Mad Brew Labs

Better Gaming by Design

Echelon: Recovered, now with Gnomes!

Posted by Mad Brew On January - 19 - 2009

It has been a while since I have written anything about one of my original projects, the Echelon Gaming System.  A major reason for this is the fact that I was keeping the working document on a usb flash drive, so I could work on it wherever I went, and the flash drive got fried.  And when my drive died, so did my motivation to work on Echelon.

It must be my shoes, my clothes, or the carpet, but I always manage to build a store of static eletricity while sitting at my desk (perhaps a sign to not sit on my ass so much).  Well, I was about to get up and I reached for the drive and I felt that zap as I discharged some of that built up energy into the drive.  Then you could smell the pungent odor of burnt electronics.

Well, I decided to take the sucker apart and I saw some burn marks around what I would call electrodes (I’m not an electrical engineer by any means) on the PCB.  So I took a cotton swap dipped in rubbing alcohol and attempted to clean it.  Well, it must of worked, because the drive works intermittently, and I was able to recover some of my files!

I was so excited I decided to post my unfinished version of the Gnome race for Echelon.  My goal was to take a more feral approach to the race, making them a fey type and boosting their skill with illusion.  I don’t know if this version will make it into the final draft of Echelon, but it shows the general direction I want to take them.  Note that I have not created a table for their animal companion, but I do have some short descriptions of how a few powers work.

Gnomes

Racial Traits:
Average Height : 3’5” – 4’-0”
Average Weight : 65-75 lbs.
Speed : 25 ft.
Vision : Lowlight
Automatic Languages : Common, Gnome
Bonus Languages : Draconic, Dwarven, Elven, Giant, and Goblin
Favored Powers : Skald, Wizardry
Size : Small
Heroic Tier:
Ability Scores : +1 Constitution, +1 Charisma
Skill Affinities : +1 Arcana, +1 Bluff
Weapon Familiarity : Gnomes may treat gnome hooked hammers as martial weapons rather than exotic weapons.
Discern Illusion : Gnomes received a +1 racial bonus against illusions
Fey Glamour : You can use fey glamour as an encounter power.
Giant Evasion : +4 dodge bonus to Armor Class against monsters of giant type.
Gnomish Trickery : Gnomes possess a +1 racial bonus to attack when casting spells of the Illusion subtype.
Misdirection : You can use misdirection as a daily power.
Racial Enemies : +1 racial bonus on attack rolls against goblinoids and kobolds.
Speak with Critters : Gnomes may speak with any burrowing mammal at will (see the speak with animals spell description).
Paragon Tier:
Ability Scores : +1 Constitution, +1 Intelligence
Skill Affinities : +1 Bluff
Animal Minion : You gain an animal companion chosen from the Gnome Animal Companion table (see table below).
Knack for Illusion : Spells of the Illusion subtype cost Gnomes 1 less Mana to cast, for a minimum of 1 Mana for illusions with a casting cost.
Pierce Illusion : Gnomes receive an additional +1 racial bonus against illusions.
Swift Performance : You may make a Performance check as a swift action.
Epic Tier:
Ability Scores : +1 Constitution, +1 Charisma
Skill Affinities : +1 Arcana
Break Illusion : Gnomes receive an additional +1 racial bonus against illusions.
Cloak of Disillusion : You grant non-gnome allies within 10 squares of you a +2 racial bonus against spells of the illusion subtype.
Improved Speed : Gnomes increase their speed to 30 ft.
Smoke & Mirrors : You can use smoke & mirrors as a daily power.
Legendary Tier:
Ability Scores : +1 Charisma
Skill Affinities : +1 Bluff
Dazzle : You can use dazzle as an encounter power.
Drain Illusion : You gain half the Mana cost of any Illusion that fails to affect you.
Greater Animal Minion : Animal companion increases one size and gains Dire template.
Shatter Illusion : Gnomes receive an additional +2 racial bonus against illusions.

Misdirection – Swift action, your next ranged power does not provoke an attack of opportunity.

Smoke & Mirrors – If an enemy misses you with a ranged or melee (non area) attack, you can force the enemy to attack another enemy adjacent to you.

