Lord_Drayakir
2008-01-15, 10:41 PM
Okay, before I start, I will say that I obviously do not intend any copyright violations, so if anything I can remove this.
Second, anyone should feel free to add. I started this idea a month ago, worked on a pitch of inspiration, and then dropped it due to boredom. I might pick it up again, but until I do, have fun, and add stuff if you want. Or critique. Whichever.
__________________________________________________ ______________
Basic Rules:
Character Generation:
-Floating Roll- 4d6, pick best 3, re-roll smallest number
-Max HP first level, later roll normally+level to HP
Races: Human (as standard), Jagerkin (+4 to Strength, +6 to Constitution, -4 Charisma, ECL+3), Construct (similar to Necropolitan: increase HP to d12, no Constitution score, "undead" traits, ECL +1), Dimmers (+2 to Constituion, +2 to Wisdom, -4 to Charisma, ability to take Occultist class, Unnatural aura (-1 to enemy rolls), ECL +2), Chrons (+2 to Intelligence, +2 to Wisdom, - 4 to Constitution, 5% chance of character action failure, ECL +1)
Benefits: Roll 1d10, and consult the following table. You can pick a talent that is one higher or one lower than the one you rolled. Example: You roll a 4, which means you can pick either Emulator (3), Social Grace (4), or Wealthy (5). If you roll a 1 you "go down" to 10, then 1, then 2. If you roll 10, you can pick 9, 10, or "go up" to 1."
1- Combatant: increase BAB one step (.5/level to .75/level, .75 to level to 1/level, 1/level to 1.25/level (giving you a +1 to BAB every 4 levels)), free Weapon Proficiency and Weapon Focus with a weapon of your choice.
2- Scatterbrained: pick an ability. You get +1 to all checks/skills you have in that ability. For example, if you pick Wisdom, and you have Spot, Listen, Profession: Mechanic, and Heal, you would get a +4 to each roll you make with those skills. This can only be applied to skills that you have ranks in.
3- Emulator: if you spend a standard action observing someone doing a skill or a feat that requires an action, you can perform the same skill or feat within one minute of observing it. For example, if you see someone use the Perform: Singing skill with 5 ranks, you can perform it with 5 ranks + your own Charisma modifier. If you see someone use the Weapon Finesse feat, you can now apply your Dexterity bonus to your weapon (that meets Weapon Finesse requirements).
4- Social Grace: you gain a +1/level bonus to all social interaction skills (Bluff, Diplomacy, Intimidate). So, at level 6 you would gain a +6 bonus to Bluff, Diplomacy, and Intimidate.
5- Wealthy: you gain a monthly income of d% times 100ma from a business you own, or an estate of your family. So, supposing for the month of April you rolled a 57 on your d% roll, which would mean you made 5700ma.
6- Occultist: you can take the Occultist class, similar to Dimmers, with RP penalties, but no ECL. Also, you gain the ability to Banish: uses a spell slot to send a creature non-native to this dimension back to it's home, if it fails a Will save of DC=10+your Intelligence modifier+spell slot used.
7- Hypnotist: you gain several "gaze" attacks that are a full-round action that can be attempted on any intelligent creature, outside of combat. All of these use Will saves. Implant a Suggestion: unlike the regular spell, you can put a command in the person's subconsciousness, that acts as either the Bless or Bane spell targeting a single person (either a +1 to most rolls, or a -1 to most rolls). DC is 19+Charisma modifier, lasts for 1 hours/level. Weaken Mind : Similar to Implant a Suggestion, but instead gives target a -4 penalty to resisting Hypnotist skills. DC is 17+Charisma modifier, lasts for 1 hour/level. Strengthen Resolve: Similar to Implant a Suggestion, but gives target a +4 bonus to resisting Hypnotist skills, and this ability can be used on yourself. DC is 19+Charisma modifier. Charm: change a person's attitude to Helpful, regardless of previous attitude. DC is 15+Charisma modifier, lasts for 10 minutes/level. Sleep: acts as the spell, no HD limit. DC is 15+Charisma modifier, lasts for 1 hour/level Dominate: acts as the spell Dominate Person. DC is 13+Charisma modifier, lasts for 1 minute/level.
