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Space Age! Part 1

By : Unknown
So Fantasy Age is out! Now to play something else...

Today I am talking about hacking Fantasy Age. It was a little less generic than I had hoped for, but it is super flexible and we can make it do what I want. This is Part 1 and after I get my hands on Titansgrave I will be modifying the hack, this one is kind of the rough draft.

Space Age (A Science Fiction Hack)

Most changes are just theme changes, so super easy. Keep in mind this is early stages.

Races: 

Humans. (other fantasy races can be re-skinned to reflect alien origins)

Background:

Same

Classes:

Psycher (Mage, everything is flavored to be psychic abilities. ex Mind Blast, Control Device, Psychic Training, Psi Points), Rogue, Warrior

Specializations: 

Psychic Scholar (Arcane Scholar), Psycher Hunter (Mage Hunter), Psychic Warrior (Sword Mage),

New Ability Focus:

Accuracy (Energy Weapons), Accuracy (Blasters), Accuracy(Mind Blast), Intelligence (Psychic(various)), Intelligence (Psychic Lore)

Energy Weapons could be things like lightsabers, personal beam weapons, or even the omnitool from Mass Effect. Vibro Weapons and energy weapons use power packs.

New Talents:

WIP

Money:

1 Copper Piece = 1 Credit

Equipment:

Armor and Shields: 
Light Leather = Light Leather
Heavy Leather = Heavy Leather
Light Mail = Light Flight Suit
Heavy Mail = Heavy Flight Suit
Light Plate = Light Ceramic Plate
Heavy Plate = Heavy Ceramic Plate
Light Leather Duster AR3, AP0, 150 Credits
Tailored Leather Duster AR4, AP0, 450 Credits

New Weapons:


Blasters:
WeaponDamageMax. Str.Cost
Charge Shotgun (Blunderbuss)1d6+2-600 Credits
Blaster Rifle (Arquebus)2d6+3-550 Credits
Blaster Pistol (Pistol)1d6+3-450 Credits

Energy Weapons:
WeaponDamageMax. Str.Cost
Beamknife1d6+2-180 Credits
Beamsword (short)1d6+3-280 Credits
Beamsword (long)2d6+10360 Credits
Beamsword (dueling)2d6-1360 Credits
Great Beamsword3d62460 Credits

Axe Group:
WeaponDamageMax. Str.Cost
Vibro Battle Axe2d6+11280 Credits
Vibro Great Axe3d6+13400 Credits

Bludgeons Group:
WeaponDamageMax. Str.Cost
Thunder Mace2d6+11240 Credits
Thunder Maul2d61280 Credits
Great Thunder Maul3d63380 Credits

Brawling Group:
WeaponDamageMax. Str.Cost
Power Gauntlet1d6-1100 Credits

Dueling group
WeaponDamageMax. Str.Cost
Vibro Main Gauche1d6+2-220 Credits
Heavy Blades Group
WeaponDamageMax. Str.Cost
Vibro Bastardsword2d6+22400 Credits
Vibrosword (long)2d6+11360 Credits
Great Vibrosword3d6+13460 Credits

Light Blades Group:
WeaponDamageMax. Str.Cost
Vibroknife1d6+2-180 Credits
Vibrosword (short)1d6+3-1280 Credits

Other Gear: WIP make fit fiction

Psychic (Magic)

Arcana = Foci
Spell = Power
Names are same

Stunts

Same...

Adversaries

Skin to fit fiction...




The Magic of a Name

By : Unknown

What's in a name...

So typically when you read a lot of fantasy novels especially those with Elves, Dwarves, and Werebears (oh my!) you tend to come across some odd naming conventions out there. You find things like this little gem I made where the name is designed to be ridiculous so that its unique. Now most people would simply break up the word and say the sword's name is Tal-ganz-fik-narf, but lets say I am one of those authors that really want to through a wrench in the works. Say its an Elven sword and in the Elven/Elvish language for this word maybe I have special rules like you only pronounce the consonants after vowels with the exception of z, which is always said and sounds like a hard S. So now its al-anS-ik-ar. Then the reader has to ask why all the other letters? No explanation given. Either way you get my point. Sometimes naming things and characters can be the hardest part about playing a game like D&D. A bad name can instantly detour a person from your game, I know for me if I feel like I cant say the vast majority of names of locations in a setting I usually put the book down immediately. So this time I am talking about some handy tips for naming things in your game.

Character Names

I usually look to real world names as a good source for humans and their half-breeds. This can also be used if you are saying that your Dwarven Culture has a Tibetan feel to it. You can reinforce the campaign setting by picking a name that is appropriate, or in the case of a foreigner, picking a name that is appropriate for you people but will stand out here. I tend to use the same website for every character I make simply because I like the interface, 20000-names. For more exotic races I will often look at the suggestions in the book and build something similar, or if they seem too complex perhaps try a common name your friends would use and a formal name that would match your race. Its not uncommon to have nicknames among friends.

