Author Topic: Campaign Info  (Read 6764 times)

Offline bhu

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Campaign Info
« on: November 07, 2011, 10:03:52 PM »
Rules for this game:

Hit Points: Max 1st Level, average after.

Stats: 28 point buy

There are some skill/feat/profession differences twixt d20 modern/past.

Here are some highlights for the Feats:

Advanced Firearms Proficiency, Aircraft Operation, Burst Fire, Double Tap, Drive-by Attack, Force Stop, Gearhead, Medical Expert, Strafe, Surgery, and Vehicle Dodge aren't available.

Personal Firearms Proficiency covers virtually all handheld firearms.  Cannons require exotic weapon proficiency.

Archaic weapons covers all bows

Simple weapons cover crossbows

Simple or Archaic will cover almost all melee weapons unless truly exotic

a few other feats have some differences

http://www.12tomidnight.com/d20modernsrd/Home.php  this should help some


Starting Occupations: Dilletante, Emergency Services, and Technician are not available, some others have minor differences.

Skills: Computer Use, Investigate, Knowledge (Behavioral Sciences, Technology), and  Pilot are unavailable, some others have changes.



New Skill

Knowledge (Things Man Was Not Meant To Know)
This Knowledge skill has a variety of uses, is difficult to come by, and is dangerous to the possessor.  Human beings evolved to be psychically blind to reality, which makes them difficult to perceive to those outside sometimes.  Having ranks in this Knowledge skill means you have voluntarily given up the main defense evolution has provided you with as what you may perceive can now also see you, so you'd better learn more of the truth of existence (which is essentially what this skill is) if you want to stay alive.  But the more you learn the harder it is to remain sane, and eventually you may become other than human.  This skill has some overlap.  For example Knowledge (Theology and Philosophy) will give you information on world faiths (Anubis worship for example).  Things Man Was Not Meant to Know also give you the horrifying truth hidden behind those beliefs, such as the actual entity Anubis is.  Physical Sciences covers astronomy, chemistry, physics, etc.  Combined with TMWNMTK, you learn how the rules of the universe actually work.  Arcane Lore tells you about the occult, monsters, and to some extent real magic.  TMWNMTK tells you the truth behind the legends of monsters, and explains magic is just another form of science that uses a set of rules reality is actually based on.  For each rank in TMWNMTK, your maximum possible Sanity is lowered by 3.  Should this ever lower your maximum possible Sanity to 0, you become an Outsider with the Native Subtype. 


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:  Instead of an additional Feat, time to learn spells is halved.  On the downside you learn what spells your teacher wants you to learn, and you have to be it's whipping boy/possible slave/meal.  The minute you disobey and manage to live through the experience you are cast out and lose the benefits of this Flaw until you gain a new master.  DM's should note having this Feat will likely put the PC in harms way quite often.

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:  Instead of a Bonus Feat you get penalties/benefits listed in the Deities thread (usually 2 ranks in a spell of the deities choice).  If you ever disobey your God and it can't destroy you personally because lack of access to this realm, it will direct it's minions to murder you at the earliest opportunity
« Last Edit: December 24, 2012, 02:42:08 AM by bhu »

Offline bhu

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Re: Campaign Info
« Reply #1 on: November 07, 2011, 10:04:07 PM »
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.  Maximum possible Sanity is your highest mental stat times 5.  Sanity is effectively the defense humanity has evolved against the things from Outside.  Once it's gone, you can interact with them, and they can interact with you.  Complete loss of Sanity is, in fact, a way of losing your humanity and becoming more like the things from Outside.

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 (or have joined the other side).  Their mind is a shattered wreck and they are incapable of doing much of anything but scream, and fight.  There is however a possibility they simply become an Outsider with the Native Subtype, particularly if they have the appropriate Knowledge skill, can cast spells, or have been exposed to Monsters quite a bit.  Instead of their mind shattering they effectively spontaneously alter into an alien life form that no longer shares  anything in common with humanity (they are still NPC's).  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. 

If players are subject to Temporary Insanity have them roll a Willpower Save, DC 15.  If they succeed Temporary Insanity lasts 1d10 Rounds, if they fail it's 1d10 Hours.  If they roll a Natural 1, it's 1d10 Days.  If during Temporary Insanity the PC loses up to 20% of their current Sanity again (or if they ever lose 20% of their maximum Sanity in one hour or less), their Insanity is permanent, rendering them incapable of functioning for (20 minus Wisdom Score weeks) and providing permanent symptoms thereafter (See insanities listed below).  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 equal to the Sanity lost encountering one.  Choose the monster doing the worst Sanity damage from the encounter, and the players receive Sanity equal to the amount 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 1d6 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 (up to maximum).

