Friday, June 26, 2009

FASERIP+FATE

I'm thinking of a Supers Game using FASERIP's attributes & Adjectives.

Dice would either be some variation on %, 4dF, or d6-d6.

0-2 levels above DC would be Green
3-5 levels would be Yellow
6+ would be Red

Health would be more like FATE, but that leaves Armor being weird.

Ok so if you use FASERIP straight, then a Yellow result does a minimum of 1/10 damage & Red does 2/10 damage minimum.

Ok...so less changes than I though.

What is your Past?

What is your job?

What do you see in your Future?

Powers?

HMb: The Battle Mage

Dwarf = 45BP
Elf = 25BP
Halfling = 75BP
Human = 25BP
Level HD (d4) T.S.P. v Spells AB Initiative
1 1 140 0 0 +2
2 R+1 190 +1 0 +2

3 2 260 +1 0 +2
4 R+2 340 +2 0 +2

5 3 430 +2 +1 +1


Combat

Prepared for Battle-Battle Mages are so well trained at casting Missle/Fireball spells they can have materials on hand in 1 second instead of 1d4.



Level 5 Simul-Casting-A Battle Mage cast 2 spells at the same time, but they must be of offensive or defnsive nature.



Combat Clarity-Battle Mages roll D20-4 to defend while casting.


Proficiencies-Weapons are per Mages. Armor is not retricted, but none are granted as a bonus.


Skills
Per Mage.

Thursday, June 25, 2009

HMb: The Monk

Dwarf = 75BP

Elf = 75BP

Halfling = 75BP

Human = 23BP

Level HD (d6) AB Def Speed Initiative

1 2 0 +2 -1 -1

2 R+2 +1 +2 -1 -1

3 3 +1 +3 -1 -1

4 R+3 +1 +3 -2 -2

5 4 +2 +4 -2 -2


Combat

Superior Defense-Per the Thief

Level 1-Intimidating Display - If not surprised or ambushed in combat, a Monk's Initiative Die is 1 size lower.

Level 2 Improvise Weapon-A Monk can turn any ordinary object into a weapon.

Level 3 Pass Without Trace-A Monk may traverse any terrain without leaving a mark, but he can only do so by Walking.

Level 4 Self-Healing-Once per Day a Monk can heal 1d4p+1/2 Level.

Level 5 Really Intimidating Display-Per Intimidating Display, but 2 Initiative Die sizes lower.

Weapon Specializaion-Per Fighter, except Monks cannot specialize in hurled weapons.

Proficiencies-None.

Skills
A beginning Monk recieves his first purchase of each of the following core skills for free (no BP cost): Climbing/Rappelling, Hiding, Identify Trap, Listening, Sneaking.

Core Skill Advancement
At 2nd and each subsequent level, a monk recieves (at no BP cost) on roll of the appropriate Mastery die in any two of the 5 core Monk Skills.

Bonus Skills
Monks get their first purchase of the Acrobatics skill for free and may purchase additional rolls at half BP cost.

Open Hand 2d4p 7(5) S 1 foot Crushing
Kick (1d4+1d6)p 10 M 3 feet Crushing

*Ki-A Monk has 5+Level per Day Ki Points. Each point may be spent to increase damage on an Open Hand or Kick that successfully hits.

Wednesday, June 24, 2009

Framewerk + ORE

Hmmm...

So you roll your dice pool & look for either your highest single die, matches, or straight.

Randomly roll a D10 for Initiative & for Hit Location OR just abandon Hit Location. Or just set a certain die for Initiative.

Skills could either just be a separate pool or just add their value.

Skills in Framewerk are rolled & Attribute added.
Attributes are halved & rolled.

So Hard Dice could add 1 per die. If I have 3D + 4HD. I roll 7D, take the best result & add 4.
Or Hard Dice could be either automaticall 5, 6, 7, or 10. 5 or 6 is my preference.
Or Hard Dice could all be equal to the roll of 1D. So if I roll a 5 & have 3 HD I have 15.

Wobble Dice could be whatever you want or each WD could be worth 2 plus the highest trash die. So 6D+3WD. I roll 9D, take best result & add 6 plus 1d10.
Also Aberrant using the FATE Damage Track AND having SOAK work just like in nWoD.

Also what is the system of Unhallowed Metropolis??

Monday, June 22, 2009

Enter the HackMaster

So Kenzer & Co. being the finest RPG publisher's in the industry, with awards to prove it, got me my copy of HMb the day it was schedule to ship.

I now begin preparing for my game:

I think Talents will be easy to make & easier to import for HM4.

Opposed Skill tests are still a question for me.

I'd like to conscider bringing a Blood Mage, Wild Mage, Cavalier, Ninja, & Charlatan as Pre-Gens

Thinking of a Sorcerer Class that has the set up of a Mage, but can cast ANY spell in the game, cast more often, but knows very few spells.

Wednesday, June 17, 2009

HackMaster

Strangely, I've come full circle to my D&D of choice: HackMaster 4E...basically AD&D 2E.  I game I walked away from in disgust.  How times change.

However, its HackMaster 5E BASIC that I plan on running.  Most likely.  If it turns out to be a dud, then HM4 waits in the wings.

Highlights:
-"Fast" Zombies attacking.
-My Orcs are talking Gorillas, my Wargs are Velociraptors.
-Most likely no Dwarves or Elves until the party parleys with either empire.
-The Ziggurat
-Shub-Niggurath
-The Wardens
-The Conflagration