Here is a short checklist I do to make sure I like the name:
  • If you are a player work with the GM to find an appropriate style name if things are not "per the book" exactly.
  • Can I say the name without having to put a lot of thought into it?
  • Can others figure out my characters name by just hearing it? (especially if your game is going on YouTube.)
  • What does your name mean? ( I like to make character's name be a reflection of my RP for that character.)
  • Is your name very close to another characters? (for ease of everyone at the table I recommend against having similar or same names, it would be realistic to have two Chris' as characters in your story but it can be confusing, if you do go that route use last initial as you do in the real world)
  • Found a good name? Good. Sleep on it, do something else, come back in an hour... Do you still like it, because you may have to use that name for the next six months?

Making Language Matter

If you do have a unique guide to the way things are said in a language it might not matter too much in game play beyond names so make it work. If you use the Elven Sword idea then you have to build a strong pronunciation guide make it publicly aware. You players should have a reference they can call on, but it should be more well defined than what I presented earlier. The guide I gave did not let the reader understand the choice of letters used. Perhaps in the Elven language they have a letter that would be "Ta" and another the is "l" now it makes more sense where that came from. Don't just put apostrophes in to break up a world, give them reason too. Maybe the word for sword is "Tal" and the apostrophe is the short hand equivalent to "of," so now its Sword of... Giving the weapon a name that matters and a easy alternative to use for the players. Unless they really like calling it "al-anS-ik-ar," which luckily isn't that hard to say, but it could be worse. Another tip is if you do have special letters like a sideways P with a christian cross superimposed on it always have the pronunciation written down near it, and spell out the things name so your players know if its something they will have to come back to in a later game or you have a note taker in your party.

Consistency

The important thing when playing with language is to establish rules. If you happen to be an native English speaker don't model it after English, way too many contradicting rules. Keep it simple. The more consistent you are with your naming conventions and language rules the easier it will be for players to buy into your story. Plus when someone comes along with a really strange name like Charles in a Korean themed Elf game its going to be weird, in fact they may say his name with their pronunciation at first if he writes it for them, so "ar-es." This can be fun if you want to try a traditional exploration into a foreign land campaign. You could teach the players the language rules while also teaching the characters. For a great example of the kind of thing check out the first season of the History Channel's Vikings, they learn English as the story goes, but it is a strange tongue to them. If you have the ability to I would suggest making up little rules and following them about the language, but only provide a translation to the player with that language. That may be a lot of work but it could be a vary interesting game, especially if you only have to worry about one or two languages in the game.

D&D5e Background: The Refugee

By : Unknown
So I am running the Youtube channel for Drop Dice which will be my main avenue of teaching and discussing games with the public this blog will serv as an expansion of ideas I brought up in past videos or like to day a random piece of game stuff.

Backgrounds are one of my favorite things in Dungeons & Dragons 5e and taking the time to customize backgrounds will have a nice way to work your players into the story. To day I am presenting one of my custom backgrounds I made for a post apocalyptic fantasy game where the elder god Chaos touched the material plane and left it in shambles.The refugee is a person directly effected by the catastrophe of his presence.

Background - Refugee

Skill Proficiencies: Medicine, Survival
Tool Proficiencies: Herbalism Kit
Languages: One of your choice
Equipment: A staff, a hunting trap, a set of traveler's clothes, an herbalism kit, and 5 gp


Feature: Survive
You have spent a lifetime wandering and meeting those who would be sympathetic to your plight. While in a city you can find those who will support you at a poor lifestyle. In addition, you can always find places to shelter yourself from the elements and hostile creatures at night, reducing the odds of being surprised. GM should modify the random encounter chart to account for this feature


Suggested Characteristics
d8
Personality Trait
1
I'm not sure when my next meal will be so I am constantly eating something.
2
I collect souvenirs from every place I've been.
3
I always have a plan for when things go wrong.
4
I have spent so much time drifting I have little practical experience dealing with city dwellers.
5
I'm not sure when my next meal will be so I hoard and ration food constantly.
6
I am utterly serene, even in the face of disaster.
7
I pocket anything I see that might have some value.
8
I watch over my friends as if they were a litter of pups.


d6
Ideal
1
Protector. My life is forfeit already, all I can do is protect those around me no matter the cost. (Good)
2
Tradition. Even though my city and people have been destroyed I will keep their traditions and beliefs alive through my actions. (Lawful)
3
Change. Chaos changed everything, those who do not think so are fools and will work to educate them. (Chaotic)
4
Survive. I will do things that many consider to be unethical in order to survive, my life is most important. (Evil)
5
People. One day I will find a place to call home. (Any)
6
Redemption. This is our chance to create something better than any civilization. (Good)


d6
Bonds
1
My lands were taken and made useless, one day I will have the strength to take back my home.
2
I have a family, but I have no idea where they are. One day, I hope to see them again.
3
I own little, but my honor and my word are my bond.
4
Someone close to me died because of a mistake I made. That will never happen again.
5
Where I lay my head is home, and I will fight to protect it.
6
I suffer awful visions of a coming disaster and will do anything to prevent it

d6
Flaw
1
I am a coward, conditioned to flee from the dangerous brought on by Chaos.
2
I left behind a spouse and child and it now brings me great shame.
3
I will never fully trust anyone other than myself.
4
I envy people who know their home, and I can't hide my resentment.
5
I'm constantly worried that I will never get to go home for one reason or another.
6
People who can't take care of themselves get what they deserve.

