Tuesday, April 28, 2015

Musical Composition Inspiration Table













The Book of Arrogance has a strong musical component.  As a result, I was inspired to create a Musical Composition Inspiration Table to assist in explaining the music that’s playing in the background.







Example of Use

Overture from The Barber of Seville

Type of Song: Chamber music/Classical.
Key: E
Degree: Natural
Chords: Major
Dynamic: Fortissimo
Additional Flavor: Crescendo, Decrescendo
Overall Theme: Love
Title: <Professional Rank> <Geographic Location>

Strontium Zork

Type of Song: Dance/Disco
Key: G
Degree: Natural
Chords:  Minor
Dynamic: Fortississimo
Additional Flavor: Brio (with vigour), Forza (strongly accented),
Overall Theme: Dreams
Title: <Element/compound> <4 letter word with any of the following letters: J,Q, Z, K, or Y>

The song that’s hitting the chart is Strontium Zork, disco guaranteed to be heard in the afterlife.
  
Here's a .pdf to download that might be easier



If you manage to make any songs with this, let us know. 

#drevrpg #d20 #apocalypse #music

Tuesday, April 21, 2015

Relic Roadshow #1 - The Pysanka Peril








Although Easter was a few weeks ago.  Inspiration has struck.

The times of revelation has remade many tourist traps and enspelled them: for good or for ill.

Writers note: Part of the reason I love doing these is to showcase some of the more unusual attractions in the world.  Besides using this in your game, it’s always fun to actually visit this and future places presented in these articles.

So we would like to present the following.

The Vegreville Egg

 Coordinates: 53°29′34″N 112°03′08″W


Pre-Revelations History


In 1929, an artist by the name of Paul Maxum Sembaliuk designed this giant Pysanka.  However, the design sat on the shelf for decades until it it was one of the first statues designed using computer design.

Times after Revelations


When the time of revelations occurred, it “awakened.”  It started slowly, and was barely conscious of the world around it.  But little by little, it gained sentience. 

As a symbol of prosperity, it grew plants at an alarming rate.  The thicket of vines stretched not only within the former town, but also sent out “astral vines” into the Dreamtime.

What it wants is currently unknown.  It has allowed “locals” to live nearby, but not too close.  In fact the locals worship the egg and are known affectionately as “mother.”

 Overall Properties


The Pysanka is a giant sculpture of a giant colored egg. It was the largest Pysanka in the world before the times of revelations and it is believed that none surpass it at this time.  The egg is 31 ft. (9 m) long and three and a half stories high, weighing in at 2.5 tons.  Every so often it crackles with blue-white energy.

Symbolism of the Egg


·         The colours of bronze, silver and gold symbolize prosperity.
·         Bronze refers to “good earth”
·         The radiating gold stars refer to Life and Good Fortune
·         The three pointed stars alternating in gold and silver represent devotion to the faith of ancestors which includes itself as the ultimate ancestor.
·         Band of silver represents eternity with no beginning or end
·         The Gold and Silver windmills originally represented the rich harvest.  It now represents the Rich plant life that the Pysanka now creates.

Magical Effects


Place of Power: Major
Special Usage: This magical effect is like fertilizer for plants.  It allows fast healing 2 to all plants within a 30 foot radius.  This causes normal plants to grow like weeds, but decreases the further you go from the plant.
Other Rules: A creature that can make a successful knowledge occultism check (DC = the CR of the party) can use it to restore either 3d6 spell points.  It can also be used to recharge 1d4 psychic points using a knowledge: parapsychology check.  This can be done 3/day but every future attempt adds +2 to the DC.
                If the character has the plant-kin template (See Book of Arrogance), they can use the knowledge check to heal crx2 hit points.

It also acts like a Weather Vane.



The Scenario


The Situation: A series of Mercenaries (Mooks) have quarantined off the Psyanka and are itching for a fight.  They have brought in a spellcaster to harness the energy of the egg. 
Potential Twists:
·         All of the Mooks are plant-kin (see the upcoming Book of Arrogance) and will heal from the Pysanka’s power.  They could have been created by the harvesters or by the Pysanka itself. 
·         Alternatively, all the local farmers are plant-kin and the mercenaries are trying to stop their infestation.  The Pysanka area of effect is growing at an alarming rate and the mercenaries were hired to cut it off at the chase before it expands to cover the entire province.
·         The ritual is an attempt to corrupt the egg into a nightmare which will change its power from heal to harming.  Once the ritual is completed, it will entities will flock and make it a dark place indeed.
·         If one of the plant minions successfully grapples the party, it will gift wrap it and use its astral vines to teleport it somewhere else on the planet and/or send the character to a dimensional pocket.  The later might be within the egg itself.
·         If the party convinces the egg, it will open the route in the dreamtime to transport the party somewhere else.

