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Sunday, September 8, 2013

Heroes Unlimited: The Beginning of a Saga

Nate and I have pondered on a 3 part Heroes Unlimited Saga. The first part would highlight a group of heroes that were coming of age. They would sort of start out much like a minor hero or a low powered hero. Nevertheless, they would have great potential. Nate suggests that they be teenagers. Thus, they might have great power but inexperience in using that said power. However it is spun, this first part is about finding out what it means to be a hero.



The second part would be an extention of where our heroes end up pending the first part. We would either continue playing the same heroes with minor modifications, or design new characters. Regardless, our previous heroes who have "all grown up" will either be PC's or NPC's in this next installment. The focus of the second part in the saga would be we are distinguished heroes, known throughout the world. We discover a huge catastrophy and become "Earth's Only Hope". This part will focus on becoming a global level hero.



The final part in the Hero Saga, our second characters again are turned into NPC's. Our new heroes continue where we left off, discovering that the global plot has become even greater. We discover we are not alone on this floating rock, and the threats up there may decimate humanity. Thus, "we take to the stars" to unseed the greater plot and defend the Earth once more in an epic galactic struggle. The theme of this final campaign is how and when a hero becomes "Cosmic!"



Each of these campaigns would stretch for a year a piece. But they do not have to be played consecutively. Thus, my proposal would be the first installment of this saga, The Prelude of Heroes...

Friday, September 6, 2013

Blake Chronicles (Option 2)

It is Chicago, 1926.  The prohibition era is in full swing and criminals jockey for position in the seedy underworld that is this iconic city of the past.

Not all of these criminals are human.

The players take on the roles of individuals devoted to dealing with the supernatural.  This is a continuation of an ongoing campaign that most of the players in our group have played already.  For information about who is who, and what is up, visit the campaign on Obsidian Portal: http://www.obsidianportal.com/campaigns/blake-chronicles

This will be using the Dresden Files RPG system with is a variant of the FATE system.  There are few, if any, house rules, and mostly deal with how Fate points are awarded.  We are all familiar with the system and would be ready and willing to teach the new guy the ropes :)

It's Good to be Evil (Option 1)

The gods of Chaos and Order are fighting for supremacy.  Both are, at their core, inimical to life.  In a truly, purely, ordered universe, nothing would change.  Life requires change.  In a universe taken to it’s absolute entropic endpoint, there is no order, no progress, or in other words, no life.

Life, however, finds a way.

The Eternal Emperor, may he live forever, has ruled the nation of Hallering for the last thousand years.  It has not been an era of peace, but neither is it one of conflict.  It seems to have been an era of normalcy, as far as that is concerned.

When a man who has lived for a thousand years occupies the throne, some in the nobility feel that he is out of touch.  One such noble has gathered together a small group of evil minded individuals.

Heroes, in general, need a good reason to go off and upset the status quo.  They need a tyrant.  They need the common folk oppressed.  They need a cause they can get behind and feel, well, heroic in supporting.

Villains, however, need no such reasons.  Give them an incentive (money, blood, and mayhem are often enough) and they’ll jump to any task you present them.

This will be an extended adventure length story for characters of level 1+.  We’ll be using some variant of the D&D system.  It will likely either be Pathfinder or D&D Next (I have the playtest materials).  Both of those are free materials, so there would be no buy in cost.  

House Rules:
Magic:  I should be getting the Spheres of Power playtest materials before this begins so we will NOT be using the standard Vancian magic system of D&D.  The Spheres of Power system is supposed to let you play the magic you want as soon as you start, not at level 6 or higher.  We shall see.

Races: Evil races and even monster races allowed.  We’ll be using the Pathfinder race rules.  You will start in XP debt equal to the number of levels your race confers.  For non monster non standard races, it is 1 level  per 10 RP rounded up.  Debt is only incurred for values greater than 1.  Because of problems with monster races the last time we did this, you will start at a level equal to the CR as your race.  When debt + cost of the next level has been paid, you will gain your first class level.  Yes, this basically means you are multiclassing.  Yes it means you get ‘free’ levels.  You will pay for these over the course of play.  You also ‘pay’ for these in other ways, as you are a multiclass character.  Round fractions for CR down.  The DM reserves the right to disallow any race choice if it would be too unbalancing. ABSOLUTELY NO IMPS, DEVILS, OR OTHER INFERNALS.

Alternative options:  As there are some people in the group who have a problem with playing evil characters we could alter this to being It’s Good to be Neutral.  All of the characters would need to be True Neutral, or in other words devoted to the balance between good and evil/Law and Chaos.

