws or reality by doing opposite but this is up to the Game master to decide how this works.
SHAPER (METACREATIVITY) DISCIPLINE POWERS
Creation – You can create items that do damage 1d6 every other level or entangle at +1 difficulty every other level or any other functions. These items only last 2 rounds a level.
Construct - Constructs start at AC10 HD1 Move 30 Damage 1d6 and go up +1 AC, +1HD, and +5 Move every other level. Damage goes as follows, 1d6, 1d8, 1d10, 1d12, 2d8, 1d20, 3d10, 2d20 and so on. Constructs only last 1 hour a level and then fade away.
Genesis – You can create small pockets of reality that are more fantastic every other level. Creations and constructs last weeks and years inside these small pocket dimensions. What can be created goes like this every four levels. Room, House, Mansion, Neighborhood, Village, Town, City, County, Nation, Continent, Planet, Solar System, Star Cluster, Galaxy, Universe. There must be an entrance such as a door and there can be as many entrances to the pocket.
Destruction – You can do damage to other at 1d6 every other level or 2d6 to intimate objects every other level.
TELEPATH (TELEPATHY) DISCIPLINE POWERS
Telepathy – You may communicate with others at your Intelligence times level in spaces. If the victim is not willing the victim may save.
Compulsion – You may make a victim do one action say something stupid for 1 round every two levels before he can react. He will see and know what has happened but have no explanation.
Domination – You completely take over the victim and may make them do whatever you want until released. He gets a save automatically if you are truing to get him to harm himself. The power is +1 every four levels due to the extreme difficulty. You may also implant false memories and delusions onto a victim who believes them if he fails his save.
Possession – You leave your body and possess theirs. If possessing another Telepathic he can possess your body. You body is defenseless. You can travel back to your body it Intelligence in feet.
https://docs.google.com/open?id=0BzYaSvmA-OpUR051N2ppVDFWN1k
Psionic Powers
PSION DISCIPLINE POWERS
EGOIST (PSYCHOMETABOLISM) DISCIPLINE POWERS
Alter- Can add to any attribute or AC at 1 Psion Point to one power point spent to a max of 1/2 your level.
Morph Can change shape and form. Can make a charged tissue melee attack called a hammer that does 1d6 and goes up one dice every two levels. 1D8 at Level 3, 1d10 at level 5, 1d12 at Level 7 and 1d20 at Level 10 which is max damage. Can use Morph to change color of skin adding to 1/2 Level stealth.
Restore – You can heal your self 1d6 every other level. Power Point cost equal to level.
Metamorphosis - Can use power at +1 every 1/2 level adding your Wisdom to change into any shape. Every four levels you can become one size larger.
KINETICIST (PSYCHOKINESIS) DISCIPLINE POWERS
Move - Can push or pull others at 1d6 damage every other level with a range of Intelligence plus Level in rage in squares.
Barrier - Can create a barrier that gives 1/2 your level in AC.
Density - You can cause things to become dense and weigh more. You can double the weight every other level. This can cause 1d6 damge every other level in living things. Vicitms save 10 +1/2 Level + Int Bonus
Phasing - You can cause things or victims to be come intangible weighting half their weight every other level and halving their hit points but giving them +1 to AC due to instability. After 6th level the victim is intangible. This last 2 rounds a level. Victims save 10 +1/2 Level + Int Bonus
NOMAD (PSYCHOPORTATION) DISCIPLINE POWERS
Speed - Gains 10 feet of movement every other level. This also gives +1 to AC while moving. Gains an extra attack every four levels.
Etheral – Every other level you gain +1 AC and weigh half as much. After 6th level you can become incorporeal. In this state you can see spirits and ghost.
Teleport – Can teleport equal to Intelligence plus Level every other Level.
Planewalker - Can travel to next plane every four levels. Very dangerous power. Can jump back one round and redo it if victim fails save.
SEER (CLAIRSENTIENCE) DISCIPLINE POWERS
Precognition - Can gain a +1 AC or difficulty against a foe every 1/2 Level due to seeing what they are going to do.
Seer – Can sense others at a distance at Intelligence in miles every other level.
Obfuscate – Can stop other from seeing or sensing them at Int Bonus +1/2 Level plus 10 Difficulty.
Fate – Can show other all possible fates and this attack does 1d6 every 1/2 level if used as an attack. Range is Intelligence plus Level in squares. Can try and beak laws or reality by doing opposite but this is up to the Game master to decide how this works.
SHAPER (METACREATIVITY) DISCIPLINE POWERS
Creation – You can create items that do damage 1d6 every other level or entangle at +1 difficulty every other level or any other functions. These items only last 2 rounds a level.
Construct - Constructs start at AC10 HD1 Move 30 Damage 1d6 and go up +1 AC, +1HD, and +5 Move every other level. Damage goes as follows, 1d6, 1d8, 1d10, 1d12, 2d8, 1d20, 3d10, 2d20 and so on. Constructs only last 1 hour a level and then fade away.
Genesis – You can create small pockets of reality that are more fantastic every other level. Creations and constructs last weeks and years inside these small pocket dimensions. What can be created goes like this every four levels. Room, House, Mansion, Neighborhood, Village, Town, City, County, Nation, Continent, Planet, Solar System, Star Cluster, Galaxy, Universe. There must be an entrance such as a door and there can be as many entrances to the pocket.
Destruction – You can do damage to other at 1d6 every other level or 2d6 to intimate objects every other level.