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 or horrible events.  Once the player has lost the maximum possible Sanity done by a particular monster/event (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 against said monstersevents (some of the more powerful ones will still cause loss).  One never gets used to seeing Gods or spellcasting (with the possible exception of Class Features). 

Any instance in which you regain Sanity temporarily rids you of the symptoms of Temporary Insanity for 24 hours.

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

Temporary Insanity Options

If the PC goes temporarily insane, the DM chooses whichever of the following is most appropriate:

Gains one of the following conditions: Confused, Cowering, Flat-Footed, Frightened, Sickened
Intense but temporary Phobia (see Phobia below, Base Save to approach object of phobia is DC 20, Penalty increases to -4)

If the PC rolled a Natural 1 on the Save, DM's may also choose from the following:

Gains one of the following conditions: Blinded, Nauseated, Paralyzed, Unconscious
Temporary Amnesia of the event due to repressed memory (which may call for another Willpower Save to avoid Temporary Insanity once the Amnesia wears off.
Temporarily gains any of the Insanities listed below.



Insanity

If the PC goes 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.):

Anorexia: Each day the afflicted PC must make a DC 10 Willpower Save to eat normally.  For each day he succeeds the Check takes cumulative -1 Penalty (meaning he will eventually fail).  If the Willpower Save is failed he does not eat properly for the day.  If the PC is damaged, suffering the effects of any negative status condition or harmful spell such as Bestow Curse, or under stress they take an additional Penalty to the Willpower Check of -1 (-2 if the problem has persisted more than 1 day).  Once he has failed a Save and not eaten the Save DC resets to 10 + the number of times he has failed a Save.  Once he has failed a Save three days in a row, he must make a Constitution check each day (DC 10, +1 for each previous check) or take 1d6 points of nonlethal damage and become Fatigued.  Nonlethal damage from starvation cannot be recovered until the character gets food, as needed—not even magic that restores hit points heals this damage.  Once his hit points fall to 50% of their maximum he is Exhausted instead of Fatigued.  At 0 hp he becomes Staggered, at negative hp he becomes unconscious and if not fed within 24 hours must make a Fortitude Save each hour (DC 20) or die.

Cannibalistic Impulses aka Wendigo Psychosis:  Each day the afflicted PC must make a DC 10 Willpower Save or feel compelled to eat human flesh.  For each day he succeeds the Check takes cumulative -1 Penalty (meaning he will eventually fail).  If the Willpower Save is failed he will attack someone if sufficiently provoked, and will begin to warn others he is a danger to them.  He will be agitated, and aggressive, taking a -2 Penalty on all Charisma based skill checks other than Intimidation, and on Concentration Checks.  If the PC is damaged, suffering the effects of any negative status condition or harmful spell such as Bestow Curse, or under stress they take an additional Penalty to the Willpower Check of -1 (-2 if the problem has persisted more than 1 day).  After a second failure the PC will begin to stalk victims with the intent to murder and eat them, and will have to make a DC 20 Willpower Save to refrain from killing anyone they find themselves alone with.    After a third failure the victim becomes incoherent and raving and will attack anyone he sees until he eats human flesh.  After this point he will refuse to eat anything but his own kind, and will eventually starve unless force fed (Presuming of course that he's locked away. If he's free to run about and murder people this is no longer a problem.).

Delusional Disorder: The PC has some sort of false belief involving circumstances that could come from real life.  In short he might not believe electrical devices are powered by fairies, but he might believe they are harmful to be in the vicinity of.  He might believe a common edible such as tomatoes are poisonous or unhealthy.  This complicates his relationships with others and once someone else sees him display or discuss his false belief he suffers a -4 Penalty on all Charisma based Skill Checks against them (except possibly Intimidate).  When determining NPC attitudes, if the PC fails the Check, the attitude of the NPC shifts two step towards hostile. 

Dysthymia: The PC has chronic depression, low energy, and lacks pleasure in most activities.  This causes him to take a -4 Morale Penalty to all attack rolls, saving throws, and checks. When under severe stress such as being wounded, cursed, suffering a negative status condition, or other calamity he must make a DC 20 Willpower Save to avoid the Penalty increasing to -6 temporarily.  If he succeeds in making the Save he must continue to make a Daily Save with the Save DC increasing by a cumulative +1 each day until the problem goes away or he fails.  Once whatever is causing the increased depression is removed the PC gets a DC 20 Willpower Save to snap back out of it each day, and return to only having a -4 Penalty.  Additionally when the Penalty is at the -6 level, the PC must make a DC 20 Willpower Save to allow himself to be convinced to perform any action that will require a Skill Check, Saving Throw, or Opposed Check of any kind.  He gets a +1 to the Check per Ally who successfully makes a DC 20 Diplomacy Check against him (perversely he also takes a -1 Penalty for every Ally who fails that Diplomacy Check).

