The Red Dragon Inn - home of the Audalis campaign setting.  Online D&D gaming, art, poerty, stories, advice, chat, and more

We currently have 4063 registered users. Our newest member is Hammeyaneggs.
Online members:
Username Password Remember me
Not a member? Join today! | Forgot your password?
Latest Updated Forum Topics  [more...]
Gaming surveys - What game do you own the most books for... (posted by CyrDraconis)What game do you own the
Q&A Threads - Return to Charadun - Q&A (posted by Chessicfayth)Return to Charadun - Q&A
Posting Games - The Morphing Game (posted by Chessicfayth)The Morphing Game
Posting Games - The One Word Game (posted by TannTalas)The One Word Game
Recruitment Threads - Return to Charadun - Recruitment (posted by Eol Fefalas)Return to Charadun - Recr
Latest Blog Entries
Revenge of the Drunken Dice
Latest Webcomics
Loaded Dice #80: Priorities
RPG MB #15: Master of the Blade
Floyd Hobart #19: High School Reunion IV
There are currently 4 users logged into DragonChat.
Is the site menu broken for you? Click here for the fix!

You are here: Home --> Forum Home --> Recent posts by Skari-dono
Topic: Good morning Red Dragon Inn! Or is it Evening? I am never really sure!
Subject: thanks


Thanks man

Just added something to the Spell section, so you might need to reload it when you're finished to get the whole thing

Posted on 2011-07-21 at 13:47:16.

Topic: Good morning Red Dragon Inn! Or is it Evening? I am never really sure!
Subject: Good Morning folks


I salute you people as well, and want to thank both Eol and Loki for getting me fuelled up for a RP system I am working on last night in the chat.

I really should start coming here more frequently again, and I hope I will get some good feedback for the system. If you have any brilliant ideas about what you want to see in a new system, check out what I'm working on on the Personal Creations forum.

Posted on 2011-07-21 at 12:54:46.

Topic: Chronicles Role-Playing System
Subject: Other


Here are some other mechanics I've been thinking of using, as well as some other stuff:

Contacts Trait
This trait has ranks 1-10, like Skills, but works in the same way as other Traits. This effectively works as a tool for the player to create a new contact for his character. I kinda ripped this from Burning Wheel, I admit. When arriving to a new place, the player can attempt to see if his character has a contact in the area and rolls his Contacts Trait. The mark is determined by how helpful this contact is (or how influential), how likely it is for the character to know this contact (based on Guild and Skills similarities) and how close by this character is (same street, same town, a day's travel away, etc.). Other things also modify the mark, such as how likely he is to help and how rural the area is.
The contact is made before the roll, and if successful he is likely to help (at a cost, perhaps). But if the roll fails, the Chronicler can decide to turn the contact into a rival or an enemy.

Alternative 1: Contacts is a trait of 1-5 ranks. When used, the character can spend Skills that are relevant to the contact (such as Politics for a politician, or Melee for a guard).

Alternative 2: Contacts is a Skill, not a Trait, and can be spent on Charisma rolls to create a new contact.


Starting Gold
Each character has certain ammount of starting gold. This starting gold should be 5+1d6+(any benefits from Assets) or 2d6+(Assets), never less than 1 gold coin. The exact ammount is open to discussion, but should not be too much. This is dark fantasy setting after all. A brighter fantasy setting will likely have more starting gold.


Fame
A thought I had about reversing the Contacts Trait. Effectively, this Trait is used to see if others recognize the character by rolling this Trait on behalf of the NPC, using similar modifiers as the Contacts roll.

Alternative 1: Fame is a special trait bought using Assets. It is limited in scope, including only a specific group of people (such as a Guild or a specific kingdom). The ranks are bought through the Asset (although the price is similar or same as Skills) and the mark is determined by the Chronicler.
A similar Drawback would be called Infamy and will cause fear and hate in the group in question. The Drawback determines the ranks but the cost is reversed into bonus for the character.

Alternate 1.1: Infamy is also treated as an Asset.


Church of the Seven Saints
Setting wise, the Church is the 'enemy'. In the world of Sin, the Sinful (those who have activated their dark energy) are considered no less than demons, and it is the Church that hunts them down.

The Holy (those who practice within the Church) have not activated their dark energy, but have developed something similar. Instead of primary Sins, they have primary Virtues and have learnt Virtue Techniques. Additionally, the Church is divided into Covenants, which act much like Guilds and offer Covenant Techniques.

The Techniques of the Church won't be detailed at first, but I aim to add it in if this project gets well recepted.


Features
Techniques are something learned through training. Features are mechanically much alike Techniques with some exceptions. Creatures are born with Features and everyone of that race has the same Features. Humans don't have Features, but some animals and beasts will. Since they are not Techniques, they do not suffer from effects that target Techniques specifically (such as Spells that make you "unlearn" Techniques) and are not limited in the same way.

Features are normally limited to animals and monsters, but some Fantasy Races might have couple of Features. Common Features include Thick Hide, Fur, Claws/Teeth, Wings, and so forth. Beasts can have as many Features as are needed to describe it, and monsters often have quite many Features.


Fatigue
After doing some hard work, you begin to suffer Fatigue. Fatigue is a rating which you accumilate over time spent doing hard work without any rest. After this rating surpasses your Vitality or Power ranks (whichever is lower, or possibly combined, not sure yet), the hero starts suffering the ill effects of being Fatigued.

Alternative: Once the hero has accumilated enough Fatigue to suffer the penalty, he instead rolls his Vitality (Resistance) against a mark of (5x every Fatigue rating above the hero's Vitality/Power). If this alternative is used, the Fatigue must only surpass either Vitality or Power, which ever is lower.