TELEPATH (TELEPATHY) DISCIPLINE POWERS
Telepathy – You may communicate with others at your Intelligence times level in spaces. If the victim is not willing the victim may save.
Compulsion – You may make a victim do one action say something stupid for 1 round every two levels before he can react. He will see and know what has happened but have no explanation.
Domination – You completely take over the victim and may make them do whatever you want until released. He gets a save automatically if you are truing to get him to harm himself. The power is +1 every four levels due to the extreme difficulty. You may also implant false memories and delusions onto a victim who believes them if he fails his save.
Possession – You leave your body and possess theirs. If possessing another Telepathic he can possess your body. You body is defenseless. You can travel back to your body it Intelligence in feet.
https://docs.google.com/open?id=0BzYaSvmA-OpUR051N2ppVDFWN1k
Sunday, November 18, 2012
NOVEL RPG Heroes' Mag Free Form Dice Assisted RPG
You write out your character with the Game Master.
There are many concepts to choose from.
A supers game free of the constraints of rules and free to tell a story.
A story told by the Players and Game Master and tempered by the dice.
No complicated charts to look up no huge list of powers, feats , and skills to filter through.
The NOVEL RPG offers freedom that no other RPG can offer if you can wrap you head around descriptors instead of hard numbers.
Here are the rules.
https://docs.google.com/open?id=0BzYaSvmA-OpUYVdyendvVlNHeG8
Here is the Character Sheet.
https://docs.google.com/open?id=0BzYaSvmA-OpUMnAyenFZbVJRVUU
You write out your character with the Game Master.
There are many concepts to choose from.
A supers game free of the constraints of rules and free to tell a story.
A story told by the Players and Game Master and tempered by the dice.
No complicated charts to look up no huge list of powers, feats , and skills to filter through.
The NOVEL RPG offers freedom that no other RPG can offer if you can wrap you head around descriptors instead of hard numbers.
Here are the rules.
https://docs.google.com/open?id=0BzYaSvmA-OpUYVdyendvVlNHeG8
Here is the Character Sheet.
https://docs.google.com/open?id=0BzYaSvmA-OpUMnAyenFZbVJRVUU
Saturday, November 17, 2012
BttD RPG Update 11 17 2012 New Races.
21 Races now. Will be adding some more.
Werekin
Attributes: Str +1, Dex +2, Con +1, Int -2, Cha -2
Height: 5 feet, 8 inches to 6 feet, 10 inches.
Weight: 80 to 270 pounds.
Lifespan: 180 to 220 years.
Deep in the forest and remote villages there are those who have were-creatures in their blood. Most are rude and crude and live as small tribes. Unlike a true lycanthrope the Werekin can only slightly change her form. They can for a short time equal in round to their Constitution plus level do one of the following. Gain 3 + Con Bonus in Hit Points (Werebear), Gain claws/teeth that do 1d6 (Werewolf), A burst of speed that adds +10 feet (Weretiger). The Werekin only slightly changes to a bestial appearance but it does cause a morale roll to be made.
Werekin do an additional +1 damage to bloodied creatures.
Werekin can track prey by scent in rural areas.
Werekin can see in the dim light twice as far as a human.
Werekin are considered demi-were-creatures so silver does an extra 1d6 damage.
Changeling
Attributes: Dex +2 Con -2, Wis-2 Cha +2
Height: 4 feet, 8 inches to 7 feet.
Weight: 70 to 190 pounds.
Lifespan: 500 years.
A changeling is a human mixed with doppleganger blood. They are normally put into homes to cause havoc and dismay after they have been put in replacement of the victimized family. A Changeling is not evil per say just malicious and tricky, at least those whom have been raised by their doppleganger parents. Changelings can alter their appearance and look like anyone from a child to and ogre. A changeling that has grow up and does not wish to participate in the terrible plots of the dopplegangers are outcast and must be on guard for not being a part of the dopplegangers but know their secrets is a death sentence.
A Changeling alter her appearance and look like anyone without flaw. Now they may not sound or act like the imitated but they look like them exactly.
A Changeling has a chance to notice other altered appearances including other changelings and dopplgangers.
A Changeling has a climbing speed of 20 feet a round.
Werekin
Attributes: Str +1, Dex +2, Con +1, Int -2, Cha -2
Height: 5 feet, 8 inches to 6 feet, 10 inches.
Weight: 80 to 270 pounds.
Lifespan: 180 to 220 years.
Deep in the forest and remote villages there are those who have were-creatures in their blood. Most are rude and crude and live as small tribes. Unlike a true lycanthrope the Werekin can only slightly change her form. They can for a short time equal in round to their Constitution plus level do one of the following. Gain 3 + Con Bonus in Hit Points (Werebear), Gain claws/teeth that do 1d6 (Werewolf), A burst of speed that adds +10 feet (Weretiger). The Werekin only slightly changes to a bestial appearance but it does cause a morale roll to be made.
Werekin do an additional +1 damage to bloodied creatures.
Werekin can track prey by scent in rural areas.
Werekin can see in the dim light twice as far as a human.
Werekin are considered demi-were-creatures so silver does an extra 1d6 damage.
Changeling
Attributes: Dex +2 Con -2, Wis-2 Cha +2
Height: 4 feet, 8 inches to 7 feet.
Weight: 70 to 190 pounds.
Lifespan: 500 years.
