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dystmesis

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Everything posted by dystmesis

  1. anak blood priest mageslayer - Not rules legal houris bard invoker - Houris feels inappropriate for a dungeon crawl, but maybe that's just me amandi godblood wise thought noble - become the Master of Notice™ Nahu beastmaster skinshifter - maybe you should stick to one: cat warrior who becomes more animal (or human)like, or leader of lesser animals
  2. If you mean a beastfolk race, most of them would be from the west, not Xindai. Runom is just across the Black Spine.
  3. Create a new thread and go ahead. 😁 No generic demihumans, use the setting-specific Latter Earth races only. Classes from Atlas are allowed. I've mentioned before that I think the foci are power creep, so I'm thinking it's a case-by-case basis. 😄
  4. Itinerant Priest Class: Adventurer (Warrior/Priest) Background: Priest HP 8/8 AC 15 System Strain 0/14 Attributes Str 14 (+1) Dex 10 (+0) Con 14 (+1) Int 7 (+0) Wis 9 (+0) Cha 14 (+1) Skills Pray-1 Stab-1 Convince-0 Connect-0 Heal-0 Attacks Light Spear +3 to hit, 1d6+2 damage Shock 3/AC 13 Saving Throws Physical 14 Evasion 15 Mental 14 Luck 15 Class Abilities Priest Effort 2/2 God Wills It Commit Effort for the day as an Instant action and loudly call down the your god’s blessing on your comrades. For the rest of the scene, up to six allies per character level in earshot gain an effective Morale of 12 and a +1 bonus to hit and damage rolls, including any Shock that may be inflicted. At fifth level this becomes a +2 bonus, and at tenth level it becomes a +3 bonus. Merciful Healing Commit Effort for the day as a Main Action and touch a target within melee range. The target receives 1d6+2 points of magical healing. If done in combat or used to revive a Mortally Wounded subject, the rushed haste of the healing adds 1 System Strain to the target, but no System Strain is added if it is applied outside of combat. At fourth level the healing done increases to 2d6+4 and at eighth level it becomes 4d6+8. Foci Cultured Gain Connect as a bonus skill. You can fluently speak all the common languages of your native region and convey at least basic information in the uncommon or esoteric ones. You can learn a new language with only a week’s practice with a native speaker. Once per game day, your polished ways automatically gain a minor favor from an NPC that would not put them to significant expense or risk, assuming the NPC isn’t hostile to you. Armsmaster Gain Stab as a bonus skill. You can Ready a Stowed melee or thrown weapon as an Instant action. You may add your Stab skill level to a melee or thrown weapon’s damage roll or Shock damage, assuming it has any to begin with. Equipment 0 - War Shirt (AC 11) 1 - Large Shield (AC 14 when held) 1 - Light Spear (1d6 dmg, Shock 2/AC 13) 1 - Dagger (1d4 dmg, Shock 1/AC 15) 1 - Backpack 4 - Rations, 1 week 1 - Tinder box and 3 torches 0 - Mule and small cart
  5. Witch Doctor Class: Adventurer (Wise/Healer) Background: Physician HP 5/5 AC 15 System Strain 0/12 Attributes Str 10 (+0) Dex 14 (+1) Con 12 (+0) Int 7 (+0) Wis 9 (+0) Cha 14 (+1) Skills Heal-1 Stab-1 Survive-0 Convince-0 Craft-0 Attacks Light Spear +2 to hit, 1d6+1 damage Shock 2/AC 13 Dagger +2 to hit, 1d4+1 damage Shock 2/AC 15 Saving Throws Physical 15 Evasion 14 Mental 14 Luck 15 Class Abilities Healer Effort 2/2 Healing Touch Commit Effort for the scene as an Instant action; for the rest of the scene, you may heal 2d6 damage plus your Heal skill to a touched ally as a Main Action. This healing adds 1 System Strain to the target each time it is applied. Purge Ailment Commit Effort for the day as a Main Action. An ally you are touching is cured of one poison or disease. Creatures killed by