Dazzle – Burst, enemies are blinded, save ends.

Listening to: Crematory - Revolution – Solitary Psycho

Mad Menagerie: Keymaster

Posted by Mad Brew On October - 27 - 2008

[Note: The table below will display better if you install this font, as it was created with Asmor's Monster Maker.]

A figure stands before you jingling like a chime in the wind.  The humanoid shape is buckled from head to toe in black leather with hundreds of ringlets.  Attached to these rings are hundreds more keys, all clanging and bouncing off each other as the figure moves.  Whoever is inside the leather and keyring suit must only be able see and speak through three keyholes that cover its eyes and mouth.  It croaks in a gravelly voice, “The override code must be provided to obtain travel authority.”

The Keymaster is a unique entity that resides in the Hall of Doors , a Nadori complex that time has forgotten.  The Hall of Doors is a nexus of gates that allows one to travel from the Prime directly to any of the other known Dimensions.  The Hall of Doors is the name that legend now gives the Nadori Dimensional Conduit Terminal.  Here the Nadori exerted their influence through the Æther and into other dimensions.

The complex has been abandoned for over a millennium, but the Keymaster has maintained his vigilance over the Hall the entire time.  He guards the locked portals to the other dimensions, and only he knows which keys unlocks the appropriate doors.

He is commanded to deny entrance to anyone who wishes to use the portals but is otherwise not hostile.  The Keymaster cannot be negotiated with, nor tricked into unlocking a portal.  Only through the Keymaster’s destruction or if given the “password”  may one pass.

Keymaster Level 8 Solo Soldier
Medium Immortal Animate XP 1,750
Initiative +12 Senses Perception +10
HP 360; Bloodied 180
AC 24; Fortitude 20, Reflex 22, Will 20
Immune charm, disease, fear, poison, sleep; Resist lightning; Vulnerable necrotic
Speed 6
Action Points 2
M Slam (Standard; at-will)
+15 vs. AC; 2d6+7 damage.
m Lightning Slam (Standard; at-will) ♦ Lightning
The Keymaster makes to Slam attacks and adds an additional 1d6 lightning damage to each attack.
c Looking Through the Keyhole (Standard; encounter) ♦ Charm
Close Burst 3;+14 vs. Will; Hit: The target is Stunned until the end of the Keymaster’s next turn; Miss: The target is slowed, save ends.
c Tumbler of Woe (Standard; recharge 56)
Close burst 4; +13 vs. Reflex; 1d10+6 damage. Miss: Half damage.
Teleport (Immediate Reaction; encounter)
As soon as the Keymaster is attacked, he can immediately teleport up to five squares without provoking attacks of opportunity.
Alignment Unaligned Languages Common
Str 17 (+7) Dex 22 (+10) Wis 17 (+7)
Con 17 (+7) Int 20 (+9) Cha 17 (+7)

Tactics

Once pressed into battle, the Keymaster will attempt Teleport to the square where the players are concetrated. Once in position, the Keymaster will execute Looking Beyond the Keyhole, spend an action point, and then execute his Tumbler of Woe power.

Keymaster Lore

A character knows the following information with a successful History check:

DC 15: You have heard of an immortal guardian that protects the Hall of Doors.
DC 20:
It is said that the Keymaster can hypnotize you with his accoutrement of keys.
DC 25: The Keymaster is said to be vulnerable to necrotic energies.

Looking through the Keyhole: The keys decorating the figure’s attire begin to spin of their own accord, whipping and wizzing and making an eerie chimelike noise, all the while a strange glow emanates from the keyholes of its face.

Tumbler of Woe: The leather clad humanoid begins to spin like a top, clicking and whirring sounds issue from the figure like an enormous lock being opened.  Suddenly the ringlets shoot forth on silver wires striking everything within range.

Listening to: Soil – Scars – Wide Open

Echelon: Powers

Posted by Mad Brew On September - 22 - 2008

Powers are the primary abilities of a character.  They are the means by which characters will affect their environment.  Powers may be thought of as the tools of various professions.  Wizards cast spells, priests channel the gods through prayers, and rangers strike from a distance with archery.

