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<blockquote data-quote="GreenKarl" data-source="post: 7027536" data-attributes="member: 6801242"><p>So a bit more of the set up for each game. </p><p></p><p>[ATTACH]81183[/ATTACH]</p><p></p><p>For the Radiance game, your characters will all be young idealist who have recently been sworn into the <em><strong>Order of the Shadow </strong></em>or simply the Order. The Order is a semi-secret group that have offices and members spread throughout the Empire. They are troubleshooters and monster hunters for the Faire-Queen, the ruler of the British Empire of 1889. </p><p></p><p>You will be starting at 2nd level and NOT expect to go out and fight the true horrors that face the subjects of the Empire, but sort of in training and sent out on less dangerous missions to not only test yourselves but also as tests within the Order. </p><p></p><p>The true "monsters" of the setting are the alien aberrations, wild vampires and were-creatures, demons and devils from beyond the Veil, Void (Outer space) invaders, monsters from the deep ocean and from the depts of the earth, undead outbreaks, etc. </p><p></p><p>The first "mission" that the group is assigned, a few days after their swearing in, is to investigate the disappearance of the corpse of a recently deceased mother of a Lady whom is a 'friend of the Orders'. Your new masters are worried that it might be crypt eaters or something similar... </p><p></p><p>[sblock=HOUSERULES & CHARACTER CREATION]<strong>MINOR HOUSERULES</strong></p><p>Characters gain their Highest Attribute as a bonus to Vitality and gain ½ (round down) their Constitution bonus to their base Wound points. You also recover your (level +1) x Constitution modifier (minimum ½ your level, round up) back in Vitality point after a day of rest. Instead of a Nap, change any one of those conditions to a Short Rest of 30-60 minutes time. </p><p> </p><p>Firearms and the technology to build them is very common, and everyone is assume to be proficient with Firearms (without need of the Firearm ability, which still grants bonuses to Mechanics). Muskets costs a third of their listed price in the book and found mostly in the developing world. Standard Firearms within the Empire are as follows (updated from the rules book a bit)</p><p></p><p><strong>Army Revolver </strong>– this heavy pistol is was used exclusively by the old world armies. It sports a revolving cylinder 5-round magazine and is still a favorite weapon for use in close range combat of many officers in military units. It requires either a move action to load 1 bullet or one’s entire turn to reload all 5 bullets. Army Revolvers are noisy. (Price: 60gp, Rating: Medium, Damage: 2d8, Range: 40ft, Weight:, 5lbs, Type: Piercing)</p><p><strong>Army Rifle</strong>¹: This is a heavy round, one-shot rifle used mostly by large armies but also big game hunters. It holds one round that is reloaded with a trapdoor spring magazine, requiring a move action to reload. Army Rifles are noisy. (Price: 80gp, Rating: Heavy, Damage: 2d10, Range: 120ft, Weight:, 12lbs, Type: Piercing)</p><p><strong>Derringer</strong>: A light, concealable two-barrel pistol often carried by ladies and gentlemen who do not wish to wear a pistol at their hips. It takes 1 round to reload 1 round or a Standard action to reload both chambers. Derringers are noisy. (Price: 15gp, Rating: Light, Damage: 1d10, Range: 20ft, Weight:, 2lbs, Type: Piercing) </p><p><strong>Repeating Rifle</strong>¹:: This firearm helps when you need to quickly hit multiple far targets. It holds 5 rounds at a time and requires either a move action to load 1 round or one’s entire turn to reload all 5 rounds. Repeating Rifles are noisy. (Price: 40gp, Rating: Medium, Damage: 2d8, Range: 80ft, Weight:, 8lbs, Type: Piercing) </p><p><strong>Revolver:</strong> A moderately weighted pistol favored by many individuals for personal protection. It sports a sports a revolving cylinder 6-round magazine. It requires either a move action to load 1 bullet