So in my home group I have been tasked with running Curse of Strahd, and so my research and preparation begins. First I need a list of Tarokka cards (in the new Gale Force 9 edition) so that I can come up with uses for them:
Pentacles - Wizard (Master), Transmuter (1), Diviner (2), Enchanter (3), Abjurer (4), Elementalist (5), Evoker (6), Illusionist (7), Necromancer (8), Conjurer (9)
Swords - Warrior (Master), Avenger (1), Paladin (2), Soldier (3), Mercenary (4), Myrmidon (5), Berserker (6), Hooded One (7), Dictator (8), Torturer (9)
Coins - Rogue (Master), Swashbuckler (1), Philanthropist (2), Trader (3), Merchant (4), Guild Member (5), Beggar (6), Thief (7), Tax Colletor (8), Miser (9)
Glyphs - Priest (Master), Monk (1), Missionary (2), Healer (3), Shepherd (4), Druid (5), Anarchist (6), Charlatan (7), Bishop (8), Traitor (9)
High Deck - Ghost, Tempter, Seer, Raven, Donjon, Mists, Darklord, Marionette, Broken One, Innocent, Beast, Horseman, Artifact, Executioner
It has been hinted that the deck will be used to set up random encounters to make each play through of CoS unique, and that sounds awesome. But I want to do more with the deck. Some initial thoughts include:
Addition to Initiative, possibly with special effects
Effect on Critical Hits and Fumbles
Represent Inspiration, possibly granting additional abilities depending upon card gained
A place for me to ramble about my likes and whims in the world of roleplaying.
Showing posts with label homebrew. Show all posts
Showing posts with label homebrew. Show all posts
Wednesday, March 2, 2016
Thursday, January 21, 2016
d8 New Mystical Treasures for Symbaroum
There is some great stuff in Adventure Pack 1 for Symbaroum, available here, and I can use that as a guide to create new ideas. Starting with more mystical treasures:
- A swath of cloth, its coloring a faded, burnt umber of a fallen leaf of autumn left too long in the sun, that when worn, perhaps as a scarf or sash, disguises the wearer's shadow with one the color of the fabric. Once donned, the owner of the cloth becomes colorblind, seeing the world only in sepia tones.
- A seed pod the size of a fist and the color of burning embers that when pried open explodes into a maelstrom of flames, dealing 1d12 damage to anything within several paces, including the one who opened it. Any living thing that survives the blast will manifest another seed pod in their body cavity that may erupt if they are killed with the same effects.
- A gnarled nub of charcoal that can create an opening no more than a few paces deep on or through any solid surface it is used to draw one upon. May only be used 1d4 more times until there is not enough left. The fingers, or tips of gloves if worn, of the inscriber are permanently stained black after a single use.
- A weathered bronze phurba inscribed with cuniform the length of its blade that lies dormant until its hilt is grasped. The wielder must make a Resolute test or suffer 1d4 damage as the idol on the pommel animates and bites the hand holding it. Success allows you to wield it as a short or throwing weapon that deals an additional damage equal to the target's total corruption.
- A half-burned candle the color of iron and rust that when lit in a closed chamber holds all of the portals fast as if they were barred from the inside, and none can enter nor leave. When discovered, the candle will last a total of 1d12 more hours when found.
- A thin needle carved of bone and stained crimson that if used to let blood from a living creature, dealing 1d6 damage, will remove any effects of poison or disease from that creature. If the needle is used on another, the user regains toughness equal to the damage dealt to cure the target.
- A roughly worked bowl of petrified oak which if filled with water transforms it into a hearty stew that is enough to sustain one living being for one day. Once consuming the stew from this bowl, a creature cannot be sustained by any other type of food or drink unless they pass a [Resolute ← -5] test. Once this test is passed they can consume other food and drink as normal.
- A nacreous block of soapstone that can envenom any weapon treated by it with a weak poison. Each time the block is used, the one using it takes 1d4 damage just from holding the vile substance.
Wednesday, July 22, 2015
[IF] Starting a house rules document
So, as it says on the can, I have started a house rules document for Iron Falcon, to make an attempt to bring some more materials in. Not that I will use them, but as an exercise. So far all I have is the Half-Orc race, but I plan on adding the Assassin class, and then we'll see what happens. Want to take a look?