Common monsters to use:

For the plants, Fierce Ficus, Hogweed Goliath, Kabbage Roll, Storm Maize, and heck even a Damnation Eater if the party is a high enough CR.

Mooks will easily be selected based on CR.  If you are unsure of what to use, try support raiders (See Book of Danger for additional info)

#drevrpg #d20 #apocalypse #relicroadshow

Tuesday, April 14, 2015

Rules Spotlight - Traps









I really like traps.

I like the raw inventiveness of setting up a dangerous device that requires patience to use effectively.

It’s one of the reasons I laid down a solid metric in the adventure guide to make it easy for a G.M. to create a trap.

Then one day, I was playing Sang-Froid - Tales of Werewolves, I came to a strange conclusion.

I really want to play a trap expert in DRev and have it be competitive with the other classes.

At that point, I began to re-purpose my trap rules for npcs and began to see what a pc could do with them.

I broke down classic traps into my system and came up with some basic rules.
  1. Traps costs money
  2. Traps can only be built up to the level of the character.
  3. Explosives are more powerful and therefore have a lower level cap for both balance and the fact that explosives are more dangerous overall.
  4. Traps can be dissembled and used again and again until triggered
  5.  Traps take time to setup.

In my opinion, there is no real difference between a spellcaster dropping a 5d6 fireball and a trapmaker building a trap that does 5d6 fire damage.  Only when it’s used and what resources are expended.

Both ultimately soften up the target and the trap might stop the fight before you even pull out the mini’s.

It is also why some common adventuring items might be more expensive than they are in other d20 games.  It’s because they follow the same metrics that I laid down in the trap rules.

Trapmaker Build – Clever Serpent


<Copied over from the adventure character build pamphlet>
 
Clever Serpent
Step Aside and I’ll show you how it’s done.
Class/Path:  Adventurer/Troubleshooter
Recommended Races:  Medusa; requires Gaze and Vision Racial Talent Trees

Party Role:  Skill monkey; you are very good at improvising unique solutions to unusual problems.  Through a combination of training, intelligence and good old fashion luck, you manage to slither your way out of dangerous situations.     Your role is often defensive in nature, ranging from traps and basic self-defense.  But you have your trusty pistol just in case.
Focus On:   Intelligence (Str 10, Dex 13, Con 10, Int 15, Wis 12, Cha 14); Best Skills: Knowledge, Perception, Sabotage, Survival, Treat Injury
Who Are You?  You always have an answer for just about anything, even things you’re technically not trained in.

Equipment: You like traps:  picking up an alarm is usually the first step, but explosive traps and portable traps are always on your wish list. You almost always get some sort of magic storage device when they become available.  Your armor should be light to be able to move out of danger.

Level 1
Feats: Combat Expertise
Talents:  All Around Vision, Daunting Stare, Knack, Trap Rigging

Level 5
Feats: Parry, Save: Iron Will 
Talents: Cat Burglar, Knack-Lucky Shot, Evasion

Level 10
Feats: Parry-Advanced, Save: Nerves of Steel
Talents: Gaze Attack- Mesmerize, Knack-Fortunes Favor, Problem Solver
Achievement: Combat Expert Achievement

Level 15
Feats: Iron Will-Improved, Save: Brave
Talents: Cannibalize Material, Gaze-Improved, Steady Hands, Trap Line
Achievement: Willpower Achievement

Level 20
Feats: Dodge, Dodge-Improved, Improved Initiative
Talents: Evasion, Improved, Uncanny Dodge ,Uncanny Dodge-Improved
Master Path: Trap Wiz

#drevrpg #d20 #apocalypse #rules

Tuesday, April 7, 2015

Exotic Build #3 – Hell Rider - Joe Edition









Quote: “It’s always been about you and me, baby.  LET’S RIDE!”
Why Build it?
Because you want to play a mysterious stranger who swoops into town in her hell-powered death machine.  Who rights the wrongs no earthly justice can handle with her fires of righteousness and damnation.  Who then, perhaps after a tryst or two in the spacious back seat, drives off into the desert/wilderness/ruins only to appear again where she is needed.  Maybe tomorrow, she’ll want to settle down.  But, until tomorrow, the whole world is her home.
Besides the cool factor, a Driver is a great way to combine the Transrider Car-Fu with the mad scientist madness of the Faustian Mechanic.  A car is a great place to stack spell after spell, which you and your allies can both use.  Your vehicle combat skills, plus a tricked out board, mean you can hold your own in a fight even before you bust out the spells.  And it’s a build where you can focus on two attributes only (INT and DEX) and still get a really affective character.

