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<blockquote data-quote="doctorbadwolf" data-source="post: 8063811" data-attributes="member: 6704184"><p>Very cool! </p><p></p><p>I, myself, am working on a few different things, though some have been temporarily halted by me losing most of the work I'd done on them. </p><p></p><p>[spoiler=Classes]</p><ul> <li data-xf-list-type="ul">Assassin: Somewhere between the Rogue and Ranger with elements of the Monk, in terms of comparisons, but featuring a handful of key unique elements, such as;<ul> <li data-xf-list-type="ul">a building damage feature called the Assassin's Shroud. You have half-level d8s, and can stack a number on a target equal to proficiency bonus. Having your Shroud on a target makes them more vulnerable to you, allowing you to do certain special things, cause bleed damage on a hit, etc, and you can Invoke your Shrouds as part of an attack to deal extra damage, rolling the shrouds you have on the target. Some subclasses can also spend Shrouds to do stuff.</li> <li data-xf-list-type="ul">Lethal Killer. When a target is reduced to X or fewer HP from damage dealt by you, they are instead reduced to 0HP.</li> <li data-xf-list-type="ul">A movement and stealth based feature that allows special movement and sometimes attacks when you use the attack action.</li> <li data-xf-list-type="ul">Different Guilds are named after mythical monsters. Manticore is poisoners, who can make a poison specific to a creature (bypassing resist, lowering immune to resist, and making a non-resistant creature vulnerable), Doppleganger are illusionists and infiltrators who can turn their disguises into a fear effect, inflicting paranoia and panic on a target, and Peryton are athletic alpha-hunters who turn parkour and athleticism into a weapon, gaining resist to falling damage, and inflicting extra damage when they get the drop on an enemy.</li> <li data-xf-list-type="ul">Specialized tools that sit outside subclass like Warlock's Pact Boon, and can be upgraded at later levels. </li> </ul></li> <li data-xf-list-type="ul">Swordmage. A mix of swordmaster and esoteric hermetic scholar. Has a Manual Esoterica that is equal parts spellbook and fighting manual, that they add Techniques to, gaining some as they level, and adding others through training or study or experimentation, much like a mage. <ul> <li data-xf-list-type="ul">Mechanically, similar to a Monk, with an Arcane Aegis and an Elemental Atunement that adds benefits to their Aegis, and a pool of Aether that functions like Ki, fueling their Techniques. They start with a couple Techniques based on their chosen Elemental Atunement, and techniques they can learn include things that resemble manuevers, some that are just "cast X spell at Y level" and others that are more passive benefits or work like Stances and require concentration.</li> <li data-xf-list-type="ul">The most complex thing I've tried to build for 5e, by far, though the math is fairly simple.</li> </ul></li> <li data-xf-list-type="ul">Marshal. The Captain. The Leader. They speak, and people listen. They stand, and others stand with them. Thematically lives somewhere between the Fighter and Paladin, as a support oriented warrior. <ul> <li data-xf-list-type="ul">Gains a Presence that is an aura that starts at 10ft and gets bigger as you level. Basic benefit is an initiative bonus and a bonus to saves against dangers that the Marshal is aware of. Though this isn't set in stone.</li> <li data-xf-list-type="ul">Different subclasses give different benefits to the Presence.</li> <li data-xf-list-type="ul">Vangaard gives an enemy debuff and an ally bonus to saves against fear, and is the heaviest hitter.</li> <li data-xf-list-type="ul">There is a librarian type warrior-sage that gets benefits based on studying targets, and can even spend downtime researching threats and gaining benefits from doing so. </li> </ul></li> </ul><p>[/spoiler]</p><p></p><p>[spoiler=Space Fantasy!]</p><p><img class="smilie smilie--emoji" alt="🎶" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f3b6.png" title="Musical notes :notes:" data-shortname=":notes:" loading="lazy" width="64" height="64" /><em>It's all part, of my outer space fantasy!<img class="smilie smilie--emoji" alt="🎶" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f3b6.png" title="Musical notes :notes:" data-shortname=":notes:" loading="lazy" width="64" height="64" /></em></p><p></p><p>A galaxy built on some, but not all, of the assumptions of DnD and classic Space Opera. Flash Gordon, Star Wars, Star Trek, Titan AE, Treasure Planet, He-man/She-ra, Thundercats, Galaxy Rangers, and more inspire this project. </p><p></p><p><em>For centuries, the great Star Lanes opened paths between the stars like great super highways through the eternal void. Empires rose and fell on the shores of these cosmic rivers. The last of these were the great cosmopolitan Galactic Federation of Free Worlds, and the expansionist, Human-dominated, Empire of The Sun Eternal. For over a century, the human Empire waged war on the aliens of the Federation, and the Elves, Orcs, Gnomes, Beastfolk, and myriad other folk of the Federation held them at bay. Finally, a peace was won. </em></p><p><em> The