Limitless Worlds

Limitless Worlds

Tuesday, August 5, 2014

Good News

Hey everyone, long time no talk

Anyway, I have some good news. After going through four years of hard undergrad, I am finally graduating from university! Further, I have a full time job as a proofreader that I am starting in two weeks! Exciting times.

I know posts have been sparse, and they may be sparser, but I will try and make time for this blog. It's a cool little next for my thoughts, plus I have an audience, as small as it may be. I think in the future you will be seeing a lot more reviews and possibly previews, especially with a bunch of cool stuff coming out soon (like D&D 5e, which I am beyond excited for)

Either way, just wanted to let you know. Thanks for sticking around!

Sunday, June 8, 2014

Sixth World Companion - Covert Agent

So for that *World hack game I worked on, Sixth World, I created some stuff after the game was basically done to throw in. Normally I'd release it because I have all of it, but Chris did the layout and so I can't replicate it.

To amend, I'm going to post all the rules on here. The Sixth World Companion, as I called it, features 2 new archetypes, 5 new races, ritual magic and lifestyle mechanics.

Here is the first part: the Covert Agent archetype

Covert Agent


>>>> So you need a guy to get you in, huh? I can do it, for a price. Those
Hackers are just fraking rookies. They go on about getting you into anything,
but freeze up when they encounter a tumble safe. I dwell in the old school,
brother. I climb, I slink, and I don't need a fancy headjack to get where
I need to be. Or better yet, where I'm not allowed to be

It's not all fun and games though. When things get sour, I'm out fast with
no trace. Across beams, down ducts and up walls, I make parkour look as
stylish as paisley. I'm not afraid to fight dirty, and I'm not
afraid to kill quickly. Regrettably, some people I have killed have sent some of
their buddies after me. Right now, actually. If you'll excuse me...<<<

The Covert Agent is the man who uses finesse instead of brute force.
Skilled in spying, infiltration, assassination, acrobatics and dirty fighting,
he can plant a piece of damning evidence before the real evidence is even found.
Covert Agents are the favorite operatives of those who want something
done quickly and silently, as long as they can afford them.

Creating a Covert Agent

1. Choose your metatype

You may choose Human, Dwarf, Elf, Ork, or Troll. Each metatype offers a selection of metatype moves. Choose one metatype move from the options presented.

2. Choose your look
Dark eyes, goggles, pale eyes Tied hair, cropped hair, messy hair Dark clothes, baggy clothes, inconspicuous clothes Lithe body, hard body, lanky body

3. Choose your name and street name
Make up a name and street name or pick a real name and street name from the lists and name generators starting in the GM Resources section.

4. Assign your stats

You have 5 stats: Awareness, Combat, Stamina, Craft, and Presence. Important stats for you are
Craft and Stamina. You have 4 Build Points to distribute among your stats. To increase a stat by 1 point costs 1 Build Point. You may increase a stat to a maximum of +2 as a starting character. If you wish, you may lower 1 stat to -1 in order to have an additional point to spend.

5. Choose your Equipment

Choose from the lists below, or customize your own gear using the rules in Creating Gear on
page 60.
Armor (choose 1): lined coat, form fitting armor, no armor
Weapon (choose 2): Colt L36, Combat Knife, Streetline Special

6. Choose you Cyberware
You may start with one of the cyberware kits below, if you wish (descriptions of these items are on page 45): Kit 1 (1 essence): cybereyes with thermographic vision, vision magnification Kit 2 (3 essence): SmartLink, Wired Reflexes

7. Set your Essence and Edge.
To determine your starting essence, subtract the essence cost of your cyberware (if any) from 6. You start with 3 edge.

8. Choose 4 Contacts
Fence, anarchist, art forger, locksmith, Navy SEAL, street thief, corrupt Lone Star, arms dealer, former spy

9. Establish Debts and Favors
Place one of your fellow runners’ names in at least one of the blanks in the Debts & Favors section of your playbook. Each time a name appears in a debt or favor, it counts as 1 Bond with that character. The more people you have Bond with, the better.