poison can be revived by this art if it is used within six minutes of death. Magical poisons and diseases may require a Wis/ Heal or Cha/Heal skill check against a difficulty of 8 or more. At seventh level, you need only Commit Effort for the scene to use this ability. Dread Awe Your kind are figures of fear and mistrust. Gain a +1 bonus on all skill checks related to intimidation or threat. You can spend a Main Action cursing your foes in battle; those who hear suffer a -1 penalty to their next Morale check. You can do this only once per scene. Foci Poisoner You are a skilled poisoner, capable of compounding toxins out of readily-available flora and minerals. It takes an hour to brew a poison, and you can keep as many doses fresh as you have levels. Blade venoms take a Main Action to apply and last for ten minutes or until a hit or Shock is inflicted, whichever comes first. Detecting poisoned food is a Wis/Notice skill check against 10, or 12 if the diner’s not a noble or otherwise normally wary of poison. One dose can poison up to a half-dozen diners. Gain Heal as a bonus skill. Gain a reroll on any failed saving throw versus poison. Your toxins inflict 2d6 damage plus your level on a hit or Shock, with a Physical save for half. Your incapacitating or hallucinogenic toxins do the same, but those reduced to zero hit points are simply incapacitated for an hour. Equipment 0 - War Shirt (AC 11) 1 - Large Shield (AC 14 when held) 1 - Light Spear (1d6 dmg, Shock 2/AC 13) 1 - Dagger (1d4 dmg, Shock 1/AC 15) 1 - Backpack 4 - Rations, 1 week 1 - Tinder box and 3 torches 0 - Mule and small cart
  6. Grim Knight Class: Adventurer (Warrior/Necromancer) Background: Thug HP 10/10 AC 14 Attributes Str 14 (+1) Dex 10 (+0) Con 14 (+1) Int 14 (+1) Wis 9 (+0) Cha 7 (-1) Skills Magic-1 Stab-1 Attacks War Axe +3 to hit, 1d10+1 damage Shock 4/AC 15 Saving Throws Physical 14 Evasion 14 Mental 15 Luck 15 Class Abilities Effort: 2/2 Consume Life Energy By making a Punch attack or using a melee weapon you have spent at least an hour properly consecrating, you can absorb a portion of the damage you inflict on others as healing to yourself. For each successful attack you make with such implements, you heal 1d6 damage, up to a maximum of the damage done by the attack. You cannot drain more life than the target has remaining hit points. Spellcasting Spells Remaining: 1/1 Spells Memorized: 2/2 Smite The Dead The necromancer conjures a blast of dispelling force at a point within one hundred feet per caster level, affecting an area up to 20 feet in radius. All hostile undead within that area immediately suffer 1d10 damage per caster level. Undead with hit dice equal or less than the caster’s level must make a Physical save or be destroyed outright. The necromancer may Commit Effort for the day immediately before casting this spell; if so, its casting does not count against the Necromancer’s available spell slots for the day. Query The Skull This spell requires a corpse with largely-intact organs of communication. The corpse cannot have been dead for more than one day per caster level. Once sorceled, the corpse will answer up to one question per caster level, with the caster understanding the answers regardless of the creature’s natural language. Corpses are laconic, and generally answer in no more than one or two sentences; their replies will be truthful, but tend to be literal and they have no power to hypothesize or make judgments. This spell may not be used twice on the same corpse. Foci Armored Magic You can cast spells or use arts while wearing armor that has an Encumbrance value of no more than two. You can use a shield while casting, provided your other hand is empty for gesturing. Diehard 1 You gain an extra 2 maximum hit points per level. This bonus applies retroactively if you take this Focus after first level. You automatically stabilize if Mortally Wounded, provided you have not been incinerated, dismembered, or otherwise torn apart. Equipment 2 - Pieced Armor (AC 14) 2 1 - Axe, War (1d10 dmg, Shock 3/AC 15) 1 - Dagger (1d4 dmg, Shock 1/AC 15) 1 - Backpack 1 - Tinder box and 3 torches