Emperor and his Parliament signed a peace treaty, as colony worlds on the fringes o the Empire seceded in outrage. Less than a century from the signing of the Grand Accord, the Star Lanes winked out of existence, one by one, over the course of a single year, and the galaxy fell into darkness. </em></p><p><em> Finally, roughly 100 years ago, a Star Lane reappeared, and then another, and another, connecting star systems in a new patchwork as optimistic and opportunistic adventurers explore the wider world once again. Meanwhile, Vy Shaar Travellers developed the first Aether Slipstream Drive, allowing intrepid explorers to travel between stars without Star Lanes, though the journeys are much slower, and much more dangerous. </em></p><p><em> Today, the newly formed Galactic Commonwealth seeks to honor the legacy of the Grand Accord that ended the war between humans and the other folk of the Known Worlds, and the tyrranical Grand Solar Authority, a government born of the wreckage of the self-styled nobility of the old human colony worlds, seeks to spread it's dominion and reclaim the worlds it sees as it's Divine Destiny. </em></p><p></p><p>History aside, it's a fantastical world where Aether gas gathers around gravity wells in space, allowing terrestrial creatures to breath in many regions of space, and airships to function like star ships, moth people who eat Aether and live on asteroids, kobolds who live nestled in the scales of ancient wyrms the size of moons, Vy Shaar (shadar-kai and vryloka) Travellers whose homes are their ships and who seek their lost star and have a sacred connection with the darkness between the stars, Guardians who travels the Known Worlds tracking down the plots and threats of their ancient adversary, protecting the common folk from supernatural evil, Rangers of the Commonwealth who try to keep folk safe from more mundane evils, space pirates, rebels, holy Knights in power armor who patrol the ancient border worlds that are under threat from the tyranny of those whose people were one kin, and much more. [/spoiler]</p><p></p><p>[spoiler=Quest For Chevar]</p><p>A new game using an entirely new system, built from the ground up to be used to play in a world that seems at first glance to be our own world, but upon closer inspection reveals Hidden Folk of every fairy tale people, Crossroads from our world to the worlds of giants, fey, subterranean creatures, the gods, and the terrors that dwell between the worlds. </p><p></p><p>Chevar itself is the Ninth World. A World like our own in geography and psysical laws, but sparsely populated and without technological advancement. A world overflowing with magical power, and with Crossroads to every other world. Because of this combination, when all the worlds are threatened by the weakening of the ancient bonds that keep Demon and First Gods alike at bay, Chevar is the frontline. For reasons that are one of the mysteries of the age, Chevar is also the key to securing victory, and saving the Nine Worlds. </p><p></p><p>Begin as Rangers, folks who are counted among the Wise, who know the truth of things, and who use that knowledge to keep people, both human and supernatural, safe. Eventually, you will find clues and questions that will lead you ever closer to the various Mysteries of the Nine Worlds, and thus ever closer to Chevar. </p><p></p><p>Play in one of three Eras. </p><ul> <li data-xf-list-type="ul">Turn of The Century. From about 1890 to about 1940, the world changed, but not just our world. Secret forces seek to uncover knowledge best left buried, to make deals with beings best left unnamed, and to bind the very gods who might stop them into eternal silence. Become one of the first Rangers, and gather allies and resources to stop the Thule Society, the Society of The Crimson Glove, and other secret associations bent on attaining power at any cost from completing their fell rituals and gathering their dark power, and investigate the Mysteries of the Era, such as "Where Have The Gods Gone?".</li> <li data-xf-list-type="ul">The Modern Age. 1990 to about 2040. The gods are growing less quiet, and the spread of information technology is making it harder for the Hidden Folk to stay hidden. Meanwhile, old powers thought long vanquished are rising, this time in the halls of power that once opposed them. Become the Rangers of a new age, revitalise the Rangers, answer the call of the gods and the spirits of the land, who cry out in terror but cannot say why. Something is coming. Something has broken. Chevar is in danger. The Tree is in danger. War is coming.</li> <li data-xf-list-type="ul">The Future. 2190 to 2240. The peoples of Earth have ventured into the stars. Orbital cities circle the planet, and faraway planets. Magic and technology have been combined to create warp drives, allowing travel to nearby stars. The future is bright in a way that few ever dared to dream. But in that shining light a long shadow is cast, and something stirs in the eternal darkness between stars. The First Gods are waking. The drums of war are sounding once more, but this time, no one knows how to reach Chevar. What was once the battleground has been cut off from the other worlds for over a century, and with it many of the most powerful weapons of the Free Folk. The Rangers are needed now more than ever, and their allies. Will you answer the call?