The obvious downside is the lack of skills and skill points for the FM, including Tinkering.  You may need another character for the actual “mechanic” part of this Faustian Mechanic.

Class/Path: Channeller/Faustian Mechanic

Race: Human.  Kamidavers are also an obvious choice for this build, but will require changes in the level one feats and traits.

Party Role: Heavy artillery, mobile cover.

Focus on: INT and DEX.  Best Skills: Use Vehicle, Ritual, Tinkering.

Who are you?
The Hell Driver.  Aka The Night Rider, The Street Hawk, Bullitt.
A dozen names for a mysterious figure who eschews the safety of walls and society for the freedom of the open road.  You may be good, bad, or somewhere in between: Drivers ultimately answer only to themselves.  And to anyone who is fast enough to catch them.

Equipment: Most of your money is going to go toward your vehicles: a board for battle and a car for travel.  A set of light armor and a backup ranged weapon are a good idea.  Feel free to get your teammates to pay for the emergency kits you can keep in your trunk, since you’re bringing the wheels.

Level 1
Feats: Sunday Driver.  Dodgy Driving.
Talents: Battery Charger.  Better Faust Charging.

Spells:
0: Animated Tools.  Arcane Mark
1: Burning Hands

Level 5
Feats: Driving Mobility.  Toughness
Talents: Draw on Others.  Multi-spelling

Spells:
0: Create Water.  DeFrag
1: Alarm Trap.  Repairs- Light

Level 10
Feats: Drive By Attack.  Combat Driving.  Survive a Crash
Talents: Malfunction Reduction.  Damage Amp
Spells:
1: Fox Hole
2: Web.  Continuous Flame
3: Flame Ammo.  Repairs- Serious.  Greasy Slick- Flame
4: Fire Flight.  Fire Trap.  Repairs- Critical
5: Cloudkill.  Passwall

Level 15
Feats: Combat Driving.  Out the Window
Talents: Faustian Sniper Scope.  Friend or Foe Field Generator.  Infernal Machine

Spells:
3: Quench
4: Stone Tell
5: Transmutate- elements.  Wall of Stone
6: Earth Bunker.  Ray of Disintegration. Stoning
7: Magma Blast.  Transmutate- erode
8: Faustian Mega Cannon

Level 20
Feats: Toughness: Robust.  Lightening Reflexes.  Improved Lightening Reflexes.
Talents: Enhanced Potency.  Range Booster.  Faustian Protection

Spells:
6: Wall of Iron.
7: Instant Wheels.  Legend Seeking
8: Incinerary cloud.  Repairs-Ultimate.  Uncanny Box.
9: Ray of Disintegration- multi.  Temporary Stasis- imprison.  Freedom


The Devil’s Duce

Faustian car

Base: Interceptor 4X4  16,000
Tech upgrades:
Higher AC (+5 AC, +5 VCMD) - 4000 

Magic:
Higher Level Cap (to level 10, +1 SL cost, +1 malfunction)
Shocking Grasp (Attack Activated) SL : 1(3), CL: 5
Safe Crash SL: 1, CL: 5
Flammable slick (rear mounted) SL: 3, CL: 5
Burning Hands (rear mounted) SL: 1, CL: 5
Ray of Frost- Greater (front mounted) SL: 2, CL: 5
Create Water in trunk SL: 0, CL: 5
Comprehend Languages- CB Radio SL: 1, CL: 5
Malfunction Reduction (-1 Mal, +.5 SL)

SL: 9.5 (13)
CL: 5
Malfunction: 8
Cost: 13 X 5 X 150 = 9750 GB

DD Total Cost = 16,000 + 4000 + 9750 = 29750 GB

Bealzaboard

Faustian Vectorboard

Base: Sparrowhawk Vectorboard  16,000

Magic:
Shocking Grasp (Attack Activated).  SL : 1(3), CL: 3
Shield.  SL: 1, CL: 3
Expedious Retreat.  SL: 1, CL: 3
Malfunction Reducation (-1 Mal, +0.5 SL)

SL: 3(5.5)
CL: 3
Malfunction: 3
Cost: 5.5 X 3 X 150 = 2475

Total BB cost = 18475 GB


#drevrpg #d20 #apocalypse #builds

Wednesday, April 1, 2015

April Fool's Special - Little Bears







Little Bears

Background
One of the most common races of the Northern Regions of North America is Little Bears.  This small, but burly folk have been the salvation for many travelers whom have “lost their way.”