  7. Magic Trapper Class: Adventurer (Expert/Elementalist) Background: Wanderer HP 5/5 AC 10 Attributes Str 11 (+0) Dex 12 (+0) Con 10 (+0) Int 14 (+1) Wis 9 (+0) Cha 7 (-1) Skills Magic-1 Notice-1 Shoot-1 Sneak-0 Attacks Handaxe -2 to hit, 1d6 damage Shock 1/AC 15 Large Bow +1 to hit, 1d8+1 damage Saving Throws Physical 15 Evasion 14 Mental 15 Luck 15 Class Abilities Effort: 2/2 Elemental Resilience You are unharmed by mundane extremes of cold or by heat less than that of a furnace. You suffer only half damage from magical or extremely intense flame or frost attacks. Elemental Sparks You can conjure petty amounts of flame, water, ice, stone, or wind, sufficient to do small tricks, chill drinks, light candles, or do other minor things. Conjured substances last no longer than a scene, and conjured water cannot lastingly quench thirst. This art cannot actually be useful in solving a problem or overcoming a challenge more than once per game session. Rune of Destruction Commit Effort for the day as a Main Action and target an adjacent solid surface. A glowing rune the size of a handprint forms on the surface and persists for one hour per caster level. Any creature who gets within two feet of the rune will trigger it, causing it to explode in a five-foot radius with an elemental force of your choice and suffering 2d6 damage plus your caster level. Creatures already within five feet of the rune when it is laid will not trigger it until they re-enter the area, nor will the caster trigger their own runes. Runes cannot overlap their areas of effect. Spellcasting Spells Remaining: 1/1 Spells Memorized: 2/2 Elemental Spy The elementalist enchants a stone, ounce of liquid, flame no smaller than a candleflame, or a particular plume of smoke or incense. For one day per level, so long as the charmed object is not destroyed, dispersed, or consumed, they can as a Main Action see and listen to anything around the object as if they were standing there. Apprehending the Arcane Form The mage opens up their mind to the presence of occult energies. For fifteen minutes per character level, they are capable of seeing active magical effects, curses, enchantments, or other dweomers as colored auras or patterns of light. They may identify magical items and get a one-sentence description of their purpose or most significant powers, and may get more sophisticated answers with successful Wis/Magic skill checks at difficulties of 8 or more depending on the subtlety of the enchantment. Mages with prepared spells are visible to the caster, though which spells the subject might have prepared is not knowable. As a side effect of this spell, the ambient thaumic currents cast enough quasi-light to allow the caster to see normally even in perfect darkness. Foci Trapmaster 1 Gain Notice as a bonus skill. Once per scene, reroll any failed saving throw or skill check related to traps or snares. Given five minutes of work you can trap a portal, container, passageway, or other relatively narrow space with foot snares, caltrops, toxic needles, or other hazards. Non-lethal traps cause the first victim to trigger it to lose a round of actions while dangerous ones inflict 1d6 damage plus twice the character’s level, with an appropriate saving throw for half. Only one such improvised trap can be maintained at a time. More fearsome traps may be laid with congenial circumstances and the GM’s permission. Deadeye 1 Gain Shoot as a bonus skill. You can Ready a Stowed ranged weapon as an Instant action. You may use a bow or two-handed ranged weapon even when an enemy is within melee range, albeit at a -4 hit penalty. You may add your Shoot skill level to a ranged weapon’s damage roll. Equipment 2 Bow, Large (1d8 damage, no Shock) 1 20 arrows & quiver 1 Dagger (1d4 dmg, Shock 1/AC 15) 1 Hand Axe (1d6 dmg, Shock 1/AC 15) 1 Backpack 5 Cooking utensils and 1 week of rations 5 total 1 Waterskin 1 Tinder box and 3 torches 25 silver pieces in cash -