Gaining Powers

During character creation, you may allocate 3 ranks into any power or combination of powers.  After character creation, you gain powers by purchasing them with Experience Points.  Powers cost the rank being purchased multiplied by 5 for Powers favored by your race or multiplied by 7 for any other Power.

Using Powers

Each Power has a key skill listed in brackets next to its name.  Each rank of a Power has in its description the following: name, cost (if any), action type, resolution method, damage type (if any), and effect type (if any).  To use a power you must be able to perform the action type (free, swift, immediate, move, standard, full-round, or extended) and have the necessary amount of Vitality or Mana to spend for the Power’s cost.

After paying the Power’s cost, you roll a d20 and add the character’s rank in the Power and its key skill to the roll and it must overcome either a static DC or the target’s appropriate Defense listed in the Power rank’s resolution method.

Artifice [Craft]

Artifice governs the ability to create, forge, and craft things beyond the mundane.  It is the art of weaving dweomers into the worked steel of a sword, binding an enchantment upon a freshly forged ring, and hammering magical vestments into plate mail.  It also covers the manufacture of golems and other constructs as well as the brewing of potions.

Alchemy

Alchemy is the art of brewing potions, distilling elixirs, and concocting oils.  An alchemist can infuse just about any effect into liquid form, providing an easy to use resource that can be kept in reserve for when it is most needed.  The source of these mystical fluids may be supplied from magical or natural elements.

*      Smelt Element Create alchemic items such as thunderstones and tanglefoot
**     Brew Potion Create potions such as cure wounds, haste, and bear’s strength
***   Concoct Poison Create contact, ingested, inhaled, and injury poisons
****  Extrude Oil Create uncommon oils such as etherealness
*****  Distil Elixir
Create rare elixirs such as life, love, and truth

Automata

Automata is the purview of artificers who wish to either make life easier by delegating mundane tasks to constructs or play god by striving to instill sentience into something fashioned by their own hands.  Either way, assembling and animating automatons can lead to misfortune should an artificer’s creations break free from her control.

*       Clockwork Create small devices and automatons that do repetitive tasks
**      Homunculus Create a small servant from your own flesh
***     Lesser Golem Create golems with simple instructions
****   Greater Golem Create golems with more complex instructions
*****  Spark of Life Instill a form of sentience in one of your creations

Imbue

Imbue allows artificers to instill magical properties upon mundane items.  Legendary weapons, enchanted armors, and mystical rings have all been crafted by an artificer utilizing the Imbue power.   Many traps in treasure laden tombs have been enhanced by a royal artificer to keep the raiders and looters at bay.

*        Limited Enhance Enhance weapons or armor for a limited time
**       Minor Enhance Give small permanent enhancements on equipment
***     Minor Dweomer Imbue equipment with lesser dweomers such as frost
****    Major Enhance Give large permanent enhancements on equipment
*****   Major Dweomer Imbue equipment with greater dweomers such as haste

Listening to: Union Underground – An Education in Rebellion – South Texas Deathride

Mad Menagerie: Fossilifungus

Posted by Mad Brew On September - 15 - 2008

A strange fungal mass is growing on the head and torso of this shambling corpse.

Fossilifungus is a fungus that has evolved into a near symbiotic relationship with the undead, specifically zombies. When a fossilifungus spore attaches to flesh animated by necrotic (or negative) energy, it will take root and begin to grow.

Fossilifungus draws nourishment from enzymes produced when flesh decays from necrotic energy. Over time, the fungus will spread to cover the back, head, and upper torso of its host. Fossilifungus has a defense mechanism triggered by the movement of warm bodies. This mechanism involves the discharge of five to ten tiny barbs in a cone that is ten feet wide and fifteen feet long. When a living creature is struck by a barb, it causes paralysis for up to one minute.

This paralysis gives the host enough time to reach this immobile food source and begin devouring its flesh. There are many horror stories from the fringes of the Dead Wastes about victims being eaten alive by fossilifungus ridden zombies, only to be able to call for help once it was too late.