Society
Little Bears congregate in small, but close communities.   Their habitation varies, but usually takes advantage of local resources.  Most Common material used are sod, and evergreen trees, but will attempt to repurpose pre-revelation housing to take advantage of electricity and running water where they can.  While they do not strictly hibernate, they do go for long periods asleep during harsh weather.  They just happened to use alarm clocks to wake up on time.

There is a “Head Bear” within a community, but there are weekly town meetings to discuss the issues of the day.

Little Bears are omnivorous, and as a result, they grow crops and hunt.  They love sweets and often trade for sweet foods and candy’s that they cannot grow locally.

The largest known community is built on the ruins of Churchill, Manitoba and has become a mecca within Little Bear Culture.  All Little Bears are expected to make this pilgrimage once in their lifetime.

Psychic are slightly more common than with humans.  They play a prominent role within the community.

Relations:

Little Bears get along with just about anybody.  They understand the primal nature of the wild races, but also appreciate good manners of the more civilized races.  They do not generally enjoy the Desecrators or the Undead, but will give most races the benefit of the doubt until proven otherwise.  Feylin are the sole exception as Feylin consider Little Bears “boring.”

The only exception is the Bee People.  The Little Bears just cannot resist raiding their hives for honey.

Adventuring

Little Bears adventure for the most noble of reasons, but also for the experiences.  After all a Little Bear that brings home a truck full of sweets will be considered a hero to his or her people.  They usually keep a log or journal to keep track of their various experiences.

Recommended Class/Path:   Combatant/Brute is the most common.  Psychic/Psycho warrior is also common amongst those psychically inclined.  They also seem to gravitate towards Channeler/Sentinel and Ritualist/Rainmaker.

Personality

Polite but primal is the best way to describe Little Bears.  While they often have proper manners, there is a wild disconnect when they fight or eat where they seem to revert to a primal state that is absolutely terrifying.

While Bear speak is usually difficult to pronounce for non-bear races, they usually take a “human name” This can be a based on a geographic locations or on a quality of the Little Bear.




Description

They are small bears with all the normal features: stocky legs, long snouts, shaggy hair and short tails

They come in all colors associated with bears.  These are usually shades of brown, but can also include greys and pure white on occasion (the Little Bear equivalent of an albino).

Quite a few of them like to try to do tattoos and strange etchings.  These are done on top of the fur not unlike highlights rather than actual shaving.  Some dye their entire body a bright color.

While they do not need clothing, they usually grab a piece of clothing to put on, such as a hat or scarf.  They also are not averse to wearing armor, as the world is “a very dangerous place indeed.”

Height: 3’0” Height mod: +3d4 inches
Weight: 60 lbs. + Height mod x 5 in lbs.
Age: Starting 5 +1d4 years (+1d4 years for spellcasters).
Middle Age: 20 years; Old: 40 years; Venerable: 60 years; Max Age: 60 years +3d10 years

Little Bears
Creature Type:  Monstrous Humanoid
Template: None to start - can take templates as a monstrous humanoid creature.
Racial talent tree access:   Natural Weapons, Savvy, Stout, Savage

Ability Score Adjustments:   +2 Str; Little Bears are really strong for their size.

Size:  Small: +1 to attack and AC, -1 to CMB/CMD, +4 to Stealth skill, carry capacity is ¾ (x 0.75) that of normal medium creature. Weapons must be sized for a small creature (treat tiny weapons as light, small weapons as one-handed, medium weapons as two handed, cannot use large weapons).

Base land speed: 20 feet

Basic Features
·         Alignment:  Any, but usually ‘Good Alignments
·         Vision:   Normal
·         Languages:  Bear Speak.
·         Talents:  The race gets the talents Iron Stomach, Scent and Thick Hair talents
·         Diplomatic:  Little Bears get +2 to Diplomacy and Sense Motive checks
·         Natural Claws: 1d4 Slashing (20/x2)

#drevrpg #d20 #apocalypse #races

Tuesday, March 31, 2015

The Mutant Solution







 

Mutants are a concept that I wanted from the beginning.  