8- Faithful Companion: start play with an NPC under your control. The companion could be one of the following: Cohort, Animal, Steed, Clank, Biomech, Vehicle.
9- Strategist: you gain several abilities with which you can greatly affect any sort of combat, from one-on-one duels, to massive battles involving aerial navies, as long as you had time to prepare. Inspiration: when you fight alongside your allies, you all get a +1 bonus to all attack and save rolls. Leadership: you automatically receive the Leadership feat, and each one of your levels counts for 2. So, at level 7, with a +4 Charisma modifier, and a home base, you would have a leadership score of 20 (14 from levels, 4 from Charisma, 2 from having a base of operations). Recruitment Drive: you can make a special Diplomacy check if you want additional troops for a battle or a campaign. When you enter any sort of population center, you can make a Diplomacy check. The inhabitants of the place make a Will save of DC=10+1/4th of your Diplomacy Roll+your Charisma modifier minus 4 if you're recruiting for a campaign minus the town's population modifier (-1 for thorp, -2 for hamlet, -3 for village, and so on until -8 for a metropolis). For example, if you enter a small town, and make a Diplomacy roll of 23, with a Charisma modifier of 4, while recruiting for a campaign, the villagers would make a Will save vs. a DC of 11 (10+1/4th of 23 (5)+4 from Charisma, minus 4 for it being a campaign and another minus 4 for it being a village. Make each save for every population. Coordination: you devise a plan for instantaneous communication between your allies. This allows commands to be relayed immediately between you and your allies/troops, and you can apply your Inspiration ability to all of your allies. Battle Plan: you devise a plan for combat before an encounter that you are aware of. For every troop that you relay it to, they get a favored enemy of the opponent they are facing, as though they were a Level 5 Ranger (a +4 bonus to Bluff, Listen, Sense Motive, Spot, Survival checks, as well as a +4 bonus to damage rolls).
Logistics: when you prepare, you can give your allies a +25% increase in movement speed, be it for personal movement (+7 feet/round for normal movement) to moving ships (+5 miles/hour for a personal zeppelin)
10- Rare Spark: you start with one of a few very rare Spark talents which few others have. Adaptation, Time Control, Dimensional Manipulation, Aetheric Travel, Transmutation.
-Abilities are standard.
__________________________
Detailed Races:
Humans: Standard as in D&D. Extra feat, extra skill points.
Jagerkin: Gruff and powerful super-soldiers of the old Heterodyne family. They've become prolific through most of Eastern Europe, and are widely used as mercenaries by other Houses. They seek to find a Heterodyne heir, but understand that their search is probably futile.
Constructs: Humanoid 'people' made by skilled Sparks. Most of them are incapable of free-willed intelligence, but some of them were granted 'freedom' by masters, and thus, they learned to reproduce, using scavenged body parts, and lightning.
Dimmers: A race of shadow people from an alternate dimension. One of the Heterodynes experimented with trans-dimensional harmonics in his youth. The resulting explosion leveled quite a bit of area, but the result was a stable planar gateway to another world. The world of the Dimmers is similar to ours, however, technology never flourished there- instead, they rely on a free-standing thaumic (magical) field. At first, there was a large scale war between the Dimmers and the people of Earth, that resulted in the death of Agatha Heterodyne, Klaus and Gilgamesh Wulfenbach, and most of the cast from the Girl Genius comic book.
Chrons: The future of humanity. Brought to the past by an experiment of a Spark, these people are intelligent, well bred, know things of the future- and are sometimes incapable of changing it. It often happens that a Chron will attempt to do something, and be zapped by a bolt of temporal energy, due to that action being somehow detrimental of the birth of that Chron. They came here when a Spark of the future discovered the notes of the Spark of a past. They managed to open a stable gateway, and now, a temporal portal exists for them to travel through. Incidentally, no regular human has been able to pass through it to the future.
______________
Classes:
There aren't that many classes, but each one is very versatile.