The fossilifungus represents a new class of monster in that it is a Symbiont.  A Symbiont is never encountered by itself as it relies on the host creature to survive.  A Symbiont works much in the same manner as a template, except for the fact that it always has a method of removal.  A Symbiont can be added to any creature type it applies to.  A monster with a Symbiont gains the benefits provided in the Symbiont description as well providing an additional amount of Experience for defeating the monster.

Benefits: +1 Bonus to AC; +10% bonus to Hit Points; gains use of the Fossil Barbs power.
Bonus XP: +33%
Host: Any Corporeal Undead

Fossil Barbs (ranged, standard, recharge 4, 5, 6)
Blast 3, +6 (+ 1/2 Host’s Level) vs. Reflex
Hit: 1d4 (+ 1/2 Host’s level), Stunned (Save Ends)
Effect: If the target breathes, he is Slowed (Save Ends)

Tactics

The tactics of the fossilifungus is somewhat dictated by the movements of the host.  It will attempt to catch as many targets as possible in its Fossil Barbs and will continue to do so when it recharges.

Lore

DC 15: The growth on the corpse is a fossilifungus, a fungus known for its paralyzing spray of barbs.
DC 20: If you breathe in the dust caused by the fossilifungus’ spray of barbs, it drugs you and makes you slow.
DC 25: It has been said that any spells, rituals, or items that can cure disease can instantly destroy a fossilifungus.

  • This is pretty experimental, as pretty much all the custom stuff I do is…  I am still toying with the idea that Symbiont have a separate, flat experience value.
Listening to: Android Lust – The Dividing – Stained

Echelon: Archetypes

Posted by Mad Brew On September - 12 - 2008

Archetypes determine a character’s Hit Die, as well as applying bonuses to Attack and Saving Throws.  Archetypes also provide bonus ranks to certain associated Skills, are able to purchase their own Archetype Feats cheaper, and each provide a unique special ability that are considered Extraordinary abilities.  A character’s Base Attack Bonus and Base Saving Throws are equal to one-half his Experience Rank (XPR).  At creation (XPR 1) a character’s Hit Points are equal to the maximum value of his Hit Die plus their Constitution rank.  At each additional XPR a character gains a number of Hit Points equal to the maximum value of his Hit Die.  A character chooses an Archetype at character creation.  At each Experience Tier, the character may choose a new base Archetype or advance an existing Archetype to its next tier.

Adventurer

The Adventurer is the standard Archetype of Echelon.  The Adventurer offers an even distribution of Hit Die, Base Attack bonus, Saving Throw bonuses, and Skill bonuses.  The Adventurer also provides an additional rank to any Power chosen when the Adventurer Archetype is selected.  The additional rank is not used when calculating the cost of purchasing the next rank in that Power.

Hit Die: d10
Base Attack: +2
Saving Throws: Fort +1, Ref +1, Will +1
Skill Bonuses: Athletics +1, Dungeoneering +2, Nature +2, and Perception +2
Special: +1 rank to any Power�

Brute

Brutes are stronger than ordinary specimens of their races.  They tend to be excellent athletes and warriors.   Brutes can push the limits of their Strength or Constitution once a day with their Power Surge special ability.  As a free action, a Brute can invoke Power Surge and apply +2 bonus ranks to either their Strength or Constitution for a number of rounds equal to his XPR.

Hit Die: d12
Base Attack: +3
Saving Throws: Fort +2
Skill Bonuses: Athletics +3, Endurance +2, and Intimidate +2
Special: Power Surge 1/day�

Devout

The Devout allow their faith to guide them in all things.  Whether it is faith in a god, a cause, or themselves, the Devout use their faith to help them triumph in the face of impossibility.  A Devout character may treat one d20 roll per day as a natural 20 by invoking their Guided by Faith special ability.