  8. Crafting Expert Class: Expert Background: Artisan HP 6/6 AC 15 Attributes Str 11 (+0) Dex 14 (+1) Con 14 (+1) Int 10 (+0) Wis 9 (+0) Cha 7 (-1) Skills Craft-1 Stab-1 Trade-0 Connect-0 Attacks Light Spear +2 to hit, 1d6+1 damage Shock 3 Dagger +2 to hit, 1d4+1 damage Shock 2 Saving Throws Physical 14 Evasion 14 Mental 15 Luck 15 Class Abilities Masterful Expertise Once per scene, the Expert may reroll any non-combat skill check as an Instant action. This allows the Expert to make a roll and then immediately use this ability if the resulting total isn’t good enough to succeed. In cases where it matters, the better of the two rolls may be used. Quick Learner When you advance a character level, you gain an extra skill point which may only be spent on gaining or improving non-combat skills or raising attributes. You may save this point to spend later if you wish. Foci Artisan Gain Craft as a bonus skill. Your Craft skill is treated as one level higher, up to a maximum of 5, for purposes of crafting and maintaining mods. Mods you build require one fewer unit of arcane salvage, down to a minimum of one. Your Craft skill is applicable to any normal crafting profession’s work, allowing you to fashion their wares without penalty. Shocking Assault Gain Punch or Stab as a bonus skill. The Shock damage of your weapon treats all targets as if they were AC 10, assuming your weapon is capable of harming the target in the first place and the target is not immune to Shock. Equipment 0 - War Shirt (AC 11) 1 - Large Shield (AC 14 when held) 1 - Light Spear (1d6 dmg, Shock 2/AC 13) 1 - Dagger (1d4 dmg, Shock 1/AC 15) 1 - Backpack 4 - Rations, 1 week 1 - Tinder box and 3 torches 0 - Mule and small cart
  9. Defender Warrior Class: Warrior Background: Noble HP 8/8 AC 15 System Strain 0/14 Attributes Str 14 (+1) Dex 10 (+0) Con 14 (+1) Int 9 (+0) Wis 9 (+0) Cha 11 (+0) Skills Stab-1 Lead-0 Connect-0 Attacks Short Sword +3 to hit, 1d6+2 damage Shock 4/AC 15 Saving Throws Physical 14 Evasion 15 Mental 15 Luck 15 Class Abilities Killing Blow Whenever you inflict damage with any attack, spell, or special ability you may add half your character level, rounded up, to the damage done. This damage is also added to any Shock you may inflict. Veteran's Luck Once per scene, as an Instant action, you may turn a missed attack you have made into a hit. Alternately, you may turn a successful attack against you into a miss, also as an Instant action. Foci Valiant Defender Gain Stab or Punch as a bonus skill. Gain a +2 on all skill checks for the Screen Ally combat action. You can screen against one more attacker per round than your skill would normally allow. Once per round, you can Screen Ally against even intangible spells or magical attacks or bodily shield them from an area-effect explosion or magic. Such attempts require the usual successful opposing skill check, with the assailant using their Magic skill. Well Met Reaction rolls made by those the party meets are given a +1 bonus so long as you are present, whether or not you do the talking. Even hostile encountered beings will usually give the party a round to parley before attacking unless they’re in ambush or have a clear reason for immediate violence. Equipment 2 - Pieced Armor (AC 14) 1 - Large Shield (+1 AC when wearing armor) 1 - Short Sword (1d6 dmg, Shock 2/AC 15) 1 - Dagger (1d4 dmg, Shock 1/AC 15) 1 - Backpack 1 - Tinder box and 3 torches
