Friday, July 26, 2019

A Style for Every Race, A Style for Every Class

A while back, I posted some rules for using Oriental Adventures/Complete Ninja style martial arts in all parts of AD&D... making two different fighters with swords and shields very different, and allowing them to gain some neat abilities with training.

As part of that, I also decided to create a series of martial arts for different races and classes... each of the ones in the 2e PH, in fact.

Wednesday, July 10, 2019

By the Power Of/For the Honor Of Greyskull!

The Grey Skull is an ancient place of power, long hidden by is Guardian from its enemies. A crumbling castle with the appearance of an ancient skull of grey stone, it is a repository of knowledge and magic long-lost to the world.

The Guardians of the Grey Skull are many; there is always one who resides within the Grey Skull itself, whose purpose is to protect the castle itself, and train those who the Grey Skull chooses to act as its hands in the world. Those hands may not always be selected; sometimes, the Guardian of the Grey Skull will be alone for many centuries, served only by their apprentices. When tyranny and injustice arise, however, the Grey Skull will reach out to the worlds to which is it connected and choose a Champion to fight with the power of Grey Skull, and for the honor of Grey Skull.

Guardians and Champions of Grey Skull must begin Good in alignment.

Sunday, June 9, 2019

Dragons... IN SPAAAAAAACCCCCEEEEE!!!! [d6 Star Wars]

Star Dragons
The Star Dragons are ancient beasts, living in small flights lead by their chief astrogators. Feeding on solar emissions, they may dip into atmospheres to see rare sights, or live their entire lives in the vast depths of space. For many centuries, they were considered to be little more than clever beasts, with the rare tales of dragons coming to land and speaking with people considered little more than fancy. As beasts, they were often hunted.

But Star dragons are more than simply beasts. Capable of great understanding, of learning languages, and forming relationships with humanoids, some rare, young, members of their species will do so. As they must land to lay their eggs and raise their young through the first few years (until they are capable of sustained space flight), Star Dragons have dipped their massively clawed toes in galactic society from time to time, with rare hatchlings even eschewing life in their flights for the more dynamic interactions with smaller creatures.

Star Dragons have no native technology, but have a well-developed Force tradition. Force use is almost unheard of among the hatchlings; they are seldom even Force-sensitive. As they age, into Walker-scale adults, then Starfighter-scale Elders, some will develop Force abilities, most of which focus around Sense and the ability to plot hyperspace courses through the force. Rumors abound of powerful other abilities, but they may simply be rumors; Star Dragons have little need for the things of the land, save safe places to raise their young.

Attributes
Dexterity: 1D/4D
Knowledge: 1D/3D
Mechanical: 1D/2D
Perception: 2D/4D
Strength: 3D/6D
Technical: 1D/2D

Move: 10/15
Size:1.5-2m tall at the shoulders on all fours; folded wings may add 1m to height. 3m-7m from tip of nose to tip of tail. Adults (more than 600 standard years old) are much larger.

Special Abilities:
Space Flight: Star Dragons are capable of flight, both in a planet's atmosphere and through space. Their speed in atmosphere is equal to ten times their Flight skill (under Dexterity), plus any Pips. Their speed in space is equal to their Flight skill. Thus, a young dragon with a Flight skill of 3D+2 would have an Atmosphere speed of 32 (3D * 10 + 2 pips), and a space speed of 3. Star Dragons do not need to breathe, though find it useful for speaking.

Hyperspace Flight: Star Dragons are able to enter hyperspace, flying slowly between star systems, with a hyperspace multiplier of *20. Such flights are incredibly taxing and difficult, both due to the energy needed to enter and leave hyperspace, but also due to their extreme length. Every day spent in hyperspace (recall, they have a *20 hyperspace multiplier) inflicts 1D of stun damage, which can be resisted by the dragon's Stamina skill (not merely Strength, but receiving no benefit from their scales or worn armor). If the damage would be enough to Incapacitate, Mortally Wound, or Kill the dragon, they are instead unconscious for 2D hours, days, or weeks, respectively. While they have a natural sense for Astrogation, they still must take a +10 penalty to Astrogation checks if they do not have an external computer (as opposed to the standard +30). Groups of Star Dragons will often travel as a flight, following the lead of the most skilled Astrogator (and, indeed, Astrogator is a title of high esteem among their flights and rookeries). 
Star Dragons can improve their Hyperspace multiplier, though it is expensive to do so. Improving the multiplier by 1 requires 30 character points, minus their current Hyperdrive Multiplier; so, improving from 20 to 19 requires 10 character points, then 11 from 19 to 18, 12 from 18 to 17, usw. They may not improve their multiplier beyond *10.