I tried a couple of different models before I came to strange conclusion.

I had already done the ground work.

Racial talents cover all the strange and quirky powers and that list will grow over time.

All I needed to do is slap together a Mutate template to make them accessible.

What follows are a list of reskinning concepts, powers and ideas so they can represent a mutant in our game.

Talent Trees as Mutations.


The following is a grab bag of ideas.  They are mostly general, but some Talent Trees are better for mutations then other.  If some specific talents can represent anything specific, it will be listed below:

  • Desecrator: Your mutation is an “experiment” from the Desecrators.
  • Dream Cantrip:   You’re a living tap to the dreamtime.
  • Fey: You are a changeling, or affected by the dreamtime.
  • Fleet:  Enhanced adrenal glands or higher muscle density in the legs allow for faster response time on the ground.
  • Flying: Some examples include skin flaps, wings (bat or bird like) as well as some overall structural changes.
  • Gaze:  Your gaze is based on generating energy waves from your eyes.
    • Charming Stare: Your character generates pheromones that have the same effect in game terms.
    • Daunting Stare: Your character is very scary and your stare triggers a fear response.
    • Mesmerize: Your eyes are hypnotic like a snake.
    • Confusing:  Your eyes have a tendency to flash in a manner that causes convulsing seizures
    • Paralyzing: Your eyes have a tendency to flash in a manner that causes paralyzing seizures
  • Growing:  This can be used to simulate Gigantism
  • Hallowed Touched:  You are mutated by the raw magical energy of the hallowed world.
  • Living Dead:   Your character has tumors or other necrotic traits that makes you tougher than normal.
    • The following Racial talents have a direct effect on the physiology of your mutant: Boneless, Hard Rotted, Skeletal.
    • The majority of other Living Dead Racial talents are used to give resistance and immunities that simulate redundancies or unique physiology.
  • Natural Armor:  You have enhanced density, reinforced skeleton reinforcement, or redundant organs
  • Natural Weapons:  Some examples of natural weapons include: Bite, horns, claws, talents or spines that can be used as a weapon.
  • Savage: Your character has animal characteristics and is often a human/animal hybrid: 
    • Cast Iron Stomach:  A ton of mutants can eat just about anything.
    • Gullet Pouch:  Your mutation gave you an organic pocket.
    • Musk Spray: This may represent a hybrid of a skunk or wolverine.  Alternatively, this is an over-sized gland that generates a projectile.
    • Scent: This is the most common enhancement of hybrid mutants.
    • Thick hair – used to represent mammal hybrids
    • Thick scales – used to represent reptile hybrids.
  • Savvy: You develop a neural link with allies.  You can choose to base this on chemical impulses.
  • Shrinking: This can be used to simulate dwarfism.
    • Special note: if your character takes the shrinking talent tree as their mutation for a race that is normally size medium, they can start their character at size small.
      • Small: +1 to attack and AC, -1 to CMB/CMD, +4 to Stealth skill, carry capacity is ¾ (x 0.75) that of normal medium creature.
      • Weapons must be sized for a small creature (treat tiny weapons as light, small weapons as one-handed, medium weapons as two handed, cannot use large weapons).
  • Stout: This talents represent natural toughness
    • No fear: can simulate a reduction in your Amygdala.
  • Venom: if your character is emulating a bug-like or snake like creature, this talent tree can be useful.
  • Vision: vision beyond normal range is really common among mutants
    • All Around Vision: This can be used to simulate masses of eyes or multiple heads.
    • Darkvision: You have heat receptors, or able to see in the dark for darkvision.
    • Blindsense:  You have vision by a means other than sight. 
    • Eagle Eyed:  you have enhanced distance vision, not unlike an eagle or mountain goat.


Examples of Specific Features


This is a demonstration of how using multiple talents can emulate common mutations:

Multiple Heads
Requires: All Around Vision (Vision), Stubborn Survivor (Stout)
Description:  You have multiple heads and while it doesn’t change your stats, it does give you a couple of advantages.

Stinging Tail
Requires: Tail (Natural Weapons), Venom-Weak (Venom)
Description: Your character now has a Stinging Tail not unlike a scorpion.

Feat Ideas


Low Light Vision: often used to simulate animal eyes.

Save: Endurance: Example of this in mutant physiology when it comes to Interior moisture Reservoir.

Save: Great Fortitude: This is used to simulate Accumulated Resistance of the mutant.