Character Generation Saga Episode 4

By : Unknown
Meet Sundered Wind, Student of the Thirteen Storm's Way

So, for this weeks write up, I am going to be talking about mystic martial arts and over the top kung fu movie action. Now, with this said I have some experience in Taekwondo, but that is not what I am shooting for. I want something really fuax Kung Fu at best, so please don't get in to the nitty-gritty on this one. It's supposed to be fun mystical warrior stuff.

So, just like what I have talked about in the previous Savage Write-ups, about Character Creation, and trappings. It's all in how you present your concept. The rules can be used to match your concept. But for this one, I think Deadlands Reloaded actually does a great job, so that's where I would start talking to my GM about this concept. For the background edge, I would use Arcane Background (Chi Mastery) as the source of power. The guys on the Deadlands developing team did a great job, with this one, I think. Basically it is similar to a Superpowers background, but with some minor differences. Of course, this concept does not really fit Deadlands but it doesn't need to. Ideally, to match the crazy over the top action, I want maybe I would save this concept for a game with no power points (using the same backlash for superpowers). Say my GM bought off on it and said lets go for it. I would make up my powers, as if I came from a school of martial arts. Powers should be easy enough, by now, but even when you watch a martial arts movie you see them using fighting techniques, that would not qualify under the Chi Mastery background. So how do we accomplish this? Trappings used in a different way than normal. Now don't be cornered into think this will only work with a martial character, it can be done with any character really.

So, the first thing I do is break out my handy combat survival guide from Pinnacle (see the tools if you need a copy). The best part of bad kung fu movies is that the guys, in them, have ridiculous names for attacks, stances, techniques, and anything else you can think of. So, I want to kung fu up my survival guide. Here are some examples. The best part about this is it will encourage me to think about other tactics, as I have given them trappings and put thought in to that part of my character:

  • Grim Tiger's Tornado(Gang up)
  • Thirteen Storm's Lightning(Agility Trick)
  • Thirteen Storm's Wind(Smarts Trick)
  • Dance of Fallen Trees(Taunting)
  • Fear Hold of the Tornado(Intimidate)
  • Thirteen Storm's First Strike(Wild Attack)
  • Eye of Hurricane(Aiming)
  • Rain of Vengeance(Switching to Ranged Attack)
  • Thirteen Storm's Rending Strike(Called Shot)
  • Thirteen Storm's Second Strike(Wild Attack)
Those are just the quick lists, going down the chart for this character. I would create a notes entry with my sheet with move names. Plus. the best part about this is if the GM gets on board with this crazy kung fu movie idea. he can create other schools and masters so that I can learn new moves. With my current school, the Thirteen Storm's Way, my Chi powers are likely to have trappings to reflect stormy weather. Meaning. I have reason to take up another master's teachings. so that I can learn earth powers and inspired moves. Plus. take a look at tricks. Sure, the survival guide says 'throw sand' but that's not the only option. When you think of a new way, to use one of these tactics, you can call it something else, and keep it in your notes. Next time you use it you know what to call it. Adding another layer on your character. My original concept is a sword saint type character. That means I can learn new styles, with new weapons, and new schools, opening up my character's options for tactics. 

Another thing that might be fun to play with, for this concept, is Skill Specialization, but limit it to only one fighting style, as your primary style. The one you started with, so in this case I would have Fighting(Thirteen Storm's Way) fighting done in this style, would get the benefit, but lets say I learn other schools. I can not specialize in them, because they are not the thing I developed the most time to. If in game I spend massive amounts of time, that the GM finds adequate, maybe I can change it to another style. I would also consider talking to the GM about adding to an edge later, that allows me to create my own style, inspired from Superior Kung Fu. Say after some time, my character has invested in mixing his Thirteen Storm's Way with Snap Dragon Style and Nu Phan Hammer. He can develop a new form called Thirteen Dragon's Hammer, which will become his new specialization. With Superior Kung Fu, I can pick any of the mentioned benefits and just change the school name to match. If it most closely resembles Tan Tui, go with it. If nothing matches, talk to your GM. He probably already has an idea for you, by now. This would also be a good time to talk to your GM, about making new powers or spending time in meditation, to develop new trappings to some of your old powers, to match your newly created school. This also means you have a tradition, to pass on to students or to call a curse, and keep to yourself as much as possible(perhaps a crafty GM would make an NPC observe and learn from our hero. That is if another player is not already doing the same). You could make a whole game, based on these mystical martial arts students, on their Warrior's Journey. Even make a setting, where this is common place. Something I may actually write up for myself and my readers.

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