Normal Fatigue rating is 0, but wearing armor adds to this base rating. Wearing light armor sets this base rating at 1 while Super Heavy armor will set it at 4. Every 10 minutes spent doing hard work increases the Fatigue rating by 1 (wearing any armor other than Light is considered hard work). This remains until the hero rests. Every 30 minutes of rest reduces the Fatigue by 1 (but not below any armor worn). Heroes cannot rest while wearing armor.


Experience Points
Since there are no levels, EXP is used to buy new stats or increase old ones. Traits have a relatively high cost, Skills have lower cost, and Techniques and Spells have their own cost. This is an example of EXP costs:

Traits: 4x new Rank
Skills: Equal to new Rank
Techniques: 5 EXP
Spells: 5 EXP

Belonging to a Guild or Magic School might give discounts to some EXP costs, but that would likely belong to a Guild Technique of that Skill.

Posted on 2011-07-21 at 09:02:18.
Edited on 2011-08-08 at 21:20:21 by Skari-dono

Topic: Chronicles Role-Playing System
Subject: Assets & Drawbacks


Assets & Drawbacks are features that further improve your character's standing, or brings you misfortune. They rarely affect Skills directly (that's the jobs for Techniques) but rather affect Traits and the character's spirit and inventory. For example, an Asset might give you some extra coins, a property or the ability to speak other languages, but it won't make you any better at handling a sword, riding a horse, or reading a book (those are Techniques of Melee, Control and Lore, respectively).

Some Assets & Drawbacks I've thought of already:

Assets

Dreadful Mien - Your Appearance is not a positive one but rather a negative one. Your Appearance no longer applies to Socialize rolls, but you can now apply your Appearance to Intimidate rolls. Character Creation only (exception: if a Wrathful is cursed with Horrific Visage he can buy this Asset at any time).

Rich - You get 1d6 bonus gold at character creation or when you buy this Asset. This Asset can be bought multiple times, each time adding 1d6 extra gold. (See Other below for my thoughts on starting gold.)

Connected - You start the game with an extra rank in your Contacts trait. This Asset can be bought up to three times, allowing you to start the game with up to four ranks in the Contacts trait. (See Other below for my thoughts on contacts.)

Guild Member - You have been initiated into one of the Guilds and can choose your starting Techniques from the available Guild Techniques. You must still fulfill all of the requirements to join that Guild, or else you cannot have this Asset.

Plotter - You start game with an extra Plot Point. This Asset can be bought up to two times, giving you extra two points to start the game with.

Noble Family - There are two versions of this Asset: The more impressive one lets you belong to one of the 16 Noble Houses that have great influence in the Civilized World. Aside from some impressive prestige, it gives no further bonuses (although social bonuses are not out of the question).
The less impressive version lets you start as a family member of one of the minor Noble Houses. There is no list of the minor Noble Houses, so the hero's player can make his own. They are never as influential as the major Noble Houses, so the Chronicler should make sure the player doesn't over step his boundaries.
(An even less impressive version might be an outcast from any of the Noble Houses. A bastard or someone who's brought shame to the family.)

Drawbacks

Blind - You're blind and unable to see. You can't use your Perception or Agility Traits, or any Skill, for sight-based rolls.

Cursed - You start the game with an additional Curse, although that Curse does not have to belong to your primary Sin. The Chronicler is a final arbiter of what Curse you can begin play with.

Other physical effects - Missing arm or leg, only one eye, mute, deaf, crippled, paralyzed, and so on. Any negative, physical effect can be turned into a Drawback.

Poor - You start play with one less die to roll for your starting gold, or you lose 1d6 gold when this Drawback is gained. This Drawback cannot be taken at the start of a game with the Rich Asset. (See Other below for my thoughts on starting gold.)

Posted on 2011-07-21 at 08:58:28.
Edited on 2011-08-01 at 18:33:48 by Skari-dono

Topic: Chronicles Role-Playing System
Subject: Spells


So, spells eh? How about those Hogwarts? Spells are probably going to be the most complicated section of this system making. Here are some of my thoughts:

Spells are bought using similar or same mechanics as Techniques. In fact, you need a specific Technique to learn spells. So here's the first snag: This method, as simple as it may be, does not support multi-level spells.

Alternative 1: Characters can buy access to higher level spells by buying improved Techniques.

Alternative 1.1: The higher level spells are exclusive to Guilds.

Alternative 2: Each spell has its own XP cost, but you gain access to all spells by purchasing the original Spell Technique.

Alternative 3: Mix of the two. More powerful spells cost more, but you need to buy Techniques to gain access to the more expensive spells.


Paradox
I like the idea of paradox, so I'm throwing in here for consideration. Using magic is essentially messing with the natural order, so paradox is the natural order messing with you. Paradox is the additional payment to cast a spell, the fine print if you will. After casting a spell, successfully or not, you roll your Paradox die and compare it to a table.

You can willingly take on additional Paradox to increase your chances of success in casting the spell; each Paradox die you take also adds one die to your casting roll. After the spell is cast, successfully or not, all your Paradox is rolled and compared to the table.

The table determines the paradox that affect the caster. This might be a minor feedback, or you might accidentally summon a horrid monster from beyond the veil of creation.

Magically inclined Guilds will likely teach alternative methods of increasing your success rates. Blood Mages will teach a caster how to sacrifice blood and life to gain the same benefits as Paradox, while Rune Casters might require you to edge the spell onto a solid surface (adding to the casting time). Regardless of method, there will always be paradox when casting a spell, even if it as little as an awkward fart.