Skill Focus (Athletics):  This can be used to simulate Dermal Suction, aka small hairs that improve climbing.

Skill Focus (Perception): This can be used to simulate additional perception organs.

Skill Focus (Stealth): This can be used to simulate camouflage physiology of the mutant.

Two Weapon Fighting:  This and its successors can be used to simulate Independent Cerebral Control.

Common Mutate Packages


Angelate:
Attribute Modifications: +2 Wis (must be taken as highest), -2 Con (must be taken as lowest)
Class/Path:  Channeler/Witch
Requires: Flight Talent Tree, Savvy, Vision
Description:  You appear as a deformed angel that takes to the air

Braniac:
Attribute Modifications: +2 Int (must be taken as highest), -2 Str (must be taken as lowest)
Class/Path: Ritualist/Magister
Requires: Savvy, Shrinking (starts as size small)
Description: you are a giant head attached to a fairly small body.  You are much smarter than most around you.

Felinate:
Attribute Modifications: +2 Dex (must be taken as highest), -2 Int (must be taken as lowest
Class/Path: Adventurer/Prowler
Requires:  Natural Weapons, Savvy.
Description: you are a feline/human mutant with an emphasis on ambushing your target.

Ghoulate:
Attribute Modifications: +2 Dex (must be taken as highest), -2 Int (must be taken as lowest
Class/Path: Adventurer/Scout
Requires: Living Dead, Stout
Description:  You look like the walking dead, but technically aren’t.

Morlock:
Attribute Modifications: +2 Con (must be taken as highest), -2 Cha (must be taken as lowest
Class/Path: Combatant/Soldier
Requires: Savage, Vision
Description:  You look like a troglodyte and are adapted to living underground.

Rhinate:
Attribute modifications: +2 Str (must be taken as highest), -2 Int (must be taken as lowest)
Class/Path: Combatant/Brute
Requires: Growing, Natural Weapons, Natural Armor
Description: you are a Rhino Man with a big horn for goring.

Case Study – Lady Vertebrae


The following is a mutate I created using the mutate rules.

Your cool title/quote: It’s not just the gun that you have to be aware of.
Race: Human
Template: Mutate
Sex: Female

Attribute modifications: +2 Dex (must be taken as highest), -2 Cha (must be taken as lowest)
Class/Path: Combatant/Gun Gal
Requires: Living Dead, Natural Armor, Venom
Description: Mutated to have your rib-cage on top as well as under your skin, you had to fight long and hard to survive. Quicker than most, you took up the way of the gun and then realized that your natural talents worked with them nicely.
Your Role:  You shoot things either with bullets or venom.  They usually don’t last long.


Attribute Modifiers:   Dexterity (Str 13, Dex 19, Con 14, Int 10, Wis 12, Cha 8); Best Skills: Gunplay
Ability Increases over time:  At level 4, 8, 12, 16 and 20, increase Dex by +2

Skills:   Focus on Gunplay.  You can also utilize Acrobatics and Athletics to get out of trouble.   Use vehicle also plays to your strengths because sooner or later, you’ll need to get out of town fast.

Level 1 (including racial):    Talents:  Favorite Weapon (Combatant Talent Tree), Natural Armor Basics (Natural Armor Talent Tree), Feat: Point Blank Shot (Shot Talent Tree), Precise Shot (Shot Talent Tree)
Level 2:  Shot: Far (Shot Talent Tree)
Level 3:   General Gunmanship (Gunmanship Talent Tree)
Level 4:  Feat: Improved Precise Shot (Shot Talent Tree)
Level 5:  Talents: Hide-Chitin Like (Natural Armor), Sharpshooter (Gunmanship Talent Tree)
Level 6:  Feat:  Rapid Shot (Shot Talent Tree)
Level 7:  Talent:  Venom-Mild (Venom Talent Tree)
Level 8:  Feat:  Shot: Pinpoint Targeting (Shot Talent Tree)
Level 9:   Pinpoint Targeting Achievement (DRev Book of Adventure).  Talent: Sharp Shooting- Ricochet (Gunmanship Talent Tree), Venom-Weak (Venom Talent Tree)
Level 10: Substituting Feat with Racial talent due to Mutate Template:  Spit Poison (Venom Talent Tree)

Recommended Equipment:
>>Level 1:  Standard Adventure Kit, Utility Revolver, Targeting Pistol, 50 rounds light pistol ammo, Mesh Suit, Bear Spray, (53.75 GB left over for other essentials).
>>Level 2: Standard Adventure Kit, Utility Revolver (master tooled +1), Targeting Pistol, 50 rounds light pistol ammo, masterwork Titanium Chain, bear spray, 2 daggers, (283 GB left over for other essentials).
>>Weapon Improvement: As the character goes up in levels, they will upgrade their pistols and emphasize gun accessories.
>>Armor Improvement: As your character goes up in levels, emphasize light armors to ensure minimal effect on dexterity and natural armor.

