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<blockquote data-quote="The Sigil" data-source="post: 1289752" data-attributes="member: 2013"><p>You already know this, Krug, but I do have a couple of projects in the hopper... late as usual, though... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> Products marked with an asterisk (*) will not incorporate a lot of "new" material but rather will be alternate ways of using existing material, mostly from the SRD... buying these products means you're paying for the "alternate implementation" if you will (so be warned in advance that they will contain mostly "old" material, used in a "new way").</p><p></p><p><strong>1.) Buy the Numbers*</strong></p><p>A system to replace the familiar "class/level" arrangement of gaining hit points, BAB, spells, etc. and base everything on XP, i.e., you can "buy" as little as a single spell slot or one point of BAB or whatever. Lets you "power up" your character after each gaming session. A character with a certain amount of XP should be roughly equivalent to a "standard" character with the same amount of XP (and therefore at a certain level) though obviously a character with 999 XP (1st level) will look a much more like a 2nd-level character than a first-level charcter using this system.</p><p></p><p><strong>2.) The Enchiridion of Eldritch Energies</strong></p><p>Doing new and exciting things with spells... this may be broken up into several small volumes... a "free sample" of a new spell type, the "buildup" or "chargeball" spell appears below my signature (but not my .sig) at the end of this post.</p><p></p><p><strong>3.) The Enchiridion of Planar Powers</strong></p><p>Still in the very formative stages, may be combined with the EoEE above.</p><p></p><p><strong>4.) Adventures</strong></p><p>I have several adventures in the hopper as well... all are more or less written, but a lot of cleanup is required. Total page count is currently around 200 pages, and there are quite a few of them.</p><p></p><p><strong>5.) OGL-Fantasy Lite*</strong></p><p>In a throwback to the 1983 Boxed Sets, I'm working on an introductory product, between 32 and 48 pages (certainly no more), with a simplified and streamlined ruleset to make it easy and quick to run a game. The ruleset will still be fully compatible with the "Full" rules, too. Basically, it's a "basic subset" of all of the rules. This is my newest project but could be done the quickest, ironically. It's intended for new players... hand this to a newbie and he should be ready to play in minutes. I'll probably create a companion volume for newbie DMs at some point too.</p><p></p><p><strong>6.) Cybernetics, Bionics, and Magical Prosthetics</strong></p><p>Another project that is mostly written but in *severe* need of cleanup and updating. May not see the light of day for quite some time (needs a lot of balancing and tweaking). Adds cybernetics (or the magical equivalent thereto) to a game... e.g., "what can you do with an arm made of moving metal" regardless of the motive power (magic, hydraulics, etc.)</p><p></p><p>--The Sigil</p><p></p><p><strong>Chargeball</strong></p><p>Evocation [Buildup, Electricity]</p><p>Level: Sor/Wiz 1</p><p>Components: V, S, M</p><p>Casting Time: 1 action</p><p>Range: Close (25 ft. + 5 ft./2 levels)</p><p>Target: One creature or object</p><p>Duration: 5 rounds (see text)</p><p>Saving Throw: Reflex half</p><p>Spell Resistance: Yes</p><p></p><p>Like all buildup spells, chargeball requires that the caster have one free hand at the time of casting. This free hand is sheathed in crackling electrical energy, which grows in intensity as the spell duration continues, then begins to wane in intensity. The character may discharge the chargeball spell on the turn it is cast or may wait until a later round (see the description of buildup spells for more details). The chargeball, when discharged, the spell’s duration ends as the energy flies unerringly toward a target within range; dealing electricity damage to the target; the target is allowed a Reflex saving throw for half damage. The effects of the chargeball depend on how long it is released after the casting of the spell (see the table below).</p><p>Material Component: A bit of wool.</p><p></p><p>Time between casting and discharge:</p><p>Less than one full round or five full rounds - 1d4 points of electrical damage per level (5d4 max)</p><p>One full round or four full rounds - 1d6 points of electrical damage per level (5d6 max)</p><p>Two or three full rounds - 1d8 points of electrical damage per level (5d8 max) and target must make a Fortitude Save (against the spell’s DC) or be <em>stunned</em> for one round</p></blockquote><p></p>