Fetish: This is not the usual meaning ascribed to the term fetish.  In this case the subject has an object without which they cannot rest or feel safe.  If it is taken from them they will go mad with fear trying to get it back, and will likely agree to nearly anything to regain it's possession.  Until it is returned they suffer a -4 on all rolls.  If it is destroyed, or not returned within a week this will eventually convey symptoms similar to Post Traumatic Stress Disorder.

Generalized Anxiety Disorder
The PC suffers from excessive, uncontrollable and often irrational worry about everyday things that is disproportionate to the actual source of worry.   Individuals often exhibit a variety of physical symptoms, including fatigue, fidgeting, headaches, nausea, numbness in hands and feet, muscle tension, muscle aches, difficulty swallowing, bouts of difficulty breathing, difficulty concentrating, trembling, twitching, irritability, agitation, sweating, restlessness, insomnia, hot flashes, and rashes and inability to fully control the anxiety.   The PC suffers a -2 Penalty on all rolls due to this distraction.  While under the effects of alcohol or caffeine this Penalty increases to -4.

Megalomania:
The PC has delusional fantasies of power, relevance, or omnipotence.  Megalomania is characterized by an inflated sense of self-esteem and overestimation by persons of their powers and beliefs.  It is more commonly in modern times referred to as Narcissistic Personality Disorder.   In game terms, the character takes a -4 penalty on all Charisma based checks (except Intimidation). In addition, the attitudes of NPCs the character encounters are shifted in a negative direction. When determining NPC atitudes, the player must make an Opposed Bluff vs Sense Motive check for the character. On a failed check, the attitude of the NPC in question shifts one step toward hostile; on a successful check, the attitude is determined as normal.  The PC also gains a +2 Bonus on Willpower Saves as they believe they are far more capable than they are, and as a consequence are somewhat fearless.

Nightmare Disorder: The PC suffers from frequent, horrifyingly violent nightmares.  Each night as he goes to sleep the PC must make a DC 10 Willpower Save, which increases by +1 each day (meaning they will fail eventually).  If they fail, their sleep is interrupted by nightmares and they gain no rest, and are Fatigued until they gain at least 8 hours sleep.  Unfortunately, they now fear the nightmares and will do whats necessary to stay awake.  A living creature can go without sleep for a number of days equal to its Constitution modifier (minimum one). Thereafter it is fatigued, remaining in this state for a number of days equal to its Constitution modifier (again, minimum one); if it would become Fatigued during that time, it is Exhausted instead. Each day after that period, the creature takes 1 point of Wisdom damage.  Once Wisdom hits 0, the PC is out of the game until they can be forcefully put to sleep as they are now suffering from a particularly violent form of sleep deprivation induced psychosis and are effectively an NPC.

Pain Disorder: The PC suffers crippling pain caused by psychological stress.  It generally begins with an injury or illness which takes a life of its own.  The PC has  a -4 penalty on attack rolls, skill checks, and ability checks.

Panic Disorder: The PC suffers from episodes of severe panic, and may usually have a linked phobia such as agoraphobia.   The PC suffers a -1 Penalty on all rolls due to worry about attacks occurring.  Anytime the PC is under stress, or has to confront something he fears, he must make a DC 20 Willpower Save or the Penalty increases to -4 for 1d6 minutes (4d6 minutes if they roll a Natural 1 on the Save).  PC's under the influence of tobacco, alcohol, or caffeine take a -2 Penalty to this Save.  PC's suffering from Panic Disorder also have a -2 on all rolls meant to avoid succumbing to addiction.

Paranoid Personality Disorder: The PC has a pervasive and longstanding mistrust of others.  This is not the same as Paranoid Scizophrenia, in which delusions are present or where the PC may have had a break from reality.  The PC simply cannot bring himself to trust other people.  In game terms, the character takes a -4 penalty on all Charisma based checks (-6 in the case of Gather Information, Intimidation Checks receive no penalty).  In addition, the attitudes of NPCs the character encounters are shifted in a negative direction. When determining NPC attitudes, the player must make an Opposed Bluff vs Sense Motive check for the character. On a failed check, the attitude of the NPC in question shifts one step toward hostile; on a successful check, the attitude is determined as normal.  People can sense the PC doesn't trust them, and therefore they see no reason to trust him in return.  In addition the PC receives a -2 Penalty on all Sense Motive Checks, and automatically assumes the worst of someone on a failed Check.

