Sunday, May 19, 2013

NPC Villains need better entrances.

So I have been talking w/ +Richard G+Paolo Greco, and +Reynaldo MadriƱan about villains and how they should be able to cut promos and have entrances and then +Richard G  tells me about Genki Sudo. 

RPGs tend to have their basis on subterfuge, sneaky tactics and murderhoboing but I think there is something to be said about nemesis's making grand entrances and cutting promos.

There is something to be said about the big bad guy walking into the fight w/ a bunch of mooks and then doing a choreographed dance number to say fuck yeah I am here assholes and I intend to kill you all. Way better then lame ass Bond type talking about their plans to rule the world drek.




Professional entertainment into the ring!

The fact that this is an American form of wrestling spectacle taken by a Japanese MMA fighter and is pretty great.

The fire extinguisher into shiny Che pants was great
Genki Sudo Entrance

Fucking Segway.
Genki Sudo Dynamite!! 2005 Full Entrance

Carried on a litter like a Aztec  priest king
Genki Sudo Dynamite!! 2006 full entrance

I don’t even know but it’s great
Genki Sudo Entrance
Fighting traffic police?
Genki Sudo Entrance
robot something?

Sunday, March 24, 2013

Karatist Preacher class


A Karatist Preacher escews the niceties of his effete Cleric brethren. Viewing the path to salvation is through the conquering of ones body and soul through feats of Karate, the destruction of peaceful creatures and one's enemies.

Karatist Preachers eschew the use of any weapons, save their fists and legs and any armor except their Gi.

Karatist Preachers are said to have initially started as a heretical group within the Chaos Monk. Karatist Preachers vehemently deny this. Although the wearing of denim short shorts and the use of any mail order weapon is stated grounds for expulsion.


Level experience hit dice

0            0             1d6
1            1500       2d6
2            3000       3d6
3            6000       4d6
4            12000     5d6
5            25000     6d6
6            40000     6d6+4
7            600000   40 hp


Attack damage

Level

1-2 d4
3-4 d6
5-6 d8
7 d8+2

Armor Class

STR & DEX bonus. -1 AC every 2nd level (2nd, 4th & 6th level). At level 7 -2 AC

Saving throw

Treat as an equal level Cleric

Things a Karatist Preacher does

Karatist Preachers are Kickass Neutral. They will turn down a fight from any humanoid, monster or God. Karatist Preachers have a 3 in 20 chance of NOT chasing down anything that flees from combat.

Karatist Preachers never hide in shadows.

Karatist Preachers only wear their karate outfit.

Karatist Preachers have 1 mortal enemy who levels up at the same rate as the player.

Karatist Preachers can break 2 plywood boards, 1 cinder block  and through 2 inches of stone per level.

It is against the Karatist Preacher's code of ethics to open doors. As it is viewed as a sign of weakness.

Karatist Preachers will never turn down committing a feat of karate strength.

Karatist Preachers never advance past level 7. They really don't feel the need to.

What they get for advancing levels

At level 2 Karatist Preachers can attempt to turn peaceful creatures against DC 16 by performing feats of strength. -1 to turn each additional level.

Level 3 Karate God provides you with the inspiration for a special attack. Every time this attack is used you must describe what it is, how Karate God gave it to you and how it is being used. Adds a +1 to attack roll and is considered magical. Failure to hit indicates you have failed Karate God and cannot use it again until you destroy 5 cinder blocks or 10 plywood boards.

Level 4  Gain an extra attack per round due to your single minded devotion to Karate God.

Level 6 Gain Karate Preacher students. 1d4 0 level students will seek you out.

Level 7 Gain the ability to turn Paladins, Bards, Magic Users and any other class that does not feature strength and martial prowess as their MO. DC 17.

Monday, March 18, 2013

Star Wars Prom

1. Pick a Name.  Every power you have will be based off of the name.

 
Example, Sly Vankor

2. Pick a Specialty. This is your superior trait.

You get 4 d6. Example, Sly Seer- Elusive  Able to stay out of sight in most circumstances. Most people do not notice he is there

3. Pick 2 traits you are good at base them off the theme for your name. You get 3 d6 for each. Whatever they are.

Examples, 3d6 abilities Gossip;You snoop on any conversation you hear and have an eidetic memory for that type of trivia. Small; can avoid damage due to his small size and shifty nature.

4. Pick 1 negative trait. Give it a name and what it does.

Example, Pipsqueak, You are easily badgered both physically and socially.

5. HP- the trait most relevant to it you've already picked

Example, Small 3d6

 
At 0 you are knocked unconscious if this involves physical damage or run away crying if this involves social damage. Players have points in both physical HP and social HP.  If you reach negative version of your physical HP you must be revived by some sort of means. If you reach negative social HP you must have another PC come to your aid in a pep talk montage to regain lost social HP.

Wampus Country it always gets worse rules are always in play.

6. Motivation- Make this the best prom ever!

Example; Finally getting that guy to dance with on the floor. Embarrassing that jock Imperial Guard in front of the football coach.

7. Secret- The one thing that you never want to get out

Example; You secretly have a crush on the rebel alliance girl who you are besties w/.

