- Megacorps & Metahumans
- Henchmen & Hackers
- Chromehounds
- Runners
- Fallen Star
- The World is Theirs
- Panopticon
Limitless Worlds
Monday, July 1, 2013
Thinking of Names
Some evocative names for you to ponder about
Sunday, June 30, 2013
I'm Working On Something
I'm still working on various B&T and Other Dust things, but I thought I'd give you a preview of an idea I've been kicking around the past few days.
Soldier
Requirements: None
Prime Requisite: Strength OR Dexterity
Hit Dice: D8
Equipment: All weapons (except for psi-linked), all armors
The soldier is probably one of the most versatile jobs in the whole sprawl. It seems nowadays, everyone needs a hired gun to kill someone, protect something or any other sort of odd job. The soldiers aren't complaining, as money comes fast, letting them get bigger and better weapons and bigger and better cyberware.
Some common soldier backgrounds include:
An enforcer for a megacorp
A mercenary or gun for hire
A soldier for a nation's army
A cyber-samurai bent on righting wrongs
A former (or even current) ganger
Abilities
Weapon of Choice: Every soldier has a type of weapon they favor over others. At level 2, the Soldier picks one weapon group that he specializes in. When fighting with this weapon group, he gains a +1 to hit and damage. The groups are Light Melee, Heavy Melee, Light Ranged, Medium Ranged and Heavy Ranged. At level 6, the Soldier can further specialize, picking a specific weapon type within his chosen group, such as a katana, pistol, sniper rifle or anything else. He could also choose to specialize in unarmed fighting. When fighting with this weapon, he gains a further +1 to hit and damage. As an option, he can also give up this further specialization to instead specialize in another group.
Multiple Attacks: The soldier becomes so trained in combat, that he can begin to make more attacks per round than others. Starting at level 4, the soldier can attack twice during his round. The soldier gains an additional attack every 4 levels after that, to a maximum of 4 at level 12.
Rally Cry: Soldiers are brave and know how to bolster their allies in dangerous situations. Starting at level 3, the soldier can let out a rallying cry once a battle to bolster all his allies to fight. This cry counts as a normal action and does not affect the Soldier, only his allies. The cry's effect must be chosen from the following list:
"Get Your Guns Hot!" - Grant a +1 bonus to hit and damage for your allies for their next attack
"Quit your whining!" - Automatically gives your allies 1d6 temporary HP that lasts for 1 minute
"Stay on your guard!" - Grant a +2 AC bonus for all allies for the next attack made on them
"Move, move, move!" - Grant your allies an extra move on their next turn, even if they attack
"Double or nothing!" - Grants your allies an additional attack on their next turn
"Get on your feet!" - Grants a your allies a re-roll on the next failed save made during the battle
At level 3, the Soldier only gets one of these cries. He gains a new cry every 3 levels, to a maximum of three at level 9.
Soldier
Requirements: None
Prime Requisite: Strength OR Dexterity
Hit Dice: D8
Equipment: All weapons (except for psi-linked), all armors
The soldier is probably one of the most versatile jobs in the whole sprawl. It seems nowadays, everyone needs a hired gun to kill someone, protect something or any other sort of odd job. The soldiers aren't complaining, as money comes fast, letting them get bigger and better weapons and bigger and better cyberware.
Some common soldier backgrounds include:
An enforcer for a megacorp
A mercenary or gun for hire
A soldier for a nation's army
A cyber-samurai bent on righting wrongs
A former (or even current) ganger
Abilities
Weapon of Choice: Every soldier has a type of weapon they favor over others. At level 2, the Soldier picks one weapon group that he specializes in. When fighting with this weapon group, he gains a +1 to hit and damage. The groups are Light Melee, Heavy Melee, Light Ranged, Medium Ranged and Heavy Ranged. At level 6, the Soldier can further specialize, picking a specific weapon type within his chosen group, such as a katana, pistol, sniper rifle or anything else. He could also choose to specialize in unarmed fighting. When fighting with this weapon, he gains a further +1 to hit and damage. As an option, he can also give up this further specialization to instead specialize in another group.
Multiple Attacks: The soldier becomes so trained in combat, that he can begin to make more attacks per round than others. Starting at level 4, the soldier can attack twice during his round. The soldier gains an additional attack every 4 levels after that, to a maximum of 4 at level 12.
Rally Cry: Soldiers are brave and know how to bolster their allies in dangerous situations. Starting at level 3, the soldier can let out a rallying cry once a battle to bolster all his allies to fight. This cry counts as a normal action and does not affect the Soldier, only his allies. The cry's effect must be chosen from the following list:
"Get Your Guns Hot!" - Grant a +1 bonus to hit and damage for your allies for their next attack
"Quit your whining!" - Automatically gives your allies 1d6 temporary HP that lasts for 1 minute
"Stay on your guard!" - Grant a +2 AC bonus for all allies for the next attack made on them
"Move, move, move!" - Grant your allies an extra move on their next turn, even if they attack
"Double or nothing!" - Grants your allies an additional attack on their next turn
"Get on your feet!" - Grants a your allies a re-roll on the next failed save made during the battle
At level 3, the Soldier only gets one of these cries. He gains a new cry every 3 levels, to a maximum of three at level 9.
Wednesday, June 12, 2013
Why I've Been Gone
Hello readers! Long time, no update. As you can plainly see, I haven't written anything in a while for this ol' blog. Reason being is that I have been sick with a pretty bad case of mono. So much so, I had to drop out of summer courses at my college. Bummer.
Good news is I am on the upswing. For now, I'm just dealing with extreme fatigue and the unfortunate discovery of a penicillin allergy (very itchy). I also have a new computer I will be transferring stuff over to once I get back to school.
