Wednesday, July 31, 2013

DnD: Campaigns

Campaign: Heavy Pisonics
Eh. Why not?
Campaign: Heavy Magic
Blech. No.
Campaign: No Magic
Um... I don't think I would want to play in a No Magic campaign.
Campaign: Taint
Yesyesyesyesyesyesyesyesyesyesyesyseysysysyesysyeyseyyeseyeysyeeyses 

Tuesday, July 30, 2013

Crazy Dungeon 4.1!

Crazy Dungeon Ruleset
Version 4.1
 NOTE: ALL 4.0 EXPANSIONS ARE STILL COMPATIBLE WITH 4.1 
A Better Description
There is a GM. He makes the dungeon. There is a board used in gameplay, use a square grid or the Shape Gods will eat your soul. The other people are players, there should be 2-6 players (excluding the GM). 
Anomalous Objects
A list of Anomalous Objects (found in dungeons) is below:
Anomalous Mask: When worn, shifts the wearer into any form he chooses.
Anomalous Knife: When used, if this knife hits the defender, the holder of the knife heals 1 Health Stage.
Anomalous Goggles: When worn, allows wearer to see through walls.
Dungeon Features
Poison Spike Trap: Any player that moves on this space must succeed a TN 11 Agility Check or lose 1 HS per turn, you can make a TN 17 Vitality Check to negate this effect.
Saw Trap: Any player that moves on this space must succeed a TN 16 Agility Check or lose 1 HS.
Shrine: Any player that moves into a room with a Shrine may heal 1 HS.
Chest: The first player that moves on this space can Loot the Chest and get +1d12c.
Ladder: To the next floor!
Walls: All dungeon walls are Stone (or with More Weapons, Crystal, Iron or Wood)

Crazy Dungeon: More Weapons

Crazy Dungeon Ruleset
Version 4.0
More Weapons Expansion
The regular weapons system only has the Bow and Sword, which are presumably made of wood or iron.
This ruleset uses a better system for weapons and materials.
New Skills:
Break (Strength) [This just provides more info for Break]
The TNs for materials are: Wood 8, Wyvernwood 9, Stone 10, Copper 12, Iron 14, Silver 13, Drakesilver 14, Gold 10, Diamond 24, Ruby/Emerald/Sapphire 20.
New Items:
Wood items break after 20 uses.
Stone items break after 40 uses.
Swords can be used to attack any adjacent enemies.
Spears can be used to attack any enemies in a 3-space radius.
Bows can be used to attack any enemies in a 7-space radius, and allow you to use Agility instead of Strength in combat.
Wood Sword (+2 Strength in combat) 5c
Stone Sword (+3 Strength in combat) 10c
Copper Sword (+4 Strength in combat) 15c
Iron Sword (+5 Strength in combat) 20c
Silver Sword (+6 Strength in combat) 25c
Gold Sword (+7 Strength in combat) 30c
Ruby/Emerald/Sapphire Sword (+8 Strength in combat) 35c
Diamond Sword (+9 Strength in combat) 40c

Wood Spear (+1 Strength in combat) 5c
Stone Spear (+2 Strength in combat) 10c
Copper Spear (+3 Strength in combat) 15c
Iron Spear (+4 Strength in combat) 20c
Silver Spear (+5 Strength in combat) 25c
Gold Spear (+6 Strength in combat) 30c
Ruby/Emerald/Sapphire Spear (+7 Strength in combat) 35c
Diamond Spear (+8 Strength in combat) 40c
Wood Bow (+2 Agility when used to attack) 5c

Reinforced Bow [Stone] (+3 Agility when used to attack) 10c
Composite Bow [Iron] (+4 Agility when used to attack) 15c

Crazy Dungeon: More Wraves

Crazy Dungeon Ruleset
Version 4.0
Crazy Dungeon More Wraves Expansion (these Wraves replace Wraves from normal CD) 
Angel Wrave: +2 Agility, +1 Intelligence, -3 Strength, Appearance: 6'3", 110 lb, blue skin, white horns
Zalgo Wrave: +2 Strength, +1 Intelligence, -3 Vitality, Appearance: 8'11", 20 lb, completely black
Never Wrave: +5 Intelligence, -3 Strength, -2 Vitality, Appearance: 5'6", 98 lb, purple horns/tail, purple-tinted skin
New Items:
Drakesilver Blade (+2 Strength in combat, +7 against Wraves [including Blackwraves]) 20c
Wyvernwood Blade (+1 Strength in combat, +6 when used by a Wrave) 20c

Crazy Dungeon Ruleset!

