[RCFG] RCFG Ongoing Development!

Raven Crowking

First Post
Thorncast
Conjuration/Evocation

Class and Level: Sorcerer (Greenblooded) 1
Casting Time: Reaction
Components: V, S
Range: 30 feet
Target: All creatures and objects within 30 feet
Duration: Instantaneous
Save: None

With a word and a gesture, the sorcerer causes thousands of tiny thorns to shoot out from her body, causing 1d6 points of Piercing damage to all creatures and objects within range.
 

log in or register to remove this ad

Raven Crowking

First Post
Unfurl the Mortal Coil
Necromancy/Transmutation [Faerie]

Class and Level: Sorcerer (Faerie) 7
Casting Time: 7 days
Components: V, S, M, F. XP
Range: Personal
Target: Caster
Duration: Permanent (but see below)
Save: None

When this spell is cast, the sorcerer removes his life force from his body and places it in some fragile object, so as protect himself from death. So long as the object is secure, the sorcerer is completely immune to level drain and death effects. Should the sorcerer be otherwise slain, his body will regenerate until he reaches 1 hit point (regenerating 1 hit point per day for every point reduced below this), at which point he becomes conscious. Even if he is completely disintegrated, his body will reform over a period of 2d4 weeks, having 1 hit point at the end of this time.

If the object containing the sorcerer’s life force is broken, the sorcerer immediately takes 10d6 damage and if he survives this, he must make a Fortitude or Willpower save (DC equal to damage taken), or die immediately. Even if he survives, the spell is ended, and he is vulnerable once more.

The object used to contain the sorcerer’s life force can be no stronger than Hardness 5, and have no more than 5 hit points. Therefore, the sorcerer typically seeks to conceal or otherwise protect the object to the best of his ability.

Material Component: One ounce of dragon’s blood, and powdered sapphire worth 1,000 gp.

Focus: The object that is to contain the sorcerer’s life force.

XP Cost: 1,500 xp.
 

Raven Crowking

First Post
Wall of Vapour
Conjuration [Water]

Class and Level: Sorcerer (Elemental Water) 3
Casting Time: Reaction
Components: V, S
Range: 30 feet
Target: One area 20 feet long and 10 feet high per Caster Level
Duration: 1 minute plus 1 minute per Caster Level
Save: None

This spell creates a wall of scalding hot water vapour, which thoroughly dampens any creature that attempts to pass through it. In addition, the wall grants ¼ concealment (10% miss chance) and causes 3d6 points of damage to any creature that passes through it – double this if the creature has the Cold subtype.

The wall can shaped in any manner the caster desires, so that it can be a straight wall or curved into a protective circle. The wall may not be made to appear where creatures or objects are.
 

Raven Crowking

First Post
I just finished the spells last night (whew!) and have a few more appendixes to finish up before a "complete" ruleset is available. 1 March 2010 the Player's Guide goes live, all complete & done & in a nice little package. (Then, of course, glaring hitherto unnoticed errors will appear!!!)

This summer, I will begin running a large RCFG open sandbox, which should allow a lot more leeway as to scheduling and party composition (i.e., everyone will not have to play in every game). Some pbp is also likely at that time.

I am also working on a playtest module (Snatched!) that I could use some volunteers to run with their local groups (who would get playtest credits if you supply a list of names, and they wish to do so). I need some insight into how the game works when someone else is running it.

Daniel
 

Raven Crowking

First Post
Appendix II: Spell Research & Magic Item Creation

Characters can research new (or existing) spells, rituals, and incantations (including those needed to create magic items). In addition, these rules may be used to create new items of equipment, or even to research background information.

The steps to research are as follows:

1. The player describes in detail what she wants to create, and the effects it has. In the case of a spell, ritual, or incantation, this means a write-up similar to those found in the RCFG Player’s Guide.

2. The Game Master must decide:

a. How difficult the research is, and
b. How dangerous the research is.​

3. The Game Master tells the player what equipment is necessary to perform the research. This might include laboratory equipment, access to a particular book or library, monster parts, or whatever. Spell research usually requires a base 100 gp per spell level in materials, and magic item research usually requires from 50 to 500 gp (or even more), depending upon the power of the item. This cost must be spent for each Research Period (see below).

4. The Game Master must decide what skill(s) are relevant, generally with player input. Spellcraft, Knowledge skills, Craft, and Profession might all be relevant to research.

5. The character conducts research. Research is broken down into “Research Periods”, whose length depends upon how difficult the research is. At the end of each period, the character gains a skill check. The DC of the check is also dependent upon the difficulty of the research, as are the number of successes that the character must achieve in order to complete the research successfully.

Within any given research period, time spent away from research must be made up for at double the normal time. Thus, if the researcher goes away for 1 week during difficult research, she must spend at least two additional weeks in research to make up for the lost time.