  10. Warrior Scout Class: Warrior Background: Wanderer HP 7/7 AC 14 System Strain 0/12 Attributes Str 11 (+0) Dex 14 (+1) Con 12 (+0) Int 10 (+0) Wis 9 (+0) Cha 7 (-1) Skills Stab-1 Notice-1 Sneak-0 Survive-0 Attacks Short Sword +3 to hit, 1d6+3 damage Shock 5/AC 15 Throwing Blade +3 to hit, 1d4+3 damage Saving Throws Physical 15 Evasion 14 Mental 15 Luck 15 Class Abilities Killing Blow Whenever you inflict damage with any attack, spell, or special ability you may add half your character level, rounded up, to the damage done. This damage is also added to any Shock you may inflict. Veteran's Luck Once per scene, as an Instant action, you may turn a missed attack you have made into a hit. Alternately, you may turn a successful attack against you into a miss, also as an Instant action. Foci Armsmaster 1 Gain Stab as a bonus skill. You can Ready a Stowed melee or thrown weapon as an Instant action. You may add your Stab skill level to a melee or thrown weapon’s damage roll or Shock damage, assuming it has any to begin with. Alert 1 Gain Notice as a bonus skill. You cannot be surprised, nor can others use the Execution Attack option on you. If the GM rolls initiative by sides, you can add a +1 bonus to your side’s initiative roll, though multiple Alert PCs don’t stack this bonus. If you roll initiative individually, you can roll it twice and take the better result. Equipment 0 - Buff Coat (AC 12) 1 - Small Shield (AC 13 when held) 1 - Short Sword (1d6 dmg, Shock 2/AC 15) 1 - Throwing Blades, 5 (1d4 dmg, no Shock) 1 - Backpack 4 - Rations, 1 week 1 - Waterskin 1 - Tinder box and 3 torches 2 - Grappling hook and 50’ of rope
  11. For discussing topics related to character creation.
  12. As written on page 6 of Worlds Without Number. The rules are available for free in two different PDFs: Does not contain setting information. The characters all begin a night's march away from a settlement in New Voth, in the game's default setting of The Gyre in Latter Earth. The classes of Vowed and Duelist have been changed, as follows: Vowed The Vowed is a partial Expert class that must be joined with a second partial class by an Adventurer. Unlike the normal Partial Expert class, Vowed do not get a bonus non-combat Focus at first level, nor do they get a Partial Expert’s bonus skill point when advancing a character level. One who takes the standard Partial Expert for their other class gains these things normally. Martial Style: If your second partial class is a Partial Warrior, your base hit bonus when using the punch skill is equal to your level. When attacking with any skill other than punch, your class hit bonus from Vowed counts as a Partial Mage instead of a Partial Expert. At third level, any attack using the Punch skill counts as a magic weapon. Unarmored Defense: When not wearing armor or using a shield, your base Armor Class is equal to 13 plus half your character level, rounded up. Duelist The Duelist is a partial Warrior class that must be joined with a second partial class by an Adventurer. Unlike the normal Partial Warrior class, Duelists do not get a bonus combat Focus at first level, nor do they gain a Partial Warrior’s +2 hit points per hit die. One who takes the standard Partial Warrior for their other class gains these things normally. Favored Weapon: Choose one specific type of non-unarmed melee weapon from the list on page 37. You begin play with such a weapon. When not using this type of weapon, your class hit bonus from Duelist counts as a Partial Mage instead of a Partial Warrior. Flaw of Fragility: This no longer exists. Code Duello: You instead gain a bonus to your armor class equal to half your level, rounded up. Post character applications in a new thread.
