Wednesday, April 19, 2017

Current progress on AGE of Tamriel

It has been nearly a year since the last time I put up the preview PDF for my AGE of Tamriel project. It is kinda crazy that it has been that long and I feel like I haven't gotten any closer to finishing this thing. With this project I have seen a tiny amount of the work required to seriously write something, let alone trying to make it look pretty. Much respect to those who do this for a living or as a hobby.

Since that update a year ago, I have made many minor tweaks here and there, had made major rules changes, and created a few more rules. What follows is a small list of the major changes since the last update:

• Completely new color layout.
• New weapon group, items, and basic rules for special materials.
• New/revised talents.
• Written the game benefits for most/all specializations.
• Created alchemy rules.
• Beginnings of the enchanting rules similar to alchemy.
...and
• Tons of frustration in dealing with the magic rules!

And with that list, I feel like I really haven't done much in the past year. Guess I should go back to working on it.

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Friday, April 14, 2017

Fantasy AGE - The Inkvasion has come!

As I was writing up the miqo'te for Fantasy AGE, I spent time looking though my old files and trying to see if I had already done so. As I was looking I ran across my notes for a “squidian” character race. This character race was written purely for fun and not meant to be remotely serious. And I thought it would be interesting to see people think of it.

Squidian

Standing four-foot-nothing, squidians are a small humanoid race that dwell under the seas and oceans of the world. They resemble half-sized humans with tentacles for hair and other traits similar to squids.

If you choose to play a squidian, modify your character as follows:

• Add +1 to your Strength.
Amphibious: You can breathe both in and out of water. However, you have a -2 penalty on Constitution tests when in a dry and/or hot environment, like a desert or in a hot spring.
Bio-Luminescence: You can produce a bio-luminescent light from your body. Your normal state is a dull glow, but with a Minor action, you can raise its intensity to light up a 6-yard radius for 1 + Constitution minutes. If you are under stress or subject to a jump-scare, you have to make a TN 13 Willpower (Self-discipline) test or temporarily lose control of your bio-luminescence for 1d6+1 rounds. Regaining control requires another Willpower (Self-discipline) test. If you are knocked unconscious or otherwise incapacitated (or sleeping), your bio-luminescence drops to a dull glow.
Ink Jet: You can spew forth an inky liquid. When underwater you can produce a 6-yard radius cloud of inky darkness that obscures sight for anyone inside. Outside of water, you can blind an enemy with ink to the face for 1d6+1 minutes. This is a ranged attack that uses Accuracy (Ink jet) focus against the enemy's Defense, and has a range of 4/8. While Blind, they automatically fail Perception (Seeing) tests and have a -2 penalty to Defense and attack rolls, but they can remove the ink with a Major action. However, each time you use this ability you lose 5 Health.
Underwater Dark Sight: You can see in the dark out to 20 yards while underwater.
Natural Swimmer: You start with the Constitution (Swimming) focus.
Speed: You have a Speed of 10 + Dexterity (minus armor penalty if applicable) while on land, but have a Swim Speed of 12 + Strength (minus armor penalty if applicable).
Tentacle Hair: Your hair is really tentacles! With a Major action, you can stretch out your tentacles to manipulate an object or perform a brawling attack out to 6 yards. When using your tentacles in this manner, you suffer a -2 penalty to any ability tests made. If used in combat, your tentacles have a Defense equal to yours -2, and Health equal to one-half your total Health. When your tentacles reach 0 Health, you cannot use them until they grow back in 1d6+1 days.
All-Thumbs: Living underwater isn't like life on land, so you suffer a -2 penalty on Communication tests when interacting with non-squidians, and on any ability tests when dealing with more complex non-squidian technology (cars, computers, etc). Gaining the Communication (Non-squidian) focus eliminates the Communication penalties, while the Intelligence (Non-squidian lore) eliminates the technology penalty.
• You speak and read Squiddle and the Common Tongue.