or one’s entire turn to reload all 6 bullets. Revolvers are noisy. (Price: 35gp, Rating: Light, Damage: 2d6, Range: 30ft, Weight:, 3lbs, Type: Piercing)</p><p><strong>Shotguns</strong>¹: This muscular firearm performs best at close range and uses explosive shells rather than rounds. The shells usually contain small metal balls, whether lead, cold iron, silver, or adamantine. Shot may also be salt, holy wafer bits, or similar materials harmful to certain creatures. A shotgun holds 6 rounds at a time and requires either a move action to load 1 shot or one’s entire turn to reload all 6 shots. Shotguns are noisy. (Price: 50gp, Rating: Medium, Damage: 2d8, Range: 30ft, Weight: 7lbs, Type: Piercing)</p><p>¹ - These firearms require two-hands to fire effectively. </p><p></p><p>Note that Gunslingers only start with 150gp for firearms and ammo because of the reduced cost across the board. </p><p></p><p>Almost all physical attacks (Firearm shots, Melee Weapon Attacks, Punching, etc.) are now against the target's Reflex Defense. Heavy melee weapons do not attack against a foes Fortitude (this is just a personal bias as the characters with the highest Fortitude saves also tend to have the highest DR, etc. Its just easier on my mind).</p><p></p><p><strong>CHARACTER CREATION</strong></p><p>1. Assign Attributes – 16, 15, 14, 13, 11, 9</p><p>2. Pick a Race and note the Attribute modifiers, and racial basics – Size, Speed, Vision, Wound Points, Comeliness, Base Age, Languages, Typical Deity, and Multiclass Options. Then pick two Racial Abilities from a menu of options. You have the option of forfeiting one racial ability for a lesser Noble Title, which grants you a monthly income and other perks. (Note that Dromites are not an allowed race)</p><p>3. Starting at 2[SUP]nd[/SUP] level. Select a Class (and 2[SUP]nd[/SUP] class if multi-classing) and note its’ Core Abilities. At 2[SUP]nd[/SUP] level you gain 4 Basic Abilities from the class OR if you are Multi-Classing you gain the 3 core abilities of that class plus 1 Basic ability of the class). Note you can’t take an evil-only class for this game (Black Guard, Necromancer or Warlock). </p><p>4. Select a Theme and add two Minor Boon from that Theme (one for 0-level and one for 2[SUP]nd[/SUP] level).</p><p>5. Calculate Skills – adding Racial, Class and Minor Boon points with Attribute bonuses to all skills. </p><p>6. Calculate Hit Points – Wounds are based on your Race and Vitality at 1[SUP]st[/SUP] and 2[SUP]nd[/SUP] level is 5 + your highest attribute modifier (add them together).</p><p>7. Calculate your Attack – based on your Classes Primary Attribute + ½ your level (round up)</p><p>8. Calculate Defense – 10 + ½ your level (round up) + class bonus + defense’s attribute modifier </p><p>9. Determine Starting Gold – gain the Average x2 (or the Average of both classes if Multi-Classing) </p><p>10. Determine Alignment – any non-evil. </p><p>11. Pick a Deity whom you most favor. You can switch out a class Ability for a Religious one if you wish (but you are not required)[/sblock] </p><p>[sblock=Character sheet]<strong>NAME</strong>:</p><p>RACE:</p><p>CLASS/LEVEL: /level </p><p>ALIGNMENT:</p><p>---</p><p>SENSES:</p><p>PERCEPTION +0; STELATH +0</p><p>LANGUAGES: Common</p><p>INITIATIVE: +0</p><p>---</p><p>SPEED: 30ft</p><p>ATTACK: d20+ (special)</p><p>WEAPON:</p><p>DAMAGE:</p><p>---</p><p>ARMOR: ; DR:</p><p>WOUNDS:</p><p>VITALITY:</p><p>FORTITUDE 10, REFLEX 10, WILL 10</p><p>---</p><p>STR 10 (+0), CON 10 (+0), DEX 10 (+0), INT 10 (+0), WIS 10 (+0), CHA 10 (+0)</p><p>PRIME ATTRIBUTE:</p><p>SKILLS Acrobatics (Dex), Appraise (Int), Arcane (Int), Athletics (Str), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Dungeoneering (Int), Endurance (Con), Handle Animals (Wis), Heal (Wis), History (Int), Insight (Wis), Intimidate (Str), Literacy (Int), Mechanics (Dex), Music (Cha), Nature (Int), Nobility (Cha), Perception (Wis), Pilot (Dex), Religion (Wis), Stealth (Dex), Streetwise (Cha), Survival (Wis), Trick (Dex), Warcraft (Int)</p><p>---</p><p>AGE:, COMELINESS:</p><p>MULTICLASS OPTION:</p><p>DEITY:</p><p>THEME:</p><p>---</p><p>EQUIPMENT:</p><p>ENCUMBRANCE SLOTS:; MAX:</p><p>COIN:</p><p>---</p><p>RACIAL ABILITIES:</p><p>CLASS ABILITIES:</p><p>MINOR BOON:[/sblock]</p><p></p><p><span style="color: #3E3E3E">Dwimmermount info to come next... </span></p></blockquote><p></p>
