Wednesday, November 04, 2009
C&C+D6+Fate
C&C Idea
HeroQuest+Fate Wound Track
There are 5 Wound Levels
1/10/20/30/40
Level is equal to total of roll
OR
There are 8 Wound Levels
10-14/10-14/10-14/15-19/15-19/5-9/1-4/20
Level is equal to number on Die
Work like Fate
Rifts+Step System from Earthdawn
Savage Worlds + FATE wound track
Monday, November 02, 2009
"Official" HP Ideas for SW
Hit Points for Savage Worlds
Monday, October 19, 2009
BRP
Saturday, September 26, 2009
C&C Customization System
3-5 points at Level 1
1 per level starting at 2nd
____________
1 point for +1 to Hit with a Weapon
1 point for +1 Damage with a Weapon
1 point for +1 Parry to AC (melee)
1 point for +1 Dodge to AC (ranged)
1 point for +1 Warding to AC (magic)
1 point to cast a specific spell 1 extra times per day
1 point for +1 with a Specific Save
4 points for +1 to an Attribute
1 point for +1 to Hit with a Spell
1 point for +1 Damage with a Spell
1 point for +1 with a Skill
______________________________
Monday, August 17, 2009
And so it goes
Fantasy Craft is interesting, but I don't know if I can or should convert the characters.
Hero 6 is out.
I'm conscidering changing the Skills to the OSV/DSV model.
Att/5 = Initial Rank for 3 points.
Familiarity = SV of 1? Bonus Die? SV-2?
Unskilled = SV of 0? -1? Penalty Die? SV-4?
Hero Points
Change a power
+2 to Damage multiplier
+2 to Hit
+2 to Defense
Power Stunt
Aid Another +2 to Hit or Def
5 rDR or 1/2 Damage after defenses
+10 Stun
Sunday, July 26, 2009
Trailblazer House Rules
The Bard gets to substitutue his Rank in each Perform skill whith 2 Skills chosen when he takes his 1st rank in that Perform skill.
Ex. Todd has 10 Ranks in Perform: Acting. He can use those Ranks in Bluff & Sense Motive.
He also has 10 Ranks in Perform: Singing. He can also use those Ranks in Intimidate & Listen.
Characters get 6 + 1/2 Level in Action Points & they are a Per Session Resource.
Monday, July 13, 2009
Action Points for Trailblazer
Uses for Action Points:
1 to automatically convert a threat to a Critical Hit
1 to refresh all Single Target Spells
1 to refresh all Multi-Target Spells
1 to refresh a single Major Spell (Polymorph, Wish, more as the GM needs to add them)
1 to regain 1/2 your total Hit Points
1 to reroll any Die Roll & keep the better of the two
1 for +1d8 damage
1 for +1d4 to Spell DC
1 to do something "Cool"
1 to refresh a used Spell Slot while in combat
1 to gain a Feat for 1 until the end of the round, you may gain Feats in chain this way if you have enough action points. The only prerequisite for Feats this way are other Feats & Level.
Generally one Action Point of each type may be used at one time.
Chapter 1
While coming within the limits of Saltmarsh, they spot the greasy smoke of several fires. Sparkles investigates, sees the ruins of the city and a Wyvern dining on the remains of some its inhabitants. On his way back, he sees movement from the fields & here's moans. A zombie squad is fast approaching, guided by a Dust Mephit.
They dispatch the zombies & see the Mephit leading the Wyvern to attack.
The Wyvern kills Schaefer but they defeat it, even after it catches fire.
Soon after a black coach comes speeding up, driven by the Tall Man. Sparkles let's loose with a Fireball. The Tall man is unharmed, one of the inhabitants is instantly killed & the Chosen One is eventually slain.
They camp & continue their journey. Sparkles scouts further ahead & sees the remains of the defeat of an Arcanist & the siege on Tristor.
Friday, June 26, 2009
FASERIP+FATE
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
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
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.
SkillsA 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
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??