  13. Growth Growth Growth Contact Contact Contact Contact Contact Contact Contact Hit Die
  14. I read the Mistborn trilogy, it was okay. Not enough to make me want to read the sequels (in basically a different setting). I couldn't get past the TWO prologues for Way of Kings. 🤪 My favorite aspect of Mistborn is when I realized Show this Vin was being lied to, and the epigraphs at the beginning of each chapter were actually important to the plot. Another series I've seen compared to Mistborn is Powder Mage, probably because the author is a member of Sanderson's writing circle and they're both 'revolutionary' urban fantasy stories. Again it's a case where I read the first trilogy but didn't finish the second, I just wasn't as interested in the characters and got tired of the constant POV shifts that seemed to serve mostly as a speedbump for story. An urban fantasy story I wish I could recommend is Lord of the Mysteries, which is certainly the best modern Chinese fantasy work I've read, although the prose is really not very good. I have no idea if this is the fault of the translation or the original author.
  15. NPC 1 Main Strength: Friendship Quality: Cherishes an idealistic dream Flaw: Prone to betray unprofitable causes Problem: Inherited someone else's problem Desire: Boost a friend's career   NPC 2 Main Strength: Wisdom Quality: Sense of humor Flaw: Blames their failures on something else Problem: Botched their last responsibility Desire: Want to indulge in pleasures   NPC 3 Main Strength: Fame Quality: Always keeps the spirit of bargains Flaw: Spendthrift prone to debt Problem: Blackmailed or coerced Desire: Wants to leave current life
  16. Despair + Caste Formation Anarchy + Messianic Leader Crazed Gangers + Extreme Violence   Gang 1: Income: Drug Production Style: Themed Strength: Competent Leadership Event: Valuable business started on turf Goal: Expand into under-defended area Name: Important Date Element: Brotherhood   Gang 2: Corp Hirelings Style: Themed Strength: Local corp is backing them Event: They do legit work Goal: Avenge slight committed by other group Name: Street Name Element: Set   Gang 3: Cyber Trade Style: Nationalist Strength: Local group views them as protectors Event: The cops cracked down on them Goal: Cyber up their enforcers Name: Physical Trait Element: Brotherhood   Corp 1: Main Focus: Drugs Style: Innovative Strength: Stable of elite operatives Recent Event: Civil war Current Goal: Crush labor problems Name Element: Natural Phenomenon Corp Element: Products   Corp 2: Main Focus: Biotech Style: Cultish Strength: Best products of one type Recent Event: Serious problems with local government Current Goal: Smash a rival corp Name Element: Product it sells Corp Element: Services   Corp 3: Main Focus: Drugs Style: Dwindling Strength: Stable of elite operatives Recent Event: Great tech breakthrough Current Goal: Crush labor trouble Name Element: Religious term Corp Element: Industries
  17. Trying to figure out if the Spellcaster Edge is a downgrade from a partial WWN mage / SWN psychic / Codex classes...   What arts from WWN would be fair to reproduce as spellcaster spells, or maybe even which spells from WWN or OSR would be fair game. And of course: How much a theoretical cyberware that grants the ability to cast a spell would cost. 🤪
  18. Character Background: Soldier Growth Rolls: +2 physical, +2 physical, Exert Strength: 9 Dexterity: 17 18 (+1 growth roll) Constitution: 10 18 (set to 14, +3 growth roll, +1 skill point) Intelligence: 9 Wisdom: 15 Charisma: 8   Rank 1 (Lower Grade) HP: 4/4 AC: 15 Soak: 1 Strain: 0/14 Encumbrance: 0/4 | 0/9   Skills: Unarmed 0, Exert 0, Cultivate 0   Edge: Vowed Arts: Martial Style, Unarmed Might, Unarmored Defense   Attacks Unarmed Strike: +2 to hit | 1d8+2 | Shock 2 4/15 | Trauma 1d8/x3    
  19. https://www.youtube.com/watch?v=SrVmSJ5CHc4   This popped up in my recommended videos, I don't regret clicking on it.
  20. I finally hit the halfway point of Reverend Insanity (Gu Zhen Ren) yesterday. It's (probably) a shame the book will never be finished (due to being banned by the Chinese government) but there's still plenty more for me to read. 🎃
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