Crazy Dungeon is an RPG that I made one day when I was bored and had access to a pen, a pencil, and paper. I have now made a Version 4.0 (yes, there were other versions). Also just in case you wanted to know (you didn't) my character is a Wrave called Wraph.


Crazy Dungeon Ruleset
Version 4.0
Basics:
Ability scores measure attributes of characters (randomly generated with 2d12 for each of them), the abilities are:
Agility: Speed and reflex.
Vitality: Health and fortitude.
Strength: Might and power.
Intelligence: Wisdom and will.
 During the course of the game you will make Ability Checks, an Ability Check is a d20 roll + appropriate ability score modifier vs. the target number (or "TN").
All characters can move up to 5 spaces each turn. 
Ability Score Modifier table:
Score/Modifier
2/-3
3/-2
4/-1
5/-1
6/-1
7/-1
8/-1
9/-1
10/-1
11/-1
12/0
13/0
14/0
15/+1
16/+1
17/+2
18/+2
19/+3
20/+3
21/+4
22/+4
23/+5
24/+5
 Whenever you get attacked, you make an Agility Check vs. the attacker's Strength Check. Then, if you lose the Agility Check, make a Vitality Check. If you fail the Vitality Check, your Health goes down one stage.
Health Stages: Fine (1), Hurt (2), Injured (3), Bloodied (4), Severe (5), Dying (6), Dead (7).
When you start play, your Health is at stage 1 (Fine). You cannot move your Health above Fine or under Dead. If you are Dying, you are at -2 to your Vitality Check when someone attacks you. 1 turn in combat = 5 seconds.
When you are Dead, you are... dead. You are out of the game. You cannot be healed in any way (unless you are Resurrected).
Roles:
A Role is what role you play in the game. In an adventuring party, no one should have the same Role.
A list of Roles is below:
- Trickster (Skills: Hide, Notice)
- Fighter (Skills: Break, Endure, Notice)
- Crafter (Skills: Craft, Hide)
- Templar (Skills: Hide, Endure, Notice)
Players have Ranks in Roles. When you start play, you are Rank 1 of any Role
you choose. You Rank Up when you get 100 XP (you start with 0 XP at Rank 1),
then you are in the next Rank of that Role (Rank 2-10). You cannot Rank Up any 
more when you are Rank 10 in any Role. You get a +1 bonus per Rank on all Skills that you can use. You get XP from killing stuff and completing stuff.
Races:
You have to choose a Race when you start play. It is okay for 2 players to have the same race.
Human: No special abilities or modifiers. "Humans are believed to have evolved from the ancient Sylvans. Their culture changes so much, so often, Leonins find it hard to understand the Humans.
Sylvan: +2 Intelligence, -2 Strength "Not much is known about this race of extraplanar pixies." 
Leonin: +2 Agility, -2 Vitality "The Leonins are ancient, peaceful, feline creatures with amazingly long life spans.
Mantid: +3 Strength, +1 Vitality, -4 Intelligence "These bug-like creatures live on another plane. They use portals to move between cities."
Wrave: +2 Agility, +1 Intelligence, -3 Strength "The demons recently built a city on the Plane of Mortals. The Wraves are demi-demons."
Items:
Money is Coins (c), each player starts with 30c.
Shop:
Sword (+3 Strength when making a Strength Check in combat) 5c
Bow (+1 Agility when in combat, you use Agility instead of Strength in combat) 5c
Crowbar (+4 to Break Skill) 5c
Weak Armor (+2 Vitality when in combat) 5c
Moderate Armor (+4 Vitality when in combat) 10c
Strong Armor (+6 Vitality when in combat) 15c
Torch (Lights a 5 space radius for 2 hours when lit) 5c
Tinderbox (Lights Torches) 5c
Crafting Kit (Required to use the Craft Skill) 10c
Potion (+1d2 Health Stage) 5c
Amazing Potion (+2d2 Health Stages) 10c
Ring of Wisdom (+4 Intelligence when worn) 25c 
Ring of Force (+4 Strength when worn) 25c
Ring of Protection (+4 Vitality when worn) 25c
Ring of Speed (+4 Speed when worn) 25c
You can sell an item for as much as you can buy it for.
Skills:
Break (Strength)
To make a Break Check, roll a Strength Check vs. the TN for the material of the item being broken (wood: 8, stone: 11, metal: 17, crystal [or strong metal]: 24). If you succeed, you break the item.
Craft (Intelligence)
To make a Craft Check, roll a Intelligence Check vs. TN 8+cost of item crafted. If you fail, you create a... mangled... thing. If you succeed, you create the item you need to craft.
Endure (Vitality)
You can make an Endure Check to prevent taking a -2 mod to your Strength in combat. To make an Endure Check, roll a Vitality Check vs. TN 12.
Notice (Intelligence)
You can make a Notice Check to find a hidden person. To make a Notice Check, roll a Intelligence Check vs. a TN equal to the hidden person's Hide Check.
Hide (Agility)
You can make a Hide Check to hide yourself. To make a Hide Check, roll an Agility  Check vs. no TN. Your Hide check is used as the TN for Notice Checks to spot you.
Monsters:
Monsters are things you kill. These are the 4 monsters that you encounter in dungeons.
Skeleton:
You hear the clatter of bones as the skeletons in the dungeon come to life (or un-life) and attack you.
Health Stages: 1(Fine), 2, 3, 4 (Dead)
Loot: 3c, 1 Tinderbox, Sword, Moderate Armor, 50 XP
Strength: 16
Agility: 16
Vitality: 14
Intelligence: 12
Witch:
You stare at the robed figure in front of you. He cackles cruelly and blasts your life forces out with his magical powers.
Health Stages: 1(Fine), 2, 3, 4, 5(Dead)
Loot: 5c, 1 Potion, Weak Armor, 50 XP
Strength: 15
Agility: 15
Vitality: 18
Intelligence: 20
Special: Can use a Death Blast spell (1 turn) which makes all players within 4 spaces of the witch lose 1d2 Health Stages. 
Shrieker:
You are wandering around a seemingly empty room when suddenly, a loud scream pierces your ears. A white, blurry figure runs up behind you and rips out your internal organs.
Health Stages: 1(Fine), 2, 3, 4, 5, 6(Dead)
Loot: 2 Anomalous Claws (They make me... dizzy... when I stare... at them.), 100 XP
Strength: 17
Agility: 19
Vitality: 10
Intelligence: 2
Special: Can use the Shriek ability (1 turn) which makes all players that can hear the shriek (within 12 spaces) of the shrieker lose 1d2 Health Stages. 
Blackwrave
You are wandering through the dungeon, when a tall, black demon appears in front of you. You look at it's face and... 
Health Stages: 1(Fine), 2, 3, 4, 5, 6, 7(Dead)
Loot: Sword (Claws), 150 XP
Strength: 15
Agility: 24
Vitality: 19
Intelligence: x (They know all)
Special: Will not attack a player unless looked in the face.
Special: Can use Teleport at any time (go anywhere in a 20-space radius). 