A changeling is a human mixed with doppleganger blood. They are normally put into homes to cause havoc and dismay after they have been put in replacement of the victimized family. A Changeling is not evil per say just malicious and tricky, at least those whom have been raised by their doppleganger parents. Changelings can alter their appearance and look like anyone from a child to and ogre. A changeling that has grow up and does not wish to participate in the terrible plots of the dopplegangers are outcast and must be on guard for not being a part of the dopplegangers but know their secrets is a death sentence.
A Changeling alter her appearance and look like anyone without flaw. Now they may not sound or act like the imitated but they look like them exactly.
A Changeling has a chance to notice other altered appearances including other changelings and dopplgangers.
A Changeling has a climbing speed of 20 feet a round.
Labels:
BttDRPG,
CFRPG,
Classic Fantasy Role Playing Game,
work
Friday, November 16, 2012
BttDRPG Update for 11-16-2012
In Back to the Dungeon RPG there are 13 Races and 19 classes so far yet still a very simple game. With the unified mechanic it makes everything simple and easy to judge.
I also added around 13 3HD monsters as well. I realized that I am doing this for me so there is no timetable on it.
Well I have a rough skeleton for the Psion. I took the D20 version and stripped it down and then added a few powers. Take a look!
Psion
Armor: Any but not trained to wear it. It is considered very bad form to wear it by other Psionicist.
Weapons: Any simple weapons that are light.
Hit Points: 6+1d6 a level.
To Hit:-1
Natural 20: Gain back 1d6 a level in Psonic Points.
Maximum Power Level Known 1/2 Levels.
Power Points equal to Intelligence and Wisdom Bonus plus 1d6 a level. You start off with 2 powers and gain 1 per level.
Detect Psionics
Example Psion Chelase Metaria the Shaper
Str 7 -1
Dex 16 +2
Con 10 +0
Int 17 +2
Wis 16 +2
Cha 10 +0
Power Points 8
1 Astral Construct:A Creates astral construct to fight for you. AC10 HD1 Move 30 Damage 1d6
1 Entangler DC 12
Psionic Powers
PSION DISCIPLINE POWERS
EGOIST (PSYCHOMETABOLISM) DISCIPLINE POWERS
1 Think Skin:A Gain +1 enhancement bonus to your AC for 10 min./level.
1 Hammer: Touch attack does 1d8.
1 Sensory: Bonus to sense things near such as hidden or invisible +2.
1 Invigorate: Add 1d8 Temporty Hit Points
2 Animal Affinity:A Gain +4 enhancement to one ability.
2 Chameleon: Gain +10 enhancement bonus on Hide checks.
2 Quick Healing: Heal self or Others1d8
2 Injury Transfer:A Transfer another’s wounds to yourself.
3 Psionic Form: You gain benefits of being insubstantial and can fly slowly.
3 Hustle: Instantly gain a move action.
4 Metamorphosis: Assume shape of creature or object up to large size.
4 Psychic Vampire: Touch attack drains 2 power points/level from foe.
5 Psionic Revivify: Return the dead to life before the psyche leaves the corpse.
5 Psychofeedback: Boost Strength, Dexterity, or Constitution at the expense of one or more other scores by moving them around.