Draft of Paradox Table
1-4: Nothing happens (if the spell is powerful enough to cause major results, instead roll again, adding +4, capped at 20, and the result is minor)
5-8: Tell (major Tell)
9-12: Backlash (major Backlash)
13-16: Bane (major Bane)
17-20: Summon (major Summon)
21+: Roll again on the table and add +4 to the second result. The result is always a major version of the list, and results of 21 or more is a major Summon.

Tell: Some sort of sign that marks the caster as a sorcerer. The minor Tell is normally easy to hide or causes no discomfort (such as discolored eyes or hair, birthmarks, hairy arms, etc.). The major Tell is always a disfigurement of some sorts that is difficult to hide and causes discomfort to the caster (like a third arm [either life-less or with a mind of its own], sentient second mouth [can be hidden, but has a mind of its own that is often rude but nearly always disagrees with the caster], scaly skin, etc.)
Backlash: The Paradox turns on the caster to cause damage. Minor Backlash is always equal to the number of Paradox dice rolled, but the caster has Protection equal to his Vitality against it. Major Backlash is always twice that much, is resisted by Vitality like the minor version, but the damage is resistant to magic and can only be healed by resting.
Bane: Something causes discomfort or even damage to the caster. A minor Bane is something that the caster rarely comes across (such as specific kind of metal, specific kind of tree, specific kind of people, or something else specific), causes non-lethal damage (protected by Vitality) and lasts for days equal to the number of Paradox dice rolled. A major Bane is more frequent (all metals, any kind of tree, water, or something else that is frequently found), causes lethal damage, can not be healed by magical means, and lasts for weeks equal to the number of Paradox dice rolled.
Summon: The Paradox from the spell causes something to be summoned into this realm of existence. This demonic creature is often referred to as a Paradox Creature, and can be anything from a minor Gremlin to a major Demon. A Paradox creature is always intelligent and sentient, is resistant to magic, has stats based on the number of Paradox dice rolled, and is always drawn to the caster. A Paradox creature must be banished using special magic or destroyed using force. A Paradox creature from a major Summon doubles the number of Paradox dice rolled when building stats.


Magical Tags
Each spell has some effect, and all effects can be divided into groups or spheres. Here are some spheres:

Elemental - Further divided between seven elements: Air, Earth, Electricity, Fire, Frost, Water, Wood. Each element has its own effect and damaging spells can be negated by creatures with immunity to the appropriate element. Likewise, elemental spells can be countered by the appropriate element.

Hallow - Extremely effective against unholy creatures, such as demons and undead. Also effective against those with awakened dark energy (including the Sinful). Commonly used by the Church.

Blasphemous - Counters the Hallow sphere and mirrors it in almost all aspects. It is effective against holy beings and those with awakened virtues (including the Holy).

Healing - All healing spells have this sphere.

Destructive - This is raw damage applied to a target.

Necromancy - Effects the dead and undead, whether material or immaterial.

Creation - Builds or repairs objects, or effects them in other, non-destructive manner. Includes alchemy, counters Destruction.

Transmutation - Changes the physical body. Can be harmful. Includes spells to improve (or damage) physical Traits (Agility, Appearance, Power, Vitality).

Mental - Changes to the mind. Can be beneficial or harmful. Includes spells to improve (or damage) mental Traits (Charisma, Intelligence, Perception, Willpower). Also includes mental manipulation.

Other spheres probably exist.

Other Tags: All spells have other tags as well, such as Duration, Range, Target, Resistance, Mark and Paradox.

Duration tells you how long the spell is active.

Range tells you the maximum distance at which you can cast the spell.

Target tells you the size of the area or number of people you can affect with the spell.

Resistance tells you what Trait (and Skill) can be used to resist the Spell and the mark to successfully do so.

Mark is the number you need to roll to successfully cast the spell on an Intelligence (Sorcery) roll.

Paradox is the ammount of Paradox dice you gain for casting this spell (not counting those you gain for improving your casting roll).


Creating Spells
I'd like to include simple rules for the players to create their own spells in game. This will involve the tags I wrote down above.
As I think about it now, it will involve three steps: Research, Theory and Practice. When a character has gone through all three steps, he can buy his new spell just as any other. This will likely involve a lot of Intelligence rolls at long intervals, improvable with the Sorcery Skill.


Schools of Sorcery
There are several schools of sorcery in the Civilized World. Additional ones can be found among the Northern Clans, the Eastern Empires and the Southern Tribes. Certain monstrous and fantastic races also have their own schools. Here are listed only those practiced by the human races of the Civilized World.

The greatest benefit of studying magic at a school is learning how to lessen Paradox by paying a different kind of cost in its place.

Wizardry: The Wizards use foci (sing. focus) to channel their spells. Effectively, each focus draws in part of the Paradox and slowly eliminates it. Each focus is sufficient to draw in a single die of Paradox for a single Event. This can reduce the Paradox dice to 0, but no more than that. Creating a focus takes time (at least 24 hours of uninterrupted chanting) and a suitable item must be available to be made into a focus.

Blood Magic: Some call it the forbidden magic, the art of trading someone's life force to reduce the effects of Paradox. Health is traded for each Paradox die, at the rate of 5 Health for 1 die. This does not have to be the caster's Health. Killing the sacrifice gives additional bonuses, starting with 2 dice Paradox reduction in addition to the reduction from the sacrifice's Health. (If you read the chapter on Health, you might see that a sacrifice with Vitality 5 would cancel 9 dice of Paradox if killed; 7 from the 35 points of Health [(5x Vit) +10], plus the additional 2 for the kill.) Non-sentient creatures require more blood to be spilled for the same bonus, and killing them only gives a -1 die reduction. Other modifiers may apply. This can reduce Paradox to 0, but not to a negative number.