Rifts(r): Dragon Kings

Our gaming group is voting on our next campaign we will be playing for the next year every other Friday night. Each potential GM will be posting their ideas here as a new post. I have several ideas that I am wanting to explore, so does Nate. For the gang, please post a comment to each posted idea. Don't vote yet, rather post a plausible character you would like to play in that campaign given the restraints of the respective GM.



So without further ado, I would like to GM a Rifts Campaign.
We can't actually profess to support Palladium Megaversal System, and not have a Rifts campaign under our belts! Rifts is a huge universe with LOTS of munchkinism. This makes it a bit difficult to control the story. But I believe I have a great angle:



"Rifts now riddle the Earth. D-Bee's are now among us. Humans are divided throughthe world, choosing sides of Machine vs Magic. But, that is not our real threat! For centuries dragons have been thought to be extinct. Now the Rifts have brought them back. Many humans believe they are wise and are here to help man...but this could not be further from the truth. Unravel the hidden resurfacing of the dragons. Uncover their motives and orginaztion. And vanquish them from Rifts Earth before all humanity is lost. Your party will have to unite the political factions of humans and D-Bees to battle this growing threat. But don't be pulled into the already rampant war going on between the humans, else you will lose!



Thought the Spluggorth were bad, the DRAGON KINGS will rock their world!!





Type of Characters: The only O.C.C. and R.C.C. that would be off limits would be a Dragon, since they will be the main antagonist. You will want to have a character that believes in the preservation of THIS world. Furthermore, you will be going toe to toe with hordes of Dragons...so keep that in mind. I am excited to see your character submissions!

Saturday, August 24, 2013

New Palladium Creature: Warkor






Image is provided by monique robert studios.

Warkor

Description: The warkor is a creature that is large like a rhino and tough like one too with this exception, the warkor is mild gentle and a grazer. This creature was a war mount of the Chaos Wars and when the war was over and it was time to put things in their place, because of bad memories, this creature was put behind the stone curtain of the Northern Wilderness to fend for itself.

These gentle giants are also in remote areas near the Nimro mountains and are used as a beast of burden and wagon pulling. This beast has a tougher meat and heaver hide just perfect for those rougher winters or giant lifestyle.
The creature might be bovine in behavior but has no horns but a tough thick skull and tusker like fangs. Their padded feet allow them to displace their immense weight evenly so that they can run and move. Jumping is not possible but rearing up on their hind legs is. Their roar can be heard for about a half mile and sounds like a tuba being blasted.

What makes this creature unique is that it has the inate ability to smell fairie mushrooms and decern from the poison ones. Those that hone this creature's tallents are able to get the mushroom and upon eating it gain a +20 to their P.P.E. for 24 hours until the effects of the magic fungus disipates. These creatures have become (because of this) coveted by man and fairie alike and can be found grazing near fairie rings protected by the fairie folk. 

Alignment: Scrupulous when trained; tends to nip at the hand that feeds it.
The Eight Attributes: I.Q.: 1D4 M.E.: 2D6 M.A.: 2D6 (they are irritable at times) P.S.: 5D6 (supernatural) P.P.: 2D6 P.E.: 4D6 P.B.: 2D6 Spd.: 5D6X2
Hit Points: P.E. + 10
S.D.C.: 1D6X10
Natural A.R.: 9
Horror Factor: 8 (due to their size)
P.P.E.: 2D6
O.C.C.: Not Applicable
Natural Abilities: The warkor spit and when they do it’s a lot of mucus (equal to a gallon).  The gallon of goop is similar to a camel or lamas spit; debilitating but does not hinder movement to much (-1 to strike parry and dodge). The bark from this creature can be heard for a half mile when they are angry but most of the time they are mild. The bark alerts other warkor of possible danger as well as their giant masters.
Attacks per Melee: 2 (slow)
Damage: When the creature bucks up, the stomp attack is horrifying (H.F.:12) and the victim may freeze in terror. They also bite with their razor sharp teeth. To those they know it’s a meager nip (1D4) but to those that they do not know it can be terrible 6D6. Also a shoulder block (body block or head butt) is hard on those who get impact even at a standstill. Stand still: 3D6 Ramming speed: 6D6.
Bonuses: +2 to strike, +2 to initiative
Magic: None
Psionics: Six Sense, See the Invisible, Empathic Transmission
Value: Alive: 1200 to 1800 (not sold in human communities), Fur: 300 to 600, Meat: 100 to 300
Average Life Span: 80 to 120 years (The older produce the sweeter meat and softer coats)
Habitat: Prefer cold climates near mountainous regions.
Range: Lower Northern Wilderness, Land of the Damned, Ophid Grasslands but can be found near Mount Nimro (thanks to the giants). Those creatures will have shorter fur.
Language: Not Applicable
Enemies: Not Applicable
Allies: Not Applicable
Size: Twelve feet tall and sixteen to twenty feet across
Weight: 1400 lbs.
Notes: These timid and shy creatures are a bit jumpy (-3 to initiative) and will bite and ram those they do not know or like. They tend to adopt certain individuals after 1D6 months and consider them part of the herd. At that point they will not jump at their approach and will not run away.