[QUOTE="The Sigil, post: 1289752, member: 2013"] You already know this, Krug, but I do have a couple of projects in the hopper... late as usual, though... ;) Products marked with an asterisk (*) will not incorporate a lot of "new" material but rather will be alternate ways of using existing material, mostly from the SRD... buying these products means you're paying for the "alternate implementation" if you will (so be warned in advance that they will contain mostly "old" material, used in a "new way"). [b]1.) Buy the Numbers*[/b] A system to replace the familiar "class/level" arrangement of gaining hit points, BAB, spells, etc. and base everything on XP, i.e., you can "buy" as little as a single spell slot or one point of BAB or whatever. Lets you "power up" your character after each gaming session. A character with a certain amount of XP should be roughly equivalent to a "standard" character with the same amount of XP (and therefore at a certain level) though obviously a character with 999 XP (1st level) will look a much more like a 2nd-level character than a first-level charcter using this system. [b]2.) The Enchiridion of Eldritch Energies[/b] Doing new and exciting things with spells... this may be broken up into several small volumes... a "free sample" of a new spell type, the "buildup" or "chargeball" spell appears below my signature (but not my .sig) at the end of this post. [b]3.) The Enchiridion of Planar Powers[/b] Still in the very formative stages, may be combined with the EoEE above. [b]4.) Adventures[/b] I have several adventures in the hopper as well... all are more or less written, but a lot of cleanup is required. Total page count is currently around 200 pages, and there are quite a few of them. [b]5.) OGL-Fantasy Lite*[/b] In a throwback to the 1983 Boxed Sets, I'm working on an introductory product, between 32 and 48 pages (certainly no more), with a simplified and streamlined ruleset to make it easy and quick to run a game. The ruleset will still be fully compatible with the "Full" rules, too. Basically, it's a "basic subset" of all of the rules. This is my newest project but could be done the quickest, ironically. It's intended for new players... hand this to a newbie and he should be ready to play in minutes. I'll probably create a companion volume for newbie DMs at some point too. [b]6.) Cybernetics, Bionics, and Magical Prosthetics[/b] Another project that is mostly written but in *severe* need of cleanup and updating. May not see the light of day for quite some time (needs a lot of balancing and tweaking). Adds cybernetics (or the magical equivalent thereto) to a game... e.g., "what can you do with an arm made of moving metal" regardless of the motive power (magic, hydraulics, etc.) --The Sigil [b]Chargeball[/b] Evocation [Buildup, Electricity] Level: Sor/Wiz 1 Components: V, S, M Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature or object Duration: 5 rounds (see text) Saving Throw: Reflex half Spell Resistance: Yes Like all buildup spells, chargeball requires that the caster have one free hand at the time of casting. This free hand is sheathed in crackling electrical energy, which grows in intensity as the spell duration continues, then begins to wane in intensity. The character may discharge the chargeball spell on the turn it is cast or may wait until a later round (see the description of buildup spells for more details). The chargeball, when discharged, the spell’s duration ends as the energy flies unerringly toward a target within range; dealing electricity damage to the target; the target is allowed a Reflex saving throw for half damage. The effects of the chargeball depend on how long it is released after the casting of the spell (see the table below). Material Component: A bit of wool. Time between casting and discharge: Less than one full round or five full rounds - 1d4 points of electrical damage per level (5d4 max) One full round or four full rounds - 1d6 points of electrical damage per level (5d6 max) Two or three full rounds - 1d8 points of electrical damage per level (5d8 max) and target must make a Fortitude Save (against the spell’s DC) or be [i]stunned[/i] for one round [/QUOTE]
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