Hit Die: d8
Base Attack: +1
Saving Throws: Will +3
Skill Bonuses: Diplomacy +2, Heal +2, Insight +2, Religion +2
Special: Guided by Faith 1/day

Intellectual

Intellectual characters prefer brains over brawn in any confrontation.  They use their superior intellect to discover opponent’s weaknesses and strategies and exploit them.    Once per encounter, an Intellectual can invoke Achilles’ Heel by studying an opponent for at least one round.  If the Intellectual succeeds on his next attack, all damage related to that attack is maximized.  If the attack also happens to be a critical hit, then it does an additional multiplier of damage (i.e. X2 becomes X3).  For each consecutive round an Intellectual spends studying his target, he gains an additional +1 bonus per Intelligence rank in damage.  If the attack fails, the Intellectual must study his opponent all over again.  Achilles’ Heel can only be applied to targets that are normally susceptible to critical hits.  To study an opponent, the character can only perform move actions on his turn and must be able to see the target.

Hit Die: d6
Base Attack: +0
Saving Throws: Reflex +2, Will +2
Skill Bonuses: Arcana +2, Dungeoneering +1, History +2, Nature +2, Religion +1
Special: Achilles’ Heel 1/encounter

Scoundrel

Scoundrels make their living on deception and misdirection.  They are natural smugglers, thieves, and rogues but they be found in all sorts of professions.  Scoundrels are elusive targets on the battlefield and may invoke their Sidestep special ability once per encounter as a move action.  Sidestep allows the Scoundrel to move half his speed without provoking attacks of opportunity, ignoring non magical terrain, and may pass through spaces occupied by enemies.  This does not allow a Scoundrel to move through solid objects such as walls and closed doors.

Hit Die: d8
Base Attack: +1
Saving Throws: Reflex +2
Skill Bonuses: Acrobatics +1, Bluff +2, Stealth +2, Streetwise +2, Thievery +2
Special: Sidestep 1/encounter

Survivor

Survivors are often the only living citizens of villages pillaged and slaughtered by raiders, or former soldiers left for dead on the battlefield, or perhaps once infected by plague or other diseases.  Whatever their misfortunes, they have survived insurmountable odds and overcame events many would perish in.  A Survivor may re-roll any failed Saving Throw twice a day by invoking his Elude Fate special ability as a free action.  A Survivor must choose one of the following skills to apply their +2 bonus ranks on: Dungeoneering, Heal, or Nature.  This choice reflects the circumstances of their survival.

Hit Die: d10
Base Attack: +2
Saving Throws: Fortitude +2, Reflex +2, Will +2
Skill Bonuses: Endurance +2, (Dungeoneering, Heal, or Nature) +2
Special: Elude Fate 2/day

Listening to: Darkseed – Ultimate Darkness – Save Me

Mad Menagerie: Androcitar

Posted by Mad Brew On September - 10 - 2008

Mucous coats a bulging purple mass of fleshy tentacles.  The engorged tentacles emerge from a central tumor that stretches and contracts to move itself along.  Throbbing sacs made of the same purple flesh are attached to the slimy cave wall, surrounding the beast.  The monster tends these sacs, inserting its tentacles into them, and undulating until they spasm in a spray of green caustic sludge.

Androcitars are Aberrations that reside in damp caverns near the underground lakes from which they feed.  Androcitars are asexual and territorial, which leads to adult androcitars to live solitary.  However, when one reproduces it will share its lair with its clutch of a dozen or more young.  These young attach themselves to walls of the cavern to be fed by the parent androcitar via its tentacles as we to glean nourishing minerals.

The androcitar usually moves very slowly by expanding and contracting its body, but can use its tentacles to propel its mass quickly through the air should the need arise.  Androcitar young are also mobile and can detach themselves from the walls.

Androcitar young reach maturity after about four weeks and will then enter a chrysalis for a week while its body changes.  A mature, but small androcitar will then emerge from the chrysalis in a wet splat of mucous and tentacles.  It then moves on to find its own nest.  Most young adult androcitars dry up, whither, and die before finding a suitable home; keeping their numbers low.

Pubescent Androcitar

Huge Aberrant Beast
Level: 8
Initiative: +4
Perception: +20, darkvision
Hit Points: 125
AC: 22, Fort: 30, Ref: 15, Will: 18
Speed: 2
Str 20, Dex 6, Con 16, Int 8, Wis 14, Cha 5

Tentacle Strike (melee, standard, at-will)
Reach 2, +13 vs. AC, 1d4+5 damage.