Thursday, April 13, 2017

Fantasy AGE - Final Fantasy XIV Miqo'te


( Image Source: http://sandracharlet.deviantart.com/art/FFXIV-Gally-329637161 )

Miqo'te

The Miqo'te are a humanoid race with feline characteristics that immigrated to Eorzea during the Age of Endless Frost, a time when the seas turned to ice and passage over them became possible. Since their arrival, the Miqo'te have diverged into two physically distinguishable groups: the diurnal Seekers of the Sun and the nocturnal Keepers of the Moon.
The miqo'te have diverged into two separate ethnicities: the Seekers of the Sun and the Keepers of the Moon. While the diurnal Seekers of the Sun worship Azeyma the Warden with their culture revolving around the sun, the nocturnal Keepers of the Moon prefer the shroud of night and offer their piety to Menphina the Lover.
Comparatively few in number, miqo'te maintain an insular mentality within their clans, tending to avoid contact with the other races. Many individuals lead isolated lifestyles, even when living in the more populous cities.
The Seekers are widely regarded as quickwitted and prone to action, and many bore easily. The Keepers are known for their reticent and brooding personalities, but are also respected and sometimes feared for their tenacity.
Their natural dexterity and quick wit makes them outstanding archers and pugilists.

Seeker of the Sun

The self-proclaimed Seekers of the Sun are the diurnal clan of the Miqo'te race. Their preference for the warm light of day pervades all aspects of their culture, as is apparent in their devout reverence for Azeyma, the Warden, goddess of the sun.
Though relatively few in Eorzea, a small number of them have been accepted into everyday life by the other races in the port city of Limsa Lominsa. Others are known to make their home in the region of the Sagolii Desert.

Playing a Seeker of the Sun

If you choose to play as a Seeker of the Sun, modify your character as follows:
• Add 1 to your Dexterity.
• Pick one of the following ability focuses: Dexterity (Acrobatics) or Perception (Hearing).
• Your Speed is 12 + Dexterity (minus armor penalty if applicable).
• You can speak Miqo'te and Common Tongue.
• Roll twice on the Seeker of the Sun Benefits table for additional benefits. Roll 2d6 and add together. If you get the same result twice, re-roll until you get something different.

SEEKER OF THE SUN BENEFIT TABLE
2d6 Roll   Benefit
------------------
   2       +1 Willpower
  3-4      Weapon Group: Bows*
   5       Focus: Perception (Seeing)
   6       Focus: Constitution (Running)
  7-8      +1 Perception
   9       Focus: Communication (Persuasion)
 10-11     Weapon Group: Spears*
  12       +1 Constitution
* If the class you choose provides this already, you can take the appropriate weapon focus instead.

Keeper of the Moon

The nocturnal among the Miqo'te have dubbed themselves the Keepers of the Moon. Shying from the garish light of day, they revel in the shroud of night, with most offering their piety to Menphina, the Lover, goddess of the moon. The Keepers of the Moon have a custom of applying war paint to their faces, as it is believed the vivid colors grant lunar powers.
Their tradition of hunting in the thick woodlands of the Black Shroud have for years thrown them into conflict with the forestfolk of Gridania, who condemn them as poachers. Of late, however, many Keepers of the Moon have found some small peace with the Gridanians, and taken to living within the city.

Playing a Keeper of the Moon

If you choose to play as a Keeper of the Moon, modify your character as follows:
• Add 1 to your Perception.
• Pick one of the following ability focuses: Dexterity (Acrobatics) or Perception (Hearing).
Dark Sight 20 yards
• Your Speed is 10 + Dexterity (minus armor penalty if applicable).
• You can speak Miqo'te and Common Tongue.
• Roll twice on the Keeper of the Moon Benefits table for additional benefits. Roll 2d6 and add together. If you get the same result twice, re-roll until you get something different.

KEEPER OFF THE MOON BENEFIT TABLE
2d6 Roll   Benefit
------------------
   2       +1 Willpower
  3-4      Weapon Group: Bows*
   5       Focus: Perception (Tracking)
   6       Focus: Dexterity (Stealth)
  7-8      +1 Dexterity
   9       Focus: Intelligence (Natural lore)
 10-11     Weapon Group: Light blades*
  12       +1 Constitution
* If the class you choose provides this already, you can take the appropriate weapon focus instead.