10. Starting Funds You start play with 3d6 x 250¥ immediately available.

11. Starting Moves You know all the Core and Secondary Moves. You know the Case the Joint move, and one other Covert Agent move.

Moves

Case the Joint - When you case out a building, spend 1 day on surveillance and roll +Craft. On a 10+, you find a few vulnerable entrances. On a 7-9, you find some, but (choose 1)
-One of the entrances is trapped, but you don't know it
-One of the entrances will blow your cover, but you don't know it
-Someone saw you staking out the place
Like a Spider - When you climb a perilous surface, roll +Stamina. On a 10+, you climb the surface with no troubles. On a 7-9, choose 1:
-You lose your grip, bashing into the wall taking 2 stun
-You can't find any convenient handholds. Your progress is slowed
-You pull something. Take -1 forward to your next physical move
Fits Like a Glove - When you wear armor that only grants 1 Armor, you get a +1 ongoing to Stay Frosty rolls involving sneaking
The Artful Dodger - When you try to pick someone's pocket, roll +Craft. On a 10+, you get the item you want. On a 7-9 choose two, on a 6- choose one:
- it's the item you wanted
- no one notices what you're up to
- later on, the mark can't be sure when/where they got robbed
Card Spoofer - When you try to make a forgery of a SIN or magkey, take 1 day and roll+Craft. On a 10+, the spoof will work flawlessly once. On a 7-9, it will work, but the use will be known about

Dirty Secret - When you Manipulate someone, you can roll +Craft instead of Presence

Cat-like Reflexes - When you Stay Frosty to circumnavigate a trap, you are Boosted

Behind the Painting! - When you try and find someone's "stash", roll +Awareness. On a 10+, you find information that makes you Boosted on the next manipulate or make them sweat move involving the victim. On a 7-9, you find the info but an alarm goes off

Bee Sting - All your pistol weapons automatically gain the suppressed tag

Pocket Sand - When you attempt to trip up an opponent, roll+Craft. On a 10+, the next attack against them is Boosted, regardless of who attacks.
On a 7-9, only your next attack against them is Boosted.


Friday, May 23, 2014

Ideas for 90s high school monster hunters

I was thinking it might be fun to do a small game revolving around being in high school in the 90s, or probably any applicable time, and being part of a monster hunting group. It wouldn't be like like Buffy; imagine Unknown Armies mixed with Dawson's Creek.

Anyway, it'd use the system that is in Stars Without Number. Background packages are replaced with Cliques. Cliques include things like Geeks, Jocks, Preps, etc.

Classes would be the Bully (traditional fighter), Freak (magic user), Leader (influential person) and Brains (skilled person).

Magic for the Freaks would be divided into five types: The Scrawlers, which use formulas, drawing or graffiti to summon creatures and items; The Burners, who use drugs, alcohol and sex to heal and also provide other benefits like breathing underwater and flying; Moodies, who use their moods and personalities to buff themselves and allies; the Techies, who use old books, alchemy and tech devices to blow the hell out of the opposition; and Screamers, who use physical and psychic noise to debuff and hinder their enemies

The only thing really seperating it from me being able to playtest is thinking up spell lists. Other things will come later, but it could be cool

Saturday, May 10, 2014

History of Terra

I thought I'd do a little more work on my Terra setting, despite me feeling it is too much like the Inner Sea now. Regardless, I have written up a history using mechanics from the Brief History of Time supplement for Hellfrost. Enjoy!