Monday, August 19, 2013

New Palladium Creature: Shinnies



Shinies (Revised)
The Shinies are a mild peaceful collective of creatures, which love all things shiny. They love shiny things so much that the mischievous creatures will use their magic to acquire it. Silver spoons to Rune Swords its all the same to the Shinies. They just want to get their hands on it. Their initial attack is to wait for the victims to sleep then use their magic to further induce sleep. Then “trade” the victims, their shiny thing, for something non-shiny. Those who catch on to the Shinies before they trade can negotiate with them for a larger “shiny” thing by giving them a smaller “shiny” thing, but that’s as far as they can be by in their trade can go.

 The Shinies have a dark side too. When the Shinies are attacked they are provoked to anger. They become so angry that they use their magic to subdue their target than bite the living day lights out of their victim (not to the death but to the pain). You can rob the dead only once is a common saying. Some die; those who survive usually do because of good armor or racial characteristics.

Attributes:
I.Q.: 2D6, M.E.: 2D6, M.A.: 4D6, P.S.: 1D6, P.P.: 2D6+3, P.E.: 1D6+4, P.B.: 3D6, Spd.: 4D6
Alignment: Scrupulous
Hit Points: P.E. +6
S.D.C.: 2D6
P.P.E.: 4D6+P.E.
Natural Armor Rating: 8
Natural Abilities: Climbing (90%), 90 foot night vision, keen normal vision and keen sense of hearing.
Combat: 1 attacks per melee
Damage: 1D6 per bite. 1D4 claw attack
Bonuses: +1 to strike, +3 to parry and dodge
Magic: The creature is capable of the following spells: Befuddle, Sleep, Cloud of Smoke, Blinding Flash, Mend Cloth, Fools Gold, Invisibility Simple, & Faeries Dance.
Psionics: None
Skills: Language: Faerie, and Gobblely 98%, Identifies Fruits and Plants, 75%, Preserve Food 75%, Land Navigation 98% (within a hundred miles of their place), Track Animals 35%, Preserve Food 80%, Faerie Lore 70%, Prowl 70%, Climb 90%, W.P.: Knife. Skills do not increase.
Average Life Span: 1200 years (not true immortal but to most races they seem so).
Habitat: Large Trees (60 feet or more) and heavy forests. They hate snow and will not come out in the winter.
Enemies: Dark Faeries, and creatures of evil alignments
Allies: Common Faeries and creatures of good alignments
Size: 1 foot tall
Weight: half a pound

Note: These creatures are very friendly (will give directions, play and such) and their only mischief is that they love things that are shiny and bright. They tend to get too close to humans just to see if they’ll "trade". If they are evil humans they tend to just steal knowing that the evil have no need for shiny things and can hurt them less if they went without. 

Image found at The Smallest User Blog

Saturday, August 10, 2013

SAW


Oscar was not supposed to survive the bioengineering test. He accidentally entered the test room and when he entered the door slammed shut with him inside.  He was only there to move clean some papers. No one can figure out what happened because the team has only used clones for ‘human’ testing.  With the death of each clone the project was doomed to fail. Mr. Cleaver was going to give the project the thumbs down in the week when Oscar went into that room.  Originally he was going to pick up the papers and leave but he knew that he was going to lose his job when the project so he decided to eat lunch in the room and with that thought he sat in a desk chair and leaned on the consul. It was his drink that spilled on the consul that sent off the project and the cellular modulation synthesizer turned on and fired at the only cellular creature in the room, Oscar. What happened next was a fat overweight and under paid maintenance man was transformed into a lean mean fighting machine.  The process could have been duplicated has the machine been turned off but while Oscar was being transformed the machine was overheating.  The explosion should have killed Oscar. It would be a month before Oscar would be released, skin severely burned, blind in one eye and right hand deformed. For several weeks after he healed but he could never use his hand nor see very well. Then it happened, the DNA that has been changed by the experiment kicked in. While sitting on a street corner begging for money, some thieves decided to rob him and out of defense he covered his face with his arms expecting the worse. From within a fire ignited and Oscar snapped. He was not going to be robbed again. As one villain raised his bat to strike the young man from Oscar’s withered hand a spinning blade fired and sawed the villain in half. The second assailant shocked, began to run but didn’t make it more than twenty feet before being killed by the same spinning blade that had killed the first creep. Because it was in the street alley ways, the death of the two was not witnessed. Oscar took the money and rebuilt himself to become the new vigilante SAW.