Tuesday, April 11, 2017

Fantasy AGE - Expanded Rules for Shields

A month or so ago I ran across a thread on the Roninarmy.com forums talking about rules for shield bash attacks. At the time I was going to write my own set of rules and post them, but I got side-tracked, as usual. However, today while writing the AoT rules concerning special materials like skyforge steel or dwarven iron, I kinda hit a snag.

Shields in Fantasy AGE have only one identifying trait, their Defense Bonus. This makes it rather difficult to create rules for special materials because it there is only one trait you can modify. My approach to handling special materials is similar to Dragon Age*. Each special material modifies the base stats of the item (minus granting talent levels). I also didn't want to the materials to grant stunt bonuses, either. Then the idea hit me, treat them as weapons! Treating them as weapons made it easier to make each special material unique between shields, as well as giving me an idea on how to handle shield bash attacks.

* Geez, I get so many ideas from Dragon Age. Maybe I should just switch to that system instead?



Expanded Rules for Shields

Here are my expanded rules for shields in Fantasy AGE.

WEAPON GROUP

Shields now are their own Weapon Group. However, it is not a "true" weapon group in that Warriors cannot pick this as one of their starting weapon groups at 1st level.

SHIELDS GROUP (FIGHTING)
Weapon          Defense   Damage    Mn. Str.  Cost
----------------------------------------------------
Light shield      +1      1d6-1       -1      15 sp
Medium shield     +2      1d6          1      30 sp
Heavy shield      +3      1d6+1        2      60 sp
Shield spikes*    --      +2          +1      +10 sp

* Shield Spikes can be added to any shield for an additional cost.

ABILITY FOCUS

Fighting (Shields): Proficiency in using shields as off-hand melee weapons. This ability focus is only used when making shield bash attacks.

TALENT

Shield Mastery Talent
Classes: Rogue, Warrior.
Requirement: None.

You have trained to use your shield as a proper melee weapon.

• Novice: When armed with a shield you can perform the Lightning Attack combat stunt for 2 SP, instead of the usual 3 SP. This extra attack comes from your shield.
• Journeyman: When armed with a shield you can perform the Knock Prone combat stunt for 1 SP, instead of the usual 2 SP.
• Master: You can counterattack an enemy's poor melee attack. When an enemy makes a Melee Attack against you and misses by 4 or more, you can make an immediate shield bash against them as a Free action. However, this counterattack cannot generate stunt points, and you only add half your Strength (rounded down) to the damage roll. You can only perform one counterattack in a single round.

Warriors: Warriors add this talent to the list of starting talents from which to choose from at 1st-level.

Saturday, April 8, 2017

Fantasy AGE - Welcome to Hadley's Hope!

Spent the morning watching my favorite movie ever, Aliens! I have seen the movie so many times that I can picture what is happening on-screen exactly from the dialogue alone, and have most of the lines memorized. Such a good action movie!

Anyway, about halfway through I wondered on how the drones would look like in Fantasy AGE. So, I wrote them up. I flipped through the rulebook and the Bestiary to see if there were any monsters that kinda resemble the xenomorphs. And I think the werewolf from the Bestiary fits pretty well, both have that "killing machine" vibe.

Even before finishing the drone I decided to write up the rest of the xenomorph life cycle; facehugger, chestburster, drone, and queen. Now these stats were not playtested at all, so I am sure any game balance is non-existent.

Maybe after finishing AGE of Tamriel, I might come back and do a proper write-up for the Aliens vs Predator universe.

But enough of that, onto the stats!



FACEHUGGER, XENOMORPH


ABILITIES & FOCUSES
3 Accuracy
0 Communication
4 Constitution
2 Dexterity -- Stealth
2 Fighting
0 Intelligence
4 Perception -- Hearing, Tracking
4 Strength -- Climbing, Intimidation, Jumping
3 Willpower -- Courage, Morale

SPEED      HEALTH     DEFENSE    ARMOR
 12          15         12         2

ATTACK         ROLL           DAMAGE         NOTES
Pounce         +3 melee       -- See description --
Strangle       --             2d6+4          Grappling only

ATTACKS
Pounce (+3 melee; See description)
Strangle (Grappling only; 2d6+4 damage; See description)

