Spent the morning tidying up the static pages for 5th edition, Fantasy AGE, Basic fantasy, and the Other Games, adding back links to some of the missing game materials that I've previously had around here.
One thing I have also had added a long time ago but never made a mention of (I think), was my attempt at bringing the Stargate setting to True20. To fix that, here is a link to the PDF. Enjoy.
Edit ---
I've also gone and added lot more old files that I once had on my website long ago. These files are OLD! Old enough for me to feel kinda guilty about how bad they look and read. But, at the time I was having a blast writing up all those things. Still wished I had that kind of enthusiasm and energy back then, would post more often here if I did.
I've added...
... four PDFs detailing my long-forgotten Aliens vs Predator project for Alternity; covering character backgrounds, the Colonial Marines, the Yaujta, and Xenomorphs.
... a PDF detailing set of guidelines to creating starship identification codes for Alternity's Star*Drive setting.
... two PDFs detailing an insectoid race called the Waspfolk. One for True20 and one for Alternity.
... a PDF with new True20 options for adept characters.
... two PDFs detailing two monsters for D20 fantasy. The pettrin, a large flightless bird (possibly a conversion from a Dark Sun creature?), and the spider demon (basically a re-branded xenomorph).
... two PDFs concerning the divine for True20. First is the Avatar template for divinely-empowered mortals, and second is the Deity template for true divine beings.
Tuesday, May 2, 2017
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.
< Preview PDF >
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.
< Preview PDF >
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
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?
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!
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.
Monday, March 20, 2017
Tuesday, January 10, 2017
AGE of Tamriel - Alchemy Rules
So I've been spending many hours slowly writing AoT. For a good while I was wracking my brain on the magic chapter, dealing mostly with how to handle magic spells. Should I follow how they are handled in the basic rules, with spells tied to arcana levels? Or should I go with how Dragon AGE does it? Where you can pick-and-choose your spells, and some spells require you to know one or more spells before you can learn them.
I spent lots of time trying to find a solution, that eventually I noticed I was getting pretty burned out on the AoT project, and Fantasy AGE in generally. To counter this burn-out, I put AoT aside and played around with other things. I kept coming back to it every now and then, but never spending more then an hour at a time writing.
I recently decided to skip the magic chapter for the moment and focus on something else; alchemy. My initial idea was to follow how alchemy was handled in Skyrim and the Elder Scrolls Online; I kinda like the idea of having many reagents and there various interactions with each other. However, in keeping with my goal of trying to not introduce unneeded rules, I trimmed it back to something that resembles how alchemy already works in Fantasy AGE, with a additions.
The highlights to my rules are:
* Your level in the Alchemy Training talent determines what level of items you can create.
* Each alchemy item is its own separate recipe.
* Characters learn recipes through talents, training (with trainers or buying recipes), or through experimentation.
* You only need to make one (maybe two) tests when creating an item.
* Alchemy revolves around reagents, which come in three types; Common, Uncommon, and Rare.
* Reagents can be bought or harvested.
* Harvesting reagents takes an Advanced test; the TN and Threshold are based on the tier of the reagent.
* Harvesting reagents may also pose a threat with Hazards. Hazards are negative effects that can affect a character if they fail at harvesting a reagent.
* There is a Master Alchemist specialization that grants additional recipes, a unique stunt when harvesting reagents, and a bonus to avoiding hazards.
Now, my alchemy rules (and much like everything else I write) has not been playtested in the least. I do try and think of how the rules will affect gameplay, but without actually doing so, all I am really doing is guessing.
PS. This is also a preview of a newer look for AoT. The original was inspired by the manual for Morrowind, with its red and tan colors. But the newest look is inspired by the Skyrim manual, having blue on white. I find this change much easier on the eyes when reading.
Tuesday, December 13, 2016
Fantasy AGE "Multiclassing" Rules
My first roleplaying was Dungeons & Dragons, and like many others, I use to spend hours creating all sorts characters. This was helped greatly by D&D's multiclassing rules (well, for 3rd edition at least). In Fantasy AGE however, there are no such rules.
At first, I found this to be a sticking point for me; I really liked mix-matching classes to create more interesting characters. I tried spending hours thinking about how to implement D&D-style multiclassing into Fantasy AGE, but I've come to accept there is no multiclassing in Fantasy AGE.