5 Restore Extremity: Return a lost digit, limb, or other appendage to subject in one round.
6 Restoration, Psionic: Restores level and ability score drains.
7 Fission: You briefly duplicate yourself.
8 Fusion:You combine your abilities and form with another.
9 Metamorphosis, Greater:Assume shape of any nonunique creature or object each round.
KINETICIST (PSYCHOKINESIS) DISCIPLINE POWERS
1 Control Object: Telekinetically animate a small object.
1 Kinetic Bolt: Does 1d8+INT bonus at range of INT in spaces.
1 Kinetic Shield: Bring up +4 AC as a reaction.
1 Glower: Make self glow at INT radius in spaces.
2 Control Air:A You have control over wind speed and direction.
2 Energy Missile:A Deal 3d6 energy damage to up to five subjects.
3 Energy Cone:A Deal 5d6 energy damage in 60-ft. cone.
4 Control Body:A Take rudimentary control of your foe’s limbs.
4 Energy Ball:A Deal 7d6 energy damage in 20-ft. radius.
4 Inertial Barrier: Gain DR 5/–.
5 Energy Current:A Deal 9d6 damage to one foe and half to another foe as long as you concentrate.
5 Fiery Discorporation:A Cheat death by discorporating into nearby fire for one day.
6 Dispelling Buffer: Subject is buffered from one dispel psionics effect.
6 Null Psionics Field: Create a field where psionic power does not function.
7 Reflector: Powers targeting you rebound on manifester.
8 Telekinetic Sphere, Psionic: Mobile force globe encapsulates creature and moves it.
9 Tornado Blast:A Vortex of air subjects your foes to 17d6 damage and moves them.
NOMAD (PSYCHOPORTATION) DISCIPLINE POWERS
1 Burst: Gain +10 ft. to speed this round.
1 Detect Teleportation:A Know when teleportation powers are used in close range.
1 Land: For evey power point you take away 10 feet of fall damage.
1 Slow: As Land but on others.
2 Dimension Swap:A You and ally or two allies switch positions.
2 Levitate, Psionic: Subject moves up and down, forward and back, at your direction.
3 Astral Caravan:A You lead astral traveler-enabled group to a planar destination.
4 Dimensional Anchor, Psionic: Bars extra dimensional movement.
4 Dismissal, Psionic: Forces a creature to return to its native plane.
4 Fly, Psionic: You fly at a speed of 60 ft.
5 Baleful Teleport:A Destructive teleport deals 9d6 damage.
5 Teleport, Psionic: Instantly transports you as far as 100 miles/level.
5 Teleport Trigger: Predetermined event triggers teleport.
6 Banishment, Psionic:A Banishes extraplanar creatures.
7 Dream Travel:A Travel to other places through dreams.
7 Ethereal Jaunt, Psionic: Become ethereal for 1 round/level.
8 Time Hop, Mass:A Willing subjects hop forward in time.
9 Teleportation Circle, Psionic: Circle teleports any creatures inside to designated spot.
9 Time RegressionX: Relive the last round.
SEER (CLAIRSENTIENCE) DISCIPLINE POWERS
1 Destiny Dissonance: Your dissonant touch sickens a foe.
1 Precognition: Gain +2 insight bonus to one Attack/Skill roll or AC.
1 Know Direction and Location: You know where you are. Never lost.
1 Recall: Remember things forgotten.
1 Possible Futures: Show victim all possible outcomes. Stuns for 1 round.
2 Clairvoyant Sense: See and hear a distant location.
2 Object Reading:A Learn details about an object’s previous owner.
2 Sensitivity to Psychic Impressions: You can find out about an area’s past.
3 Escape Detection: You become difficult to detect with clairsentience powers.
3 Fate Link:A You link the fates of two targets.
4 Anchored Navigation:A Establish a mishap-free teleport beacon.
4 Remote Viewing:X See, hear, and potentially interact with subjects at a distance.
5 Clairtangent Hand:A Emulate far hand at a distance.
5 Second Chance:X Gain a reroll.
6 Precognition, Greater: Gain +4 insight bonus to one roll.
7 Fate of One: Reroll any roll you just failed.
8 Hypercognition: You can deduce almost anything.
9 Metafaculty:X You learn details about any one creature.
9 Reality Revision:X Break the laws of reality.
SHAPER (METACREATIVITY) DISCIPLINE POWERS
1 Astral Construct:A Creates astral construct to fight for you. AC10 HD1 Move 30 Damage 1d6
1 Minor Creation, Psionic: Creates one cloth or wood object.
1 Entangler
1 Shard
2 Psionic Repair Damage:A Repairs construct of 3d8 hit points +1 hp/level.
2 Psionic Creature: AC11 HD2 Move 35 Damage 1d8
3 Concealing Amorpha, Greater: Quasi-real membrane grants you total concealment.
3 Ectoplasmic Cocoon:You encapsulate a foe so it can’t move.
3 Ectoplasmic Warrior: AC12 HD3 Move40 Damage 1d10
4 Fabricate, Psionic: Transforms raw goods to finished items.
4 Quintessence: You collapse a bit of time into a physical substance that can be smashed for an extra turn.
4 Mental Monster: AC13 HD4 Move45 Damage 1d12
5 Hail of CrystalsA: A crystal explodes in an area, dealing 9d4 slashing damage.
5 Living Nighmare: AC14 HD5 Move50 Damage 2d8
6 Crystallize: Turn subject permanently to crystal.
6 Fabricate, Greater Psionic: Transforms a lot of raw goods to finished items.
6 Id Beast: AC14 HD6 Move55 Damage 1d20
7 Ectoplasmic Cocoon, Mass:A You encapsulate all foes in a 20-ft. radius.
7 Fear Monger: AC15 HD7 Move60 Damage 3d10
8 Astral Seed: You plant the seed of your rebirth from the Astral Plane.
8 Psychomare: AC16 HD8 Move65 Damage 2d20
9 Genesis:X You instigate a new demiplane on the Astral Plane.
9 True Creation:X As psionic major creation, except items are completely real.
9 Incarnate: AC17 HD9 Move70 Damage 3d20
TELEPATH (TELEPATHY) DISCIPLINE POWERS
1 Charm, Psionic:A Makes one person your friend.
1 Mindlink:A You forge a limited mental bond with another creature and can speak telepathacally with them.
1 Mindblock: You have a +4 against a mental attack.
1 Mindblast: 1d10 at a range of Int in squares.
2 Aversion:A Subject has aversion you specify.
2 Brain Lock:A Subject cannot move or take any mental actions.
2 Read Thoughts: Detect surface thoughts of creatures in range.
2 Suggestion, Psionic: Compels subject to follow stated course of action.
3 Crisis of Breath: Disrupt subject’s breathing.
3 Empathic Transfer, Hostile:Your touch transfers your hurt to another.
3 False Sensory Input: Subject sees what isn’t there.
4 Dominate, Psionic: Control target telepathically.
4 Mindlink, Thieving: Borrow knowledge of a subject’s power.
4 Modify Memory, Psionic: Changes 5 minutes of subject’s memories.
4 Schism: Your partitioned mind can manifest lower level powers.
5 Metaconcert: A Mental concert of two or more increases the total power of the participants.
5 Mind Probe: You discover the subject’s secret thoughts.
6 Mind Switch:You switch minds with another.
7 Crisis of Life: Stop subject’s heart. Save or die.
8 Mind Seed: Subject slowly becomes you.
9 Mind Switch, True:A permanent brain swap.
9 Psychic Chirurgery:You repair psychic damage or impart knowledge of new powers.
I also added around 13 3HD monsters as well. I realized that I am doing this for me so there is no timetable on it.
Well I have a rough skeleton for the Psion. I took the D20 version and stripped it down and then added a few powers. Take a look!
Psion
Armor: Any but not trained to wear it. It is considered very bad form to wear it by other Psionicist.
Weapons: Any simple weapons that are light.
Hit Points: 6+1d6 a level.