Age of Glory

0 - The Shining One first makes his presence known in the celestial sphere. He quickly gains many followers and joins as an ally to the other five gods
1000 - Under the guidance of the six gods, civilizations all across Terra flourish. Trade is at an all time high and war is rare
1500 - The small country of St. Fernando breaks off of old Espan, claiming independence and divine right by The Shining One.
1600 - The Golem War. Using an army of constructed creatures, St. Fernando absorbs the countries of Espan, Hellania and Thae. The only thing stopping them from taking The Veldt is the golem army's strange malfunctionings when it hits the border

Age of Rifts

1690 - St. Fernando becomes insular, rich and self-supportive. Most of the world embargoes them, but they care little
1740 - Year of the Bloody Bond. The Empire of the Sun forms an alliance with a powerful infernal, the Bloody Lord. With their new demonic armies, they smash through most of the countryside of Saharam, only stopping when the remainder of Saharam destroys a few major demon lords.
1750 - The High Priest of St. Fernando is caught bedding a woman when he is supposed to be celibate. The country is in an uproar and the High Priest quickly executed
1790 - Blake the Bold, a native of Eden who tired of oppression, carves out the Grand City as a haven and neutral ground for all Terrans.
1810 - The migration to the Grand City causes trade to dry up temporarily. Often called the "Hard Scrabble," it left many new colonists hungry
1860 - Johanas Ford breaches the Barrier Wall and discovers the Endless Chain. Colonization happens not long afterwards
1950 - The Dragon Descent. Eden is all but destroyed by several flights of dragons, turning the country into numerous minor city-states known as "Shatterlands"
2030 - The Scale Conquest. Ophidians slide up from the Darklands, quietly taking over Aztla in a bloodless coup.
2120 - The Kane, natives of the Endless Chain, are found to be funding numerous freebooters who are attacking merchant vessels trading in and out of the Chain.
2160 - Goblinoids overrun the country of Skythe, smashing many monuments to Moshu and nearly destroying the faith. The Rift is thought to be a result of Moshu's weakening grasp
2190 - Old Ohtep, long seen as a vassal of Al-Turin, reignites with the revival of the Bone Pharaoh, a necromantic king that makes the country a haven for the undead
2210 - Wanyama, the god of nature, becomes marginalized as The Shining One, god of man and civilization, becomes more popular

Age of War

2212 - The Devil Insurrection. Squabbling infernal beings in the Empire of the Sun commit civil war against each other tearing the country asunder
2213 - The Bad Year. The Shatterlands has its worst famine yet, losing nearly an entire generation
2221 - The elves and fey of Cascadia begin to assault the Grand City with little provocation or reason. The invasion is still ongoing
2226 - The dwarves and giants of the Coyote Vale begin to argue over territory as the Empire of the Sun begins to reach their borders.
2235 - The lizardfolk of Qin Chi begin small skirmishes with the humanoid population. Both parties claim rights to the land
2241 - The Devil Insurrection ends, with the Lady of the Iron Rack being crowned Empress of the Sun.
2245 - The Genie War begins. Genies of Al-Turin begin to war with natives over god worship
2255 - The Silk Shogunate, who recently made strides in developing gun powder and alchemy, has cut itself off from nearly all trade
2263 - Present Day. The Shining King, a fabled warrior king meant to lead St. Fernando to glory, is born.



Wednesday, April 30, 2014

Two New Monstrous Templates for B&T

Vibrant

Vibrant creatures dwell in planes of high positive energy, such as the plane
of the fey or the positive energy plane. They are often more excitable, and their
colors and mannerisms are taken to extremes

1. Vibrant creatures change their type to outsider, unless they are fey

2. Vibrant creatures gain a flight speed equal to their land speed

3. Vibrant creatures heal 5 HP every round

4. Vibrant creatures gain spell resistance 10% and immunity to positive energy

Shadowed

Shadowed creatures dwell in planes of high negative energy, such as the plane
of shadow or the negative energy plane. They are often grim and haggard looking,
and generally more coniving

1. Shadowed creatures change their type to outsider, unless they are undead

2. Shadowed creatures can blend into darkness, giving them a combat advantage while in shadow

3. Shadowed creatures have a damaging aura that deals 5 damage every round (Will save negates)

4. Shadowed creatures gain spell resistance 10% and immunity to negative energy

Thursday, April 24, 2014

Blood & Treasure - More Sorcerer Bloodlines

More bloodlines, adapted from Pathfinder of course

Boreal: Spirits of the north, giants and sleet are in your blood. Your skin is cold to the touch, and you are possibly blue or pure white. You can cast sleet storm once per day.