Breath Weapon: Star Dragons are able to breath out a stream of plasma, quite similar to a blaster bolt. However, their reserves of this energy are quite low, compared to the capacity of a blaster. At their maximum, they may have ten times their Strength attribute in available dice of damage, and may put no more than their Strength attribute in damage into each blast. (So, a dragon with 4D in Strength could release ten blasts that would do 4D speeder scale damage, 40 blasts of 1D speeder scale damage, or somewhat in between, without recharging) In an atmosphere, they recharge spent dice of damage at a rate of 1 per hour; in space, it is 3 per hour. For this attack, they use the Breath Weapon skill, which is based on Dexterity. Their range in atmosphere is comparable to a blaster rifle; in space, it is a mere 1.

Claws, Teeth, and Scales: Star Dragons are, of course, dragons. Their teeth and claws do Str+1D damage, and their claws provide 1D in protection from both physical and energy damage.

Story Factors:
Speeder Scale: Dragons are not small; they average between three and seven meters in length, and their wings are five to eight meters when spread. They are effectively speeder scale, which affects their Dodge against character scale weapons, and their Brawl and Breath Weapon skills. However, as Speeder-scale creatures, their damage is increased against the same.

Wings: Star Dragon's ability to fly and traverse hyperspace derives from their wings; they generate a natural impeller field which allows the wings to push off seemingly empty space, propelling the dragon forward. Significant damage to the wings reduces a dragon's ability to fly (represented as wound penalties reduce the effective flying speeds).

Speech: Star Dragons are perfectly capable of understanding Basic and a wide variety of other languages, but their vocal apparatus makes pronunciation difficult, especially at anything resembling a conversational tone. If you need a couple syllables shouted across the wasteland, a dragon is perfectly capable; if you want to have a quiet chat about discrete cargo transport, they're less capable. Speech in the Star Dragon language is also not possible in space, and so they have no less than three languages; their verbal speech, their own sign language, and an altered sign language used to communicate with humanoids when they cannot hear them (such as when in space), plus their understanding of Basic. They have no great gift for languages, and so must learn all languages, aside from Star Dragon and Star Dragon sign language, with their skill dice.

Technology: Star Dragons are a wonderfully adapted species, with no native need for technology. Most of their energy comes from stars and solar gasses; their bodies are weapons and armor and transportation. Furthermore, they are enormous creatures, tall as a human when on all fours, and longer than a cargo skiff. While their hindpaws can serve as crude hands, their forepaws are not so dextrous.
As a result, they are quite incapable when it comes to technology; they have little exposure to technology that is designed for them, or even remotely usable by them. At character creation, they may not put any skill dice in any Technical skill save First Aid, nor any Mechanical skill save Astrogation, nor any Dexterity skill dealing with technological weapons (such as blasters, firearms, or grenades). In almost all cases, they suffer a -2D when attempting to do any but the most base manipulations with their forepaws, and a -1D if attempting to manipulate objects with their hindpaws while in flight.

Youth: Playable Star Dragons are young, by their species estimation. While elder Star Dragons may live for thousands of years, they are only young for a few hundred. As they age, they grow longer and larger, with adolescents approaching Walker scale, and the truly ancient in the low Starfighter range. Rumors exist of great old dragons, a dozen meters in length, with tails that reach another score. These increases in size also make it harder and harder for the Star Dragons to interact with humanoids, and, indeed, even to enter atmospheres. Young Star Dragons are somewhat subject to influence from their elders, and may be forced to choose between leaving with them, or being stranded in a star system.




Star Dragons and the Force

Star Dragon hatchlings are sometimes sensitive to the Force, but seldom skilled in its manipulation. As they age, however, their sensitivity to the Force often increases, so that many adult Star Dragons (more than 600 standard years) are Force Sensitive, and most elder Star Dragons (more than 2400 standard years) are highly skilled in its use.

Star Dragon understanding of the Force is rooted in Sense. The picture the Force as strings of energy which suffuse the galaxy, flowing from stars and crisscrossing in an emphermeral web. Thicker threads connect to certain creatures, including the Star Dragons themselves, and by seeing, then touching, those threads, the Star Dragons are able to influence the galaxy. Control is seen as influencing the threads within oneself; Alter is changing the threads as the intersect with others.

One of the first powers most Star Dragons will learn is Instinctive Astrogation (Sense variant); its knowledge is crucial to the life of the Star Dragons. While they are able to astrogate without the force power, it is far more limited. Most Elder dragons will then attempt to teach their students the ability of Receptive Telepathy. Once the dragon has mastered those five powers (Instinctive Astrogation, Receptive Telepathy, and their prerequisites), they have what their teachers consider the basic tools; if nothing else, both dragons knowing Receptive Telepathy makes communication far easier, even across distances. Once these basics are mastered, the student is ready to progress to other things. When Control is learned, it is most often in conjunction with training in Concentration, though Absorb/Dissipate Energy may be learned if the environment is particularly hostile. Alter is always taught with Telekinesis; the fine control afforded by Telekinetics is too valuable to the large-pawed beasts who have to interact with the rest of galactic society.

