Author Topic: Campaign Info  (Read 2793 times)

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bhu

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Campaign Info
« on: March 21, 2011, 06:17:47 AM »
New Skill

Knowledge (Things Man Was Not Meant To Know)


New Feats

Continuous Learning
You keep up with the times.
Prerequisites: Ranks in any Craft skill (Chemical, Mechanical, Pharmaceutical, Structural)
Benefits: You gain a +2 Bonus on a specific Craft skill of your choice.  Also, when new inventions come out with that Craft skill you keep up with them, and take no penalties in working with them.  For example if a new form of lock was invented, and your bonus was in Craft (Mechanical) you wouldn't take penalties in Open Lock checks because you were unfamiliar with it.  If a new explosive were invented, and you had ranks in Craft (Chemical) you wouldn't take penalties on Demolitions when using it.  May be taken multiple times, once for each Craft skill.

Medium
You were born sensitive to odd things.
Prerequisites: Must be taken at 1st Level
Benefits: You gain a +2 Bonus on Listen and Spot checks against anything Supernatural.  This means any creature withe Supernatural abilities or that has the ability to cast spells, or to notice any trap/event/whatever with a supernatural origin.

New Flaws

Apprentice
You have accepted a Wizard or entity as a teacher, and may whatever God you pray to have mercy on you.
Prerequisites: Must have made peaceful contact with a caster (human or otherwise) and agreed to the bonds of apprenticeship as it's student.
Benefits:

Deific Bargain
You have agreed to some sort of horrific bargain with a Deity for power, or just to convince it to let you live, although life as a God's pawn can hardly be called a life.
Prerequisites: Must have made peaceful contact with a Deity, and accept it's bargain for letting you live as it's servant
Benefits:
« Last Edit: August 21, 2011, 03:28:11 AM by bhu »

bhu

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Re: Campaign Info
« Reply #1 on: March 21, 2011, 06:18:59 AM »
Sanity Rules

Beginning Sanity All PC's start with a beginning Sanity equal to their lowest mental stat times 5.  They take damage to this score from committing acts they find difficult to deal with, seeing things they were not meant to see, encountering things from other worlds, etc.

Losing Sanity Whenever a PC encounters a difficult event, he or she must make a Willpower Save (DC is given below) or take the appropriate amount of Sanity loss.  Once Sanity reaches 0, that character becomes incurably insane, and is retired from the game as they are effectively dead.  Their mind is a shattered wreck and they are incapable of doing much of anything but scream, and fight.  Should a PC roll a Natural 1 on a Willpower Save to avoid Sanity damage, or take more than 20% of their current Sanity all at once (or within 1 hour), they will develop a temporary form of insanity detailed below.  Temporary is a bit of a misnomer, as unless they are cured it won't really go away for 1d6 months, and cures are difficult to come by (though they can regain some Sanity by successfully defeating Things From Outside).  If during Temporary Insanity the PC loses up to 20% of their current Sanity again, their Insanity is permanent, rendering them incapable of functioning for (20 minus Wisdom Score weeks) and providing permanent symptoms thereafter.  Sanity Loss for Monsters is listed in their description.  For other events consult the chart below (Sanity damage listed before the slash is for a successful Save, damage listed after is for an unsuccessful Save):

Regaining Sanity

There are several ways to regain Sanity damage:

Defeating Things from Outside: If the PC's can defeat a monster they regain sanity equla to the maximum Sanity lost encountering one.  Choose the monster doing the worst Sanity damage from the encounter, and the players receive Sanity equal to the max they would lose for a failed Willpower Save encountering the beast (for example if a Ghoul does 0/1d6 damage, and the PC's defeat/capture/murder the Ghoul, they can regain 6 Sanity).  If the PC's can defeat a cult without encountering monsters they can regain 3 Sanity.  If the PC's can put down the summoning of a God they regain 20 Sanity.

By increasing their mental stats: If the stat their Sanity is based on increases, so does their Sanity.  For every permanent +1 to that mental stat they gain +5 Sanity.  