Dreamspun: Your ancestors had the power to nearly transcend dreams and see what lies beyond the realm of the conscious mind. Your head is always in the clouds, and people near you have extremely vivide dreams. You can cast sleep once per day.

Maestro: Muses, spirits of music and sound fill your bloodline. Music and sweet smells may follow you wherever you go You can fascinate as a bard once per day

Martyred: Your ancestor paid the ultimate price for their beliefs, and you carry on their tenacity. You often carry a scar of the wound that ended their life. Once a day, after you are hit in battle you can attempt to make a Will save. If you pass, your next spell is twice as effective.

Verdant: Plant creatures, both intelligent and otherwise, are in your heritage. Your skin may be greenish, and flowers may just grow out your hair. You can cast entangle once per day

Stormborn: Spirits of storms and storm giants are in your blood. The air around you may crackle and your hair may constantly be blowing in the wind. You can cast shocking grasp once per day

Accursed: Your family line is cursed, either by a creature, a witch or some other damned thing. A mark of your curse is usually always visible, such as a sigil. You can cast ray of enfeeblement once per day

Aquatic: You have the blood of krakens, mermen and sahugin in you. Your fingers may be webbed and you may always smell like salt air. You can cast water breathing once per day

Arcane: The normal path for most sorcerers, you are trained in magic. Maybe you have the blood of a hag in you, or you just trained hard. You gain identify as a free bonus spell.

Rakshasa: The mysterious tiger demons, who are kind, cunning and ruthless fills your veins. You may appear slightly felinoid, are maybe your palms are reversed. You can cast charm person once per day

Serpentine: In your blood is the spirit of nagas, ophidians and lizardmen. You may have needle-like teeth or scales on the backs of your hands. You can cast hypnotize once per day

Blood & Treasure - Druid Terrains

An Arctic Druid and her animal companions
Terrains for druids have been an on and off thing for d20 druids, but I always liked them. So why not throw them into my favorite d20 game? These are treated like archetypes, similar to cleric domains or magic-user schools. I may go back and revise those bloodlines for sorcerers as well, adding more and stuff. It'll be fun to give all the magic focused classes some options

Also remember to check out Heroes of Lore. It has a bunch of other archetypes, including the Stormcaller, Titan, Shaman and Witch for the druid.

Terrain Druid

Druids are usually trained in respecting the various forests of the world, but some specialize in their home realms. Druids who specialize in a specific terrain can only shapeshift into animals and plants of that region. For example, a swamp druid could turn into an alligator or a stork, but not a bear or an elk. In exchange, the druid gets a special ability.

Aquatic Druid - You are devoted to seas, oceans and lakes. You are skilled in Swimming
Arctic Druid - Your domain are the taigas, tundras and arctic deserts. You require half as much food as normal
Blight Druid - Your domains are the pitiful lands ruined by natural or magical catastrophes. You gain a familiar as the Find Familiar spell.
Cave Druid - You live in caverns, canyons and cracks. You have a knack in noticing stone work like a dwarf. If you are a dwarven cave druid, you become skilled in these tasks
Desert Druid - From mesas to dunes, hot and arid lands are where you feel most comfortable. You require half as much water as normal
Jungle Druid - The dark and steaming jungle is where you roam. You are skilled in Tracking.
Mountain Druid - From highest peaks to lowest valleys, you jump between shelves like a goat. You are skilled in Climb Sheer Surfaces
Plains Druid - Savannah, hill lands and farmlands are your purview. Your land speed increases by 10 feet.
Swamp Druid - Murky swamps and quagmires cradle you in sticky warmth. You gain a +2 bonus to saves to resist disease
Urban Druid - A rare breed, urban druids protect the new "terrain" of cities, villages and homes. You are skilled in Trickery.