Runic: Somewhat similar to Wizardry thematically, but different mechanically. This school uses runes to reduce Paradox, and this school is most effective in making magical items by carving runes on them. Instead of gaining Paradox dice, the caster spends his Craft: Runes dice to fuel magics. Additionally, the caster can spend extra time to cast the spell, reducing the Paradox dice by 1 for each round. The caster can use either method or both. This method cannot reduce the total Paradox to less than 1.

Divine: The Divine School of Magic is only taught by House Faustus and the Church. Instead of Paradox, the Divine School teaches the art of prayers. The effects are similar but the cost is different. Instead of rolling on a Paradox Table, the Divine caster rolls his dice on a Prayer Table and the result is different.

Druidic: Similar as the Divine school in mechanics, but different thematically. The cost of casting spells of the Druid school is a Geas. Instead of rolling on the Paradox Table, the caster rolls on a Ban and a Punishment Table. Powerful spells, or a bad roll on the Ban Table, can cause the Geas to last longer.

Witchcraft: This school is identical to the Wizardry school, but uses temporary foci instead of permanent ones. Temporary foci burn up once used, but causes no harm (unless the spell is supposed to cause harm). Each tag has a special list of ingredients which must be used to cast a spell with that tag. A spell with multiple tags has multiple ingredients required to cast it.

Posted on 2011-07-21 at 08:58:16.

Topic: Chronicles Role-Playing System
Subject: Sins


Here's a list of the seven Sins that rule the Sin setting. At character creation, each character chooses a single Sin as their primary and start with one rank in that Sin. The character never develop another Sin and his primary Sin never goes away.

Envy - Similar to Greed in many ways, but is more focused on destroying what others have rather than getting it for himself. (Envy can always improve Perform and Art rolls.)

Gluttony - Also similar to Greed, but more focused on food, drugs, and other addictions that you ingest or put into the body. (Gluttony can always improve Resistance rolls, and can also be used to reduce damage.)

Greed - The need to own things and get things for yourself. (Greed can always improve Commerce and Etiquette rolls.)

Lust - An addiction to feelings that bring pleasure to the body, often sexual. (Lust can always improve Seduction and Socialize rolls.)

Pride - The confidence in one's own capabilities, the Proud are often tied to sorcery and intelligence. (Pride can always be used to improve Sorcery rolls and spell-casting rolls.)

Sloth - The Lazy are prone to do nothing when something needs to be done, and often have addiction to games and gambling. (Sloth can always improve Craft and Meditation rolls.)

Wrath - Almost always violent and quick to anger, the Wrathful can become extremely destructive if not kept in check. (Wrath can always improve damage rolls.)

When a situation arises that fits the character's primary Sin, such as the opportunity to steal a prized artifact for Greed or when pissed off for Wrath, the character rolls his Willpower against a mark equal to the severity of the situation plus his Sin ranks. If the roll fails, the character must act according to his Sin (steal the artifact or kill the guy who pissed him off) or bury it inside and gain points to his Sin tracker.

When a Sin is used to improve a roll, each die added to it also adds a point to the character Sin tracker. When that tracker reaches 10, the character gains a Sin rank and an appropriate curse.

A curse is always something horrible and is not something the character can easily live with. This might be Cannibalism for Gluttony, or some disturbing philia for Lust. As an alternative, the curse might make it more difficult to resist the pull of his Sin. Whatever it is, it is rarely anything nice.

When the Sin rank surpasses rank 10 (that is to say, when the character has 10 ranks and 10 points in his Sin tracker, effectively having 11 ranks), the character becomes unplayable. The character becomes a monster, perhaps in body but always in mind. Each Sin has a specific monster tied to it, but not everyone turns into those monsters:

Envy: Spectres, the ghosts who linger due to their envy of others.
Gluttony: Vampires, who must feed on blood to survive.
Greed: Dragons, the size of a horse, who horde gold to make their beds.
Lust: Succubi, demons who lust for human flesh.
Pride: Lich, the undead sorcerers who always seek more power.
Sloth: Trolls, slow and tough as stone.
Wrath: Werewolves, the mindless beasts of destruction.

Additionally, each Sin is tied to a notable Prince of Demons, but this is mostly known only by scholars of the Church. (I will change some of these names as to not tie it to Christianity as much. Ideas are in brackets after the names. This list is taken from mythology.)

Envy: Leviathan
Gluttony: Belzebub
Greed: Mammon
Lust: Asmodeus
Pride: Lucifer (Orcus, Astaroth, Bael, Caim)
Sloth: Belphegor
Wrath: Satan (Amon, Abbadon, Belial)

Posted on 2011-07-21 at 08:57:48.
Edited on 2011-07-24 at 09:49:09 by Skari-dono

Topic: Chronicles Role-Playing System
Subject: Techniques


Only one Technique can be activated at a time, unless you have a Combo (see below).

Here are some Techniques I've thought of already:

Universal Skill Techniques:

[Skill] Specialty - Gives you a specialty to your Skill. When using the Skill to improve a roll involving the specialty, you roll an extra die. Can only benefit from one specialty per roll.

[Specialty] Mastery - Requires the above Technique, and Skill rank 10. When the roll involves the specialty, spend one die of your Skill and automatically succeed the roll, regardless of the Mark.

Combo - Combines two or more Techniques of thematical similarities into a Combo so they can be activated at the same time.

Exotic Training - Allows you to use your Skill with a specific, exotic situation. Exotic weapons are always taken seperately.


Skill Techniques:

Two-Weapons Fighting (Melee) - Allows you to use two weapons without off-hand penalty.