Fighter: Almost identical to the standard fighter class, except he gets a fighter bonus feat every level. That's right, every level.
Second, anyone should feel free to add. I started this idea a month ago, worked on a pitch of inspiration, and then dropped it due to boredom. I might pick it up again, but until I do, have fun, and add stuff if you want. Or critique. Whichever.
__________________________________________________ ______________
Basic Rules:
Character Generation:
-Floating Roll- 4d6, pick best 3, re-roll smallest number
-Max HP first level, later roll normally+level to HP
Races: Human (as standard), Jagerkin (+4 to Strength, +6 to Constitution, -4 Charisma, ECL+3), Construct (similar to Necropolitan: increase HP to d12, no Constitution score, "undead" traits, ECL +1), Dimmers (+2 to Constituion, +2 to Wisdom, -4 to Charisma, ability to take Occultist class, Unnatural aura (-1 to enemy rolls), ECL +2), Chrons (+2 to Intelligence, +2 to Wisdom, - 4 to Constitution, 5% chance of character action failure, ECL +1)
Benefits: Roll 1d10, and consult the following table. You can pick a talent that is one higher or one lower than the one you rolled. Example: You roll a 4, which means you can pick either Emulator (3), Social Grace (4), or Wealthy (5). If you roll a 1 you "go down" to 10, then 1, then 2. If you roll 10, you can pick 9, 10, or "go up" to 1."
1- Combatant: increase BAB one step (.5/level to .75/level, .75 to level to 1/level, 1/level to 1.25/level (giving you a +1 to BAB every 4 levels)), free Weapon Proficiency and Weapon Focus with a weapon of your choice.
2- Scatterbrained: pick an ability. You get +1 to all checks/skills you have in that ability. For example, if you pick Wisdom, and you have Spot, Listen, Profession: Mechanic, and Heal, you would get a +4 to each roll you make with those skills. This can only be applied to skills that you have ranks in.
3- Emulator: if you spend a standard action observing someone doing a skill or a feat that requires an action, you can perform the same skill or feat within one minute of observing it. For example, if you see someone use the Perform: Singing skill with 5 ranks, you can perform it with 5 ranks + your own Charisma modifier. If you see someone use the Weapon Finesse feat, you can now apply your Dexterity bonus to your weapon (that meets Weapon Finesse requirements).
4- Social Grace: you gain a +1/level bonus to all social interaction skills (Bluff, Diplomacy, Intimidate). So, at level 6 you would gain a +6 bonus to Bluff, Diplomacy, and Intimidate.
5- Wealthy: you gain a monthly income of d% times 100ma from a business you own, or an estate of your family. So, supposing for the month of April you rolled a 57 on your d% roll, which would mean you made 5700ma.
6- Occultist: you can take the Occultist class, similar to Dimmers, with RP penalties, but no ECL. Also, you gain the ability to Banish: uses a spell slot to send a creature non-native to this dimension back to it's home, if it fails a Will save of DC=10+your Intelligence modifier+spell slot used.
7- Hypnotist: you gain several "gaze" attacks that are a full-round action that can be attempted on any intelligent creature, outside of combat. All of these use Will saves. Implant a Suggestion: unlike the regular spell, you can put a command in the person's subconsciousness, that acts as either the Bless or Bane spell targeting a single person (either a +1 to most rolls, or a -1 to most rolls). DC is 19+Charisma modifier, lasts for 1 hours/level. Weaken Mind : Similar to Implant a Suggestion, but instead gives target a -4 penalty to resisting Hypnotist skills. DC is 17+Charisma modifier, lasts for 1 hour/level. Strengthen Resolve: Similar to Implant a Suggestion, but gives target a +4 bonus to resisting Hypnotist skills, and this ability can be used on yourself. DC is 19+Charisma modifier. Charm: change a person's attitude to Helpful, regardless of previous attitude. DC is 15+Charisma modifier, lasts for 10 minutes/level. Sleep: acts as the spell, no HD limit. DC is 15+Charisma modifier, lasts for 1 hour/level Dominate: acts as the spell Dominate Person. DC is 13+Charisma modifier, lasts for 1 minute/level.