Maxing out ranks in a skill: The first time a PC maxes out ranks in a particular skill, they gain 2d6 Sanity due to increased confidence.  This can only be done once per skill.

Psychotherapy and Psychiatric medications are, alas, not available in this time period.

It is also possible to 'get used' to seeing monsters.  Once the player has lost the maximum possible Sanity done by a particular monster (i.e. if it does 1d6 Sanity damage on a failed Willpower Save, and you've taken a total of 6 Sanity in one or multiple encounters) you stop losing Sanity for a reasonable period of time.  Reasonable being defined by the DM.  One never gets used to seeing Gods or spellcasting (with the possible exception of Class Features).  Eventually after enough time has passed you will take mental damage again.

Event   San Loss

Surprised to find mutilated animal carcass or a human corpse/body part (DC 13) 0/1d2
See a river flow with blood or other unexplainable phenomena (DC 14) 0/1d3
Find a mutilated human corpse, Perform an objectionable act (varies by persons beliefs, but would be things like hiding among corpses or mutilating a corpse) (DC 15) 0/1d4
Awake in a coffin, witness a friend's violent death, see a minor monster (DC 16) 0/1d6
Meet someone you know to be dead (DC 17), seeing most monsters 0/1d8
Undergo severe torture, Perform a very objectionable act (Forced to commit rape/incest/necrophagy/necrophilia, murder a friend, etc), See corpse rise from the grave or another event you know to be impossible, see powerful monster (DC 20) 0/1d10
See a gigantic alien head fall from the sky or other completely unexplainable alien event or witness the end of a civilization (DC 22), see very powerful monster 2/2d10
Confront a deity (DC equals 10 plus Deities Hit Dice plus Charisma Modifier i.e. you aren't making it)  1d10/1d100


Insanity

If the PC goes temporarily or permanently insane they may suffer from one of the following disorders (Note: I do not believe in randomly rolling for insanities gained by an encounter.  Pick one appropriate to the situation.):


Acute Stress Disorder:

Amnesia:

Anorexia:

Anxiety Disorder:

Brief Psychotic Disorder:

Catatonic Scizophrenia:

Conversion Disorder:

Depression:

Megalomania:

Nightmare Disorder:

Obsessive-compulsive Disorder:

Pain Disorder:

Paranoia:

Phobia:

Pica:

Post Traumatic Stress Disorder:

Pyromania:

Extremely powerful entities such as Gods or the most powerful monsters can cause minor strokes or other physical damage which may result in the following insanities (It should be noted these are not common and usually only result as permanent as opposed to temporary insanities):

Autophagia:

Body Dysmorphic Disorder:

Psychopathy:

Psychosis:

Scizophrenia:

work in progress.
« Last Edit: August 21, 2011, 02:26:28 AM by bhu »

bhu

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Re: Campaign Info
« Reply #2 on: March 21, 2011, 06:19:25 AM »
Spellcasting Rules

The spells listed here are somewhere between regular d20 spells and skills.  Once a character has learned a spell, he begins with 1 rank in it, and can buy more ranks just like Skills (maximum ranks per level are the same as Skill Points, Skill Points are used to purchase ranks in spells).  He does not need to make a Skill Check to cast a spell (unless noted otherwise), the ranks merely determine how powerful the spells effects are as opposed to his Character Level like normal d20 spells.


Learning A Spell

There are several ways to learn a spell:

Deities: If one is willing to bargain with a Deity, the God can simply impart knowledge of the spell as a Swift Action, and the PC takes the Deific Bargain Flaw while gaining 2 ranks in the spell the Deity chooses to teach him (which will be detailed below).

Spellcasters: If the PC is not willing to bargain with a Deity he can choose to apprentice himself to a more experienced caster, human or not.  This is scarcely less dangerous than bargaining with a God, and you get whatever spells a madman or a supernatural entity wish to give you.  Learning time is half normal since you have someone to show you the way, but you must take the Apprentice Flaw. For both learning a spell via Apprenticeship or Book learning you must attempt to cast it to learn the spell (which can have possible problems if you fail, see Adverse Effects below)

Book Learning: You can hunt down and find scrolls, books, or other means of communication that describe casting a spell and attempt it yourself.  Can be dangerous in the case of some rituals, but you're a free man without ties (unless you screw up).