SAW
Real Name: Oscar Wilde
IQ: 12
ME: 11
MA: 10
PS: 8
PP:  5
PE: 8
PB: 7
SPD: 22

Alignment: Unprincipled
Height: 5’8”
Weight: 187
Level: 3
HP: 18
SDC: 40

Skills:
Electronics Program
Pilot Basic Program
10 Secondaries

Side Effects: Chronic Pain
Nature of the Experiment: Radiation
General Type of Experiment:  Attempt o Create Superhero
Number of Abilities: 1 major, 2 minors
Sponsoring Organization: Gene Tech Labs (Military affiliated labs)
Status: Powers are unknown to the organization

Spinning Blades – Minor (An Original by me)
This power creates a series of energy disks spinning at high speed that cuts into Armor Ratings like they were rice paper but don’t do a whole lot of damage. These flying disks are under the complete control of the user. The disk is used like an energy expulsion in that they are instantly created and launch at their desired direction but spin out of control as soon as they are out of range.
·         Range of this power is 1000 feet (+20 feet per level of experience).
·         Damage from each blade is 3D6 (+1D6 at levels 3, 6, 9, 12, 15).
·         Victims have a -2 to armor rating and dodge. Characters cannot parry the energy unless they have a means of parrying energy.

Minor: Heighten Sense of Touch

Major: Shape Change

Tuesday, July 30, 2013

Secrets of Cyberspace part 1


Randy looked up though his broken glasses. The rim on the right size was tapped and he had not taken time to have it replaced.
"What do you want Marlin?"
Standing over him was a large structured man and was one of the QB's in college.He had his hair pulled back in a pony tail and a large grin showing his perfect teeth.His arms were loaded with a reams worth of paper. As he let it go it banged on the desk with a thud.
"What the...?"
Randy was about to jump up but Marlin's face didn't change.
"We... and I mean you... are pulling an all nighter."
"What!"
"Don't interrupt NERD... as I was saying "we" are pulling an all nighter. Professor Jones as commissioned us to exercise the fullest extent on a theory on a new dimension called Cyberspace."
The college freshman's face changed to one of disgust and frustration.
"What?"
The Proof says that there is an additional dimension besides the two that he discovered and wants us to write on his theories of this new digital dimension.
"The internet?"
Randy was now pissed. He was sure that this ape was playing with him.
"No Jefferson..."
"Einstein?"
"What ever! He wants us to explore the possibility that there is life in Cyberspace."
"Whats the papers?"
"The Proof says that these papers are text written by an ancient race of beings that have seen and lived in the realm."
"Oh no. I am not being sucked into this. I have a date tonight this will wait!"
"No Nerd, it won't. The Proof says that some of these scrolls have supposed ancient mystic properties that lead to the dimension and we are going to figure out what it is and form a hypothessss...... hypooothaaaa..."
"Hypothesis"
"Yea, that and then figure out a way to get to this place."
Marlin stood back his face a glow with what he said.Randy was not amused.
"Really?"
"Yup. Get started."
Marlin turned on his heal with the intention of walking out.
"No", Randy spoke mater-of-fact.
Marlins face changed. He slammed his fists down on the desk and got into Randy's face. The expression was that of rage and Randy was certain that he could kill him if he got the chance.Randy back down his face that expressed courage and disgust was now scrambling to adjust the broken lenses on his face.
"Listen Nerd! I knew that you would not cooperate so you had your chance and this research is going to be done."
Randy was seized by the nap of his collar and pulled into Marlins face. From behind Marlin the sound of the door opening came.

Image provided by Millennium Nazis

Tuesday, June 25, 2013

The 10 Commandments of GM'ing

Image is provided by Star Gazer.