Failure by 5 or more is a Damaging Failure. This failure causes some damage to the project, generally causing a loss equal to 100% of the equipment cost, which must be repaid in order to continue research. The Game Master can specify other forms of Damaging Failure, at his discretion.

A Damaging Failure counts as two failures.

A Catastrophic Failure occurs if the skill check fails by 10 or more. In the event of a Catastrophic Failure, the researcher gains a Reasoning Save to reduce the failure to a mere Damaging Failure (the DC is variable based on the level of hazard; see below). The Game Master will determine the effects of a Catastrophic Failure based upon the parameters of the research, but it will not be pleasant, and all research must begin anew.

For example, Catastrophic Failure while experimenting with a canon large enough to fire a projectile to the moon might have explosive results, while research into a demon-summoning spell might summon the demon in question without constraining its behaviour in any way.

If the check succeeds by 10 or more, on the other hand, it is a Critical Success and counts as two successes.

6. Based upon the difficulty of the research, a number of successes must be reached in order for the research to be successful. Based on the hazardousness of the research, a number of failures must occur before the next failure is automatically a Catastrophic Failure. So long as the character continues to research, the end result will eventually be success or catastrophe.

Tables deleted​


Leads & Serendipity

A “lead” is something that makes research easier. At the Game Master’s option, a lead can reduce the danger level or difficulty of research, or create some condition that automatically counts as a success.

Leads include the discovery of rare components, like expensive and hard to obtain gems, or ingredients from rare animals and monsters. Other leads might be learning of a tome or lorebook that might offer insight, discovering an easier research that can be done as a preliminary step, and so on. The purpose of leads is to offer roundabout ways toward completing research, as well as to offer the chance to complete a research step through adventuring.

Serendipity (in this context) is the discovery of a lead even though the skill check itself failed, or a discovery that can count as a lead toward another line of research.

For example, a character researching a ritual to create a wand of lightning bolts could instead discover a lead on creating an amulet of protection from electricity instead. The character can either follow this new lead, or reserve it for potential future use.

At the Game Master’s discretion, each research period can include a 1 in 6 chance of generating a lead, and/or a 1 in 10 chance of serendipity occurring.
 

Raven Crowking

First Post
Appendix IV: Option: RCFG Modern (Partial Text)

It is not uncommon for fantasy novels to feature modern characters, either transported to a fantasy world, or encountering the fantastic within the real world. Less common, but equally valid, are stories where the fantasy world itself is an analogue of the real world, where elves and dragons deal with M16s and aircraft. This appendix will help create characters and setting elements that relate directly to the modern era.

Game Masters and players alike should remember that the term “modern” is somewhat nebulous, and these rules can be used to create characters and/or settings from the early Industrial Era through to the near future.

Characters

Characters in a standard RCFG Modern setting are universally Normal Men. Adults are typically NM3, teenagers NM2, and adolescents NM1. Unless the campaign milieu allows for an unusual modern era, all characters will be human.

An RCFG Modern character can gain normal class levels after gaining experience points. The character’s level as a Normal Man count only as the character’s 1st level, even if the character is a NM3. Thus, the character can always gain 14 normal class levels.

This gives RCFG Modern characters a slight advantage in a milieu where the modern characters are transported to a fantasy world. This is intentional, and supports the most common tropes of fantasy literature, where modern people transported to fantasy lands and distant worlds do surprisingly well in comparison with the native populace.

Children may be size Small, and if so have the following special qualities:

• Small characters gain a +1 bonus to Armour Class, attack rolls, and Reflex saves, as well as skill modifiers based on size.

• A small character’s carrying capacity is three-quarters that of a medium character.

• Small characters take a –1 penalty to Prowess saves.

• Small characters must use smaller weapons than medium characters (see page 15).

• Small children have a base move speed of 20 feet.​

Skills

Universal education in the modern era means that most characters have the opportunity to learn more than their fantasy-world counterparts. Thus, a modern character gains 18 skill points if NM1, 24 if NM2, and 30 if NM3. Skill ranks cannot exceed NM level + 1. Note, however, that after gaining class levels, skill points are limited to NM level + class level + 1, again giving the imported modern character a slight advantage.

Unlike other characters, a modern character must use his skill points both for standard skills and weapon skills. Few people in the wealthier countries of the modern world have strong weapon skills, and some Game Masters might desire that modern Player Characters reflect this. Literature suggests, however, that the modern characters that get involved with fantasy worlds have an unusually strong martial or occult bent – they practice fencing, study marksmanship, or have developed a keen interest in folklore.

In addition, there are a few new skills and weapon skills that are relevant to the modern era. These are described below.

Skill Descriptions

Computer Use (Key Ability Intelligence; Secondary Ability None; ACP Yes; Size Mod No)

This skill is used to operate a computer. Programming a computer requires the Programming skill.

Demolitions (Key Ability Intelligence; Secondary Ability Wisdom; ACP Yes; Size Mod No)

This skill allows characters to set, and to disarm, explosives.