To Hit:-1
Natural 20: Gain back 1d6 a level in Psonic Points.
Maximum Power Level Known 1/2 Levels.
Power Points equal to Intelligence and Wisdom Bonus plus 1d6 a level. You start off with 2 powers and gain 1 per level.
Detect Psionics
Example Psion Chelase Metaria the Shaper
Str 7 -1
Dex 16 +2
Con 10 +0
Int 17 +2
Wis 16 +2
Cha 10 +0
Power Points 8
1 Astral Construct:A Creates astral construct to fight for you. AC10 HD1 Move 30 Damage 1d6
1 Entangler DC 12
Psionic Powers
PSION DISCIPLINE POWERS
EGOIST (PSYCHOMETABOLISM) DISCIPLINE POWERS
1 Think Skin:A Gain +1 enhancement bonus to your AC for 10 min./level.
1 Hammer: Touch attack does 1d8.
1 Sensory: Bonus to sense things near such as hidden or invisible +2.
1 Invigorate: Add 1d8 Temporty Hit Points
2 Animal Affinity:A Gain +4 enhancement to one ability.
2 Chameleon: Gain +10 enhancement bonus on Hide checks.
2 Quick Healing: Heal self or Others1d8
2 Injury Transfer:A Transfer another’s wounds to yourself.
3 Psionic Form: You gain benefits of being insubstantial and can fly slowly.
3 Hustle: Instantly gain a move action.
4 Metamorphosis: Assume shape of creature or object up to large size.
4 Psychic Vampire: Touch attack drains 2 power points/level from foe.
5 Psionic Revivify: Return the dead to life before the psyche leaves the corpse.
5 Psychofeedback: Boost Strength, Dexterity, or Constitution at the expense of one or more other scores by moving them around.
