Tuesday, October 9, 2018

Fantasy AGE - Gargoyles

Had a random thought today about how would Disney's Gargoyles look like if written for Fantasy AGE. After about 10-20 minutes of writing based solely from my memory of the show, this is the result. I could of spent more time writing a full description, including details on the different forms and sizes gargoyles can take. But I thought it would be best to make a short post and spend time on other projects...like AGE of Tamriel.

For those wondering about that, I am still writing it but I am also trying not to completely burn-out on it. Just having a hard time fighting the urge to write up new mechanics for every little thing. But it is slowly coming along.



GARGOYLE


  • Add 1 to your Constitution ability.
  • Pick one of the following ability focuses: Constitution (Stamina) or Willpower (Courage).
  • You have Dark Sight out to 20 yards.
  • You have Glide Wings and a Glide Speed of 10 (minus armor penalty if applicable). You can only glide for 1 minute before needing to land and rest for a number of minutes equal to 10 + your Constitution (minimum of 1 minute).
  • You have Talons that allow you to deal 1d3+1 damage with your brawling attacks. In addition, you can choose to either deal non-lethal or lethal damage with your brawling attacks.
  • You are Threatening. You can perform the Threaten combat stunt for 1 SP.
  • You enter into Stone Hibernation at dawn every day. You turn into a solid stone statue, regardless of wherever and in whatever position you are currently in. While in this state, you are unaware of your environment and cannot move, and you do not need to breathe, eat, or drink. Your Defense is 10 and have an Armor Rating of 4. After awakening from this hibernation, you fully recover all Health and any natural poisons that were affecting you. You die if are reduced to 0 Health while in this state.
  • You can speak and read the Common Tongue and Gargoyle.
  • Roll twice on the Gargoyle Benefits table for additional benefits. Roll 2d6 and add the dice together. If you get the same result twice, re-roll until you get something different.

2d6 RollBenefit
2+1 Strength
3–4Focus: Perception (Smelling)
5Focus: Strength (Climbing)
6Focus: Strength (Might)
7–8+1 Willpower
9Focus: Strength (Jumping)
10–11Focus: Accuracy (Brawling)
12+1 Fighting

Monday, May 7, 2018

5th Edition - Witch Knights and Fel Sorcerers

I like 5th Edition Dungeons & Dragons, but I haven't done much in the way of writing more material for it, other than random characters as a means to learn the rules. So here is a fighter martial archetype and a sorcerous origin.

The Witch Knight: A Fighter Martial Archetype

This is essentially the eldritch fighter martial archetype re-worked to have the warlock's pact magic and invocations. While I like the concept of a fighter with some dark magic, I don't think this archetype really brings anything new that a multi-class fighter/warlock.

<< PDF >> (6.3 mb)
<< JPG >> (580 kb)

The Fel-borne: A Sorcerous Origin

The Fel-borne sorcerous origin gains their powers from a fiendish bloodline or possessing spirit. The idea originally came from the Mchawi wizard class and Barozi template from Atlas Games' Nyambe, a fantasy Africa setting for the D20 System.

<< PDF >> (2.9 mb)
<< JPG >> (723 kb)

Monday, January 29, 2018

Basic Fantasy - The Vestal


A few months ago, I was playing the game Darkest Dungeon while watching Matt Colville's YouTube video talking about playing in a West Marches-style game.

Now admittedly, I have not run/played in a West Marches-style game, but from my understanding, it seems like the Darkest Dungeon setting might mesh pretty well it. I mean, you have a town that as the heart of the setting, a roster of characters for players to choose from, several different dungeons to explore, and a continually influx of new adventurers to replace the fallen (which makes it easier to explain a new player's character showing up). All that with the ultimate goal of trying to get a high-level party to explore the final dungeon.

My idea was as follows:

  • Basic Fantasy for the game rules
  • Characters start at 3rd-level, top at 12th-level
  • Players weren't stuck playing a specific character, they could play any other in the town's roster
  • Each game session was self-contained; if the party didn't make it back to town before the session ended, they were considered "lost", but players could form another party in a later session to go look for survivors or retrieve the lost treasure
  • Rules for the unique elements of the Darkest Dungeon: light levels, stress, afflictions and virtues, building and managing the town, town events
  • Camp skill, with fifth edition-style rules for short and long rests
  • and the usual material covering new character classes, magic items, spells, monsters, etc.

Eventually I drifted away for various reason. Thinking back, I had written down quite a bit. Maybe one day I might go back to finish writing it all.

But with all that said, I'd thought I'd share something. So here is the Vestal, a sub-class of the Cleric. Now, this sub-class would certainly be more powerful than the regular cleric class of a standard Basic Fantasy game. But in a Darkest Dungeon game, where all the character types are sub-classes with their own unique abilities, not so much.

Saturday, January 27, 2018

AGE of Tamriel - The Dark Curse


I have a bit of a love/hate relationship with Fantasy AGE. On one hand, I like the system's straight-forward mechanics, how easy it is to write for, and I really like the High Swale setting in the back of the book; remind me of TSR's old Thunder Rift setting for AD&D. On the other hand, I hate the lack of support it has been given (or lack thereof), how its magic arcana system makes it hard to have a D&D-style wizard with many spells, and wishing they would open the system up to third-party support.

In writing AGE of Tamriel, I have had a hard time wracking my brain on various issues of trying to bring the Elder Scrolls setting to Fantasy AGE. Once I had decided to fit Tamriel into the AGE system, instead of the other way around, I found it much easier to write for. However, as one can see how long it has been since my last AoT post, I haven't had the motivation to keep writing for it.

Lately I have been trying to change that. So here is my write-up for vampirism for AoT. My idea for vampirism is to treat it as a talent, with a vampire-related specialization and two additional talents for those wanting more vampiric powers. My impressions of these rules tell me that they seem very overpowered, especially if all talents are taken. Hopefully I can trim down that power and make it more balanced.

<< AoT: Vampirism PDF >>