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Showing posts with the label House Rules

Designing from the Style Sheet pt. 2: Ranged Variant & Others

After finishing the last post I realized I had a TON of ideas inspired by that style sheet for the Frontiersmen and decided to push out a few more of these based on various other stereotypical character archs for the Frontiersmen culture. So, without further adeu enjoy this ranged variant of the Homesteader and maybe a Halfling Homestead Slinger. Homesteader Greenhorn (Ranged) CR 1/3 XP 135 Human   commoner  1 N Medium  humanoid  ( human ) Init  +1d4;  Senses   Perception  +3 DEFENSE AC  14, touch 12,  flat-footed  12 (+2  armor , +2 Dex) hp  4 (1d6+1) Fort  +1,  Ref  +1d4,  Will  -1 OFFENSE Speed  30 ft. Melee  kitchen knife +1d4-1 (1d3/19-20) Ranged slurbow +1d4 (1d10/19-20; 120ft.) or kitchen knife +1d4-1 (1d3/19-20; 10 ft.) Combat Abilities  Point-Blank Shot (+1 ranged atk & dmg within 30 ft.) Combat Gear  potion of cure light wounds STATISTI...

Designing on Style: Building an NPC Blank from a Design Doc

Over the last few days, I was inspired to create a series of Style Guide for my home campaign and figured that this work would be perfect project for my audience to enjoy. The first in this series is the Frontiersmen. Settler immigrants and their descendants, these people are a culture and one of the primary factions that my Players may join as a faction option for my campaign. This makes them one of the most important and most common peoples they are likely to run into during any given session, and that means their consistent portrayal is important to not only telling my story, but to achieving immersion going forward. So with that, lets look at... The Concept:  Frontiersmen are meant to be a hodgepodge, a group of immagrants from Empire to the Southeast that have migrated here over the centuries for a variety of reasons. This means that this faction is in some ways even less consistent internally than other factions might be, since their only initial defining feature is, "le...

House Races

So, as I said in the last post, this one is one meant predominately for my players, a guide to some of the extra races that are both core to our home setting and common/associated enough with the area that they are options for players beyond what is in the Core Rulebook. That being said, I still think this is valuable to those outside my tiny group of players. For you, think of this as a window into some of the expansive things one can do with this system, a taste of how far one can go with the options for creatures one can play and/or interact in their own world with using these mechanics. Core Races: Feralfolk:  Feralfolk (aka the Skinwalker) are one of my top 3 favorite editions to the core racial options. Interesting mechanically, diverse in options, and unique in execution, there is nothing out there that plays like a feralfolk and is built to be played by players. You can play out your lycanthropic dreams without having to worry about murdering your teammates, you can be...

Getting Started: Ability Scores & Modifiers

The basics of the whole game, ability scores are the stats that govern every character and thing your characters are likely to do going forward with few exceptions. If you want to attack a monster with your sword, your Strength (Str) ability score is factored. Your Bard trying to remember what the hell a Lich is? That knowledge check uses Intelligence (Int) to figure it out. Your Rogue trying to barrel roll out of a massive explosion? That's a Reflex save (Ref) which uses your Dexterity (Dex). In short, every skill check, attack roll, and save you will make is effected by these numbers, and therefore it behooves me, to try and walk you through these stats as quickly and (hopefully) painlessly as possible. So, without further adieu, lets get to it. WTF is an Ability, and how do you Score it? An ability is one of the 6 basic stats that effect in one way or another, every part of your character sheet. These Abilities are... Strength (Str) Dexterity (Dex) Constitution (Con) I...