Specific Phobia: The PC has an unreasonable or irrational fear related to exposure to specific objects or situations. As a result, the affected person tends to actively avoid direct contact with the objects or situations and, in severe cases, any mention or depiction of them. The fear can, in fact, be disabling to their daily lives.  A DC 15 Will check is required for a character to be able to force herself into (or remain within) the presence of the object of her phobia, and even then the character takes a -2 Morale Penalty to all rolls as long as the object of fear remains. In severe cases, the object of the phobia is imagined to be omnipresent, perhaps hidden—thus, someone with severe acrophobia (fear of heights) might be frightened when in an enclosed room on the upper story of a building, even if there were no window or other way to see how high up the room was. The difference between this and Specific Phobia (Greater) is that the object of the Phobia is potentially avoidable.  The subject of Specific Phobia (Greater) is either omnipresent, or cyclical and unavoidable (such as nightfall), and thus the penalty is effectively always on.  Examples of Specific Phobia would be a specific animal or race or plant, heights, open places, a particular gender, stars, being alone, submerged places, books, thunder, empty rooms, snow, crowds, bridges, being touched, being alone, dead things, fire, etc.  Examples of Specific Phobia (Greater) are darkness, light, water, wind, fear of being afraid, noise, pain, walking, or all animals, races, or plants.

Post Traumatic Stress Disorder: After enduring a horrible, traumatic experience such as war, the appearance of a monster, violent crime or other assault, the PC develops problems with anxiety, a loss of interest in life, possibly some paranoia, and nightmares and flashbacks inspired by the original event.  This causes him to take a -2 Morale Penalty to all attack rolls, saving throws, and checks.  When under severe stress such as being wounded, cursed, suffering a negative status condition, or other calamity he must make a DC 20 Willpower Save to avoid the Penalty increasing to -4 temporarily.  If he succeeds in making the Save he must continue to make a Daily Save with the Save DC increasing by a cumulative +1 each day until the problem goes away or he fails.  Once whatever is causing the increased depression is removed the PC gets a DC 20 Willpower Save to snap back out of it each day, and return to only having a -2 Penalty.  Additionally when the Penalty is at the -4 level, the PC must make a DC 20 Willpower Save to allow himself to be convinced to perform any action that will require a Skill Check, Saving Throw, or Opposed Check of any kind.  He gets a +1 to the Check per Ally who successfully makes a DC 20 Diplomacy Check against him (perversely he also takes a -1 Penalty for every Ally who fails that Diplomacy Check).

Pyromania: The PC suffers from compulsions to start fires, either for self gratification or stress release.  Setting fires gains them a distinct euphoria, intense enough that they will pursue it again in the future.  Each day the PC must make a Willpower Save (DC 10) or start a fire.  If successful, the Save DC increases by a cumulative +1 each day until the PC fails, at which time it resets.  Please note that this does not need to be a large fire nor does it mean the PC is foolish enough to do so in front of others.  If he fails the Save he will flee somewhere he can set a fire in solitude. For 24 hours after setting a fire, the Pyromaniac gains a +1 Morale Bonus on all rolls.

Some Pyromaniacs are instead drawn to fire.  Whenever the afflicted PC sees a fire he must make a Willpower Save (DC 15) or be Fascinated by it.  If successful, the Save DC increases by a cumulative +1 each day until the PC fails, at which time it resets.

Seasonal Affective Disorder: The PC experiences a downward mood swing during either the summer or winter (although other patterns are not unknown).  During this time of the year they experience difficulty waking up in the morning, morning sickness, tendency to oversleep and over eat, especially a craving for carbohydrates, which leads to weight gain. Other symptoms include a lack of energy, difficulty concentrating on or completing tasks, withdrawal from friends, family, and social activities, and decreased sex drive.  All of this leads to depression, pessimistic feelings of hopelessness, and lack of pleasure which characterize a person suffering from this disorder.  People who experience spring and summer depression show symptoms of classic depression including insomnia, anxiety, irritability, decreased appetite, weight loss, social withdrawal, and decreased sex drive.  This causes him to take a -2 Morale Penalty to all attack rolls, saving throws, and checks.  When under severe stress such as being wounded, cursed, suffering a negative status condition, or other calamity he must make a DC 20 Willpower Save to avoid the Penalty increasing to -4 temporarily.  If he succeeds in making the Save he must continue to make a Daily Save with the Save DC increasing by a cumulative +1 each day until the problem goes away or he fails.  Once whatever is causing the increased depression is removed the PC gets a DC 20 Willpower Save to snap back out of it each day, and return to only having a -2 Penalty.  Additionally when the Penalty is at the -4 level, the PC must make a DC 20 Willpower Save to allow himself to be convinced to perform any action that will require a Skill Check, Saving Throw, or Opposed Check of any kind.  He gets a +1 to the Check per Ally who successfully makes a DC 20 Diplomacy Check against him (perversely he also takes a -1 Penalty for every Ally who fails that Diplomacy Check).  Once the season passes the PC returns to 'normal'.