[Edit] Rather than doing a separate doc, I'll just post my ideas here and collect them at a later date if anyone wants me to.
[Edit] Rather than doing a separate doc, I'll just post my ideas here and collect them at a later date if anyone wants me to.
Half-Orc
Half-Orcs are those characters having a Human and Orc parent. A Half-Orc may be a Fighter, Cleric, or Thief, or may choose to be a combination of Cleric/Fighter, Cleric/Thief, or Fighter/Thief. Half-Orcs may not be Magic-Users.
Half-Orc Level Limits
Fighters
Strength up to 16 - 8th Level
Strength 17 - 9th Level
Strength 18 - 10th Level
Cleric - 4th Level
Thief - No Limit
Half-Orcs always gain a bonus of +1 on rolls to hit and damage with melee weapons, and gain an additional +1 Hit Point Bonus per level in addition to any gained from their Constitution. Due to their Orc nature, they suffer a -2 penalty to their Loyalty Base for all but Orc Men-At-Arms.
Half-Orcs speak Common and Orc, as well as the languages of Hobgoblins and Gnolls. They may still learn additional languages in the normal way.
Half-Orcs have Infravision, granting them the ability to see up to 60’ in the dark.
If a Half-Orc is a Thief, they have the have the following adjustments to their Thief Abilities:
Open Locks +5%
Remove Traps +5
Pick Pockets +0%
Move Silently +0%
Hide in Shadows +0%
Hear Noise +1
Monday, July 20, 2015
[F/AGE] Cross Class Magic Specializations
I want a little Mage in my Rogue or Warrior, and I'm sure I'm not the only one. So here are some possibilities of Cross Class Magic Specializations:
You have developed a connection to the shadows, and have learned or been gifted with the ability to control them to some extent...
Novice: You gain 7 + Willpower Magic Points and learn the spells shadow dagger and shadow's embrace.
Journeyman: You gain 6 + Willpower Magic Points and learn the spell veil of darkness.
Master: You gain 8 + Willpower Magic Points and learn the spell shadow slip.
The formula is simple. Learn the spells for the appropriate level, gain enough MP to cast them once + Willpower. If a spell has a variable casting cost, go with the lowest cost, so as not to outclass the Mage. Here is another example:
You are blessed with the ability to heal others, either through some connection to the essence of life or as a gift granted by some deity...
Novice: You gain 6 + Willpower Magic Points and learn the spells healing touch and revival.
Journeyman: You gain 3 + Willpower Magic Points and learn the spell healing aura.
Master: You gain 15 + Willpower Magic Points and learn the spell restoration.
Shadow Walker
Rogue or Warrior SpecializationYou have developed a connection to the shadows, and have learned or been gifted with the ability to control them to some extent...
Novice: You gain 7 + Willpower Magic Points and learn the spells shadow dagger and shadow's embrace.
Journeyman: You gain 6 + Willpower Magic Points and learn the spell veil of darkness.
Master: You gain 8 + Willpower Magic Points and learn the spell shadow slip.
The formula is simple. Learn the spells for the appropriate level, gain enough MP to cast them once + Willpower. If a spell has a variable casting cost, go with the lowest cost, so as not to outclass the Mage. Here is another example:
Vessel of Life
Rogue or Warrior SpecializationYou are blessed with the ability to heal others, either through some connection to the essence of life or as a gift granted by some deity...
Novice: You gain 6 + Willpower Magic Points and learn the spells healing touch and revival.
Journeyman: You gain 3 + Willpower Magic Points and learn the spell healing aura.
Master: You gain 15 + Willpower Magic Points and learn the spell restoration.
Thursday, May 21, 2015
[Exemplars & Eidolons] New Use for the Fray Die
So, I gotta say, I love the Fray die, the idea of heroes lashing out almost casually and smiting foes no matter what their actual action might be. That said, here is an idea about another possible use of the Fray die:
Impenetrable Defense: Commit Effort. While it remains committed you may roll your Fray die once per round to deflect an equal amount of damage you would receive from a successful attack against you. You may not use your Fray die to deal damage in the same round you use it for defense.
Impenetrable Defense: Commit Effort. While it remains committed you may roll your Fray die once per round to deflect an equal amount of damage you would receive from a successful attack against you. You may not use your Fray die to deal damage in the same round you use it for defense.
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