5 Restore Extremity: Return a lost digit, limb, or other appendage to subject in one round.
6 Restoration, Psionic: Restores level and ability score drains.
7 Fission: You briefly duplicate yourself.
8 Fusion:You combine your abilities and form with another.
9 Metamorphosis, Greater:Assume shape of any nonunique creature or object each round.
KINETICIST (PSYCHOKINESIS) DISCIPLINE POWERS
1 Control Object: Telekinetically animate a small object.
1 Kinetic Bolt: Does 1d8+INT bonus at range of INT in spaces.
1 Kinetic Shield: Bring up +4 AC as a reaction.
1 Glower: Make self glow at INT radius in spaces.
2 Control Air:A You have control over wind speed and direction.
2 Energy Missile:A Deal 3d6 energy damage to up to five subjects.
3 Energy Cone:A Deal 5d6 energy damage in 60-ft. cone.
4 Control Body:A Take rudimentary control of your foe’s limbs.
4 Energy Ball:A Deal 7d6 energy damage in 20-ft. radius.
4 Inertial Barrier: Gain DR 5/–.
5 Energy Current:A Deal 9d6 damage to one foe and half to another foe as long as you concentrate.
5 Fiery Discorporation:A Cheat death by discorporating into nearby fire for one day.
6 Dispelling Buffer: Subject is buffered from one dispel psionics effect.
6 Null Psionics Field: Create a field where psionic power does not function.
7 Reflector: Powers targeting you rebound on manifester.
8 Telekinetic Sphere, Psionic: Mobile force globe encapsulates creature and moves it.
9 Tornado Blast:A Vortex of air subjects your foes to 17d6 damage and moves them.
NOMAD (PSYCHOPORTATION) DISCIPLINE POWERS
1 Burst: Gain +10 ft. to speed this round.
1 Detect Teleportation:A Know when teleportation powers are used in close range.
1 Land: For evey power point you take away 10 feet of fall damage.
1 Slow: As Land but on others.
2 Dimension Swap:A You and ally or two allies switch positions.
2 Levitate, Psionic: Subject moves up and down, forward and back, at your direction.
3 Astral Caravan:A You lead astral traveler-enabled group to a planar destination.
4 Dimensional Anchor, Psionic: Bars extra dimensional movement.
4 Dismissal, Psionic: Forces a creature to return to its native plane.
4 Fly, Psionic: You fly at a speed of 60 ft.
5 Baleful Teleport:A Destructive teleport deals 9d6 damage.
5 Teleport, Psionic: Instantly transports you as far as 100 miles/level.
5 Teleport Trigger: Predetermined event triggers teleport.
6 Banishment, Psionic:A Banishes extraplanar creatures.
7 Dream Travel:A Travel to other places through dreams.
7 Ethereal Jaunt, Psionic: Become ethereal for 1 round/level.
8 Time Hop, Mass:A Willing subjects hop forward in time.
9 Teleportation Circle, Psionic: Circle teleports any creatures inside to designated spot.
9 Time RegressionX: Relive the last round.
SEER (CLAIRSENTIENCE) DISCIPLINE POWERS
1 Destiny Dissonance: Your dissonant touch sickens a foe.
1 Precognition: Gain +2 insight bonus to one Attack/Skill roll or AC.
1 Know Direction and Location: You know where you are. Never lost.
1 Recall: Remember things forgotten.
1 Possible Futures: Show victim all possible outcomes. Stuns for 1 round.
2 Clairvoyant Sense: See and hear a distant location.
2 Object Reading:A Learn details about an object’s previous owner.
2 Sensitivity to Psychic Impressions: You can find out about an area’s past.
3 Escape Detection: You become difficult to detect with clairsentience powers.
3 Fate Link:A You link the fates of two targets.
4 Anchored Navigation:A Establish a mishap-free teleport beacon.
4 Remote Viewing:X See, hear, and potentially interact with subjects at a distance.
5 Clairtangent Hand:A Emulate far hand at a distance.
5 Second Chance:X Gain a reroll.
6 Precognition, Greater: Gain +4 insight bonus to one roll.
7 Fate of One: Reroll any roll you just failed.
8 Hypercognition: You can deduce almost anything.
9 Metafaculty:X You learn details about any one creature.
9 Reality Revision:X Break the laws of reality.
SHAPER (METACREATIVITY) DISCIPLINE POWERS
1 Astral Construct:A Creates astral construct to fight for you. AC10 HD1 Move 30 Damage 1d6
1 Minor Creation, Psionic: Creates one cloth or wood object.
1 Entangler
1 Shard
2 Psionic Repair Damage:A Repairs construct of 3d8 hit points +1 hp/level.
2 Psionic Creature: AC11 HD2 Move 35 Damage 1d8
3 Concealing Amorpha, Greater: Quasi-real membrane grants you total concealment.
3 Ectoplasmic Cocoon:You encapsulate a foe so it can’t move.
3 Ectoplasmic Warrior: AC12 HD3 Move40 Damage 1d10
4 Fabricate, Psionic: Transforms raw goods to finished items.
4 Quintessence: You collapse a bit of time into a physical substance that can be smashed for an extra turn.
4 Mental Monster: AC13 HD4 Move45 Damage 1d12
5 Hail of CrystalsA: A crystal explodes in an area, dealing 9d4 slashing damage.
5 Living Nighmare: AC14 HD5 Move50 Damage 2d8
6 Crystallize: Turn subject permanently to crystal.
6 Fabricate, Greater Psionic: Transforms a lot of raw goods to finished items.
6 Id Beast: AC14 HD6 Move55 Damage 1d20
7 Ectoplasmic Cocoon, Mass:A You encapsulate all foes in a 20-ft. radius.
7 Fear Monger: AC15 HD7 Move60 Damage 3d10
8 Astral Seed: You plant the seed of your rebirth from the Astral Plane.
8 Psychomare: AC16 HD8 Move65 Damage 2d20
9 Genesis:X You instigate a new demiplane on the Astral Plane.
9 True Creation:X As psionic major creation, except items are completely real.
9 Incarnate: AC17 HD9 Move70 Damage 3d20
TELEPATH (TELEPATHY) DISCIPLINE POWERS
1 Charm, Psionic:A Makes one person your friend.
1 Mindlink:A You forge a limited mental bond with another creature and can speak telepathacally with them.
1 Mindblock: You have a +4 against a mental attack.
1 Mindblast: 1d10 at a range of Int in squares.
2 Aversion:A Subject has aversion you specify.
2 Brain Lock:A Subject cannot move or take any mental actions.
2 Read Thoughts: Detect surface thoughts of creatures in range.
2 Suggestion, Psionic: Compels subject to follow stated course of action.
3 Crisis of Breath: Disrupt subject’s breathing.
3 Empathic Transfer, Hostile:Your touch transfers your hurt to another.
3 False Sensory Input: Subject sees what isn’t there.
4 Dominate, Psionic: Control target telepathically.
4 Mindlink, Thieving: Borrow knowledge of a subject’s power.
4 Modify Memory, Psionic: Changes 5 minutes of subject’s memories.
4 Schism: Your partitioned mind can manifest lower level powers.
5 Metaconcert: A Mental concert of two or more increases the total power of the participants.
5 Mind Probe: You discover the subject’s secret thoughts.
6 Mind Switch:You switch minds with another.
7 Crisis of Life: Stop subject’s heart. Save or die.
8 Mind Seed: Subject slowly becomes you.
9 Mind Switch, True:A permanent brain swap.
9 Psychic Chirurgery:You repair psychic damage or impart knowledge of new powers.
Monday, November 12, 2012
Introducing The Warlock of Back to the Dungeon RPG
So here is my Warlock. Not quite a totally D20 cut and paste. Perhaps a bit too powerful? Lack of game balance? I never saw game balance as a problem I always saw players making dumb decisions trying to fight enemies head on with no strategy as the problem.
Warlock
One who has made a pact with dark forces for great power. With this pact they are allowed great power with very little variety but they can use their magic unlimited times per day.
Armor: Ring mail or less.
Weapons: Warlocks prefer any simple type weapons such as short swords, rapiers, spears, staves and daggers. Not that it matters as Warlocks are sorry fighters.
Hit Points: 6 +1d6 a level
To Hit:-1
Natural 20: On a natural 20 the Warlock may gain half the damage done to his own hit points.
A warlock can use his Dexterity to dodge and flip with acrobatic precision as long as he does not have any Armor past +3. He use his Constitution to resist having his Invocations messed up.
Eldrich Blast based on Charisma. Range is Charisma + Level.
Damage is 1d8 from 1st to 4th level, 1d10 from levels 5th to 8th, 1d12 from 9th to 10th, And finally 1d20 from on up.
The get Invocations that they can always use.
Least 1 Every 4 levels.
Lesser at 5th level then every 4 levels.
Greater at 9th level then every 4 levels
Dark at 11th level then every 4 levels.
Least
Dark Charm gives +2 to Charisma.
Dark Luck gives Charisma Bonus to all saves.
Darkness gives -4 to hit to enemies in Charisma radius in feet.
Dark Sight can see in darkness 60 feet.
Drain Blast adds Slowing effect to Eldrich Blast.