Crazy Dungeon
Race:    Role:    XP:   Health Stage:    Coins:
ABILITY SCORES:
Agility [_]
Vitality [_]
Strength [_]
Intelligence [_]
SKILLS:
Break ( )
Craft ( )
Endure ( )
Hide ( )
Notice ( )
ARMOR: ________
WEAPON: ________
INVENTORY:








Crazy Dungeon is an awesome RPG by Bear Nicholas Riversong. Crazy Dungeon is owned by Bear. No stealing!

Monday, July 29, 2013

DnD-SCP: 3/8 Gas Mask

Gas Mask Item (part of my "SCP challenge") Light Armor (treat as masterwork for special effects)
Cost: Huh. What is a good cost for this? Let's see... How about 40gp? 40gp seems under-priced. 60gp.
Stats: +2 AC, Max Dex 7, Check Pen. -2, Spell Failure 15%, no changes to speed. Hazmat Suits are slightly heavy but still Light Armor. Would you swim in a Hazmat Suit? I didn't think so.
Effect:
You have DMG reduction 1/fire and DMG reduction 8/any gas effect while wearing the Gas Mask.

3/8 challenges done.

Saturday, July 20, 2013

DnD: Some moar stuff


Ooooh look NPCs
Name: Tholamin Greeneyes, Servant of the Mighty Couatl
Race: Desert Kobold
Class: Paladin
Alignment: LG
Money: 0gp
Speed: 30ft
LVL: 1
EXP: 0
STR 11 +0
DEX 19 +4
CON 14 +2
INT 14 +2
WIS 15 +2
CHA 15 +2
Fort:  +4
Ref: +4
Will: +2
HP: 12
AC: 20
Base Attack: +1 (+1 size)
Melee Attack: +2 
Ranged Attack: +6
Feats:
Weapon Finesse
Skills: 12/16 Ranks
Sense Motive: 4 Ranks, +2 (wis)
Profession (Sailor): 4 Ranks, +2 (wis)
Craft (trapmaking): 4 Ranks, +2 (int), +2 (racial)
Armor: Chain Shirt; 4AC, 4MxDex, 2ACpenalty, 20%ArcaneFailure, 30Speed, 25lb.
Shield:
Weapon1: Crossbow, 20 ammo, 1d6 dmg, 19-20/x2 critical, 80 range, 4lb., Peircing type.
Weapon2:
Special Abilities:
Aura of Good
Detect Evil
Smite Evil 1/day
Heat Endurance
Darkvision 60ft
Spells:
-None-
Languages:
Common, Draconic, Ignan
Inventory:
2 Tanglefoot Bags
Chain Shirt
Light Crossbow, Small
Signet Ring
Bronze Griffon Figurine of Wondrous Power
Cloak of Etherealness



