September 1, 2014

#RPGaDAY 29 - 31

Most memorable encounter?  For several months, my best friend, Mark M. ran a Champions game with just 3 players (a small group for us).  But he eventually decided to open the game up to the full group (I think it grew to like 10 players), but to cap off the switch he had us fight against a being who destroyed our universe and when we woke up it was a brave new world, one we didn't quite have memories of.  It was excellent and one of many ways I've enjoyed Mark's tenure as a GM.

Rarest RPG owned?  The original Empire of the Petal Throne.

Favorite RPG of all time?  DnD 5th Edition.  It's exactly what I've always wanted out of DnD.  Close runners up are Champions, Feng Shui, and Over the Edge.

Primeval Thule: Golden Sea Corsair for D&D 5th Edition

Backgrounds here are bases on the Narratives in Primeval Thule, so they will gain abilities as a character levels.  They are only intended for use in the Primeval Thule setting and are not designed to be mixed with standard Backgrounds.

Also, some of the abilities require the expenditure of a resource, for this reason and for how dangerous the setting is, each character gains the Lucky Feat for free and may take the Lucky Feat one additional time.


Golden Sea Corsair 


Skill Proficiencies (1st level): You are Proficient in Athletics, Intimidation, and Nature.

Langauges (1st level): Choose any one.

Tools Proficiencies (1st level): Sea vehicles, astrolabe, and an additional one of your choice.

Browbeating Action  (Level 1):  You can spend a Luck point on your turn to give yourself advantage against a single attack you make that turn. If that attack hits, the target is also frightened until the end of their next turn.
 Infamy (6th level): As word of your exploits gets around, you gain advantage charisma checks made to interact with other pirates, merchants, and outlaws of the coastal regions around the Kalayan Sea and along the Atlantean Ocean.
 Optionally this is a feat and can only be taken if you have this background and are at least 4th level.

Dread Pirate (10th level): Your former mates make you captain of your own ship. You can sail with them whenever you need sea transportation, since your crew keeps your ship in a nearby port or will readily steal one if you need something sooner. Your crew provides you with raiders any time you are aboard your ship, and the spoils your crew obtains provides you with is 200 gp each month. Once per three years, you can summon a corsair fleet equivalent to an army.  Additionally, you can use a reaction to give an enemy within 10 feet of you disadvantage when they attack you.
Optionally this is a feat and can only be taken if you have this background and are at least 8th level, additionally gain +1 Charisma.

August 31, 2014

Primeval Thule: Freeblade Background for D&D 5th Edition

Backgrounds here are bases on the Narratives in Primeval Thule, so they will gain abilities as a character levels.  They are only intended for use in the Primeval Thule setting and are not designed to be mixed with standard Backgrounds.

Also, some of the abilities require the expenditure of a resource, for this reason and for how dangerous the setting is, each character gains the Lucky Feat for free and may take the Lucky Feat one additional time.


Freeblade 


Skill Proficiencies (1st level): You are Proficient in Athletics, Investigation, and Persuasion.

Langauges (1st level): Choose 1 from Low Atlantean, Dhari, Kalayan, Lomari, Nimothan, or Ungari.

Tools Proficiencies (1st level): Any one.

Opportunistic Action  (Level 1):  You can spend a Luck point to use your reaction for any action.
 
 Sellsword (6th level): Whenever you are paid gold for your services, you get 50% more gold. In addition, add double your proficiency bonus to Athletics, Investigation, and Persuasion.
 Optionally this is a feat and can only be taken if you have this background and are at least 4th level.

Company of Men (10th level): You have worked for, with, and against many other sellswords and earned their respect. You now have a small company of guards at your call. You decide whether your company is a band of outlaws, soldiers, mercenaries or something in between. You
also may choose a base of operations, such as a hall in a city-state, a watchtower on a road, or a hidden cave near a trade route.  Additionally, when in the company of a group your guards you have advantage on  Charisma (Intimidation) and Wisdom (Perceptions). Finally, you may use your reaction to have your guards use the help action.


Optionally this is a feat and can only be taken if you have this background and are at least 8th level.

D&D 5th Edition: Psychic Warrior Sub-Class for the Monk

Psychic Warrior Monastic Tradition

Way of the Mind

Telekinetic Gift (3rd level)
• You may use wisdom in place of dexterity or strength for the attack and damage rolls of your unarmed strikes, monk weapons and flurry of blows.
• Your unarmed strikes, monk weapons and flurry of blows have an additional 10 feet of reach.
• When using deflect missiles you may used wisdom instead of dexterity.
• You know the Mage Hand cantrip and if you spend 1 Ki point, you can lift up to your level x 10, but requires concentration.

Psyclone (6th level)
You can spend 3 Ki points and each enemy in a 15-foot sphere originating from you must make a dexterity save.  On a failed save, each enemy takes three times your monk level in force damage .  On a successful save they take your monk level in force damage.

Mind Over Matter (11th level)
You can spend 6 Ki points to cast Animate Objects.

Flurry of Blasts (17th level)
As a reaction your flurry of blows push a creature back 20 feet and deal nyour proficiency bonus in damage.