Playing your character (talent and feat breakdown)
You are a coiled spring, fast on the draw.  And accurate at close range.  About level 10, you start creating natural venom that dovetails into your gunslinging skills.

Final Notes


This is far from a complete list.  There will be a revisiting when we have finalized the Book of Arrogance when we can show how psychic powers can be integrated into the mutant solution.

However, what this article should show is how relatively easy it is to create and customize a mutant with what is already in play.

Enjoy them and let me know what you think.

#drevrpg #d20 #apocalypse #mutants

Tuesday, March 24, 2015

Exotic Build #2 – Tech Shaman - Joe Edition







IMPORTANT NOTE: This reskin deals with ideas of spirituality and religion that may not be comfortable for some players.  Feel free to ignore any and all parts of this build that you find uncomfortable or offensive.

Tech Shaman

“To let go of the individual, to release the boundaries between ourselves and the other, to become one with the Tech…that is Machindo.  And it lets you do…this!”

History

There are stories in New North America that go back to the first sundering of the world.  Stories of individuals who used machines to work miracles, who could make cars and copiers do things they were never meant to do.  It was generally assumed that these stories were inspired by early Faustian Mechanics, or early manifestations of magic or psychic powers, or were just legends that grew in the telling.

It wasn’t until the Necromantic wars that these unique magic users started to appear in numbers.  Stories are sketchy, but almost every Tech Shaman who survived the war had a story of a miraculous awakening and the knowledge that a great evil was moving across the world.  That the ranks of these magic users has not shrunk since makes some people very nervous.

Current tech shamans come from all walks of life, though most are human.  Some come from small communities who have never seen anything more complicated than a plow, some come from cities filled with tech, some were even training to be a “regular” Faustian Mechanics.  What they all have in common is their own Satori and a certain inner confidence and humility.  While the Shamans have no church and no doctrine, they all share a common core belief, which they call Machindo. 
Machindo

Each Tech Shaman has their own individual awakening, or Satori.  Each awakening is unique: some are literally brought to the teaching, some experience the knowledge while working with a piece of tech, some have awakened in the midst of meditation, prayer, or a threat against their life.  The flavours of Machindo are varied, but the core is similar from Shaman to Shaman.

Technology represents the living spirit of the world.  Machines come from the world, built with its most sacred and irrefutable laws.  Anything created is a “machine”, from a utility belt to a nuclear reactor. The more advanced a machine, the more of the world’s spirit flows through it.  The idea of a separate self is an illusion; we are all part of this living spirit.  The extent to which a Shaman can let go of the idea of the individual self is the degree to which they can borrow and use the spirit.  This is Machindo.

Alignments: Any, though an evil Tech Shaman is rare.  There are rumors of a split between Lawful and Chaotic Shamans that sometimes come to blows, though almost no one has seen two Shamans battle. 

Who Are you?
Tech Shamans run a wide range of personality, from pranksters to pious.  The only two kinds of Shaman you never see are ones who are arrogant or insecure; something about tapping the energy of the world seems to make a person both confident and humble.

Why Build it?
Tech Shamans have all of the weirdness and flexibility of the Faustian Mechanic, but with a unique role playing twist.  This build focuses specifically on the common TS ability to use their magic through a focus melee weapon, making them similar to Sentinels.  However, you could add the TS flavour to almost any Faustian build with the reskin notes below.

Reskinning
So, what makes a Tech Shaman different from a Faustian Mechanic?  If an FM is a mad scientist, who adds magic to existing tech, a TS is a living magnet who attracts and draws magic through existing tech.  The obvious difference is that a TS wouldn’t need to spend money to create faustian items or be limited in the way a FM is to the spells in the device.

I try to recreate this flexibility through several talents (see tactics below) and I also give several options for balancing the GB costs of a Faustian Mechanic creating their own devices.  If any of those options don’t work, feel free to have Tech Shamans create Faustian items just like a regular FM.
A TS can use a regular FM item, just as anyone else could, but they cannot use any of their talents with that device.  And a regular FM could not use a TS item for anything other than its regular function.