Spellcrafting: If all else fails, and you have the Spellcrafting ability gained from 10 Levels of Occultist you can attempt to make your own version of a spell from scratch.  Assuming you survive the research.

A typical spell will look like this:

Spell Name
Costs: Sanity or other damage that needs to be taken to cast the spell.
Requirements: If the spell can only be cast in certain places, or times, or when certain events have taken place it will be listed here.  
Components: Necessary components, if any.
Learning Time: How long it takes to learn the spell by experimenting with instructions read from a book.  The time listed is the time you take trying to learn the spell, and the DC listed after is the Knowledge (Arcane) Check you must make to successfully learn it or start over from scratch.
Casting Time: How long it takes to cast.
Range: The range of the spell.
Target, Effect, or Area: What the spell effects, or the area it encompasses.
Duration: How long the spell lasts.
Saving Throw: Saving Throw necessary to shrug off or reduce the effects of the spell.
Adverse Effects: Side effects for long ritual spells that are cast incorrectly or interrupted (or for failing to learn the spell).


work in progress


« Last Edit: August 22, 2011, 04:14:40 AM by bhu »

bhu

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Re: Campaign Info
« Reply #3 on: March 30, 2011, 03:02:44 AM »
Spellcrafting Rules

coming soon

bhu

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Re: Campaign Info
« Reply #4 on: March 30, 2011, 03:03:45 AM »
Military Scientist Rules

Improve Firearms                            Craft DC  Prerequisite
Invent Plains Rifle                             54
Invent Ferguson Rifle                           20
Invent Kentucky Rifle                           59
Invent Nock Gun                                 38
Invent Punt Gun                                 60
Invent Percussion Cap                           48
Invent Perkins Steam Gun                        58
Invent Flintlock Revolver                       48

Improve Artillery       Craft DC  Prerequisite
Invent Volley Gun         10
Invent Flintlock Cannon   10
Invent Rocket Battery     44
Invent Mysorean Rocket    39
Invent Congreve Rocket    46
Invent Field Gun          39


Improve Explosives       Craft DC  Prerequisite
Invent Ordnance            10
Invent Fougasse            10
Invent Flintlock Fougasse  20

Improve Vehicles         Craft DC  Prerequisite
Invent Turtle               10
Invent Armored Coach
Invent Steam Engine         34



coming soon
« Last Edit: May 09, 2011, 07:08:08 AM by bhu »

bhu

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Re: Campaign Info
« Reply #5 on: May 05, 2011, 06:10:04 AM »
Okay what other possible firearm improvements can be found other than what I have in between 1775 and the invention of the percussion cap?

bhu

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Re: Campaign Info
« Reply #6 on: May 06, 2011, 05:08:37 AM »
added explosives and artillery


bhu

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« Last Edit: July 23, 2011, 05:43:36 PM by bhu »

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« Last Edit: June 10, 2011, 06:31:18 AM by bhu »


bhu

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Re: Campaign Info
« Reply #11 on: May 28, 2011, 06:04:41 AM »
Starting Point


The September 11th meeting on Staten Island by Franklin and others begins the secret phenomenon that will be the end of the war.

On September 21st what will be the first of many tragic fires erupts in New York, and many ships (British or otherwise) are destroyed or disappear around this time.  On the 22nd appearing pale and possibly terrified, General Washington and Benjamin Franklin begin informing the public the war is over, though they refuse to go into specifics other than the cost was great.  Ships begin to disappear if they go out of sight of land and there are rumblings of discontent.  The remaining British, uncertain of what to do after being cut off from their homeland, hole up and begin to plot and ponder.  The local Natives begin to go into hiding.
« Last Edit: May 28, 2011, 06:12:29 AM by bhu »