SPECIAL QUALITIES
Favored Stunts: Skirmish, Seize initiative.
Acidic Blood: When subject to an attack that pierces the body, acidic blood sprays from the wound, inflicting 1d6+3 damage to anyone within 2 yards of the creature (4 yards if the attack is an explosion or similar effect). A successful TN 13 Dexterity (Acrobatics) reduces damage to 2 penetrating damage. See "Acid Damage Rules" below for more information.
Blind Sight: Xenomorphs do not have any visible eyes but can still "see", even in total darkness.
Embryo Implantation: When the target is reduced to 0 Health and unconscious, the facehugger begins to implant an embryo into the target. This takes one hour. After 1d6+1 hours, the embryo emerges in a bloody messy as a chestburster, killing the host. Removing a facehugger requires an Advanced TN 13 Intelligence (Healing) test with a Threshold of 15 and ten minutes per test. Each failure brings the target closer to death as the facehugger tightens its grip; the target dies after three failures. The removal of an implanted embryo has an Advanced TN 17 Intelligence (Healing) test and the same effect on failure.
Pounce: Facehuggers main method of attack is latching themselves onto their target. A pounce attack is treated as a Charge action. If the attack succeeds, the target must make a Strength (Might) test against the facehugger or become Strangled (see below).
Stealthy: Xenomorphs are very stealth. They can re-roll failed Dexterity (Stealth) tests, but must keep the result of the second test, even if it is worse.
Strangled: When a facehugger successfully grapples a target, they begin strangle the target, dealing damage automatically every round. This damage is non-lethal, rendering the target unconscious at 0 Health.
Wall-Crawling: Xenomorphs can crawl along walls and ceilings at their full Speed.

THREAT: Minor



CHESTBURSTER, XENOMORPH


ABILITIES & FOCUSES
2 Accuracy -- Bite
0 Communication
3 Constitution
2 Dexterity -- Stealth
2 Fighting
0 Intelligence
4 Perception -- Hearing
3 Strength -- Jumping
3 Willpower -- Courage, Morale

SPEED      HEALTH     DEFENSE    ARMOR
 12          25         12         0

ATTACK         ROLL           DAMAGE         NOTES
Bite           +4 melee       1d6+3 pen.     Grappling only

SPECIAL QUALITIES
Favored Stunts: Mighty blow, Seize initiative, Skirmish.
Acidic Blood: When subject to an attack that pierces the body, acidic blood sprays from the wound, inflicting 1d6+3 damage to anyone within 2 yards of the creature (4 yards if the attack is an explosion or similar effect). A successful TN 13 Dexterity (Acrobatics) reduces damage to 2 penetrating damage. See "Acid Damage Rules" below for more information.
Blind Sight: Xenomorphs do not have any visible eyes but can still "see", even in total darkness.
Bite: Chestbursters only real means of defense is their bite, but they can only make bite attacks while grappling.
Stealthy: Xenomorphs are very stealth. They can re-roll failed Dexterity (Stealth) tests, but must keep the result of the second test, even if it is worse.

THREAT: Minor



DRONE, XENOMORPH


ABILITIES & FOCUSES
4 Accuracy -- Bite
0 Communication
5 Constitution -- Stamina
4 Dexterity -- Stealth
6 Fighting -- Claws
0 Intelligence
4 Perception -- Hearing, Tracking
6 Strength -- Climbing, Intimidation, Might
3 Willpower -- Courage, Morale

SPEED      HEALTH     DEFENSE    ARMOR
 16          35         14         4

ATTACK         ROLL           DAMAGE         NOTES
Claws          +8 melee       1d6+6
Bite           +6 melee       3d6+6 pen.     Grappling only
Tail stinger   +4 melee       1d6+4 pen.     Reach 4 yards

