Showing posts with label Characters. Show all posts
Showing posts with label Characters. Show all posts

Wednesday, August 31, 2011

X-Plorers Psychic Characters


X-Plorers just feels like it needs an psionic class. Maybe it's just that whenever I think science fiction I think Firefly, but I feel it could just be a fun addition to  the game. Here's a rough draft of what I came up with:



Psychic (optional class)

Psychics are gifted with extremely rare cognitive abilities, the ability to see the future, move matter around with their mind, and delve in memories of other sentient creatures. The cause of which is unknown, but the result is extreme dangerous. When uncontrolled, these gifts may manifest absolute genius or insanity, often both. Psychics are often hunted down and captured by both private and government research agencies.


The psychic is an optional class in the sense that it does not universally fit into all settings. There are three basic ways to use this class: Allow Psychic characters as one would allow scientists or soldiers; remove it entirely from the game; or allow Psychic skills to be only accessed via multi-classing.

Mind Blast (Pre): A Psychic can create a surge of electrical energy in the mind of an opponent.  The damage dealt is 1d6 points plus the Psychic’s Presence bonus and temporary stuns the opponent for 1 round. Any creature brought to 0 hit points by a Mind Blast falls comatose for 1d6 hours instead of rolling on critical hit table.

Precognition (Pre): This is a Psychic’s ability to predict the future based on a specific choice, such as what would happen if the Psychic injected himself with an unknown substance or whether or not a rope bridge would snap when crossed. The precognition skill cannot discern long term long term consequences or even what would happen further than a few minutes into the future.

Telekinesis (Pre): A Psychic can move matter around with the raw mental force. The speed, mass, and distance an object can be moved is dependent on the Psychic’s level. The exact details of which are left up to the referee. A rough guideline if 20 pounds of force per level is appropriate, however. 

Telepathy (Pre): The ability to read minds, communicate through a telepathic connection, and even suggest curtain course action to another sentient creature or cause him forget vital information are all lumped under the telepathy skill. If the psychic is actually attempting to command or otherwise tamper with the memories or thoughts of another sentiment’s mind, the creature is allow a Presence saving throw to resist the Psychic’s influence.

Tuesday, August 30, 2011

Character Level / Dungeon Level Conflicts

In my Vats of Mazarin game, I've been beginning to discover that character level seems to progress much faster than dungeon level. Now, the first level of my megadungeon is quite large, about 80 rooms, but even after exploring only 50 of them (although they've found all but two areas of interest), the party has reached 2nd and/or 3rd level. Maybe it's because the party is quite small and thus splits the experience only a few ways, but they seem to be stocking up on hirelings and henchmen. There have even been five character deaths and everyone is still progressing so quickly compared to the level of the dungeon they are on.

Part of the problem, is that I've made the dungeon too interesting. That might be the wrong word, but seem like the players are apprehensive about missing anything - they want to explore everything that there is to be explored and gleam every bit of knowledge out of it they can find.

I'm starting to appreciate more the Arnesoian three level system: Flunky, Hero, and Superhero. Different parts of the dungeon could geared towards the three character levels with each level of the dungeon being more of a thematic change that an increase in difficulty.


On a completely different note, I've begun to think more about X-Plorers. The Fight On! Random Tables book has some really great gonzo science-fiction related tables within and I'm just itching to get some use out of them. I have some definite issues with the game, rules wise, but who knows, it might play great even if I don't really get it on paper. I want to get some experience with it under my belt before I start house-ruling the crap out of it.

Thursday, June 23, 2011

Monster-Based Campaign Design: Characters!



After many, many hours of thinking. I've come to a few major decisions about my monster-based campaign setting. One of those is the available character types and what they represent. Another is that the character's home Kingdom, a Grecian island kingdom known Kull, has no more than bronze-age technology. But more on those later: this post is about characters.

Fighter

A Fighter is a proud and haughty noble, veteran hoplite, or expert wrestler of Kull. Due to their extensive training and coordination, two or more Fighters fighting in close proximity may form a shield wall, improving their AC by 2, but always act last in the initiative order unless all members of the group are wielding spears, in which case they always act first. If any member of the shield wall breaks or is killed, it requires a full round to reform the wall.

Cleric

A Cleric is a priest or priestess of the Olympian gods. A Cleric worships the entire Greek pantheon while also serving a patron god or goddess. Some choices include: Zeus, Hera, Poseidon, Hades, Dionysus, Apollo, Artemis, Hermes, Athena, Area, Aphrodite, or Demeter.

Clerics have no restrictions on weapon use or Turning ability, and there is no need for a cleric to meditate, pray daily, or study to use spells. Instead, there is a cumulative 5% per day since the cleric’s last sacrifice that the cleric’s request will not be heard or simply ignored. The sacrifice must be worth at least 100 gold pieces per cleric level to be accepted, otherwise, the offering is taken as an insult.

Magic-User

A magic-User is a philosopher who studies the ancient, magical lore of Babylon, Egypt, or Atlantis. They have no restrictions on usable weapons and may wear armor, but there is a 50% chance their spells will merely fizzle and fail (no matter the type of armor worn).

Thief

A thief is a miscreant of ill repute or a criminal exiled from Kull. A Thief may wear copper scale or plate armor, but while wearing such physically taxing armor the thief’s skills are halved. In additional to its more conventional uses, the Hear Noise skill can be used to fight in darkness or against invisible creatures.

Barbarian

A Barbarian is a furious warrior from uncivilized lands. They are treated as B/X dwarves, but do not possess infraredvision nor have any particular familiarity with stonework or weapon restrictions. Instead, they have a 4 in 6 chance of spotting traps, ambushes, etc. in the wilderness. When completely unarmored (other than employing a shield), a Barbarian adds twice his strength adjustment to damage in melee.

Pygmy

A pygmy is miniature savage. They are known for their deadly slings and riding goats into battle against armies of cranes. Pygmies are treated exactly as B/X Halflings.