Social Anxiety Disorder: The PC suffers from severe anxiety in one or more social situations, or when being observed.  Physical symptoms often accompanying social anxiety disorder include excessive blushing, excess sweating, trembling, palpitations and nausea. Stammering may be present, along with rapid speech. Panic attacks can also occur under intense fear and discomfort. Some sufferers may use alcohol or other drugs to reduce fears and inhibitions at social events.  Without treatment this also likely leads to substance abuse and eating disorders as well.  The PC must make a DC 20 Willpower Save to attend any social function or gathering with more than a handful of people.  If they fail they will make any excuse necessary to not attend or leave as quickly as possible.  When encountering circumstances that trigger this anxiety, this PC suffers a -2 Penalty on all rolls due to this distraction.  While under the effects of caffeine or stimulants this Penalty increases to -4.  PC's suffering from Social Anxiety Disorder also have a -2 on all rolls meant to avoid succumbing to addiction.  Sufferers sometime also gain Anorexia (see above) or a similar eating disorder, or an addiction to drugs or alcohol.


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):

Body Dysmorphic Disorder:  The PC believes some physical aspect of themselves is flawed (or has an exaggerated sense of anxiety about one that is).  In game terms, this is similar to Social Anxiety Disorder, with the addition that the PC undergoes extravagant lengths to hide their "flaw", sometimes leading to illness or self-harm.  If their flaw is exposed and mocked, the PC will often fly into a Rage (as per the Barbarian Ability listed in the PHB) and blindly attack their insulter, as well as anyone within reach.

Obsessive-compulsive Disorder: The PC feels the need to check things repeatedly, perform certain routines repeatedly, or have certain thoughts repeatedly. People are unable to control either the thoughts or the activities. Common activities include hand washing, counting of things, and checking to see if a door is locked. Some may have difficulty throwing things out. These activities occur to such a degree that the PC's daily life is negatively affected. Often they take up more than an hour a day.  In game terms this will work similarly to Panic Disorder, with the addition that the PC will also have to make a Willpower Save to avoid his penalty increase if he is prevented from performing his daily rituals as well as in stressful situation.  If the penalty increase is triggered by a failure to perform a ritual, then successfully completing the ritual removes the additional penalty.

Psychopathy: There is much disagreement and controversy over the use of this term.  For purposes of the game this will refer to the theory of "Secondary Psychopathy", i.e. psychopathy created by a horrifically traumatic life.  Secondary Psychopaths have definite problems with depression and anxiety, and a heightened sensitivity to fear.  They are impulsive, and reactionary risk takers who seek out the forbidden.  Unlike Primary Psychopaths they can feel guilt, shame and stress.  But they do share their manipulative nature, cruelty, and lack of empathy.  For game purposes this is similar to Dysthymia above, with the addition that the PC is a danger to others who may be prone to gambling, addiction or criminal behavior.  Each day the PC must make a Willpower Save (DC 10) or engage in risky/criminal behavior.  If successful, the Save DC increases by a cumulative +1 each day until the PC fails, at which time it resets.  If he succeeds in his behavior without being caught he gains a +1 Morale Bonus on all rolls for 24 hours instead of his usual penalty..

Specific Phobia (Greater): See Specific Phobia above.


Humanity Rules

Beginning Humanity All PC's start with a beginning Humanity equal to their lowest physical stat times 5.  They take damage to this score from casting certain spells, being exposed to alien energies or beings, mutations, etc.  Maximum possible Humanity is your highest physical stat times 5.  Humanity is the measure of how "human" you are, as well as how mortal you are.  Complete loss of Humanity is, in fact, a way of becoming an alien being.

Losing Humanity Whenever a PC encounters a possible event that could alter him physically (or casts a spell), he or she must make a Fortitude Save (DC is listed with the Spell/Monster/Encounter) or take the appropriate amount of Humanity loss.  Once Humanity reaches 0, that character becomes incurably corrupt, and is retired from the game as they are effectively dead (or have joined the other side).  Their body (and maybe their mind) are no longer human.  There is however a possibility they simply become an Outsider with the Native Subtype, particularly if they have the appropriate Knowledge skill, can cast spells, or have been exposed to Monsters quite a bit (in which case they are still an NPC).  Should a PC roll a Natural 1 on a Fortitude Save to avoid Humanity damage, or take more than 20% of their current Humanity all at once (or within 1 hour), they will develop a temporary form of mutation detailed below.

If players are subject to Temporary Mutation have them roll a Fortitude Save, DC 15.  If they succeed Temporary Mutation lasts 1d10 Rounds, if they fail it's 1d10 Hours.  If they roll a Natural 1, it's 1d10 Days.  If during Temporary Mutation the PC loses up to 20% of their current Humanity again (or if they ever lose 20% of their maximum Humanity in one hour or less), their Mutation is permanent, rendering them incapable of functioning for (20 minus Constitution Score weeks) and providing permanent symptoms thereafter (See Mutations listed below).  Humanity damage listed before the slash in entries is for a successful Save, damage listed after is for an unsuccessful Save).