SPECIAL QUALITIES
Favored Stunts: Mighty blow, Overwhelm (3 SP), Seize initiative, Skirmish.
Acidic Blood: When subject to an attack that pierces the body, acidic blood sprays from the wound, inflicting 1d6+3 damage to anyone within 2 yards of the creature (4 yards if the attack is an explosion or similar effect). A successful TN 13 Dexterity (Acrobatics) reduces damage to 2 penetrating damage. See "Acid Damage Rules" below for more information.
Ambush Predator: When a xenomorph attacks a target that is unaware of them, they deal +1d6 damage with their first attack and the target's armor rating is halved (or ignored entirely with the Pierce Armor stunt).
Blind Sight: Xenomorphs do not have any visible eyes but can still "see", even in total darkness.
Bite: Xenomorphs have a secondary, extendable inner jaw that is extremely strong and capable of punching through tough materials. Xenomorphs can only make bite attacks while grappling.
Exoskeleton: Xenomorphs have a natural armor rating of 4.
Frenzy: Xenomorphs can make two claw attacks in a single Attack action. However, only the first attack may generate stunt points.
Overwhelm: A xenomorph have access to a unique combat stunt, Overwhelm. For 3 SP, the creature knocks its opponent prone and pins it, giving the xenomorph a +2 bonus to further attacks as long as the victim remains pinned (this includes the usual +1 for attacking a prone target). The pinned character must make an opposed Strength (Might) test against the xenomorph to escape, which requires a minor action and leaves the character prone. The victim’s allies can also attempt this test, but they must spend a major action to do so.
Stealthy: Xenomorphs are very stealth. They can re-roll failed Dexterity (Stealth) tests, but must keep the result of the second test, even if it is worse.
Tail Stinger: Xenomorphs have a thick, bony tail that ends with a spike. They can lash out with their tail, allowing them to make a melee attack out to 4 yards, using Accuracy (Brawling) for the attack roll.
Wall-Crawling: Xenomorphs can crawl along walls and ceilings at their full Speed.

THREAT: Moderate



QUEEN, XENOMORPH


ABILITIES & FOCUSES
3 Accuracy -- Bite
0 Communication
8 Constitution -- Stamina
3 Dexterity -- Stealth
4 Fighting -- Claws
4 Intelligence
5 Perception -- Hearing, Tracking
9 Strength -- Climbing, Intimidation, Might
6 Willpower -- Courage, Morale

SPEED      HEALTH     DEFENSE    ARMOR
  8          80         13         6

ATTACK         ROLL           DAMAGE         NOTES
Claws          +6 melee       2d6+9          Reach 4 yards
Small claws    +6 melee       1d6+5          Grappling only
Bite           +5 melee       4d6+9 pen.     Grappling only
Tail stinger   +3 melee       2d6+4 pen.     Reach 6 yards

SPECIAL QUALITIES
Favored Stunts: Knock prone, Lethal blow (4 SP), Overwhelm (3 SP), Pierce armor (1 SP).
Acidic Blood: When subject to an attack that pierces the body, acidic blood sprays from the wound, inflicting 1d6+3 damage to anyone within 2 yards of the creature (4 yards if the attack is an explosion or similar effect). A successful TN 13 Dexterity (Acrobatics) reduces damage to 2 penetrating damage. See "Acid Damage Rules" below for more information.
Blind Sight: Xenomorphs do not have any visible eyes but can still "see", even in total darkness.
Bite: Xenomorphs have a secondary, extendable inner jaw that is extremely strong and capable of punching through tough materials. Xenomorphs can only make bite attacks while grappling.
Exoskeleton: Xenomorphs have a natural armor rating of 6.
Secondary Arms: The queen has a pair of small arms, allowing her to make two small claw attacks while grappling. However, only the first attack may generate stunt points.
Tail Stinger: Xenomorphs have a thick, bony tail that ends with a spike. They can lash out with their tail, allowing them to make a melee attack out to 6 yards, using Accuracy (Brawling) for the attack roll.

THREAT: Major



ACID DAMAGE RULES

The acid found within the xenomorph is very powerful, capable of eating away most materials very quickly. Any time a character makes a melee attack with a non-acid proof melee weapon, the weapon automatically takes acid damage with each successful hit. Any time a character is subject to the acid splash from a wounded xenomorph, any acid damage negated by their worn armor will damage their armor by a like amount. Any object within the splash radius of a wounded xenomorph will take acid damage. Under most circumstances, any object can take up to 10 acid damage before being destroyed. Fragile items can only take up to 6 acid damage, while more durable items can take up to 20 acid damage before being destroyed. Acid-damaged items cannot be repaired without a proper workshop, materials, tools, and time. There are some acid-proof materials around that are immune to the xenomorph's acidic blood.