Name: Ceol Greeneyes, Bard of the Mighty Couatl
Race: Elf (Kobold Bloodline [Intermediate])
Class: Bard
Alignment: C/E
Money: 90gp
Speed: 30
LVL: 9
EXP: 36000
STR 15 +2
DEX 16 +3
CON 16 +3
INT 12 +1
WIS 14 +2
CHA 19 +4
Fort: +6
Ref: +8
Will: +8
HP: 67
AC: 17
Base Attack: +6/+1
Melee Attack:  +8/+3
Ranged Attack: +9/+4
Feats:
Martial Weapon Proficiency (Greataxe)
Blind-Fight
Combat Reflexes
Skills: 84/84 Ranks
Spellcraft 12 Ranks, +1 (int)
Disuise 12 Ranks, +4 (cha)
Escape Artist 10 Ranks, +3 (dex)
Sleight of Hand 10 Ranks, +3 (dex)
Perform (lute) 12 Ranks, +4 (cha), +2 (masterwork)
Knowledge (couatls) 10 Ranks, +1 (int)
Knowledge (the planes) 10 Ranks, +1 (int)
Tumble 8 Ranks, +3 (dex)
Armor: Chain Shirt; 4AC, 4MxDex, 2ACpenalty, 20%ArcaneFailure, 30Speed, 25lb.
Shield:
Weapon1: Icy Burst Sickle, 1d6 dmg, IcyBurst/x2 critical, 2lb., Slashing type.
Weapon2: Vorpal Greataxe, 1d12 dmg, Vorpal/x3 critical, 12lb., Slashing type.
Special Abilities:
Low-Light Vision
Magic Sleep Immunity
Doorsearch
Trap Identification: You have a 50% chance to notice a trap.
Minecunning: You can notice any ores, without making an Appraise check.
Bardic Music
Bardic Knowledge
Countersong
Fascinate
Inspire Competence
Suggestion
Inspire Courage +2
Inspire Greatness
Spells: 0;6, 1;4, 2;4, 3;3  Per Day: 0;3, 1;3, 2;3, 3;2 
Message 0
Summon Instrument 0
Ghost Sound 0
Resistance 0
Read Magic 0
Dancing Lights 0
Expeditious Retreat 1
Cause Fear 1
Cure Light Wounds 1
Magic Mouth 1
Alter Self 2
Minor Image 2
Summon Swarm 2
Cat's Grace 2
Glibness 3
Sepia Snake Sigil 3
Secret Page 3
Languages:
Common, Elven, Sylvan
Inventory:
Masterwork Lute
Rust Bag of Tricks
Tarot Deck of Illusions
Silver Couatl Figurine of Power
Greataxe (Vorpal)
Sickle (Icy)
Spell Component Pouch
Couatl's Symbol

DnD: Some stuff I made a looooonnnngggg time ago


Leonins
  • Medium: As Medium creatures, leonins have no special bonuses or penalties due to their size.
  • Leonin base land speed is 30 feet.
  • Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
  • Favored Class: Ninja. When determining whether a multiclass leonin takes an experience point penalty, his or her level in Ninja does not count. You may also choose Rogue or Bard instead of Ninja as your Favored Class.
  • +1 Dexterity, +2 Charisma, -3 Constitution.
  • +3 Racial Bonus on Listen and Climb checks.
  • (Yes, leonins are just hybrid werecats in race form)


Draconic Emissary
Alignment
Any lawful.
Hit Die
d8.
Class Skills
The draconic emissary’s class skills (and the key ability for each skill) are Diplomacy (Cha), Climb (Str), Swim (Str), and Knowledge (all skills taken individually) (Int).
Skill Points at 1st Level
(3 + Int modifier) ×4.

Skill Points at Each Additional Level
3 + Int modifier.
Class Features
All of the following are class features of the draconic emissary.
Weapon and Armor Proficiency
A draconic emissary is proficient with all simple and martial weapons and with almost all armor (medium and light) and shields (except tower shields).
Table: #DraconicEmissary2
Draconic Focus
Draconic Emissaries can meditate to gain Draconic Foci, which they expend when using a special class ability.
Meditation Time/Foci
1hour/2
1 1/2hours/3
2hours/4
If a Draconic Emissary meditates for over two hours, he does not gain any more Draconic Foci. For every level in Draconic Emissary, he gains +1 Focus when he meditates.