</li> </ul><p>It's a game of mysteries, adventure, battle, redemption, and of building relationships and alliances. We are working hard to create an experience where the individual can shine, but where cooperation is the key to success, and a world that is as diverse as our own world. It's a game where the troll can be the hero, the villain, or the villager in need of saving. </p><p></p><p>[/spoiler]</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 8063811, member: 6704184"] Very cool! I, myself, am working on a few different things, though some have been temporarily halted by me losing most of the work I'd done on them. [spoiler=Classes] [LIST] [*]Assassin: Somewhere between the Rogue and Ranger with elements of the Monk, in terms of comparisons, but featuring a handful of key unique elements, such as; [LIST] [*]a building damage feature called the Assassin's Shroud. You have half-level d8s, and can stack a number on a target equal to proficiency bonus. Having your Shroud on a target makes them more vulnerable to you, allowing you to do certain special things, cause bleed damage on a hit, etc, and you can Invoke your Shrouds as part of an attack to deal extra damage, rolling the shrouds you have on the target. Some subclasses can also spend Shrouds to do stuff. [*]Lethal Killer. When a target is reduced to X or fewer HP from damage dealt by you, they are instead reduced to 0HP. [*]A movement and stealth based feature that allows special movement and sometimes attacks when you use the attack action. [*]Different Guilds are named after mythical monsters. Manticore is poisoners, who can make a poison specific to a creature (bypassing resist, lowering immune to resist, and making a non-resistant creature vulnerable), Doppleganger are illusionists and infiltrators who can turn their disguises into a fear effect, inflicting paranoia and panic on a target, and Peryton are athletic alpha-hunters who turn parkour and athleticism into a weapon, gaining resist to falling damage, and inflicting extra damage when they get the drop on an enemy. [*]Specialized tools that sit outside subclass like Warlock's Pact Boon, and can be upgraded at later levels. [/LIST] [*]Swordmage. A mix of swordmaster and esoteric hermetic scholar. Has a Manual Esoterica that is equal parts spellbook and fighting manual, that they add Techniques to, gaining some as they level, and adding others through training or study or experimentation, much like a mage. [LIST] [*]Mechanically, similar to a Monk, with an Arcane Aegis and an Elemental Atunement that adds benefits to their Aegis, and a pool of Aether that functions like Ki, fueling their Techniques. They start with a couple Techniques based on their chosen Elemental Atunement, and techniques they can learn include things that resemble manuevers, some that are just "cast X spell at Y level" and others that are more passive benefits or work like Stances and require concentration. [*]The most complex thing I've tried to build for 5e, by far, though the math is fairly simple. [/LIST] [*]Marshal. The Captain. The Leader. They speak, and people listen. They stand, and others stand with them. Thematically lives somewhere between the Fighter and Paladin, as a support oriented warrior. [LIST] [*]Gains a Presence that is an aura that starts at 10ft and gets bigger as you level. Basic benefit is an initiative bonus and a bonus to saves against dangers that the Marshal is aware of. Though this isn't set in stone. [*]Different subclasses give different benefits to the Presence. [*]Vangaard gives an enemy debuff and an ally bonus to saves against fear, and is the heaviest hitter. [*]There is a librarian type warrior-sage that gets benefits based on studying targets, and can even spend downtime researching threats and gaining benefits from doing so. [/LIST] [/LIST] [/spoiler] [spoiler=Space Fantasy!] 🎶[I]It's all part, of my outer space fantasy!🎶[/I] A galaxy built on some, but not all, of the assumptions of DnD and classic Space Opera. Flash Gordon, Star Wars, Star Trek, Titan AE, Treasure Planet, He-man/She-ra, Thundercats, Galaxy Rangers, and more inspire this project. [I]For centuries, the great Star Lanes opened paths between the stars like great super highways through the eternal void. Empires rose and fell on the shores of these cosmic rivers. The last of these were the great cosmopolitan Galactic Federation of Free Worlds, and the expansionist, Human-dominated, Empire of The Sun Eternal. For over a century, the human Empire waged war on the aliens of the Federation, and the Elves, Orcs, Gnomes, Beastfolk, and myriad other folk of the Federation held them at bay. Finally, a peace was won. The Emperor and his Parliament signed a peace treaty, as colony worlds on the fringes o the Empire seceded in outrage. Less than a century from the signing of the Grand Accord, the Star Lanes winked out of existence, one by one, over the course of a single year, and the galaxy fell into darkness. Finally, roughly 100 years ago, a Star Lane reappeared, and then another, and another, connecting star