Regaining Humanity

There are several ways to regain Humanity damage:

Defeating Things from Outside: If a PC's loss of Humanity is due to exposure to a creature of some sort, killing it results in the PC regaining the Humanity lost at a rate of (Con modifier, minimum of 1) points per day.  Some particularly powerful beings can permanently effect PC's, and this will be listed in their entry. 

Closing the Gate: If the PC's loss of Humanity is due to exposure to some form of alien energy or event, successfully stopping the source of contamination also results in the PC regaining the Humanity lost at (Con modifier, minimum of 1) points per day.

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

Not casting spells: If the PC's Humanity loss is caused by spellcasting, they can regain one point of Humanity each day they refrain from using spells.  Some class features may give you the ability to "get used to" casting spells.


Temporary Mutations Options

If the PC goes temporarily mutant, choose whichever of the following is most appropriate:

Gains one of the following conditions: Confused, Cowering, Flat-Footed, Frightened, Sickened
Intense but temporary Disability (see Disability below, Penalty increases to -4)

If the PC rolled a Natural 1 on the Save, DM's may also choose from the following:

Gains one of the following conditions: Blinded, Nauseated, Paralyzed, Unconscious, or temporarily gains any of the Mutations listed below.

Mutation

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

Adrenal Overdrive: Do to massive amounts of adrenaline your fight or flight response is increased, making you either rabid with fear or anger in certain circumstances. If you are required to make a Saving Throw vs a Fear Effect, you suffer increased Fear if you fail.  If you would normally be Shaken, you are instead Frightened,  If you would normally be Frightened you are Panicked.  If you are normally Panicked, you black out for 1d6 minutes.  Conversely if you are angered, or cornered when trying to flee, you gain a +2 to all attack and damage rolls and Saving Throws for a number of rounds equal to (3 plus your Constitution Modifier).  You cannot tell friend from foe during this period, and will attack the nearest perceived threat.  It also carries Skill Penalties identical to the Barbarian Rage Ability.   Once your Fear or Anger episode is over, you are Fatigued for 1 Minute.  There are also problems with your reputation and the Law that may develop if you retain this condition for long.

Aural Impairment: Your hearing is in some way impaired.  Usually you become Deaf, but you may also become incredibly sensitive to sound, suffering pain from loud noises.  You automatically fail Listen Checks do to the massive cacophony, but take a -4 Penalty to Initiative and Skill Checks, and Attack and Damage rolls due to the massive pain.  Some people permanently deafen themselves to finally cure the pain.  Optionally attacks doing Sonic damage do not need to roll to confirm criticals against them, and automatically do maximum damage.

Deformity: Others find you hideous or terrifying.  You automatically fail all Charisma related Skill Checks (except Intimidation, which has a +8 Bonus).  Unless they are very unusually open-minded, NPC's never have an attitude better than hostile.  You quite literally look like some sort of monster or alien.

Dermatological Impairment: You have a skin condition that hampers you.  Whether festering sores, peeling skin or some more arcane issue, you find anything touching you to be painful.  Your hideous condition gives you a -4 Penalty on all Charisma related Skill Checks, other than Intimidation which gains a +4 Bonus.  People fear you on sight, or more accurately fear you are contagious and will not touch you or come near you (the attitude of NPC's who do not know you or about your condition is rarely better than hostile).  In addition, heavy clothing is quite painful.  The Max Dexterity Bonus of any Armor you might wear is reduced by 2, and the Check Penalty is increased by 4.  Even simple clothing has a max Dex Bonus of 8 and a Check Penalty of -2.

Dietary Supplementation: Your new body craves some substance that the human species does not normally require to survive (fresh blood or cerebrospinal fluid are cliche options).  You must consume a pint (if liquid) or a pound (if solid) of whatever substance is required of you once every 24 hours.  If you do not then you are Fatigued until you do.  If you go a second day without it you take 1 point of non-healing Constitution damage for each day you do not consume your required substance.  Once you feed again, you are no longer Fatigued, and begin healing 1 Con per Round.

Faulty Digestion: No matter how much you eat you simply don't seem to absorb the nutrients properly, and begin wasting away.  To avoid starvation you must drink at least 2 gallons of fluid and 4 pounds of food a day.  They begin to suffer from thirst or starvation after 24 hours, and have a -2 Penalty on the Constitution Checks meant to avoid damage.  You take 1d6 lethal damage if you fail instead of non-lethal.  Characters who take damage are still Fatigued, but become Exhausted if they go more than 48 hours without food or water.

Frail: You become very easy to damage.  Your opponents re-roll any ones on damage rolls made against you, and you take a -4 to Fortitude Saves.  Your Death by Massive Damage Threshold is lowered by 5.