Options

Feel free to roll or choose one of the options below.  Some or all of these can exist in the same campaign, since Tech Shamanism can manifest in different ways:

1.       Vow of Poverty: Tech Shamans only get 25% of their usual treasure/payment.  The rest is “donated” and recorded separately.  This separate money is what the TS uses to buy their Faustian Mechanic items.

2.       Purification: A machine must be purified with special salts, herbs, rituals, etc before it can be used by a TS.  The cost to do so is, coincidently, the exact same as an FM creating a Faustian item.

3.       Same but different: TS items and FM items look different but function the exact same way and are built the same way.  GM’s choice if each can use the other’s devices in this case.

Equipment:

Tech Shamans usually have one main melee weapon that they keep “upgrading” as they go along. Cost limitations, though, mean they usually won’t have these items at level 1.
Class/Path: Channeler/Faustian Mechanic
Race: Human. 
Party Role: Magic user/melee fighter.   
Focus on: Int and Str, will need at least a STR 15 by level 5.  Chr if you want someone who can be a back up negotiator, Wis for a survivalist/healer, Con if you want to be tough.

Level 1

Feats: Armored Spellcasting, Armor Proficiency: Medium
Talents: Battery Charger, Hi-Tech Master
Tactics: Congratulations.  You’re not as tough as a Brute, not as powerful as a Magister, not as versatile as a Prowler and you have no healing spells.  At this point, you are a jack of all trades, master of none.  Choose skills that let you fill a niche outside of combat; in combat, hit bad guys that are focused on other party members so they don’t focus on you.
One advantage you do have: with Hi-Tech Master, you have access to Tech Melee weapons, which are expensive but purchaseable at level 1.  Power Hammer anybody?

Level 5

Feats: Power Attack.  Cleave. (Need at least 15 STR)
Talents: Draw on Others.  Channel Spells Through Mechanics.
Tactics: For role playing purposes, I recommend waiting until level 5 to take CSTM, so that your shaman gets a cool power every 5th level.  But you can be forgiven for taking it earlier, since it’s what gives the TS their flexibility. 
Guess who gets to cast spells through their weapon now?  That’s right, you.  CSTM means you can spend channeling points to cast spells regularly, as long as you have a TS item (like that Power Hammer we talked about earlier).  Draw on Others means you can cast other people’s spells through your items, representing the shamanistic ability to draw the raw energy of creation through machines. Power Attack and Cleave means you are more effective in hand to hand, and you should be able to afford some spiffy armor now which means Armored Spellcasting and AP: Medium start being more useful. 

Level 10

Feats: Combat Expertise.  CE: Ritual Breaker.  Critical Improved.
Talents: Multi-spelling.  Better Faust Charging.
Tactics: Multi-spelling lets you put more and more power into one item, which reflects the Shaman being able to draw more and more power through machines.  This is also reflected in Combat Expertise, giving you a higher AC while you cast spells that, hopefully, don’t rely on to hit rolls.  CE: Ritual Breaker lets you use your knowledge of the flow of spirit and energy to interrupt other spellcasters, and Critical Improved is your ability to hit at just the right place at just the right time. 
Better Faust Charging is an out of combat ability that adds to the Shaman mystique, and also leads to the abilities to come in the next few levels.

Level 15

Feats: Lightening Reflexes.  Iron will.
Talents: Better Faust Charging: Flexible.  BFC: Overcharge.  Divine Trade Off.
Tactics: At this point, your Shaman develops the ability to override the power level on their items with BFC: Overcharge, as they draw the power more through themselves with the machine as a focus. BFC: Flexible means less hassle repurifying your items and Divine Trade Off reflects your ability to manipulate reality in and out of combat. 
Since Reflex is your weakest save, Lightening Reflexes gives you a boost.  You also get Iron Will to reflect your ability to withstand the will of others.

Level 20

Feats: Iron will- Improved.  Lightening Reflexes- Improved.  Greater Fortitude.
Talents: Deflect Hi-Mag Energies.  Divine Insight (X2)
Tactics: Levels 15-20 is all about your becoming better at what you do and making sure you live long enough to do it.  You get a once per day reroll on your Ref and Will saves, a plus to your Fort saves, and some damage resistance from Deflect Hi-Mag Energies.  Divine Insight gives you more channeling points, as you open even more to the spirit of Machindo


#drevrpg #d20 #apocalypse #builds