August 2, 2017

RPGaDAY #2 - The RPG that needs to get published


What is an RPG you would like to see published?

Other than my personal projects (such as the After the Fall kickstarter going on right now - wow, what a shameless plug!) I have always wanted to see an RPG for the Narnia series.



I absolutely loved the books and have always felt like it would make for an excellent setting. There are actually a couple of attempts to make one, but they are usually lackluster or incomplete. However, I can see a few problems with such an RPG...
-It plays heavily into morality and intangible human qualities. I do think that it can be done properly though but would require more work to integrate the two (morality/virtues and the typical fantasy setting).
-Finding players for such a setting might be difficult. Most players (mine included) usually prefer hack-n-slash. Forcing morality into play is something they would find either foreign or distasteful.
-From all I've heard, the people who run the estate of CS Lewis are disinclined to allow a Narnia RPG.

I guess I'll just have to make my own.


August 1, 2017

RPGaDAY #1 - The RPG I wish I was playing



What published RPG do you wish you were playing right now? 

I am going under the assumption the question means "playing" as opposed to being the DM (as I usually DM). So with that caveat...Torg Eternity. 


I loved the game when it first came out in 1990. My official favorite game system is Masterbook. I bought into the Kickstarter for Torg:Eternity and have thus been able to read the rules in pdf that just came out. It looks like a solid system that definitely captures the setting while retaining much of the rule set I liked. Fortunately, there is a game being started up this Saturday so I will be able to try it out as a player!

That being said I would actually like to be playing my Legion of Stars homebrew which is not published yet, but at least I get to run it every other week.

July 20, 2017

Torg Eternity - Perks By Cosm






When making a character for Torg I tend to select a Cosm first as that tends to define for me the way I'll play (pulpy, cyberpunky, etc). I felt it would be good to know what each Cosm offered for Perks since Perks are really the special powers and abilities of the characters. So here they are... 

ANY 
-Leadership (Bolster, Followers, Natural Leader, Rally)
-Prowess (Bodyguard, Brawler, Brute, Double Tap, Endurance, Hard To Kill, Indomitable, Mastery, Relentless, Situational Awareness, Sniper, Survivor, Strong-Willed, Trademark Weapon, Vengeful, Whirlwind)
-Social (Helper, Linguist, Wealthy)


AYSLE
-Darkness (Critical Strike, Frightening Aspect, Shadow Step, Smiling Deceiver)
-Dwarf (Bearded/Braided, Dragon Warrior, Forsaken)
-Elf (Elven Archer, Elven Sorcerer, Warden, White Wolf)
-Faith (Conviction, Miracles, Lay On Hands, Protected, Spirit Bane)
-Light (Detect Darkness, Radiant, Rejuvenate, Raise the Dead, Righteousness)
-Outsider (Berserk, Magic Resistance)
-Spellcraft (Magister, Resilient, Spellcaster)

CORE EARTH
-Faith (Conviction, Miracles, Lay On Hands, Protected, Spirit Bane)
-Psionics (Iron Will, Multi-Tasker, Overcharge, Psionic)
-Reality (Adaptable, Axiom Increase, Grant Possibilities, Negation, Prodigy, Realm Runner, Storm Caller, Storyteller, Tenacious)
-Spellcraft (Magister, Resilient, Spellcaster)

CYBERPAPACY
-Cyberware (Cyberware Implants)
-Faith (Conviction, Miracles, Lay On Hands, Protected, Spirit Bane)
-Spellcraft (Magister, Resilient, Spellcaster)

LIVING LAND
-Edeinos (Chameleon Skin, Death Claw, Star Eyes, Stone Skin, Whip Tail)
-Faith (Conviction, Miracles, Lay On Hands, Protected, Spirit Bane)
-Savagery (Beast Rider, Animal Companion)

NILE EMPIRE
-Faith (Conviction, Miracles, Lay On Hands, Protected, Spirit Bane)
-Pulp Power (Electro-Ray, Flight, Force Field, Mind Control, Super Attribute, Super Skill)  
-Spellcraft (Magister, Resilient, Spellcaster)

ORRORSH
-Faith (Conviction, Miracles, Lay On Hands, Protected, Spirit Bane)
-Occult (Alchemy, Bulletsmith, Demoniacal Frenzy, Diabolist, Medals, Occultist)
-Spellcraft (Magister, Resilient, Spellcaster)

PAN-PACIFICA
-Electric Samurai (Ion Gusoku, Speed Demon, Unflinching)
-Ki Powers (Block Strike, Focused Strike, Ki Strike)
-Psionics (Iron Will, Multi-Tasker, Overcharge, Psionic)

THARKOLD
-Occultech (Occultech Implants)
-Psionics (Iron Will, Multi-Tasker, Overcharge, Psionic)
-Spellcraft (Magister, Resilient, Spellcaster)

Some interesting things I see from the list. Some Cosms (Core Earth, Cyberpapacy, Nile Empire, Orrorsh, Tharkold) have only 1 unique Perk to them. Aysle has 5 unique perks and the most overall at 7 (not counting ANY). Core Earth comes in at 4 and the rest all only have 3 Perks allowed (other than ANY). I can only assume when the Realms supplements come out each Cosm will get more.