Orgasmic Spray (ranged, standard, recharge 5, 6)
Ranged 5, +10 vs. Reflex, 1d4 damage, target is blinded until end of next turn.

Tentacle Fury (melee, full, encounter)
Burst 2, +13 vs. AC, 1d4+5 damage.

Erect Defense (move, encounter)
Most the androcitar’s tentacles become stiff, making it more difficult to strike the vulnerable tumor.  The androcitar receives a +4 to AC but may only shift 1 square for the rest of the encounter.

Deadly Reach 2
An androcitar threatens all squares within 10′.

Summon the Clutch (move, daily)
The androcitar summons ten clutch sac minions that can be placed in a Burst 3 area.

Tactics

Androcitars are territorial and will defend their clutch to the death, however they will not pursue fleeing threats.  The androcitar will attempt to avoid melee, using its ranged attack, Orgasmic Spray, and then its reach attach, Tentacle Strike most effectively by utilizing terrain to hinder opponents.

Once opponents move in, it will activate Erect Defense, Tentacle Fury, and finally Summon the Clutch once Bloodied to overhelm and impose casualties.

Lore

DC 20: This is an androcitar, a rare asexual beast that dwells near underground lakes.
DC 25: The androcitar can blind enemies with it’s spray of sludge.
DC 30: The androcitar is territorial because it protects a clutch of young, which can come to its aid if it feels overwhelmed.

Clutch Sac

Small Aberrant Beast
Level: 4
Initiative: +2
Perception: +6, darkvision
Hit Points: 1
AC: 18, Fort: 16, Ref: 25, Will: 22
Speed: 2
Str 10, Dex 18, Con 12, Int 8, Wis 10, Cha 10

Dentata (melee, standard, encounter)
The clutch sac attaches itself to a target and begins to gnaw.
+8 vs. Reflex, 4 damage, 4 damage/turn until dead or removed (Str vs. Fort as grabbed)

Whip (ranged, standard, at-will)
A tendril of flesh strikes out from under the sac.
Ranged 3, +8 vs. Reflex, 4 damage

Note: This entry has been edited to reflect the fact that the Androcitar is not a Solo creature…. and a solo version is coming. –MBL
Listening to: Lamb of God – Sacrament – Redneck

RPG Carnival II: Homebrew

Posted by Mad Brew On September - 3 - 2008
RPG Blog Carnival

RPG Blog Carnival

This month’s RPG Carnival is being hosted by Donny the DM over at The Fine Art of the TPK,  also known as the Flumph Sanctuary.  The topic is homebrew.

Homebrew is a topic right at home here at the Labs, since the initial reason I started this blog was to document the brewing of my own d20 rules and the original setting to go along with it.  You can find posts related to these topics on the menu on your right under the categories of Echelon (my d20 rules), The Dead Wastes (my original setting), and the Mad Menagerie (homebrew monsters).

I suppose I gravitate to the positiion of Game/Dungeon Master or Storyteller because I have this need for creation.  It is like a fire I need feed inside my brain.  Am I good at it?  Well only time will tell.  But regardless of the quality, the desire to create is always there.  Thus, I have created over a dozen homebrew worlds, each one better than the previous.  Most of them were pick up games that we played because the current DM didn’t have time to prepare stuff for our regular campaign, or we were missing key players.  So I would basically create geography, hooks, encounters, and personalities on the fly.

I am going to take the opportunity presented by the RPG Carnival to outline a subsystem of the Echelon Gaming System: Factions & Reputation.  I have never put much stock in alignments, and always felt that they either were ignored or were too constraining when actually applied.  I think they were originally intended as a guide for roleplay, but I feel that players can create their own guide(s).  So I have replaced them with a Faction node system.

I say node system because each Faction is represented in a node.  A node can have mulitple parent and child nodes, so the system can become very complex, however it can also be quite simple, since technically there could just be one node.  I like my games crunchy, and the Faction node system definitely delivers.