8- Faithful Companion: start play with an NPC under your control. The companion could be one of the following: Cohort, Animal, Steed, Clank, Biomech, Vehicle.
9- Strategist: you gain several abilities with which you can greatly affect any sort of combat, from one-on-one duels, to massive battles involving aerial navies, as long as you had time to prepare. Inspiration: when you fight alongside your allies, you all get a +1 bonus to all attack and save rolls. Leadership: you automatically receive the Leadership feat, and each one of your levels counts for 2. So, at level 7, with a +4 Charisma modifier, and a home base, you would have a leadership score of 20 (14 from levels, 4 from Charisma, 2 from having a base of operations). Recruitment Drive: you can make a special Diplomacy check if you want additional troops for a battle or a campaign. When you enter any sort of population center, you can make a Diplomacy check. The inhabitants of the place make a Will save of DC=10+1/4th of your Diplomacy Roll+your Charisma modifier minus 4 if you're recruiting for a campaign minus the town's population modifier (-1 for thorp, -2 for hamlet, -3 for village, and so on until -8 for a metropolis). For example, if you enter a small town, and make a Diplomacy roll of 23, with a Charisma modifier of 4, while recruiting for a campaign, the villagers would make a Will save vs. a DC of 11 (10+1/4th of 23 (5)+4 from Charisma, minus 4 for it being a campaign and another minus 4 for it being a village. Make each save for every population. Coordination: you devise a plan for instantaneous communication between your allies. This allows commands to be relayed immediately between you and your allies/troops, and you can apply your Inspiration ability to all of your allies. Battle Plan: you devise a plan for combat before an encounter that you are aware of. For every troop that you relay it to, they get a favored enemy of the opponent they are facing, as though they were a Level 5 Ranger (a +4 bonus to Bluff, Listen, Sense Motive, Spot, Survival checks, as well as a +4 bonus to damage rolls).
Logistics: when you prepare, you can give your allies a +25% increase in movement speed, be it for personal movement (+7 feet/round for normal movement) to moving ships (+5 miles/hour for a personal zeppelin)
10- Rare Spark: you start with one of a few very rare Spark talents which few others have. Adaptation, Time Control, Dimensional Manipulation, Aetheric Travel, Transmutation.
-Abilities are standard.
__________________________
Detailed Races:
Humans: Standard as in D&D. Extra feat, extra skill points.
Jagerkin: Gruff and powerful super-soldiers of the old Heterodyne family. They've become prolific through most of Eastern Europe, and are widely used as mercenaries by other Houses. They seek to find a Heterodyne heir, but understand that their search is probably futile.
Constructs: Humanoid 'people' made by skilled Sparks. Most of them are incapable of free-willed intelligence, but some of them were granted 'freedom' by masters, and thus, they learned to reproduce, using scavenged body parts, and lightning.
Dimmers: A race of shadow people from an alternate dimension. One of the Heterodynes experimented with trans-dimensional harmonics in his youth. The resulting explosion leveled quite a bit of area, but the result was a stable planar gateway to another world. The world of the Dimmers is similar to ours, however, technology never flourished there- instead, they rely on a free-standing thaumic (magical) field. At first, there was a large scale war between the Dimmers and the people of Earth, that resulted in the death of Agatha Heterodyne, Klaus and Gilgamesh Wulfenbach, and most of the cast from the Girl Genius comic book.
Chrons: The future of humanity. Brought to the past by an experiment of a Spark, these people are intelligent, well bred, know things of the future- and are sometimes incapable of changing it. It often happens that a Chron will attempt to do something, and be zapped by a bolt of temporal energy, due to that action being somehow detrimental of the birth of that Chron. They came here when a Spark of the future discovered the notes of the Spark of a past. They managed to open a stable gateway, and now, a temporal portal exists for them to travel through. Incidentally, no regular human has been able to pass through it to the future.
______________
Classes:
There aren't that many classes, but each one is very versatile.
Fighter: Almost identical to the standard fighter class, except he gets a fighter bonus feat every level. That's right, every level.