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Topics - Atmo

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Gaming Advice / Mahou Shoujo advice
« on: March 13, 2014, 03:08:40 PM »
So, i'm thinkering witthin an one-shot (or two-shot) based on Mahou Shoujo Isuka, Mahou Shoujo Elena and Mahou Shoujo Ai to two players.

Which system should i use? How strong the monsters have to be?

They know i'm preparing a Mahou Shoujo game, but they don't know about the bad ending array i have prepared to them.

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Homebrew and House Rules (D&D) / Wayfarer Homebrew / Viajante Caseiro
« on: January 18, 2014, 10:06:33 PM »
Hello. I'm now here to present some homebrew things i did for my Wayfarer games (Microlite20, but better).



Slave base class
Slaves are everywhere, whether is be the tyrannical ogre or a religion with good intentions. They are usually bought by nobles, in which case theyre sometimes dressed in fine robes, for appearances, but slave traders often have slaves with them. Slaves of low level tend to be either young, or they're cooks and laborers. Slaves of higher level tend to be either experienced sex slaves or gladiators.

Quote from: Original
Can use of simple weapons, and light shields and light armor. They have a +3 bonus to Physical. Slaves take no penalties to skill checks for being bound, fatigued, or exhausted, and take no penalties from being exhausted. A slave that uses skills in order to work for a certain amount of time gain a bonus to that skill equal to half their Slave level after working for 1 consecutive week. A slave of level 7 becomes a professional in a skill of their choosing. They gain a permanent bonus to that skill equal to their Mind modifier, and become known as a slave that is skilled in that area. A Slave of 12th level no longer becomes exhausted or fatigued.

Quote from: Resolved
Can use of simple weapons, and light shields and armor. They have a +3 bonus to Physical. Once a day, they may go from exhausted to fatigued or from fatigued to normal without resting. They only require half the rest to go recover from exhaustion or fatigue. A slave may choose one narrow subskill (pottery craft might be a subskill of physical) in which they excel. They may add half their class level to any checks made for that skill.

"Resolved" with the help of Roberto Kingsley.

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Gaming Advice / Book about land making
« on: January 03, 2014, 03:39:09 PM »
I remember reading some "non-official" supplement that give rules for kingdom and land making, something like a "Age of Empires tabletop". If anyone knows a book/tabletop RPG game like that, please tell me.

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Homebrew and House Rules (D&D) / d20 like project - need help with ghost
« on: November 18, 2013, 09:59:04 PM »
So, i'm trying to work something with Tormenta RPG, a brazillian attempt on suck even more on the OGL and earn some hardworked cash from 14 old kids who don't know anything better and D&D widows & haters who complaim A LOT at anything Jambo Editora (the people behind Tormenta RPG) try to sell.

(click to show/hide)

Tell me what you guys think of those two races, please.

Wolf Tengu:
• +2 Dex, -2 Int, +2 Wis
• Scent: +2 on Perception tests to track targets and +2 on Survival tests while on hostile environment. Wolf Tengu detects automatically any creature at 9 meters range.
• Low-light Vision: 18 meters range.
• Maturity: every so so levels Wolf Tengu receive a new ability.
    3° - Dark Vision18m;
    6° - See invisibility 18m;
    9° - Scent goes to +4;
    12° - True Seeing;
    15° - True Seeing range is doubled.

Crow Tengu:
• +4 Dex, -2 Cha, +2 Wis.
• Flight: fly with double walk speed.
• Low-light Vision: 18 meters range.
• Gossip: Gains Craft (Journalism) as class skill and +2 bonus on Gather Information tests.

Inspired by this post.

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Introduce Yourself / Hello, Atmo here
« on: May 29, 2013, 01:17:32 PM »
Touhou fan here!  :)

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