[QUOTE="GreenKarl, post: 7027536, member: 6801242"] So a bit more of the set up for each game. [ATTACH=CONFIG]81183._xfImport[/ATTACH] For the Radiance game, your characters will all be young idealist who have recently been sworn into the [I][B]Order of the Shadow [/B][/I]or simply the Order. The Order is a semi-secret group that have offices and members spread throughout the Empire. They are troubleshooters and monster hunters for the Faire-Queen, the ruler of the British Empire of 1889. You will be starting at 2nd level and NOT expect to go out and fight the true horrors that face the subjects of the Empire, but sort of in training and sent out on less dangerous missions to not only test yourselves but also as tests within the Order. The true "monsters" of the setting are the alien aberrations, wild vampires and were-creatures, demons and devils from beyond the Veil, Void (Outer space) invaders, monsters from the deep ocean and from the depts of the earth, undead outbreaks, etc. The first "mission" that the group is assigned, a few days after their swearing in, is to investigate the disappearance of the corpse of a recently deceased mother of a Lady whom is a 'friend of the Orders'. Your new masters are worried that it might be crypt eaters or something similar... [sblock=HOUSERULES & CHARACTER CREATION][B]MINOR HOUSERULES[/B] Characters gain their Highest Attribute as a bonus to Vitality and gain ½ (round down) their Constitution bonus to their base Wound points. You also recover your (level +1) x Constitution modifier (minimum ½ your level, round up) back in Vitality point after a day of rest. Instead of a Nap, change any one of those conditions to a Short Rest of 30-60 minutes time. Firearms and the technology to build them is very common, and everyone is assume to be proficient with Firearms (without need of the Firearm ability, which still grants bonuses to Mechanics). Muskets costs a third of their listed price in the book and found mostly in the developing world. Standard Firearms within the Empire are as follows (updated from the rules book a bit) [B]Army Revolver [/B]– this heavy pistol is was used exclusively by the old world armies. It sports a revolving cylinder 5-round magazine and is still a favorite weapon for use in close range combat of many officers in military units. It requires either a move action to load 1 bullet or one’s entire turn to reload all 5 bullets. Army Revolvers are noisy. (Price: 60gp, Rating: Medium, Damage: 2d8, Range: 40ft, Weight:, 5lbs, Type: Piercing) [B]Army Rifle[/B]¹: This is a heavy round, one-shot rifle used mostly by large armies but also big game hunters. It holds one round that is reloaded with a trapdoor spring magazine, requiring a move action to reload. Army Rifles are noisy. (Price: 80gp, Rating: Heavy, Damage: 2d10, Range: 120ft, Weight:, 12lbs, Type: Piercing) [B]Derringer[/B]: A light, concealable two-barrel pistol often carried by ladies and gentlemen who do not wish to wear a pistol at their hips. It takes 1 round to reload 1 round or a Standard action to reload both chambers. Derringers are noisy. (Price: 15gp, Rating: Light, Damage: 1d10, Range: 20ft, Weight:, 2lbs, Type: Piercing) [B]Repeating Rifle[/B]¹:: This firearm helps when you need to quickly hit multiple far targets. It holds 5 rounds at a time and requires either a move action to load 1 round or one’s entire turn to reload all 5 rounds. Repeating Rifles are noisy. (Price: 40gp, Rating: Medium, Damage: 2d8, Range: 80ft, Weight:, 8lbs, Type: Piercing) [B]Revolver:[/B] A moderately weighted pistol favored by many individuals for personal protection. It sports a sports a revolving cylinder 6-round magazine. It requires either