Currently, I am working on the monsters and planar descriptions for that planar supplement I've been working on. I have the Lawful Good plane basically all done, and I have loads of ideas for the Neutral Evil, True Neutral and Chaotic Neutral/Elemental planes. True Neutral will be the Veil of Darkness, which is a cool Lovecraftian realm where the Old Onestry to keep some sort of balance in the universe.
The Lawful Good plane is looking very cool so far. I got a good thing going between the plane's major inhabitants, which are the Archons and the Couatl. Everything is also is not as it seems, as sometimes supreme law can leave some in the dark.
Good news is I am on the upswing. For now, I'm just dealing with extreme fatigue and the unfortunate discovery of a penicillin allergy (very itchy). I also have a new computer I will be transferring stuff over to once I get back to school.
Currently, I am working on the monsters and planar descriptions for that planar supplement I've been working on. I have the Lawful Good plane basically all done, and I have loads of ideas for the Neutral Evil, True Neutral and Chaotic Neutral/Elemental planes. True Neutral will be the Veil of Darkness, which is a cool Lovecraftian realm where the Old Onestry to keep some sort of balance in the universe.
The Lawful Good plane is looking very cool so far. I got a good thing going between the plane's major inhabitants, which are the Archons and the Couatl. Everything is also is not as it seems, as sometimes supreme law can leave some in the dark.
Tuesday, May 7, 2013
Changing Eladrin
| Lord Icehand, Arcana of Justice |
These guys actually didn't require too much work, and I took a cue from John Stater about the whole thing; he describes one of the celestial fey (I think the ghaele) as being a dwarf. Normally, all eladrins are elf-like, but I liked the idea of them being the different 7 major races. So that's what I did.
The coure are now the cestre, which are designed as halflings. The firre are now the flamre, and they retained their half-elf shape. The noviere are now the oceanire, which are celestial gnomes. The shiere are now the batere, and they are celestial half-orcs. Finally, the tulani are the voneli, and they can take any form but prefer to look like humans.
I also changed around the Court of Stars. Now called the Arcana, it's based on tarot cards, with their being 22 major lords and ladies, one of each based on a certain tarot card. The leader is the World card, and the current one is Lady Astra.
Friday, May 3, 2013
Psionics of Lore is here!
BOOM!
http://www.mediafire.com/view/?5sk49jhpnxdvnsm
Enjoy it in all its illustrated and mind-bending glory. I'd like to thank John Stater for laying out this book and my last two B&T supplements, as well as providing secondary editing. I hope you all enjoy! This had a bajillion hours of work put in, and I hope you love it.
http://www.mediafire.com/view/?5sk49jhpnxdvnsm
Enjoy it in all its illustrated and mind-bending glory. I'd like to thank John Stater for laying out this book and my last two B&T supplements, as well as providing secondary editing. I hope you all enjoy! This had a bajillion hours of work put in, and I hope you love it.
Thursday, May 2, 2013
Changing Guardinals
| A majestic leonal. Image from Wizards of the Coast |
Of course, I can't infringe on copyright, so they had to be modified. Here is what happened.
The cervidal, which was once basically a celestial satyr, is still the cervidal. However, my cervidal is more based on a moose than a satyr. Cervidae is, after all, the family that moose belong under. Also, goats are more related to cows than deer, so perhaps a better name for the original would be a caprinal. Oh well.
The equinal is now the bovinal, who, instead of having horse features, has features of an ox. Oxen are pretty terrifying actually, but I hope I am not intruding on minotaur territory. I've always thought of minotaurs being more like a cow than an ox, though.
The lupinal is now the crocinal, which is a humanoid crocodile. My university's mascot is an alligator, so this one kind of holds a soft spot for me. Also, I thought I'd throw in a reptile into the overwhelmingly mammalian party. My other possibility was a dolphinal, which would have been orca-like.
Finally, the ursinal is now the pachinal, who is a Ganesha-like elephant being. Bears are wise, elephants are wise, so the path was easy to follow. Besides, the Warden Archons are already bear enough. Two bear celestials? Come on.
Wednesday, May 1, 2013
Changing Daemons
| Image from Ye Olde Gaming Companye |
Pathfinder does daemons better, in that they are instead embodiments of death. Literally, the hydrodaemon is the physical representation of death by drowning. Cool, but I of course can not harp on their design.
Instead, I'm going to make daemons into embodiments of sin. Gluttony, Lust, Anger and so on, with the Oinodaemon embodying ultimate sin. Of course, numerous smaller sins can be made into lesser daemons, but these ones will be the big seven. Here is the first, known as an Aviritia
Avaritias
Medium Outsider, Chaotic (NE), Super Intelligence; Solitary
HD 12
AC 23 (+3)
ATK 2 claws (1d4)
and bite (2d6)
MV 30 (Fly 40)
SV
XP
Avaritias are the record keepers of the daemons, often
dressed in resplendent robes of crimson. They are the embodiment of greed,
forever searching for new knowledge, recruits or riches. They look like
muscular humans with the head of a jackal, and their eyes shine like diamonds.
They are probably the most civilized of the daemons, but that is difficult to
say. Avaritias can read and write all languages.
The claws of an avaritia can target nerves easily, giving
anyone hit by them a -1 penalty to attack rolls until healed by a spell such as
bless. If not healed, the effect is permanent.
Once a day, an arcanodaemon can summon 1d6 mezzodaemons or
1d2 derghodaemons
Special Qualities: immune
to acid, fire and poison, spell resistance 60%, vulnerable to cold
Spells: At will – alter
self, animate dead, cause disease, charm person, produce flame, teleport
without error, darkness, fly, heat metal, invisibility, magic missile, shape
change, telekinesis, warp wood; 1/day – fear
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