(A special note about Absorb/Dissipate Energy: this can be used to recharge the dragon's plasma breath more rapidly than normal. If used as a defense, Absorb/Dissipate Energy will restore a number of dice equal to the damage code of the attack, adjusted for scale. If used to simply absorb ambient energy, it allows the restoration of dice at 1 or 3 dice per minute kept up, rather than per hour, as usual).

Saturday, April 6, 2019

Sixteen Tons (Warforged Version)



Some people say a man is made outta mud
A warforged's got oil for blood
Metal and wood and steel and bronze
A mind that's a-weak and a back that's strong

You load sixteen tons, what do you get
Another day's orders and ya ain't free yet
Sweet Maker don't you scrap me 'cause I don't know....
What happens to a warforged when he ain't no mo'

If you see me coming
Better step aside
Lotta men didn't, lotta men died
Got one fist of iron, the other of steel
If the left one don't get you
Then the right one will

You load sixteen tons, what do you get
Another day's orders and ya ain't free yet
Sweet Maker don't you scrap me 'cause I don't know....
What happens to a warforged when he ain't no mo'

I was made by the Cannith, I was rune-forged
Given a sword and sent to the wars
I was raised by a sergeant on the front line
Though it's made of stone, got a heart like a lion

You load sixteen tons, what do you get
Another day's orders and ya ain't free yet
Sweet Maker don't you scrap me 'cause I don't know....
What happens to a warforged when he ain't no mo'

Sunday, March 17, 2019

Krynnish Minotaurs in Star Wars [d6 Star Wars]

Krynnish Minotaurs in Star Wars d6

Pirate Minotaur
Dexterity 1D/3D+1
Knowledge 1D/3D
Mechanical 2D/4D+1
Perception 2D/4D+1
Strength 3D/5D+1
Technical 2D/3D+2

Special Abilities:
*Senses: Minotaurs have very sensitive senses of hearing and scent, and receive +1D to Search checks when those senses are involved.
*Horns: Minotaurs can use their horned heads as a brawling attack; doing so is Easy difficulty, and inflicts STR+2D damage. A minotaur may also charge, which requires 3 meters of running room, and increases the difficulty to Moderate, but inflicts STR+4D damage.
*Large: Minotaurs are larger than most species of the galaxy. While this doesn't matter for a lot of things, in some cases, it can be a big problem. Vacuum Suits, space suits, and armor are frequently inadequate to minotaur physiques. Many standard starships aren't well suited to minotaur physiology, meaning they receive a -1D penalty to vehicle operation, shield, and vehicle weapon skills if the vehicle isn't designed to adjust to their size. This is, to an extent, a matter of GM fiat, but Imperial craft are noted for the relatively narrow range of sizes they will accommodate. Refitting a craft to accommodate minotaur crew members is usually an Easy to Moderate task requiring an hour's worth of work for each station to be converted.
Likewise, minotaurs find many standard-built weapons to be awkward; Heavy Blasters, Blaster Carbines, Blaster Rifles, and larger weapons are quite comfortable, but blaster pistols, sporting blasters, and hold-out blasters will require modification to fit minotaur-sized fingers. While most melee weapons pose little problem for a minotaur, they do find that human-scale weapons are often inadequate to take advantage of their size; the fist of a minotaur can crush a man’s skull easier than a strong man can with a club.

Story Factors:
*Honor: Minotaurs live by a complex code of honor that involves their personal reputation, the reputation of their clan, and their standing within the clan and their clan’s standing within the Imperium. Impugning a minotaur’s honor can drive them to rash acts, and a minotaur’s assessment of another’s honor can influence their reaction to them.

Move: 11-15
Size: 2m-2.8m tall

Imperial Minotaur
Dexterity 1D/3D+2
Knowledge 1D/3D+2
Mechanical 2D/4D
Perception 2D/4D
Strength 3D/4D+2
Technical 2D/4D

Special Abilities: *Senses: Imperial Minotaurs have very sensitive senses of hearing and scent, and receive +1D to Search checks when those senses are involved.
*Horns: Imperial Minotaurs have bred for smaller horns than the Pirates prefer, and are more prone to trim them, resulting in a somewhat less effective weapon. They can use their horned heads as a brawling attack; doing so is Easy difficulty, and inflicts STR+1D damage. A minotaur may also charge, which requires 3 meters of running room, and increases the difficulty to Moderate, but inflicts STR+3D damage.
*Large: Minotaurs are larger than most species of the galaxy. While this doesn't matter for a lot of things, in some cases, it can be a big problem. Vacuum Suits, space suits, and armor are frequently inadequate to minotaur physiques. Many standard starships aren't well suited to minotaur physiology, meaning they receive a -1D penalty to vehicle operation, shield, and vehicle weapon skills if the vehicle isn't designed to adjust to their size. This is, to an extent, a matter of GM fiat, but Imperial craft are noted for the relatively narrow range of sizes they will accommodate. Refitting a craft to accommodate minotaur crew members is usually an Easy to Moderate task requiring an hour's worth of work for each station to be converted.
Likewise, minotaurs find many standard-built weapons to be awkward; Heavy Blasters, Blaster Carbines, Blaster Rifles, and larger weapons are quite comfortable, but blaster pistols, sporting blasters, and hold-out blasters will require modification to fit minotaur-sized fingers. While most melee weapons pose little problem for a minotaur, they do find that human-scale weapons are often inadequate to take advantage of their size; the fist of a minotaur can crush a man’s skull easier than a strong man can with a club.