a move action to load 1 bullet or one’s entire turn to reload all 6 bullets. Revolvers are noisy. (Price: 35gp, Rating: Light, Damage: 2d6, Range: 30ft, Weight:, 3lbs, Type: Piercing) [B]Shotguns[/B]¹: This muscular firearm performs best at close range and uses explosive shells rather than rounds. The shells usually contain small metal balls, whether lead, cold iron, silver, or adamantine. Shot may also be salt, holy wafer bits, or similar materials harmful to certain creatures. A shotgun holds 6 rounds at a time and requires either a move action to load 1 shot or one’s entire turn to reload all 6 shots. Shotguns are noisy. (Price: 50gp, Rating: Medium, Damage: 2d8, Range: 30ft, Weight: 7lbs, Type: Piercing) ¹ - These firearms require two-hands to fire effectively. Note that Gunslingers only start with 150gp for firearms and ammo because of the reduced cost across the board. Almost all physical attacks (Firearm shots, Melee Weapon Attacks, Punching, etc.) are now against the target's Reflex Defense. Heavy melee weapons do not attack against a foes Fortitude (this is just a personal bias as the characters with the highest Fortitude saves also tend to have the highest DR, etc. Its just easier on my mind). [B]CHARACTER CREATION[/B] 1. Assign Attributes – 16, 15, 14, 13, 11, 9 2. Pick a Race and note the Attribute modifiers, and racial basics – Size, Speed, Vision, Wound Points, Comeliness, Base Age, Languages, Typical Deity, and Multiclass Options. Then pick two Racial Abilities from a menu of options. You have the option of forfeiting one racial ability for a lesser Noble Title, which grants you a monthly income and other perks. (Note that Dromites are not an allowed race) 3. Starting at 2[SUP]nd[/SUP] level. Select a Class (and 2[SUP]nd[/SUP] class if multi-classing) and note its’ Core Abilities. At 2[SUP]nd[/SUP] level you gain 4 Basic Abilities from the class OR if you are Multi-Classing you gain the 3 core abilities of that class plus 1 Basic ability of the class). Note you can’t take an evil-only class for this game (Black Guard, Necromancer or Warlock). 4. Select a Theme and add two Minor Boon from that Theme (one for 0-level and one for 2[SUP]nd[/SUP] level). 5. Calculate Skills – adding Racial, Class and Minor Boon points with Attribute bonuses to all skills. 6. Calculate Hit Points – Wounds are based on your Race and Vitality at 1[SUP]st[/SUP] and 2[SUP]nd[/SUP] level is 5 + your highest attribute modifier (add them together). 7. Calculate your Attack – based on your Classes Primary Attribute + ½ your level (round up) 8. Calculate Defense – 10 + ½ your level (round up) + class bonus + defense’s attribute modifier 9. Determine Starting Gold – gain the Average x2 (or the Average of both classes if Multi-Classing) 10. Determine Alignment – any non-evil. 11. Pick a Deity whom you most favor. You can switch out a class Ability for a Religious one if you wish (but you are not required)[/sblock] [sblock=Character sheet][B]NAME[/B]: RACE: CLASS/LEVEL: /level ALIGNMENT: --- SENSES: PERCEPTION +0; STELATH +0 LANGUAGES: Common INITIATIVE: +0 --- SPEED: 30ft ATTACK: d20+ (special) WEAPON: DAMAGE: --- ARMOR: ; DR: WOUNDS: VITALITY: FORTITUDE 10, REFLEX 10, WILL 10 --- STR 10 (+0), CON 10 (+0), DEX 10 (+0), INT 10 (+0), WIS 10 (+0), CHA 10 (+0) PRIME ATTRIBUTE: SKILLS Acrobatics (Dex), Appraise (Int), Arcane (Int), Athletics (Str), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Dungeoneering (Int), Endurance (Con), Handle Animals (Wis), Heal (Wis), History (Int), Insight (Wis), Intimidate (Str), Literacy (Int), Mechanics (Dex), Music (Cha), Nature (Int), Nobility (Cha), Perception (Wis), Pilot (Dex), Religion (Wis), Stealth (Dex), Streetwise (Cha), Survival (Wis), Trick (Dex), Warcraft (Int) --- AGE:, COMELINESS: MULTICLASS OPTION: DEITY: THEME: --- EQUIPMENT: ENCUMBRANCE SLOTS:; MAX: COIN: --- RACIAL ABILITIES: CLASS ABILITIES: MINOR BOON:[/sblock] [COLOR=#3E3E3E]Dwimmermount info to come next... [/COLOR] [/QUOTE]
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