Breath Weapon
Draconic Emissaries can expend 1 Draconic Focus to use this ability 2/day. Every 1 more Focus he expends gives him one more use per day.
The Draconic Emissary can use this ability to deal 2d4+Draconic Emissary Level damage in a range of a 30ft. cone of any of the listed types: fire, acid, ice, or lightning. Only a 1st-level or higher Draconic Emissary can use this ability. This does not apply to any Draconic Emissary who is a half-dragon or other Draconic race.

Familiar
A Draconic Emissary may expend 3 Foci and summon a psuedodragon familiar for 2weeks/level(in any class). The familiar will do anything the Emissary commands and will grant him a +2 competence bonus on all saving throws, attack rolls, damage rolls, and skill checks. If the familiar dies or is unsummoned when it's time runs out, the character loses 5 subdual damage and loses -1 on his attack roll for 2 days. Only a 3rd-level or higher Draconic Emissary can use this ability.

Draconic Traits
As a Draconic Emissary is a worshipper of the true dragons, he may take on a trait of a dragon at 5th-level. This does not apply to any Draconic Emissary who is a half-dragon or other Draconic race, and does not take a Focus to use.
Alignment/Trait
LN/Choose
LG/Metallic Dragon
LE/Chromatic Dragon
Chromatic Dragon: +2 Natural Armor, +1 STR or INT
Metallic Dragon: +1 Natural Armor, +2 Spells of Highest Spell Level (A multiclass Draconic Emissary can choose to apply this ability to another one of his classes that casts spells).

Spells
At second level, a Draconic Emissary gets to cast spells. He starts with 1 first-level spell, and can spend 5 Foci/spell level to gain a new spell
They do not need to prepare spells before they cast them, but they do have a spellbook that they can write spells into the same way a wizard does. They require a DC 13+Spell level Concentration Check and 1 focus per spell level to cast a spell. Emissaries specialize in Abjurations, Evocations, and Illusions.

Spell List:
1st Level:
Silent Image
Ghost Sound
Arcane Mark
Resistance
Ray of Frost
Dancing Lights 
2nd Level:
Alarm
Shield
Burning Hands
Magic Missile
Disguise Self
3rd Level:
Arcane Lock
Protection from Arrows
Scorching Ray
Gust of Wind
Flaming Sphere
Shatter 
Magic Mouth
Phantom Trap
Mirror Image
4th Level:
Dispel Magic
Explosive Runes  <--- Best Spell!
Magic Circle against Chaos/Evil/Good/Law
Lightning Bolt
Tiny Hut
Fireball
Displacement
Illusory Script 
5th Level:
Dimensional Anchor
Fire Trap
Stoneskin
Fire Shield
Ice Storm
Shout
Phantasmal Killer
Rainbow Pattern
Illusory Wall




Table: The Draconic Emissary
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
+1
+1
+1
+0
Draconic Focus +0, Breath Weapon
2nd
+2
+2
+2
+0
Draconic Focus +1
3rd
+3
+3
+2
+1
Draconic Focus +2, Familiar
4th
+4
+4
+3
+1
Draconic Focus +3
5th
+5
+5
+3
+1
Draconic Focus +4, Draconic Traits
6th
+6/+1
+5
+3
+2
Draconic Focus +5
7th
+7/+2
+5
+3
+2
Draconic Focus +6
8th
+8/+3
+6
+3
+2
Draconic Focus +7
9th
+9/+4
+6
+3
+3
Draconic Focus +8
10th
+10/+5
+7
+3
+3
Draconic Focus +9
11th
+11/+6/+1
+7
+3
+3
Draconic Focus +10
12th
+12/+7/+2
+8
+4
+4
Draconic Focus +11
13th
+13/+8/+3
+8
+4
+4
Draconic Focus +12
14th
+14/+9/+4
+9
+4
+4
Draconic Focus +13
15th
+15/+10/+5
+9
+5
+5
Draconic Focus +14
16th
+16/+11/+6/+1
+10
+5
+5
Draconic Focus +15
17th
+17/+12/+7/+2
+10
+5
+5
Draconic Focus +16
18th
+18/+13/+8/+3
+11
+6
+6
Draconic Focus +17
19th
+19/+14/+9/+4
+11
+6
+6
Draconic Focus +18
20th
+20/+15/+10/+5
+12
+6
+6
Draconic Focus +19, Dragon Form