Demon Spear doubles Eldrich Blast Range.
Fright Blast add Fear to Eldrich Blast.
Dark Strike adds Eldrich Blast damage to weapon strike.
Devil's Jump adds Charisma bonus + level to jump distance.
Seer of the Dark can see the invisible.
Vamper Touch damages for 1d6 but give the Warlock 1d6 healing.
Lesser
Shadow Blast adds Darkness to Eldrich Blast.
Hellfire Blast adds fire to Eldrich Blast 1d6 a round save ends.
Devil Charm +4 to Charisma.
Despair gives -2 to everyone in Charisma + level area.
Chain Blast hits multiple opponents in a row equal to Charisma Bonus plus level.
Devil Run mean the Warlock has double the movement.
Cold Hell Blast does an extra 1d6 damage.
Dead Minion summons minor undead equal to Charisma bonus plus Level.
Cut Ties Blast does damage and save or ends any magical effect if no save is made.
Dark Walk means invisibility at will.
Greater
Confusing Blast confuses enemies.
Tentacles and Thorns in Charisma in feet. All take 1d12 in the tentacles and thorns.
Spealleater ends spell of lower caster and heals 2 hit points per level of caster.
Dark Whirlwind Blast makes conical blast 10 feet plus Charisma bonus wide.
Plague Blast does 1d12 a round save ends.
Demon Acid Blast does 1d10 a round and takes away magical enchantment.
Hellfire Barrier does 1d6 per level and is Charisma in feet long.
Dark
Hell's Armor stops damage equal to level unless magic is used.
Out of the God's Sight is invisibility but is dispelled there is a blast in Charisma radius that does 1d6 a level.
Wraith Drain Touch damages 1d6 levels and gives that much in healing.
Demon Form allows the warlock to change into a Demon.
Human Warlock Teh Darada
Teh Darda was a weak sniveling yet very good looking young man. He always used his charms and good looks to worm his way into the noble circles where he knew they were practicing magics of great power. He unfortunately found what he was looking for as the nobility were Warlocks and has made a pact with a 30,000 year old demon named Kythiusis. He now has all the power but must forfeit his soul when he dies to the demon.
Str 5 -2
Dex 14 +1
Con 11 -
Int 7 -1
Wis 9 -
Cha 18 +3
Hit Points 9 (6 + 1d6=3)
AC 14
Eldrich Blast +3 1d10+3 a round. Range 19.
Invocation Devils Jump +4 Feet
Back Pack
10 Torches
Flint and Steel
Grappling Hook
50 ft Rope
Mirror
32GP
Warlock
One who has made a pact with dark forces for great power. With this pact they are allowed great power with very little variety but they can use their magic unlimited times per day.
Armor: Ring mail or less.
Weapons: Warlocks prefer any simple type weapons such as short swords, rapiers, spears, staves and daggers. Not that it matters as Warlocks are sorry fighters.
Hit Points: 6 +1d6 a level
To Hit:-1
Natural 20: On a natural 20 the Warlock may gain half the damage done to his own hit points.
A warlock can use his Dexterity to dodge and flip with acrobatic precision as long as he does not have any Armor past +3. He use his Constitution to resist having his Invocations messed up.
Eldrich Blast based on Charisma. Range is Charisma + Level.
Damage is 1d8 from 1st to 4th level, 1d10 from levels 5th to 8th, 1d12 from 9th to 10th, And finally 1d20 from on up.
The get Invocations that they can always use.
Least 1 Every 4 levels.
Lesser at 5th level then every 4 levels.
Greater at 9th level then every 4 levels
Dark at 11th level then every 4 levels.
Least
Dark Charm gives +2 to Charisma.
Dark Luck gives Charisma Bonus to all saves.
Darkness gives -4 to hit to enemies in Charisma radius in feet.
Dark Sight can see in darkness 60 feet.
Drain Blast adds Slowing effect to Eldrich Blast.
Demon Spear doubles Eldrich Blast Range.
Fright Blast add Fear to Eldrich Blast.
Dark Strike adds Eldrich Blast damage to weapon strike.
Devil's Jump adds Charisma bonus + level to jump distance.
Seer of the Dark can see the invisible.
Vamper Touch damages for 1d6 but give the Warlock 1d6 healing.
Lesser
Shadow Blast adds Darkness to Eldrich Blast.
Hellfire Blast adds fire to Eldrich Blast 1d6 a round save ends.
Devil Charm +4 to Charisma.
Despair gives -2 to everyone in Charisma + level area.
Chain Blast hits multiple opponents in a row equal to Charisma Bonus plus level.
Devil Run mean the Warlock has double the movement.
Cold Hell Blast does an extra 1d6 damage.
Dead Minion summons minor undead equal to Charisma bonus plus Level.
Cut Ties Blast does damage and save or ends any magical effect if no save is made.
Dark Walk means invisibility at will.
Greater
Confusing Blast confuses enemies.
Tentacles and Thorns in Charisma in feet. All take 1d12 in the tentacles and thorns.
Spealleater ends spell of lower caster and heals 2 hit points per level of caster.
Dark Whirlwind Blast makes conical blast 10 feet plus Charisma bonus wide.
Plague Blast does 1d12 a round save ends.
Demon Acid Blast does 1d10 a round and takes away magical enchantment.
Hellfire Barrier does 1d6 per level and is Charisma in feet long.
Dark
Hell's Armor stops damage equal to level unless magic is used.
Out of the God's Sight is invisibility but is dispelled there is a blast in Charisma radius that does 1d6 a level.