By the way this site that I got the image from is a good reference for GM knowledge too. 

Ok I have no ten commandments but I was working on it. The concept intrigues me.My cousin and I have thought of ground principles that might help with being a game master. Among them would be some ground rules that might be guidelines as to measure the scales. For example I would say that if the characters do something there needs to be a ripple not necessarily a consequence or reward but something that says that they were there. If you bring up a sword, barn, fisherman (noun) etc. and the characters affect it then there is going to be consequence of your actions because the game is all about the characters. Like a novel or movie, a game is all about the characters and that sometimes means notes. If there is a fisherman that is affected have someone save a note as to what they did to affect them. If the GM describes a sword and its discarded by the characters, if you took time to create it have it show up again. If the characters burn down a barn or just sleep in it mark the impact.

The other point that I needed to make is ground principles need to be understood. Like if you swing the pendulum one direction (bad guys have the characters cornered) then have it swing in the opposite direction just as equal (help is on the way). The deeper the trouble for the characters, the greater the means to get out of the trouble. That being said if the characters dug themselves into the problem in the first place I would recommend a slower (yet equal) means of getting out.

Star Trek talks about a prime directive (ground rules that they will not break or have a great reason for breaking them) and N.P.C.'s should have a prime directive. Personally it should tie to their occupation, the one skill they are known for or history with the characters. Something that says that no matter what they will not break that rule (unless something comes up that is strong enough to break it; ie love, envy, hate, greed, jealousy etc.) Remember that this is an overwhelming sensation that forces them to break the code not just a whim.

Ill do more when I come to more inspiration and I hope to have Jayson and his brother Ron write something as well. Should you have an interest in putting in something into this pot please let me know. I would love to have your GM input.

Wednesday, May 22, 2013

Arboreal Dwarves Revisited

Looking back at some old posts, I noticed that I never finished my post regarding the Arboreal Dwarves.

Due to agressive predatorization of all humanoid races by the vicious ****** in the Mountains of ***** the Dwarves were pushed out of their earthen homes and into the tall protective Trees of Uzaram-kirikhul. Centuries passed and the Dwarves adapted to this new home. They became quite adept to life in the canopies high off the ground. Their culture left behind many of the old ways, and embraced their new life in the trees. They began to call themselves the Khazurmazad.



One important change that happened was a change in leadership. Where ancient dwarves follow a lineage of Kings, these new Arboreal Dwarves had a lineage of Queens. The reason for this was simple. After the great devastation of the Dwarves by the vicious ******, many males had been killed. All their Kings were dead and no one stood in line to take up their fallen crowns, none but the strong women who survived. It was the first Khazurmazad Queen that led her people to the trees and saved them from a cruel death. The prouder men, stayed behind and were slain. Because of this leadership, women and beauty are highly regarded by the Arboreal Dwarf Clans. Today, Arboreal Dwarf Clans are lead by a council of Dwarven Queens.

Other dwarven races that adhere more to the older ways assume that the Khazurmazad are soft because of their choice of leadership. But, this is not true. Arboreal Dwarves are just as hardy, stout and aggressive as any other dwarven race, if not more so. The reason for this is their competitive culture. The greatest honor for a male Arboreal Dwarf is to be choosen to be the mate of one of the Queens. The Queens choose a different mate for each different offspring that they birth. The mate is chosen only after proofing themselves worthy through perilous contest, some that pit male against male. Other contest involve the great Zurm-menemel Arenas where dwarven males fight against each other and other ferocious aboreal beasts.

The Zurm-menemel are great wooden pits that are suspended from the the tops of trees. They are designed like a funnel. Those who fall within the pit are dragged to the center and fall to their deaths. Tied to various parts of the pit are huge amount of rope rigging. The Zurm-menemel serve as a means of weeding out the weakest of their race, and to breed strength. It is also a training ground for arboreal skills that are needed in survival in the trees. Lastly, it is the means by which the Queens choose their mates, thus progressing their species. As such, the Zurm-menemel are a VERY important part of the Arboreal Dwarf culture.

Arboreal Dwarves are masters at training the giant Uzharmutunzel, Wooly Mammoth Spider. They breed and raise the giant Uzharmutunzel. Young Khazurmaz Dwarves learn early to care for the spiders and their eggs. Weapons of the Khazurmazad are entirely hewn from the wood taken from the Uzaram-kirikhul trees. It is near the strength of iron. The Uzaram-kirikhul trees are are several hundred feet high.

MORE TO COME....