Monday, June 11, 2012

A new class for Ruins and Ronins


I personally love Ruins and Ronins and am proud to contribute some to the game.

The Sumo-
          You are a mountain of a man. Though you are large, you are not a blob but rather a powerhouse. You have been trained in the ancient form of wrestling. You will draw attention just by your imposing stature alone.
Level
X.P.s
Hit Dice
ST
Push/ Brace
Slap
Grapple
Throw
1
0
2+1
16
+2
1d4+stagger
1d2+immobilized
1d3+knockdown
2
1,500
3+1
15




3
3,000
4+1
14
+3



4
6,000
5+1
13

1d6+stagger
1d3+immobilized
1d4+knockdown
5
12,000
6+1
12
+4



6
24,000
7+1
11




7
48,000
8+1
10
+5



8
96,000
9+1
9

1d8+stagger
1d4+immobilized
1d6+knockdown
9
192,000
10+1
8
+6



10
384,000
10+4
7




11+
+100,000 per additional level
10+8
6
+8(max)




Push/Brace: This bonus is added to any save in which a sumo is using their size, strength, etc. to move something or to keep from moving this used along with any other applicable modifiers (strength mod., magic items, etc.)
Stagger: This causes the opponent so struck to make a save or be forced back 1d3 feet. A sumo may add their brace bonus to this roll. Any non-sumo must make this save minus the STR bonus or the level of the sumo (whichever is higher)
Immobilized: The opponent is unable to move. They may make a save every round minus the STR bonus or the level of the sumo (whichever is higher).
Knockdown: The opponent has been sent reeling, they must make a save + their DEX modifier minus the STR bonus or the level of the sumo (whichever is higher). If the save is failed than they are knocked down and come to a rest 2d6 feet away.
A sumo receives double XPs for any opponent that they defeat in a match.
The sumo may attack a number of creatures of 1HD or less equal to their level every round.
Restrictions: A sumo may not wear any armor heavier than leather outside the ring, inside the ring no armor is allowed. No weapons are allowed in the ring but outside of the ring is another story. They will not use swords of any kind and will only use missile weapons that are thrown or hurled (no bows or crossbows).

Sunday, May 27, 2012

My latest works

I posted these over at the Knights and Knaves forums. These are my latest works, the first is a test map thrown together in about three hours. The second one is a map I am working on for a Eastern European feel S&W fantasy campaign. The next two are for a Ice age S&W campaign. All of the maps are works in progress.







Friday, May 18, 2012

Here is a new space fantasy class that I am working on. Let me know what you think.



The Space Knight (for lack of a better name)

You are a mystical warrior trained in martial arts of both the body and the mind. You restrict yourself to the use of arcane and archaic energy melee weapons. You must choose to either be defender of the light or a guardian of the dark to start with and not all paths lead to the same end.



Space Knight Advancement Table
Level
XP
HD
Melee To-Hit Bonus
ST
AC
1
0
2
+2
14
9
2
3000
3
+2
13
8
3
6000
4
+3
12
7
4
12000
5
+3
11
6
5
24000
6
+4
10
5
6
48000
7
+4
9
4
7
96000
8
+5
8
3
8
192000
9
+5
7
2
9
384000
10
+6
6
2
10
768000
10+3
+6
5
2



Superior Damage: When using their energy melee weapons space Knights may add their level to the damage they inflict.

No Armor: Space Knights are not allowed to use armor or other protective devices. They do however receive a bonus for high DEX score.

Telekinetic Push/Pull: This is a wave of energy that may be produced that will push back a number of targets equal to the Space Knight's level. The targets must be 1HD or less to be effected. This power may be used instead of an attack with a weapon but requires at least one hand be free to make the associated motion. This power may also be used to move objects as well and objects or targets can be pulled to as well as pushed. This power has a range of 10ft +10ft/level to a maximum of 100ft.

Deflect Attacks: Space Knights may also choose to not attack in a particular round and instead deflect a number of ranged attacks equal to their level. They must declare this action before any attacks are rolled for. Starting at 4th level they are able to make a saving throw for each attack deflected if the save is successful the deflected attack is directed back at the enemy firing the attack.

Mind Influence: Starting at 4th level the Space Knight may influence the minds of certain individuals. To be successful they cannot have any weapons in their hand and their intended target can not be under attack by anyone else either. The influence is limited to short phrases (“These are not the droids you are looking for”, “Open the gate”, etc.), they cannot cause the victim to harm themselves or others, etc. The intended target(s) must fail a Saving Throw to be influenced. This Saving Throw is modified by the following formula-
The WIL score of the Space Knight minus the WIL score of the target plus the level of the Space Knight minus the level/HD of the intended target equals the Saving Throws modifier.