However, I also like to tinker with various aspects of the rules. And this time, I tried using Fantasy AGE's specializations as a method to produce multiclassed characters. When I was writing these specializations, I tried to keep their benefits equal to about a 6th-8th level character in the class it is trying to emulate.
At first, I found this to be a sticking point for me; I really liked mix-matching classes to create more interesting characters. I tried spending hours thinking about how to implement D&D-style multiclassing into Fantasy AGE, but I've come to accept there is no multiclassing in Fantasy AGE.
However, I also like to tinker with various aspects of the rules. And this time, I tried using Fantasy AGE's specializations as a method to produce multiclassed characters. When I was writing these specializations, I tried to keep their benefits equal to about a 6th-8th level character in the class it is trying to emulate.
ADEPT [Rogue and Warrior Specialization]
Requirements: Intelligence and Willpower 2 or higher.
You have trained in the magical arts at the local mages' guild.
Novice: Magic Training: You learn one magic arcana of your choice.
Journeyman: Magic Training: You learn one magic arcana of your choice.
Master: Magic Training: You learn one magic arcana of your choice.
Magic Talents: You are considered a Mage for the purposes of meeting the requirements on magic talents. However, you are limited to the Novice and Journeyman degrees in a magic arcana.
- - - - - - - - - - - - - - - - - - - - - - - -
SCOUNDREL [Mage and Warrior Specialization]
Requirements: Accuracy and Dexterity 2 or higher.
You have taken a few lessons from the local thieves' guild.
Novice: Rogue Talent: You gain a degree in a Rogue talent (see below). You can also perform the combat stunt, Pierce Armor, for 1 SP.
Journeyman: Pinpoint Attacks: You gain the Rogue ability, Pinpoint Attacks.
Master: Rogue Talent: You gain a degree in a Rogue talent (see below).
Rogue Talents: You are considered a Rogue for the purposes of meeting the requirements on the following talents: Archery style, Dual weapon style, Scouting, Single weapon style, Thievery, Thrown weapons style.
- - - - - - - - - - - - - - - - - - - - - - - -
FIGHTER [Mage and Rogue Specialization]
Requirements: Constitution and Fighting 2 or higher.
You've spent time in the training yards of the local warriors' guild.
Novice: Warrior Talent: You gain a degree in one of Warrior talent (see below) of your choice. You also learn one new Weapon Group of your choice.
Journeyman: Dual Strike: You can perform the combat stunt, Dual Strike, for 3 SP.
Master: Warrior Talent: You gain a degree in one of Warrior talent (see below) of your choice.
Warrior Talents: You are considered a Warrior for the purposes of meeting the requirements on the following talents: Archery style, Armor training, Dual weapon style, Pole weapon style, Single weapon style, Throwing weapon style, Two-hander style, Unarmed style, Weapon-and-shield style.
Thursday, December 8, 2016
Fantasy AGE - Encumbrance Rules
One of the few things that I didn't see in Fantasy AGE were rules for encumbrance. Now, like most gamers, I normally ignore tracking encumbrance in-game. However, one of my side-projects for Fantasy AGE is a set of wilderness exploration/survival rules, in which I want to include rules for encumbrance.
My goal is for a simple set of rules for encumbrance that meshes well with Fantasy AGE, but also tries to capture the idea of having to deal with a limited carrying capacity, where you must pick-and-choose which items you'd think would best help you. The rules presented here are in a very rough state, with no real descriptive text, but they should be playable. However, they also haven't been properly playtested, so just a note to anyone trying these rules.
These rules were originally written with Fantasy AGE in mind, but I do think they would work for nearly any roleplaying game. The only things that would need changing are how Encumbrance Penalties work and you would need a replacement for Ability Focuses.
My goal is for a simple set of rules for encumbrance that meshes well with Fantasy AGE, but also tries to capture the idea of having to deal with a limited carrying capacity, where you must pick-and-choose which items you'd think would best help you. The rules presented here are in a very rough state, with no real descriptive text, but they should be playable. However, they also haven't been properly playtested, so just a note to anyone trying these rules.
These rules were originally written with Fantasy AGE in mind, but I do think they would work for nearly any roleplaying game. The only things that would need changing are how Encumbrance Penalties work and you would need a replacement for Ability Focuses.
Subscribe to:
Posts (Atom)