Extra Attack (Melee or Brawl) - Allows you to make additional attack per round (normally, you'd only get a single attack). Can be bought multiple times to give you maximum number of attacks equal to your Agility.
(Alternative: The maximum number of attacks is 3.)

Spellcasting (Sorcery) - You can cast spells. You start with one spell for free and can buy new spells as Techniques.

[Brawl or Melee] Defence (Brawl or Melee) - When taking a defensive action, you can spend your Brawl or Melee Skill in addition to your Defence Skill.
(A defensive action is essentially an action where you do nothing except defending yourself. An Agility roll adds the result to your Defence Mark, and you are allowed to spend your Defence Skill to improve it.)

Improved [Swim or Jump or Climb] (Athletics) - Extends the distance you can swim, jump or climb. Might include running as well.

Tactical Fight (Tactics) - During a fight, you can spend your Tactics Skill to improve the rolls of all your allies that can hear you. You must be able to speak to use this Technique.


Sin Techniques

Frenzy (Wrath) - The character goes into a state of frenzy. Gives bonuses to Power and Vitality, at the cost of not being able to end the frenzy prematurely without a successful Willpower roll (with a mark determined by Wrath).

Fury (Wrath) - Improves Frenzy, but also improves the mark that is required to beat to end the effect prematurely.

Aspect of the Beast (Wrath) - Improves Frenzy even further, but also the mark. Gives the character a beastly aspect, such as claws, teeth, wings, horns, hardened skin, increased size, and so on. Can be bought multiple times, each time adding another aspect.

Monstrous Strength (Wrath) - When activated (at the cost of two Wrath points), this Technique adds the character's Wrath trait to his or her Power Trait for the rest of the Event.

Armor Tearer (Wrath) - When this Technique is activated, the hero's unarmed attack becomes piercing.

Restful Trance (Sloth) - For every 4 hours that the character rests longer than he needs to, he regains an additional Skill die when he wakes up. Curses that increase the needed rest count as needed rest, so this Technique adds at least 4 dice to that time in order for it to have any benefits.

Extremely-Restful Trance (Sloth) - (Name is subject to change.) The character now regains 2 Skill dice extra for every additional 4 hours of rest. Resting for only 2 hours does not let the character regain one Skill die.

Belphegor's Creativity (Sloth) - The character gains either a free specialty or an exotic training related to Craft. In addition, when using the Sloth Sin to improve Craft rolls, the character may add any of the Craft specialties he might have. He is still limited to only benefitting from one of them for any given roll.

Belphegor's Quickened Craft (Sloth) - Requires Belphegor's Creativity. When in a hurry, the character can use his Sin to quicken his work. For every point added to the Sin Tracker, the crafting time is reduced by 1/3, to a minimum of at least one minute. Anyone watching this process will immediately recognize the Sloth as supernatural.
(Applying this Technique more than once does not reduce the time by 2/3 and then into nothing. The bonus is always applied to the new time after the previous effect. So applying this bonus twice to a 9 minutes job reduces the time to 6 minutes, then to 4 minutes. Round up to the nearest minute.)

Belphegor's Animal Enhancements (Sloth) - Requires Belphegor's Creativity. The character gains both an exotic training in "biological engineering" and a specialty in the same for the Craft Skill. If the character already had either or both, he gets an exotic training and a specialty of his choice, but they must be for the Craft Skill.

Belphegor Hideous Zoology (Sloth) - Requires Belphegor's Animal Enhancements and Belphegor's Quickened Craft. With this Technique, the character can create his own monster. Using a special modification to the Craft rules, the character can build his own creature by adding Features to a simple template.

Self-Healing (Gluttony) - By eating, the character heals physical damage at a certain rate. (Each round spent eating heals number of points equal to Vitality, or less?)

Regeneration (Gluttony) - Improves Self-Healing so that the character can regenerate lost limbs. However, the cost is that the character must eat some repulsive substance to do so (such as raw meat, human flesh, blood, or other things less tasty).

Stone Skin (Gluttony) - Skin turns to stone for a period of time, giving the character some armor. Penalty in the form of movement imparement.

Armored Skin (Gluttony) - Improves Stone Skin. Further impares movement.

Dreaming Visage (Lust) - The character who activates this Technique adds his Lust to his or her Appearance ranks for the rest of the Event. Others apply their relevant Sin trait to their Appearance ranks instead.

As a general guidelines, I apply Envy to Perception, Gluttony to Vitality, Greed to Agility, Lust to both Charisma and Appearance, Pride to Intelligence, Sloth to Willpower (the will not to do something), and Wrath to Power.

After some further thought and online reading, Pride is also linked to Sorcery, Sloth is linked to inventions (both mechanical and biological engineering), and Greed is linked to money and commerce, as well as the ability to steal it. Gluttony is linked to health, healing and resisting harm. Wrath is linked to violence and destruction. Lust is tied to seduction and manipulation, as well as secrecy.