Story Factors:
Honor: Minotaurs live by a complex code of honor that involves their personal reputation, the reputation of their clan, and their standing within the clan and their clan’s standing within the Imperium. Impugning a minotaur’s honor can drive them to rash acts, and a minotaur’s assessment of another’s honor can influence their reaction to them.

Move: 11-15
Size: 2m-2.5m tall

Saturday, March 16, 2019

Athasian Psionic Bard (2e)

The Psionic Bard is a variation on the standard Athasian Bard, which replaces the standard bard's facility with poisons with some improved psionic powers. While not a true psionicist, a Psionic bard is more akin to his non-Athasian counterpart... a dabbler in many fields, not simply an assassin who dances prettily.

All aspects of the Psionic Bard are as the Athasian bard; they have access to all thief skills, with 20 points per level to improve them, they may influence reactions, inspire, and countersong as an Athasian bard, and "learn a little bit of everything." Their NWPs are Rogue, Warrior, General and Psionic. The sole difference is a lack of facility with poisons, and the advancement of psionic powers. Bards are not true psionicists, but expand their abilities slightly as time goes on.

At 1st level, a Bard is a wild talent, as with all other Athasian characters, with the same number of powers and PSPs as any other Athasian character. At levels 2, 4, 7, 10, 13, 16, and 19, the Bard learns one devotion for which they meet the prerequisites, from any discipline. Certain disciplines are more difficult for bards to explore, due to the ubiquity of certain sciences as prerequisites; these remain closed to the Bard unless their wild talent provides the necessary powers. As they do not properly study psionics, they have no primary discipline, and so no restrictions on numbers of powers from a discipline based on that. Most Bards lack the ability to engage in psionic combat (since they do not have access to Mindlink, save through wild talents, and that forms the backbone of the discipline), but most will acquire a psionic defense as soon as they are able.

At each level beyond the first, Bards gain PSPs. However, they only gain 1d6 plus their ability modifier for Wisdom (per the Inherent Potential Table on page 38 of the Dark Sun book; Wisdoms of 15 or less result in only a 1d6 roll of PSPs).

This version works well for both S&P and CompPsi psionics, whichever you prefer; the only difference would be in psionic combat, where Psionic Bards would be counted as other wild talents, able to learn up to 3 defense and 3 attack modes as proficiencies.

Why a psionic bard kit? Because the standard bard in Athas is an assassin, to the point where one questions why anyone would accept bards that have been sent to them... if bards show up, someone is going to die. This version allows there to be a LOT of different bards, and they're less "scary assassins" and more the dabbler that other bards are.

Tuesday, March 12, 2019

Magic Bloodline for Sorcerers

Magic Bloodline
Some sorcerers can trace their powers to a singular ancestor or event. A draconic great-grandparent, a nursery in the Elemental Chaos, or mama was struck by lightning just before you were born. Others... don't. Their power comes from some connection to the Weave, a merging of several different magical bloodlines, or some other source of simple magic that links to the Prime Material plane through them, and them alone. Unique and idiosyncratic, the Magic Bloodline represents an individual whose magic is truly their own.

1st level
The fingers of magic spread throughout your life, and in odd ways. At 1st level, someone with the Magic Bloodline chooses two additional cantrips from any spell list, and one first level spell from any spell list. These are additional spells known for the sorcerer, and are considered sorcerer spells for this character.

6th Level
Magic, sorcery, is in your blood. At 6th level, you learn one additional metamagic. Additionally, you have additional sorcery points equal to your proficiency bonus.

14th Level
A Magic-blooded sorcerer can reach deep into magic, creating the effects that they need. They may cast a spell from any spell list, at a cost of that spell's level in sorcery points and the appropriate spell slot. The spell may be no higher than 5th level.


18th level
At 18th level, you are able to smother magic that might harm you with your own. When the sole target of a spell (not merely within the area of effect) you are aware of, you may use your reaction to spend sorcery points equal to the level of the spell to simply cancel the spell. You may only do so once per turn, and must announce that you are doing so before the result is known (i.e. before damage is announced).