systems in a new patchwork as optimistic and opportunistic adventurers explore the wider world once again. Meanwhile, Vy Shaar Travellers developed the first Aether Slipstream Drive, allowing intrepid explorers to travel between stars without Star Lanes, though the journeys are much slower, and much more dangerous. Today, the newly formed Galactic Commonwealth seeks to honor the legacy of the Grand Accord that ended the war between humans and the other folk of the Known Worlds, and the tyrranical Grand Solar Authority, a government born of the wreckage of the self-styled nobility of the old human colony worlds, seeks to spread it's dominion and reclaim the worlds it sees as it's Divine Destiny. [/I] History aside, it's a fantastical world where Aether gas gathers around gravity wells in space, allowing terrestrial creatures to breath in many regions of space, and airships to function like star ships, moth people who eat Aether and live on asteroids, kobolds who live nestled in the scales of ancient wyrms the size of moons, Vy Shaar (shadar-kai and vryloka) Travellers whose homes are their ships and who seek their lost star and have a sacred connection with the darkness between the stars, Guardians who travels the Known Worlds tracking down the plots and threats of their ancient adversary, protecting the common folk from supernatural evil, Rangers of the Commonwealth who try to keep folk safe from more mundane evils, space pirates, rebels, holy Knights in power armor who patrol the ancient border worlds that are under threat from the tyranny of those whose people were one kin, and much more. [/spoiler] [spoiler=Quest For Chevar] A new game using an entirely new system, built from the ground up to be used to play in a world that seems at first glance to be our own world, but upon closer inspection reveals Hidden Folk of every fairy tale people, Crossroads from our world to the worlds of giants, fey, subterranean creatures, the gods, and the terrors that dwell between the worlds. Chevar itself is the Ninth World. A World like our own in geography and psysical laws, but sparsely populated and without technological advancement. A world overflowing with magical power, and with Crossroads to every other world. Because of this combination, when all the worlds are threatened by the weakening of the ancient bonds that keep Demon and First Gods alike at bay, Chevar is the frontline. For reasons that are one of the mysteries of the age, Chevar is also the key to securing victory, and saving the Nine Worlds. Begin as Rangers, folks who are counted among the Wise, who know the truth of things, and who use that knowledge to keep people, both human and supernatural, safe. Eventually, you will find clues and questions that will lead you ever closer to the various Mysteries of the Nine Worlds, and thus ever closer to Chevar. Play in one of three Eras. [LIST] [*]Turn of The Century. From about 1890 to about 1940, the world changed, but not just our world. Secret forces seek to uncover knowledge best left buried, to make deals with beings best left unnamed, and to bind the very gods who might stop them into eternal silence. Become one of the first Rangers, and gather allies and resources to stop the Thule Society, the Society of The Crimson Glove, and other secret associations bent on attaining power at any cost from completing their fell rituals and gathering their dark power, and investigate the Mysteries of the Era, such as "Where Have The Gods Gone?". [*]The Modern Age. 1990 to about 2040. The gods are growing less quiet, and the spread of information technology is making it harder for the Hidden Folk to stay hidden. Meanwhile, old powers thought long vanquished are rising, this time in the halls of power that once opposed them. Become the Rangers of a new age, revitalise the Rangers, answer the call of the gods and the spirits of the land, who cry out in terror but cannot say why. Something is coming. Something has broken. Chevar is in danger. The Tree is in danger. War is coming. [*]The Future. 2190 to 2240. The peoples of Earth have ventured into the stars. Orbital cities circle the planet, and faraway planets. Magic and technology have been combined to create warp drives, allowing travel to nearby stars. The future is bright in a way that few ever dared to dream. But in that shining light a long shadow is cast, and something stirs in the eternal darkness between stars. The First Gods are waking. The drums of war are sounding once more, but this time, no one knows how to reach Chevar. What was once the battleground has been cut off from the other worlds for over a century, and with it many of the most powerful weapons of the Free Folk. The Rangers are needed now more than ever, and their allies. Will you answer the call? [/LIST] It's a game of mysteries, adventure, battle, redemption, and of building relationships and alliances. We are working hard to create an experience where the individual can shine, but where cooperation is the key to success, and a world that is as diverse as our own world. It's a game where the troll can be the hero, the villain, or the villager in need of saving. [/spoiler] [/QUOTE]
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