Impaired Limb: One of your arms becomes somewhat useless, or just temporarily boils away.  You take a -2 Penalty on all Str or Dex related Checks, as well as opposed Combat Checks.  You obviously cannot wield two handed weapons.  You also suffer off hand penalties if you lose the arm you normally use.

Infected: You become a carrier of disease or parasites.  Exactly which will be determined by the Event or creature you encounter as it will be listed with them.  You do not suffer the normal ill effects of infection, but you do manage to spread it far and wide.  NPC's who discover your condition will be hostile to you, and attempts will be made on your life to end the plague.  You do suffer some minor ill effects such as mild fever and fatigue, so you do get a -1 Penalty to all Attack and damage rolls, Skill Checks and Saving Throws.  Prolonged infection from this condition may result in harsher problems (which will be listed with the causal creature or Event). 

Intellectual Impairment: You temporarily lose 2 points of Intelligence, Wisdom or Charisma, as well as take a -2 Penalty with all related Ability Checks for the duration of this condition (this -2 does NOT include the additional penalty for the ability damage).

Lamed: Mutations have left you unable to move or react as quickly as normal.  You take a -4 Penalty to Initiative and Tumble Checks, and Reflex Saves.  All your Movement rates are reduced by 10 ft to a minimum of 0.

Mental Susceptibility: Your brain has been altered in ways that make you susceptible to psychic manipulation.  You take a -4 Penalty on Willpower Saves, and the duration of all Mind-Affecting Effects you fail a Save against is doubled.

Physical Wasting: Your body has been altered in ways that cause you physical problems, such as lethargy, and vulnerability to some effects such as exposure to the elements.  In addition to taking double damage from exposure to the heat or cold, you take a -2 Penalty on all Attack and Damage rolls, Skill Checks and Saving Throws.

Rapid Aging: Externally you may appear the same, internally your organs are failing.  You take a -2 Penalty to Str, Dex, and Con for the duration of this condition.  Additionally all your movement speeds are reduced by 5 feet, and you take a -1 Penalty on all Saving Throws.

Toxic: Your blood or sweat is toxic to humankind (and unfortunately to you as well).  Against other your blood is a contact poison with a Save DC equal to 10 plus half your Hit Dice plus your Con Modifier.  Initial and Secondary damage is 1d4 Con.  You have more resistance to it, but you still take 1 point of temporary Con damage per day and are Exhausted as long as you have this condition.  So it won't normally kill you, but if you acquire other problems that do Constitution damage you could be in trouble.

Visual Impairment: Your vision is impaired in some way.  Generally you are Blinded.  Optionally you are Dazzled in even faint light, and must make a DC 20 Fortitude Save if exposed to sudden, bright light or be Stunned for 1d3 rounds.

Vulnerability: A common substance is now toxic to you, or you are in some way easier to kill.  Common cliches include sunlight and silver.  You take 2d6 damage per round you are exposed to this substance.  Optionally instead, Critical hits do not require a confirmation roll against you, and automatically do max damage.


Extremely powerful entities such as Gods or the most powerful monsters can cause alterations which will be listed with their entry.
« Last Edit: April 08, 2016, 07:56:07 PM by bhu »

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Re: Campaign Info
« Reply #2 on: November 07, 2011, 10:04:25 PM »
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



Offline bhu

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Re: Campaign Info
« Reply #3 on: November 07, 2011, 10:04:38 PM »
Spellcrafting Rules

coming soon

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Re: Campaign Info
« Reply #4 on: November 07, 2011, 10:04:56 PM »
Military Scientist Rules

Improve Firearms                            Craft DC  Prerequisite
Invent Plains Rifle                             54   Craft (Chemical, Mechanical) x ranks
Invent Ferguson Rifle                           20   Craft (Chemical, Mechanical) x ranks
Invent Kentucky Rifle                           59   Craft (Chemical, Mechanical) x ranks
Invent Nock Gun                                 38   Craft (Chemical, Mechanical) x ranks
Invent Punt Gun                                 60   Craft (Chemical, Mechanical) x ranks
Invent Percussion Cap                           48   Craft (Chemical, Mechanical) x ranks
Invent Perkins Steam Gun                        58   Craft (Chemical, Mechanical) x ranks
Invent Flintlock Revolver                       48   Craft (Chemical, Mechanical) x ranks

Improve Artillery       Craft DC  Prerequisite
Invent Volley Gun         10   Craft (Chemical, Mechanical) x ranks
Invent Flintlock Cannon   10   Craft (Chemical, Mechanical) x ranks
Invent Rocket Battery     44   Craft (Chemical, Mechanical) x ranks
Invent Mysorean Rocket    39   Craft (Chemical, Mechanical) x ranks
Invent Congreve Rocket    46   Craft (Chemical, Mechanical) x ranks
Invent Field Gun          39   Craft (Chemical, Mechanical) x ranks