Posted on 2011-07-21 at 08:57:31.
Edited on 2011-08-01 at 18:46:24 by Skari-dono

Topic: Chronicles Role-Playing System
Subject: Skills


Skill - (example sub-Skill) - exotic Skill use example

Animal Ken exotic or foreign animals, magical beasts
Art* (Painting, poetry, cookery, etc.)
Athletics
Bluff
Close Combat* (Brawl, Swords, Axes, Clubs, Spears, etc.)
Commerce
Control* (Horses, Wagons, Ships, etc.)
Craft* (carpentry, blacksmithing, weaponsmithing, armorsmithing, bowyering, etc.) magical material, exotic material
Defence
Etiquette
Games* (poker, chess, monopoly)
Insight
Intimidate
Investigation
Lore* (geography, religion, foreign culture, etc.) forbidden lore
Medicine
Meditation
Notice
Perform* (instruments, dancing, singing, etc.) foreign or exotic instruments, elven song-spells
Persuasion
Politics
Ranged Combat* (Thrown, Bows, Crossbows, etc.) exotic weapons
Resistance
Secrecy
Socialize
Sorcery
Survival
Tactics

*Compound Skill

Overlapping Skills:
In some cases, you'd be able to use two Skills in a given roll, such as both Notice and Investigation when searching for clues. This is by design. In those circumstances, you can spend dice from both pools, thus saving your dice for later use when you don't have multiple Skills to use, such as when you use Investigation to interrogate someone.

Exotic Skill Use:
Some circumstances are too exotic for a Skill to apply. Exotic situation is essentially when trying to use a Skill on an action that doesn't fit the setting. Firearms are exotic in most fantasy settings (at least to humans), so when a human character is trying to spend Marksmanship to use a firearm, that counts as an exotic Skill use. Effectively, you can't spend a Skill when using it in exotic ways; you can only use your Trait. There is a Technique that allows you to use your Skill for exotic situations, but each exotic situation must be bought seperately.
Sample exotic situations with Medicine in the Sin setting: Surgery, foreign/magical poison or sickness (each poison or sickness is taken seperately), foreign/magical medicine (again, each medicine is taken seperately), alien physiology (each creature is taken seperately), and so on. Each exotic instance must be bought with a seperate Technique for the Skill to be used.

*EDIT: Exotic Skill uses will undergo heavy modifications*


Skill Types
Skill have types, although there are no mechanical differences between them. Skill types are simply a descriptive feature. They are Physical, Social and Intellectual. Rare few Skills can have two Skill types. The only Skill type that is any different mechanically is the Compound Skill. All Compound Skills have another Skill type.

Posted on 2011-07-21 at 08:57:15.
Edited on 2011-08-21 at 16:39:51 by Skari-dono

Topic: Chronicles Role-Playing System
Subject: Traits


There are 8 Traits that I'll be using for this system. It should give enough diversity for the Traits to be the only mechanic needed to play the game. All rolls involve a Trait at all times.

Agility - This is effectively the same as Dexterity and includes reflexes, ranged attacks, accuracy and physical defence.

Appearance - Good looks and how you use your visual appearance to get what you want.

Charisma - Speaking and manipulating, this is the same as Charisma in most other systems.

Intelligence - Smarts, knowledge and primary Trait of sorcery. Works in most regards as Intelligence would.

Perception - The art of noticing things and sensing. Everything that involves sight, hearing, tasting, smelling, and touching can fit under this hat.

Power - Effectively the same as Strength and includes doing damage, lifting and carrying, and many athletic feats.

Vitality - Same as Constitution or Stamina, this resists damage and other physically harmful effects.

Willpower - Includes many aspects of Wisdom and Wits, but it is the primary resistance to mental and social effects.

Each character starts with one rank in each. You can have 0 ranks in a Trait, but that would mean that unless you use your Skills your roll automatically results in 1 (the Skill rolls only add to that). Not having a Trait is something else entirely (such as not having Vitality means that you're technically not alive) but no character starts without a Trait.

Posted on 2011-07-21 at 08:57:02.
Edited on 2011-07-21 at 09:12:28 by Skari-dono

Topic: Chronicles Role-Playing System
Subject: Chronicles Role-Playing System


On the chat last night I asked for ideas for a role-playing system that I am designing, so today I thought I should share what I've got so far and get some more ideas from my fellow Inn-mates.

For now, I'm calling the system the Chronicles RP System, though depending on how it evolves I might find a more suitible name. I personally like the idea of players giving a hand in making the story, so I might try to add that into the actual system in the form of Plot Points or something.

As for setting, I'm starting with one that I call Sin (in short), but I want the system to be able to fit any system without too much changes. This setting is mostly just to keep me focused.

The system is based on its Traits (same as Abilities when compared to D&D or Attributes when compared to WoD), and you should be able to play the game using only the traits. The system uses only d6, mostly for availability (it's a system I'd like to see on the shelves of Iceland, and role-playing is so niche that we only have a single store that deals in it, and it is a very small part of the store).

Each Trait has ranks of 1-5. Each rank gives you a d6 to roll. When rolling, you add together the outcome of your dice to compare with the difficulty of the roll, called 'mark'. You need to roll equal to or higher than the mark to succeed, and that's about it.

The Skills are similar, but unlike most other gaming system I've seen. You can have up to 10 ranks in any Skill. Each rank adds one die to a pool. You can 'spend' your Skill dice on appropriate rolls, but once spent they are gone from your pool. Each morning, you regain a certain ammount of Skill dice.
Mostly, the Skills aren't supposed to make your character superior, only supposed to give your character that little extra edge to succeed on an otherwise daunting attempt.

The last of the major things I have planned are Techniques. Think of these as abilities that bridge the gap between Skills and Magic. They are similar to Feats and Class features, and include things like two-weapon fighting, extra jumping distance, the ability to cast spells and so forth.