Note: Space Knights may only use weapons other than their energy melee weapons if their energy weapon is either lost or destroyed.




Wednesday, May 16, 2012

Fishing

Life is cruel. When I was unemployed I had all the time to go fishing just no money gas, bait, and other supplies. Now that I am working I have everything but the time to go fishing. I need to do some fishing and soon before I go nuts. Right now the speckled sea trout seem to be hitting top water plugs at the creek mouths and there are reports pompano in the surf. With this spring being more like early summer the temp outside and the humidity are deterring much of the midday fishing. Down the road from me at the city beach pier they are pumping dredged sand to rehabilitate the beach but they are also killing the surf fishing in that area as well. As I said Life is cruel.

Over on Mike D.'s blog  Sword +1  he wrote up an interesting Post Apocalypse S&W variant, called The Resistance, that I like a lot. I decided to tinker with it for my own campaign use and in the process I created another class that I think it could stand to have. So I present to you the Scavenger class.

SCAVENGER
You are the finder, the looter, the supplier. You are the one people come to too find the things they need, especially pre-war items. You have found ways to move about the wasteland without being noticed. You fight only when you have to and only from surprise. You work well with Techno-Rats and will often team up with them.


Scavenger Advancement Table
Level
XP
HD
Melee To-Hit Bonus
ST
1
0
1
+0
14
2
1200
2
+0
13
3
2400
3
+1
12
4
4800
4
+1
11
5
9600
5
+2
10
6
19200
6
+2
9
7
38400
7
+3
8
8
76800
8
+3
7
9
153600
9
+4
6
10
304200
10
+4
5



Scavenger Class Abilities
Weapon/Armor Abilities: Scavengers are competent fighters; they know their weapons and how to use them. They will only use armor that is light and firearms. They value movement and stealth over protection so when carrying less than 50% of their ENC value they gain a +3 to movement and a +1 to the Stealth Ability.
Bushwhack: If the scavenger’s opponent is unaware of their presence the Scavenger is able to strike with a +4 bonus and inflict x2 the damage rolled.
Stealth: This is the ability to move quietly and unseen. While moving in this manner the Scavenger can move at only half of their normal movement rate and they can only be surprised on a roll of 1.
Survival: This skill reflects the ability to find food, water, shelter, etc. in the wastelands.
Scrounge: This is the ability to identify and/or know the general area where a specific item(s) maybe located and the ability to effectively search for the item in question.
Security: This is the ability of the Scavenger to bypass security measures such as alarms (electronic and manual), locks, etc.




Scavenger Ability Advancement Table
Level
Stealth
Survival
Scrounge
Security
1
16
15
16
18
2
15
14
15
17
3
14
13
14
16
4
13
12
13
15
5
12
11
12
14
6
11
10
11
13
7
10
9
10
12
8
9
8
9
11
9
8
7
8
10
10
7
6
7
9



Wednesday, May 9, 2012

Alright here is the latest version of my sword and sandal game map


Monday, May 7, 2012

OK it has been far to long since I posted anything here. I started working again for the homeless shelter that I was fired from in August of 2011. This has seriously cut into my fishing time but alas I have money for bait at least. I have been working pretty hard on two projects of late 1.) A Fallout style campaign using the Gamma World 1st edition rules. 2.) A sword and sandals b/x D&D campaign using the bronze heroes supplement that was written by Mithras with my own additions.

The Fallout style campaign I had to place on hold as I try and fix a mapping issue. That issue is that I suck at modern maps! I can't seem to capture the feel of the game. I think this is do to the medium I use and my lack of understanding of modern architecture. I have therefore been trying to find a way to produce a map that captures the feel of 1950's printing feel and also that retro vision view of the future in the architecture. I have been experimenting with some of the free mapping software but I haven't found anything I like so far. I would love to find a set of modern tiles for Dungeoncrafter 1.41 that had the feel of the Fallout game.

As for the sword and sandal game I have produced a campaign map for that and this is what I have so far-



I really am hoping to find some players for this campaign, but if my past record is any indication than I will not be holding my breath. New gamers are hard to come by in this small town and trying to find people to play the game that never have before is just as hard because of their religious bias against the game.