Improve Explosives       Craft DC  Prerequisite
Invent Ordnance            10   Craft (Chemical, Mechanical) x ranks
Invent Fougasse            10   Craft (Chemical, Mechanical) x ranks
Invent Flintlock Fougasse  20   Craft (Chemical, Mechanical) x ranks

Improve Vehicles         Craft DC  Prerequisite
Invent Turtle               10   Craft (Mechanical, Structural) x ranks
Invent Armored Coach        10   Craft (Mechanical, Structural) x ranks
Invent Steam Engine         34   Craft (Mechanical, Structural) x ranks



The following may be found in D20 Past: Plains/Ferguson/Kentucky Rifles (Page 21),  others will be done below.

http://en.wikipedia.org/wiki/Nock_gun

http://en.wikipedia.org/wiki/Punt_gun

http://www.lateralscience.co.uk/perkgun/index.html

http://en.wikipedia.org/wiki/Elisha_Collier

http://en.wikipedia.org/wiki/Volley_gun

http://en.wikipedia.org/wiki/Flintlock_mechanism#Gunlocks

http://en.wikipedia.org/wiki/Rocket_artillery

http://en.wikipedia.org/wiki/Mysorean_rockets

http://en.wikipedia.org/wiki/Congreve_rocket

http://en.wikipedia.org/wiki/Field_gun

http://en.wikipedia.org/wiki/Category:Artillery_ammunition

http://en.wikipedia.org/wiki/Fougasse_%28weapon%29

http://en.wikipedia.org/wiki/Turtle_%28submersible%29

http://en.wikipedia.org/wiki/Coach_%28carriage%29

coming soon
« Last Edit: July 18, 2012, 10:55:27 PM by bhu »


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Re: Campaign Info
« Reply #9 on: November 07, 2011, 10:06:34 PM »
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.

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Re: Campaign Info
« Reply #11 on: March 29, 2013, 10:39:59 PM »
Equipment

Weapons
Snaplock Pistol DC 20
Blunderbuss Pistol DC 19
Brown Bess DC 13
Ferguson Rifle DC 18
Compound Bow DC 10
Heavy Crossbow DC 11
Crossbow DC 9
Longbow DC 10
Sling DC 2
Club DC 4
knife or Dagger DC 7
Quarterstaff -
Sap DC 2
Sickle DC 9
Brandistock DC 8
Cutlass/machete/scimitar DC 5
Greatsword DC 9
Halberd/Spontoon DC 6
Hatchet/hand axe/tomahawk DC 4
Lance DC 6
Longsword DC 4
Pike DC 7
Spear DC 6
Rapier/Smallsword DC 10
Saber DC 10
Pistol-axe or mace DC +1
Bayonet DC 7
Sword Cane DC 9
Brass Knuckles DC 5
Cleaver DC 5


Ammo
Musket shot and powder (10) DC 8
Pistol shot and powder (12) DC 8
Blunderbuss shot and powder (10) DC 6
Arrows (12) DC 6
Bolts (12) DC 5
Sling bullets (12) DC 3
Cartridge Box (leather or tin box on a strap holding flints, up to 30 rounds of musket ammo, and a musket tool) DC 4 (does not include ammo)
Powderhorn DC 2
Hunting Pouch (patch knife, loading block, charger and cloth) DC 4


Explosives
Gunpowder barrel DC 12
Blast grenade DC 14
Mild Acid vial DC 6
Molotov DC 6



Armor
Buff Coat DC 11
Studded Leather DC 12
Breastplate DC 19
3/4 Plate DC 21

General
Haversack/Backpack, Empty Barrel, Empty Chest, Crowbar, Spade/Shovel  DC 7
Knapsack, Bedding, Wool Blanket, Fishhook, Pint of Oil DC 0
Tinderbox, Map Case, Flint and Steel, 50' Rope (hemp), Pound of sealing wax, Canteen/Waterskin, Magnifying Glass DC 2
Tent (2 man), Lantern, Small Mirror, 50' Silk Rope DC 11
Tent (4 man) DC 12
Tent (8 man), Basic Mechanical Tools kit DC 13
Chemical Kit DC 16
Deluxe Mechanical Tool Kit DC 20


Clothing
Hunting shirt DC 1
Set of clothes (Common) DC 0
Set of Clothes (Professional or Traveler's) DC 2

Transportation (land)
Horse
Saddle
Feed
Cart/Wagon
Coach/Carriage

Transportation (water)
Oar DC 7
Raft DC 20
Canoe DC 20
Corvette DC 33
Cutter DC 34
Dinghy DC 20
Frigate DC 38
Rowboat DC 20
Ship of the Line DC 44
« Last Edit: June 22, 2016, 12:19:43 AM by bhu »