8. Mentor- The one person you listen to and trust most in the world.


 Example;  Yoda, The High School Science teacher. There is no trying only finishing disceting frog.

Experience- Experience Dice are given on a game by game basis. They are gained for foiling plots, heroic shit, embarrassing Imperial jocks, smoking cigarettes in the bathroom and not getting caught, getting that special someone to dance with you. Those sorts of things.


9. 3 Goals for the game

Impossible goal- You will gain 3 hit dice automatically if you do this. Example; Beating up High School Quarterback Darth V. in front of everyone on the dance floor. It would be sweet revenge for all the times he has picked on you b/c he is bigger
Medium Goal- You will gain 2 hit dice automatically if you do this. Get your bestie who you have a secret crush on to fall for you.
Easy goal- You will gain 1 hit dice automatically if you do this. Shaving cream Principal Palpatine's SUV and get away w/ it.


Players may expend XP dice in a game up to their XP pool for that game. For example you have 3 XP dice you can add that many dice for any reason you want to rolls. If you add another dice you will permanently lose that dice. So you add 4 dice and only have 3 lose 1 XP dice permanently.

Improving or adding traits. To improve a trait you must expend 1 /12/xs as many XP dice as you have traits and pass a training montage roll. The difficulty of the training montage is dependent upon how you describe improving the skill and what the ST determines the roll to be. Basically the better the montage you describe the easier the roll. A new trait is 5 XP and a training montage. Finding a suitable trainer will knock that down 1 XP but you will owe them a favor that the ST will get to decide and you must pay it back.

Friday, March 15, 2013

Wand of traffic



Allows user to redirect 1 monster per user level at intersections. Can be used 1 time per session. User must be in line of sight of the victim. Monsters can save versus Wands or Magical items depending on your flavor of saving throw. The monster will not walk into dangerous situations they can see by line of sight.

Monday, March 4, 2013

Red Star Rising



Over the last few weeks these notes have all been told in the New York City Ledger.

Midwives have been noticing babies born w/ a caul, claw handed children, women birthing things that look like the spawn of Satan.

The Police have seen an upswing in suicides among the occult and the strange. Circular patterns been noticed among the brutal murders that take place in the City, like the navigation of a star no astronomer knows.

Rumored sex occultist and USA rocket scientist, Romel Gomar, has not been seen in 2 weeks and left an odd note at his domicile.

"The Red Star has come! The world have opened up, alas! I may finally release myself from this mortal coil! I shall become the Man, the 3 headed beast foretold! I shall shed my skin and become a God!"

Goats eyes have turned circular.

A Red Star is rising in the sky.

Tuesday, February 26, 2013

Made a dungeon

Like Erik use a program and then hacked it here are the details. Took and hour to work it out.





General Dungeon Walls Natural Stone
Dungeon Floor Flagstone
Temperature Average
Illumination Shadowy (phosphorescent fungus or candles every 20 ft.)

Corridors a A narrow shaft falls into the corridor from above
c Numerous pillars line the corridor
e A rattling noise fills the corridor
i A sulphurous odor fills the corridor
m Numerous pillars line the corridor
n A large demonic idol sits in an alcove here
r Arrow Trap (1d6 damage)
s Lead and colored glass chandelier hangs from the ceiling here
u A creaking sound fills the corridor
v A shallow pool of water covers the floor
w A shallow pool of quicksilver covers the floor
x Part of the ceiling has collapsed into the corridor
z A creaking sound fills the corridor
Wandering
Monsters
1 9 x Stirge, hunting for food
2 4 x Raver Addicts, trying to lure the party into an ambush
3 7 x Booji Boys, bloodied and fleeing a more powerful enemy
4 7 x Drunken hedonists, scouting from another part of the dungeon
5 10 x Giant Rat, bloodied and fleeing a more powerful enemy
6 1 x Boring Beetle, consumed by disease and madness. Seriously they are really shit ass boring

Room #1 North Entry Unlocked Strong Wooden Door
West Entry Locked Iron Door (good lock, -10% to open)
East Entry Archway

Room Features The floor is covered in perfect hexagonal tiles, An altar of Bernice III sits in the
center of the room, defaced. An aura of evil emanates.

Room #2 East Entry Stuck Simple Wooden Door
Leads to room #3
South Entry Archway
Leads to room #8

Room Features An altar of Ptolemy VI Philometor sits in the north-east corner of the room, Spindly legs and huge gut, looks euperopean w/ golden har.  Someone has
scrawled "Mind the gap" on the south wall

Room #3 North Entry #1 Archway
North Entry #2 Stuck Simple Wooden Door
North Entry #3 Stuck Simple Wooden Door
West Entry Stuck Simple Wooden Door
Leads to room #2
South Entry Unlocked Strong Wooden Door
Leads to room #8
Room Features A shallow pit lies in the south-east corner of the room full of animal guts, A dull dagger lies in
the center of the room.