Techniques are divided into four major groups: Skill Techniques, Guild Techniques, Spells, and the last group which is based on the setting, in this case it is called Sin Techniques. Skill Techniques are special abilities tied to specific Skills, such as two-weapons fighting is tied to the Melee Skill and the ability to cast spells is tied to the Sorcery Skill.
Guild Techniques are tied to a specific group or a Guild. I might change the name, since I'm not sure if I should call it Guild, Profession or School. Essentially, you'll need to complete certain requirements before you can join, and you have to join before you can learn their Techniques. For example, the Assassin's Guild will have Techniques that focus on stealth and killing in secret, perhaps poisoning.
The last group, or Sin Techniques as they are for this setting, are based around a supernatural stat, so the Techniques tend to be supernatural as well. For example, I have thought of a Technique for the Wrath Sin that will let you frenzy and essentially turn you into a monster while doing so.
Spells are treated like Techniques for now, but have increased cost to activate and are much more supernatural in effect. They will also have more in depth rules. During chat last night, some good ideas involving the use of character's own life force came up, as a feat or the like, so a Guild that specializes in blood magic is very likely. I also like the idea of Paradox, so I will likely include that somehow.

Some Techniques require activation and activation cost. This is usually a die from the Skill pool which it is tied to (or the Sin pool, which has its own rules and curses). Other Techniques are more supplemental to other actions, or constantly active, and don't need special activation.

Sin is essentially a dark fantasy setting where dark energy has burrowed into the hearts of nearly all living creatures. Some have actually managed to awaken this energy within themselves, and they have a Sin Rating. All PCs in this setting are assume to have awakened this energy and have the Sin trait. Sin allows you to fuel actions that are thematic to your primary Sin, such as violence for Wrath or theft for Greed, and so on. This does not spend your Sin, but rather risks increasing it. Each rank of Sin gives you a curse, or that's the idea anyway. Essentially, high Sin gives you power, but at a great cost. The most powerful Sin Techniques require you to have enough Sin ranks. When your character has reached 11 ranks of Sin (surpassed the 10th rank, effectively), he becomes a pure monster, in mind if not body as well.

Some final thoughts:
There are no Classes in this system. It is completely point based so you can create the character (hero or antihero) that you want to play. The closest thing to Classes are the Guilds. There are no levels; you use XP to increase your stats and buy Techniques. The Sin trait cannot be increased using XP.
There will be races, although the setting only has humans at its center (elves and dwarves haven't been seen in a century and are now just legends). Races will be treated as though the character bought the racial bonuses at character creation (these might be certain Skills or new Techniques, which are 'sold' to the character using his starting Skill points and starting Techniques to keep characters balanced). Races will have access to certain Skills and Techniques that humans don't, but that's about it. In the Sin setting, all Elves are Proud and all Dwarves are Greedy.

Like I said earlier, I'm also toying with the idea of Plot Points. These will be certain number of Points given by the Chronicler (GM) at the start of the story, and only rewarded when a character furthers the plot or by some other measure. These points will allow the character to manipulate the plot in some limited fashion.

Posted on 2011-07-21 at 08:56:45.

Topic: Would you like to write for the Inn?
Subject: yay


It brings a smile to my face to see fellow Innmates backing up Olan and the rdinn

As for me, I'm working on my own role-playing system and setting that I intend to get published one day. I have every intention of posting the system here to get feedback, and I feel safe knowing that Olan won't try to steal my ideas, no matter what.

If you have trust issues, there is no need to bother the rest of us with those issues any further.

Posted on 2011-07-20 at 21:44:02.

Topic: End of my Campaign
Subject: heh


Being not very patient, I actually didn't bother with the search and have just finished making the pdf file. It is a bit bland because of it (did add some art, but not much).

I'm gonna send this to my players and give them time to read it over before posting this online.

Posted on 2011-07-17 at 21:22:59.

Topic: End of my Campaign
Subject: heh


Speaking of novels...

I had a pretty cool website where I wrote down what happened almost every session (the only exceptions were the last two sessions) and now I intend to put all that info into a pdf file to share with my players and others who are interested.

This includes the Adventure Diaries, minor PC backgrounds, and NPC info. Thing is though, it'll be pretty bland if it has no art. I'm not that good an artist, so I was hoping some of you might know of some cool art I could use for free in a public pdf file, or even an artist who is willing to do some art for close to nothing (one can only hope). It was a samurai game though, so I'd prefer the art fitting that theme.

Any pointers are welcome

Posted on 2011-07-15 at 22:52:53.

Topic: End of my Campaign
Subject: End of my Campaign


While living here I've been GMing a L5R game every week, with the occasional breaks (some lasting a month or two). During that time, I've seen interesting PCs, played with some great players, and we've done some crazy things in game.

Last night, we had our last session. The campaign concluded in the return of a bloodmage they thought was dead, a summoned oni, and a big conspiracy to ruin the Winter Court. Our fighter slayed the oni and re-killed the bloodmage, our duelist cut down the two guarding revenants, and our mage killed the treacherous spellcaster who just stabbed the Jade Champion in the back.

Things ended rather well for the PCs, except for the 4th character who slowly went insane in the epilogue. Everyone was happy with the campaign as a whole, even our spellcaster who only joined in two or three weeks ago.

As a parting gift, the players gave me some candy and a FRIKKIN' AWESOME BOKKEN!
I honestly don't think I've ever had as good players before, who partook in the campaign as they did and who made the experience as enjoyable for me as I hope I made it for them. Even the player who was the most difficult was the engaging player and one of the main driving force of the plot. Banzo will be remembered as the character who tried his best, but still managed to get screwed again and again.

Just wanted to share this with the community. I hope I will enjoy my next game as much as I did this one

Posted on 2011-07-15 at 08:42:55.

Topic: Skari-dono's RPG Stuff-makin' Thread
Subject: Skari-dono's RPG Stuff-makin' Thread


Being the attention-craving lunatic that I am, I decided to start this thread.

If you read the parent thread, you'll notice I have a website where, among other things, I have character sheets and other helpful materials that I have made myself.

This thread will host direct links to all the stuff included on my website, but that is not the primary function of this thread.