August 30, 2014

Primeval Thule: Dhari Hunter Background for D&D 5th Edition

Backgrounds here are bases on the Narratives in Primeval Thule, so they will gain abilities as a character levels.  They are only intended for use in the Primeval Thule setting and are not designed to be mixed with standard Backgrounds.

Also, some of the abilities require the expenditure of a resource, for this reason and for how dangerous the setting is, each character gains the Lucky Feat for free and may take the Lucky Feat one additional time.

Dhari Hunter 


Skill Proficiencies (1st level): You are Proficient in Animal Handling, Stealth, and Survival.

Langauges (1st level): Dhari.

Tools Proficiencies (1st level): Any one.

Hunter's Strike (Level 1):  You may spend a Luck point to gain advantage on an attack roll against a target that is not aware of you or has not acted yet in this combat. Additionally, when using Hunter's Strike you score a critical hit on a natural 19-20.
 
 
Hunter's Instinct (6th level): Add double your proficiency bonus to Wisdom (Animal Handling) checks.  Additionally,  you possess an uncanny ability to notice animals and anticipate their behavior. You gain advantage on Wisdom (Perception) checks to spot hidden animals, Wisdom (Survival) checks to follow animal tracks, or Intelligence (Nature) checks to identify rare animals and their abilities.
 Optionally this is a feat and can only be taken if you have this background and are at least 4th level, additionally gain +1 Wisdom.

Dhari Chieftain (10th level): You become the chief of your tribe or establish a new tribe of your own. Your tribe numbers a couple of hundred warriors, spouses, and children, and your tribal lands cover about 1,000 square miles. In its own lands, your tribe is almost impossible to locate or attack, and it is quite capable of getting along without you for long periods of time if you continue to adventure.  Also, you are so adept at hunting, your experience allows you and your allies to gain advantage on Initiative rolls.
Optionally this is a feat and can only be taken if you have this background and are at least 8th level.

August 29, 2014

Primeval Thule: Atlantean Race & Atlantean Noble Background for D&D 5th Edtion

I'm a HUGE fan of Primeval Thule by Sasquatch Game Studio!

Backgrounds here are based on the Narratives in Primeval Thule, so they will gain abilities as a character levels.  I've made the decision to treat them as backgrounds because they fill a similar niche as 5E's backgrounds, but allow abilities to be gained as you level to reflect the high action and deep peril of the setting.

Also, some of the abilities require the expenditure of a resource, for this reason and for how dangerous the setting is, each character gains the Lucky Feat for free and may take the Lucky Feat one additional time.

I have opted to present an option that treats the 6th & 10th Level abilities as feats for those who feel it stretches the concept of the Background too far.

Atlanteans  


Atlantean Traits

Ability Score Increase:  +2 to one ability score of your choice and +1 to a different ability score of your choice.

Age:  Atlanteans mature as the same rate as humans, but are considered young until the reach 100.  On average they live about 500 years.

Alignment:  Most Atlanteans are lawful.

Size:  Atlanteans stand between 5 and 6 feet tall and average about 140 pounds.  Your size is medium.

Speed:  Your base walking speed is 30 feet.

Broad Education: Atlantean characters begin play with two additional skills of your choice.

Headstrong: Atlanteans gain advantage on saving throws against being charmed and frightened.

Wealthy: Atlantean characters begin play with an additional 300 gp in starting wealth.

Languages: You speak, read, and write Common (Low Atlantean), High Atlantean and two additional languages of your choice.

Atlantean Noble


Skill Proficiencies (1st level): You are Proficient in Intimidation, Persuasion, and Arcana or History.

Langauges (1st level): Any one.

Tools Proficiencies (1st level): Any two.

Commanding Action (1st level):  As an action, spend a Luck point that grants an ally within 25 feet a bonus action.  This action can only be used to make an attack.

Noble's Grace (6th level): When interacting with other nobles or leaders, you have advantage on any Charisma checks due to your family name.
Optionally, this is a feat and can only be taken if you have this background and are at least 4th level, also gain +1 Charisma.

Noble Scion (10th level): You become the official patriarch of your noble house, are nominated to a seat of power in your home city, or are appointed to a ruling body, or some other similar great honor. You gain access to the wealth of your house, and can draw up to 1,000 gp per month for whatever expenses you can justify (or not justify). 
     You are used to having personal protection and so may disengage as a bonus action.  
     Also, as a reaction you grant an ally within 5 feet a bonus action.  This action can only be used to make an attack against an enemy who has attacked you this turn.
Optionally, this is a feat and can only be taken if you have this background and are at least 8th level.






#RPGaDAY Day 28

Scariest Game You've Played?  Back in the day my buddy Todd, ran a Vampire: the Masquerade game for just me and our friend Barry.  It explored some pretty dark things and while sometimes we responded with violence for the sake of violence (in our defense we were both Brujah Anarchs), the horror came from exploring the world we lived in (pun intended) and the creatures we had become.

A central theme, because of my character, became diablerie which contrasted with my initial concept for my character as a Vampire who fought his Beast and embraced his Humanity.   But our journey through Chicago had me devolve into a being who embraced his Beast fully....leading to the ultimate crime in the world of the Masquerade and the blood hunt that resulted in it.

Strangely, we often played during the day, but in Todd's basement, time had no meaning and the shadows of broad daylight seemed to creep into our decisions.

It was a great game.