Room #4 North Entry #1 Unlocked Simple Wooden Door
North Entry #2 Stuck Stone Door (slides to one side)
North Entry #3 Trapped and Unlocked Simple Wooden Door
Pendulum Trap (6d6 damage)
Leads to room #16
Room Features A forge and anvil sit in the west side of the room, A pile of wax blobs lies
in the west side of the room

Room #5 West Entry Wooden Portcullis
East Entry Wooden Portcullis
Room Features A stone sarcophagus dedicated to Zornocus I sits in the center of the room, Unintelligible
whispering can be heard in the south side of the room is a Yanmakata Eyestalker.

Room #6 North Entry Archway
South Entry Trapped and Unlocked Iron Door
Poison Arrow Trap (1d6 damage and save or die)
Room Features An brass and glass chandelier hangs from the ceiling in the south-west corner of the
room, A pile of spoiled meat lies in the west side of the room. The room was once a party hall. All wood has turned to pulp.

Room #7 North Entry #1 Trapped and Unlocked Stone Door
Arrow Trap (1d6 damage)
North Entry #2 Stuck Strong Wooden Door
Leads to room #14
South Entry Trapped and Unlocked Iron Door
Blinding Gas Trap
Room Features A channel cut into the floor carries a stream of water, In order to cross your party must be carrying the statue of Ptolemy VI Philometor.  The south and east
walls have been engraved with a row of arcane runes. It reads carry the statue of the fat man to cross the stream.

Room #8 North Entry #1 Archway
Leads to room #2
North Entry #2 Unlocked Strong Wooden Door
Leads to room #3
West Entry Stuck Strong Wooden Door
East Entry Archway
South Entry Locked Good Wooden Door (good lock, -10% to open)

Room Features Someone has scrawled "When the Funk shall pass. We shall all get that fine ass." in Ethopian on the west wall, A funk odor  fills the room

Room #9 North Entry Locked Simple Wooden Door (common lock)
West Entry #1 Wooden Portcullis
Leads to room #12
West Entry #2 Wooden Portcullis
East Entry Wooden Portcullis
Room Features A stone ramp ascends towards the south wall, an ancient stage lines the walls  Torch sconces line the north and south walls. The acoustics in the room are perfect.  1 Booji Boys and 4 groupies are on the stage.

Room #10 West Entry Stuck Simple Wooden Door
East Entry Locked Strong Wooden Door (superior lock, -20% to open)
Room Features The floor is covered in perfect hexagonal tiles, A forge and anvil sit in the
north-west corner of the room. All Dwarfs and funkateers can roll to improve weapons. Save vs death. Failure destroys weapon, save improves them +1.

Room #11 West Entry Stuck Simple Wooden Door (slides down)
South Entry Locked Iron Door (common lock)
Room Features Lit candles are scattered across the floor, A pile of rotten leather lies in the
center of the room. This smells completely unfunky. Save vs magic failure makes you roll at a -1 for 1d6 turns.

Room #12 North Entry Locked Stone Door (wizard lock)
East Entry Wooden Portcullis
Leads to room #9
Room Features A tile mosaic of ghoulish carnage covers the floor, small pencils sized machines killing humans.  A stone sarcophagus sits in the south-west corner of the room. Contains 1 drone. 1d20 hp. Acts the same as a magic missile. The owner must be a magic user or have some technical skill. An attack roll of 1 equals mechanical failure and the machine explodes.

Room #13 North Entry Unlocked Good Wooden Door
West Entry #1 Unlocked Good Wooden Door
Leads to room #14
West Entry #2 Unlocked Good Wooden Door
South Entry Archway
Leads to room #16
Room Features A faded and torn tapestry of the glorious Pharaoh ? being praised by His followers near a fast food joint in Tahir Square hangs from the south wall, Several pieces of rotting wood are scattered throughout the room. The place seems to have once been a feasting hall.

Room #14 North Entry Secret Stuck Strong Wooden Door
East Entry Unlocked Good Wooden Door
Leads to room #13
South Entry Stuck Strong Wooden Door
Leads to room #7
Room Features The floor is covered in square tiles, alternating white and black, Someone
has scrawled "It’s beneath the pyramid" on the south wall

Trap Acid Trap (1d6 damage)

Room #15
Room #15 North Entry Unlocked Simple Wooden Door
West Entry Stuck Strong Wooden Door
Room Features Several headless statues of Pharaohs are scattered throughout the room, A pile of
spoiled meat lies in the center of the room
Monster 1 x Fire Beetle
Treasure: 750 ep, 1000 cp; hoard total 380 gp

Room #16 North Entry Archway
Leads to room #13
East Entry Archway
South Entry #1 Trapped and Unlocked Simple Wooden Door
Pendulum Trap (6d6 damage)
Leads to room #4
South Entry #2 Stuck Strong Wooden Door
Room Features Part of the ceiling has collapsed into the room, A mural of Egyptian chariot riders m=smashing the skulls of hapless warriors. covers the ceiling

Room #17 North Entry Trapped and Locked Strong Wooden Door (superior lock, -20% to open)
Sleep Gas Trap
South Entry Stuck Good Wooden Door
Room Features Someone has scrawled "Neret was here. What happened was expected" on the
east wall, Knocking fills the room w/ 6 ghosts and any dead PCs.