July 19, 2017

Torg Eternity Cheat Sheet

I'm liking the new Torg Eternity so far. Someone local is doing a play-test of an adventure they want to run at a nearby convention this week. For prep I quickly put together a Torg Eternity Cheat Sheet. All you really need is Page 1 (for the PCs) and 8 (for the GM); the rest just give details on items and cosms.

Page 
1- Basic info a PC might need
2- Melee Weapons
3- Firearms
4- Ammo/Missile Weapons
5- Armor/Shields
6- Torg Value Chart (good for impromptu scaling)
7- GM Cosm rules
8- GM rules

You can get it here.

December 8, 2015

Natura Ferina - 5E CR15 Legendary Monster



Natura Ferina

This gigantic creature looks as if the ground suddenly stood up and started walking. It is made up of dirt, grass, shrubs and small trees.

The Natura Ferina is the embodiment of wild, untamed nature. When civilization encroaches too much into the wilderness this creature is born and seeks to set back that which communities try to build. In all such cases, the natura ferina hunts the despoilers of nature.  
   A natura ferina comes about in a number of ways. Some spawn spontaneously when the depredations caused by the exploitation of civilization become too much for the land to bear. It is also said that some individuals that are close to nature, such as druids or elves, know of rituals that can summon the natura ferina. However, in either case, a natura ferina is born in hatred, hatred for those who exploit the land.
    Note that there is only one potential natura ferina for a given region. Once it is killed, it cannot be summoned again. Once the land has been cowed it succumbs to those who seek to use the land. Also, a natura ferina will not always spontaneously appear; sometimes the taming of a wild land is slow and measured and does not raise the ire of the land until its spirit is already too weak to do anything about it.

Lair Actions
The lair of a natura ferina is anywhere there is land, so they will most be in their lair. A natura ferina is one challenge rating higher while in its lair; Challenge Rating 16 (15,000 XP). On initiative count 20, the natura ferina can take one lair action to do one of the following:

·         A 20’ cube within 90’ of the natura ferina collapses leaving behind a 10’ pit. Anyone in the area must make a DC15 Dexterity saving throw or fall into the pit taking 1d6 falling damage. The sides of the pit slide back into the pit so a check to climb out requires a DC18 Athletics (Strength).
·         A 60 foot area centered on the natura ferina becomes difficult terrain.
·         A 20’ cube within 90 feet of the natura ferina comes alive as the grasses and roots try to grab enemies. Anyone in the area must make a DC18 Dexterity saving throw or become restrained. It requires an action from the target or an ally and a successful DC18 Strength check to break free. 

Regional Effects
The area near a natura ferina is wild and untamed. This changes the region as follows:

·         The area is considered to be difficult terrain.
·         Roads, trails and markers within 1 mile of the Natura ferina shift and change randomly.
·         Within 1 mile of the natura ferina, it is able to detect large groups of creatures (10 or more).
·         Animals not normally aggressive will become antagonistic toward humanoids. Smaller animals will not attack as they know they cannot prevail. However, larger animals may attack.

Natura Ferina
Gargantuan elemental, neutral
Armor Class 20 (natural armor)
Hit Points 290 ( D20 + )
Speed 40 ft.
STR           DEX         CON        INT          WIS          CHA
20 (+5)       15 (+2)      20 (+5)    10 (+0)      12 (+1)     10 (+0)
Saving Throws Dex +7, Con +10, Wis +6
Damage Resistance bludgeoning, piercing, and slashing from a nonmagical weapon
Damage Immunities poison
Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
Senses tremorsense 90’, passive perception 16
Languages Terran
Challenge 15 (13,000XP)

Creature of the Land. The natura ferina does not suffer difficult terrain penalties while on land.
Siege Monster. The natura ferina does double damage to objects and structures. 

Actions
Multiattack. The natura ferina makes two slam attacks.
Slam. Melee weapon attack: +8 to hit, reach 20 ft., one target. Hit: 14 (2d8+2) bludgeoning damage.
Landslide (Recharge 5-6). The natura ferina collapses forward into a wave of dirt, rocks and debris in a 90-foot cone. Everyone in the area must make a DC 18 Dexterity saving throw taking 56 (16d6) bludgeoning damage and falling prone on a failed save or half damage on a successful save.

Legendary Actions
The natura ferina can take 3 legendary actions as chosen from the list below. It may only use one legendary action at a time and only at the end of another creature’s action.  The natura ferina gains back the uses of its legendary actions at the beginning of its turn.

Attack. The natura ferina makes one slam attack.
Move. The natura ferina collapses into the ground and moves its speed without provoking attacks of opportunity.
Powerslam (Costs 2 Actions). The natura ferina attempts a powerful blow. Melee weapon attack: +12 to hit, reach 20 ft., one target. Hit: 26 (4d10+6) bludgeoning damage and the target is knocked 20 feet away and knocked prone.