Drive (Key Ability Intelligence; Secondary Ability Wisdom; ACP Yes; Size Mod No)

The Drive skill is used to drive automobiles, trucks, motorcycles, and even tanks. When a character selects this skill, she must determine what type of vehicle she knows how to drive. A character can have multiple Drive skills for multiple types of vehicles. Flying and water vehicles use the Pilot skill. Muscle-powered land vehicles, such as bicycles and skateboards, use the Ride Vehicle skill.

Although there is no Size Mod for the Drive skill, most vehicles restrict driver size by their very nature.

Pilot (Key Ability Intelligence; Secondary Ability Wisdom; ACP Yes; Size Mod No)

The Pilot skill is used to operate flying vehicles and watercraft. When a character selects this skill, he must determine what type of vehicle he knows how to drive. Examples include small planes, jetliners, helicopters, canoes, motorboats, and ocean liners. A character can have multiple Pilot skills for multiple types of vehicles. Land vehicles use the Drive skill.

Although there is no Size Mod for the Pilot skill, most vehicles restrict driver size by their very nature.

Programming (Key Ability Intelligence; Secondary Ability None; ACP Yes; Size Mod No)

This skill is used to write computer programs. A character’s skill at Programming cannot exceed their skill at Computer Use.

Repair (Key Ability Intelligence; Secondary Ability Wisdom; ACP Yes; Size Mod No)

This skill is used to perform repairs on mechanical and electronic devices, such as automobiles, bicycles, and computers.

Ride Vehicle (Key Ability Dexterity; Secondary Ability Wisdom; ACP Yes; Size Mod No)

The Ride Vehicle skill is used to operate muscle-powered land vehicles, such as bicycles and skateboards, as well as advanced versions of the same vehicles. When a character selects this skill, she must determine what type of vehicle she knows how to operate. A character can have multiple Ride Vehicle skills for multiple types of vehicles. Motor-powered land vehicles use the Drive skill.

Although there is no Size Mod for the Ride Vehicle skill, most vehicles restrict driver size by their very nature.

Sciences (Key Ability Intelligence; Secondary Ability None; ACP Yes; Size Mod No)

Sciences is similar to the Craft, Knowledge, and Profession skills. When a character selects this skill, she must select a single science that she is knowledgeable about. Example sciences include anatomy, biology, chemistry, ecology, palaeontology, physics, and zoology.

The primary purpose of this skill is to provide characters with information that the players themselves are lacking. If a skill check fails, it indicates that the character doesn’t know the information sought. If it fails by 5 or more, the character believes he has information, which may be misleading or incorrect. For this reason, these types of Sciences skill checks are usually made by the GM in secret.

Sciences can also be used in a manner similar to the Craft and Profession skills.

It is obviously possible to be skilled in multiple sciences, and each of these counts as a separate skill.

Sport (Key Ability Strength; Secondary Ability Dexterity; ACP Yes; Size Mod Variable)

The character is skilled in a single sport, such as baseball, boxing, hockey, football, rugby, skiing, soccer, or water polo. The character may use this skill to perform tasks related to that sport, including playing the sport in question. Variable Size Mod allows the GM to modify the skill to better represent individual sports.

A character can be skilled in multiple sports, and each of these counts as a separate skill.

Weapon Skills

The modern era offers many weapons that are unavailable in a normal fantasy milieu. In RCFG terms, these weapons use the Modern Pistols, Modern Rifles, or the Ordinance skill, described below:

Modern Pistols (Key Ability Dexterity; ACP Yes)

This skill is used to shoot modern pistols of all types.

Combat Modes: Accurate, Aggressive, and Standard.

Modern Rifles (Key Ability Dexterity; ACP Yes)

This skill is used to modern rifles of all types, including automatic rifles, but not machine guns (which are covered by the Ordinance weapon skill).

Combat Modes: Accurate, Aggressive, Brutal, and Standard.

Restriction: Using this skill requires that both hands be free. A character cannot use Modern Rifles one-handed. A character cannot use both this skill and a shield.

Ordinance (Key Ability Intelligence; ACP Yes)

This skill allows for the use of machine guns, grenade launchers, anti-aircraft guns, rocket launchers, and other items of heavy ordinance.

Combat Modes: Accurate, Aggressive, and Standard.

Restriction: Using this skill requires that both hands be free. A character cannot use Ordinance one-handed. A character cannot use both this skill and a shield.
 



Raven Crowking

First Post
Working on the Modern weapons right now. I decided to go with simple categories like "express rifle", "paintball gun", and "grenade launcher", rather than using specific makes/models of weapons.

Thus, you can include a modern military unit with assault rifles or service rifles if you wish, or include some kids with paintball guns, or include a farmer with a shotgun. Or even a "you'll shoot your eye out" BB gun! :lol:
 


Remove ads

Top