Wraith Drain Touch damages 1d6 levels and gives that much in healing.
Demon Form allows the warlock to change into a Demon.
Human Warlock Teh Darada
Teh Darda was a weak sniveling yet very good looking young man. He always used his charms and good looks to worm his way into the noble circles where he knew they were practicing magics of great power. He unfortunately found what he was looking for as the nobility were Warlocks and has made a pact with a 30,000 year old demon named Kythiusis. He now has all the power but must forfeit his soul when he dies to the demon.
Str 5 -2
Dex 14 +1
Con 11 -
Int 7 -1
Wis 9 -
Cha 18 +3
Hit Points 9 (6 + 1d6=3)
AC 14
Eldrich Blast +3 1d10+3 a round. Range 19.
Invocation Devils Jump +4 Feet
Back Pack
10 Torches
Flint and Steel
Grappling Hook
50 ft Rope
Mirror
32GP
Tuesday, November 6, 2012
What a strange place I am in my RPG life.
SO I am in this strange place in my RPG life. For years I have started and not completed so many RPG projects for no reason other than to just write them. I would say most games get about 60% or so before I burn out.
I go back to them here and there but always am reminded by self doubt or wrong direction why I burnt out AND GET REBURNT OUT.
Strange though that I am about 99% finished on many of my games and have even completed a few in the last few years. If you get a chance take a look at Horror World my Zombie Apocalypse game. I am 99% finished with Back to the Dungeon. I also am 99% finished with STARCLADS Sci Fi RPG. Done with NOVEL Hero's Mag a nearly freeform Supers RPG.
Back to the Dungeon RPG will get worked on for another few years but it is getting really close to a 1.0
All of these playtest versions are free and one day I may sell them but there really is very little to NO money to be made in the RPG business at least in this current business model. I have really innovative business models that I won't share here but I have elsewhere.
I am in such a gaming void as my gaming group broke up once again but that is OLD news.
Alas yet another boring and short post but I hope thought provoking.
Vote for NEITHER!
I go back to them here and there but always am reminded by self doubt or wrong direction why I burnt out AND GET REBURNT OUT.
Strange though that I am about 99% finished on many of my games and have even completed a few in the last few years. If you get a chance take a look at Horror World my Zombie Apocalypse game. I am 99% finished with Back to the Dungeon. I also am 99% finished with STARCLADS Sci Fi RPG. Done with NOVEL Hero's Mag a nearly freeform Supers RPG.
Back to the Dungeon RPG will get worked on for another few years but it is getting really close to a 1.0
All of these playtest versions are free and one day I may sell them but there really is very little to NO money to be made in the RPG business at least in this current business model. I have really innovative business models that I won't share here but I have elsewhere.
I am in such a gaming void as my gaming group broke up once again but that is OLD news.
Alas yet another boring and short post but I hope thought provoking.
Vote for NEITHER!
Labels:
Back to the Dungeon RPG,
design,
Insane Flipfloping,
not enough game,
NOVEL RPG,
time,
too much,
work
Monday, November 5, 2012
BttDRPG: Immortals
I am thinking about making a list of Immortals to help get players started if they are a cleric with a good selection of spells and such.
I am going to also have the game somewhat set in an undefined world much in the style of the early days of gaming.
I am going to also have the game somewhat set in an undefined world much in the style of the early days of gaming.
Sunday, November 4, 2012
BttDRPG
Well still progressing on the game. I have added a few extra races such as Assimar, Teiflings, and Drow.
I may add a few more Humanoid races as well.
I also added a Bounty Hunter Class and am working on a Psion and Warlock. I am thing about a Thug which is a cross between a fighter and Thief.
Possibly an Archer and Swashbuckler. I always liked options but never complicated rules.
Still no skills or feats list and it's gonna stay that way!
Right now it's a huge 79 pages.
I may add a few more Humanoid races as well.
I also added a Bounty Hunter Class and am working on a Psion and Warlock. I am thing about a Thug which is a cross between a fighter and Thief.
Possibly an Archer and Swashbuckler. I always liked options but never complicated rules.
Still no skills or feats list and it's gonna stay that way!
Right now it's a huge 79 pages.
Friday, November 2, 2012
Kinda GLAD LucasArts sold to Disney! Because when it comes to many of their PC games Lucas Arts SUCKS!
Well after trying to play KOTOR II on my computer and it not working despite patching etc. and remembering how Empire at War would not work and how you had to do a computer monkey (set affinity!)dance to get Star Wars Battlefield II to work but it never worked online AND the complete f you that Lucas Arts would do to their customers who bought a game and just wanted it to work and were treated largely IGNORED!
Not to mention some of the complete TURDS like Battle for Naboo and to a certain extent Pod Racing but the demo was good.
It's really good that Lucas Arts has been sold. JUST maybe Disney will give a damn about their gamers. Now they make great games it's just if they don't become a mega hit or have problems they drop the game and the customers.
I hope that whomever was in charge of PC games customer service gets fired. I would love to know why they treated their customers so badly. In a business full of fans that have made you what you are you should never treat people that way.
Not to mention some of the complete TURDS like Battle for Naboo and to a certain extent Pod Racing but the demo was good.
It's really good that Lucas Arts has been sold. JUST maybe Disney will give a damn about their gamers. Now they make great games it's just if they don't become a mega hit or have problems they drop the game and the customers.
I hope that whomever was in charge of PC games customer service gets fired. I would love to know why they treated their customers so badly. In a business full of fans that have made you what you are you should never treat people that way.
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