The primary function of this thread is to host your requests. Want to start a campaign with special made sheets for your players? I can make them for you. Need a GM screen but don't have the funds to aqcuire such an item? I can help. Feeling lonely and need someone to talk to? I can listen.

There are few ground rules:
1) I need to know what game you want the material for (including what edition).
2) I need to know about any house-rule you want included, or optional rule. Also, is there an errata that you are using?
3) If I can legally do so, I will post the sheet on my website. If I am not legally allowed to do so, I won't.
4) I will receive payment in the form of praise. No other payment is accepted.
5) If you want specific artwork on the sheet/screen, please provide it for me.
6) Doing editable sheets (interactive pdf) is a lot of work, and I prefer not working on too many of those.

I better stop thinking up ground rules before the list gets any longer.

I will not necessarily work on the sheets in the order they are requested. If I can't get any inspiration, I may not work on it at all.

Feel free to post requests here.





Legend of the Five Rings 4th Edition
GM Screen
Standard Character Sheet
NPC Sheet
Editable NPC Sheet
Clan Character Sheet (first page replacements)
Imperial Character Sheet (first page replacements)
Naga Character Sheet
Nezumi Character Sheet

Exalted
Solar: 4 pages : 6 pages : NPC
Dragon-Blooded (Realm): 4 pages : 6 pages : NPC
Dragon-Blooded (Lookshy): 4 pages : 6 pages
Lunar: 5 pages : 7 pages : NPC
Sidereal: 5 pages : 7 pages : NPC
Abyssal: 4 pages : 6 pages : NPC
Infernal (Green Sun Princes): 4 pages : 6 pages : NPC
Alchemical: 5 pages : 7 pages : NPC

Fair Folk: 5 pages : 7 pages : NPC
Dragon Kings: 4 pages : 5 pages : NPC
Mountain Folk: 4 pages : NPC

Mortal: Mortal : Heroic Mortal : NPC
Ghost: Heroic Ghost : NPC
Spirit: Spirit : Spirit NPC : Demon : NPC

Extras: NPC Summary : Combat Reference (w/ tick-tracker) : Editable Combat Reference (w/ tick-tracker)

World of Darkness
(in space!)
Mortal
Dark Hero*
Vampire
Werewolf
Mage
Promethean
Changeling
Hunter
Geist
Alien*
Expanded traits
*Dark Hero is a template from the WoD: Mirrors book; Alien is a template from the Infinite Macabre (a pdf extra for Mirrors)

Werewolf: the Apocalypse / Forsaken hybrid LARP sheet

Scion
Standard Sheet
"Printer's Bane" (editable)

Pesedjet
Dodekatheon
Aesir
Atzlanti
Amatsukami
Loa

Tuatha Dé Dannan
Celestial Bureaucracy
Devas

Atlantean
Yankee
Allied

Geasa sheet
Addon sheet
Editable Combat Reference

Posted on 2011-07-14 at 14:35:32.
Edited on 2011-07-14 at 14:36:29 by Skari-dono

Topic: Rally for Eol
Subject: Hail


A frequent type during Icelandic winters.

Posted on 2011-07-11 at 14:44:58.

Topic: Emerald & Jade
Subject: done


Now I have done character sheets for all the character types in Exalted, and NPC sheets as well. If you're fan of Exalted, please have a look and let me know what you think.

Posted on 2011-06-30 at 14:28:42.

Topic: Loaded Dice: the Guardian, part eight
Subject: I'm entertained!


Haha, must say that I loved that ending

Posted on 2011-06-22 at 09:52:32.

Topic: My new baby
Subject: Congrats!


Congratulations, Olan! A lovely baby boy it is! Try not to lose what little you have left of your sanity

Posted on 2011-06-18 at 11:42:07.

Topic: Emerald & Jade
Subject: ...


The first Exalted sheet is done. 6 pages. Located in the Exalted Resources.

Sheets for the other Exalted should follow shortly, since it is mostly just a change of colours and themes.

Requests are welcome, but I'll probably finish the Exalted ones first.

Posted on 2011-06-18 at 11:11:25.
Edited on 2011-06-30 at 14:27:04 by Skari-dono

Topic: Loaded Dice: the Guardian, Part Six
Subject: wow


Very cool effects

Posted on 2011-06-14 at 17:06:02.

Topic: Emerald & Jade
Subject: heh


I wouldn't mind, actually
I have no idea what to do next (eventually, I will do Exalted sheets though)

Posted on 2011-06-14 at 15:02:20.

Topic: Emerald & Jade
Subject: Scion


Just in case some of you are Scion fans, I did some sheets for it yesterday and this morning.

I am especially pleased with the Special Edition sheet

Scion Resources

Posted on 2011-06-14 at 14:16:49.

Topic: A New Loaded Dice Artist!
Subject: Yay


Welcome Jing!

Posted on 2011-05-18 at 21:49:13.

Topic: Emerald & Jade
Subject: Yay


Stamp of approval from Olan! Whee!

By the way, if anyone has any requests for a sheet (or something else), be it for L5R, NWoD, D&D or anything else, feel free to post here or send me a PM, and I'll see what I can do

Posted on 2011-05-13 at 23:12:33.

 


  Partners:       Dungeons and Dragons resources, from 2nd to 4th Edition gamegrene.com | for the gamer who's sick of the typical Dungeons and Dragons Adventures, #1 resource for D&D Dungeons and Dragons 4th Edition  
View/Edit Your Profile | Staff List | Contact Us
Use of the RDINN forums or chatrooms constitutes agreement with our Terms of Service.
You must enable cookies and javascript to use all features of this site.