Factions work very similar to how Organizations were set up in 3.5, except I have expanded them.  I have made the extremes of the traditional alignment axes [Good & Evil, Law & Chaos] top level nodes in my system.  Each node contains two lists of behavior: Acts of Favor and Acts of Disfavor.  Each act has a numerical value that is added to your Reputation score whenever you perform one of these acts.  Every faction has a list of Benefits and Detriments.  You gain access to a benefit when your Reputation meets or exceeds the value listed.  Detriments automatically take effect when your Reputation is less than or equal to the value listed.

Some acts have a waiting period, which means it is either measured over that period of time, like Tithe, or you must continuously perform the act.  Also, the Rep gained from certain acts can be lost after a certain time has elapsed without the character performing the said act.

Example Faction:

Good

Good is the substance of moral fiber, selflessness, and making the right choice instead of the easy choice.  The gods that serve the greater good can recognize the mark that doing good deeds leaves upon the soul.  Agents of Good will aid those with this mark but will seek to intervene in the malicious activities of the agents of Evil.

Acts of Favor                                   Value     Waiting Period    Lost

  • Worship at Good Temple                    5              Immediately           1 month
  • Tithe 5% of worth to Good Temple*    10            1 Season                1 Season
  • Feed the Hungry                                 20            Immediately           1 Month
  • Save the Helpless*                             30             Immediately           Never
  • Complete Good Quest*                      Variable    Immediately           Never

Acts of Disfavor                               Value**  Waiting Period    Lost**

  • Acts of Favor for Evil Faction              x 1.5         Immediately          x 5
  • Ignore the Hungry                               10             Immediately          1 Month
  • Theft for Personal Gain*                      20             Immediately          1 Year
  • Condemn the Helpless*                      55             Immediately          Never
  • Kill the Defenseless*                           100           Immediately          Never

Benefits                                           Value    Uses

  • Lodging                                              40           1/week
  • Diplomacy I                                        60           Always
  • Ritual Blessings                                  70           1/month
  • Library Access                                    80           1/month
  • Diplomacy II                                       100         Always
  • Quarters                                             200         Always
  • Discount Healing                               250         Always
  • Supplies                                             300         1/month
  • Diplomacy III                                     400          Always
  • Divine Assistance                              500         1/season
  • Sanctuary                                           600         1/year
  • Free Healing                                      750          1/week
  • Resurrection                                      1000        1

Detriments                                           Value

  • Deny Healing                                       -25
  • Emnity I  (negative diplomacy mods)       -50
  • Emnity II                                             -100
  • Emnity III                                            -200
  • Attack on Sight                                   -350
  • Pursue                                                -500
  • Hunted                                               -750

* These acts can be performed more than once, Tithing is per 5% donated during the waiting period.
** A multiplier in a Acts of Disfavor means you multiply the original value with this figure.

This is just an abstraction, and I haven’t provided many of the details, but more than enough information for any DM to apply this sort of structure to his or her own campaign.  Some variations on this idea included having the Church of Pelor be a child faction of Good.  One of the benefits could include access to custom spells or prestige classes such as the Radiant Servant.  As you can see, some complicated levels of Faction interactivity could be accomplished.  Such as gaining Rep in one faction can reduce the Rep of another, and not at a 1:1 ratio.

There are some drawbacks to the system, with the obvious being the additional overhead of tracking Reputation, but things could be streamlined so certain Reputation points don’t expire.  As a DM I expect you’ll either love it or hate it.  And some people will make the MMORPG statement, but the idea of reputation and factions is far older than MMOs; in fact, I remember how fun messing with the factions from GTA 2 was back in the late 90s.

Listening to: Silent Civilian – Rebirth of the Temple – Bitter Pill

Mad Menagerie: Soul Reavers

Posted by Mad Brew On September - 2 - 2008

Soul reavers are lower class daemons that have evolved to fill a service niche in the hierarchies of the Infernal Dominions, they are the wranglers of purchased souls.  Whenever a person sells their soul, a mark is placed upon it.  Upon the death of a marked soul’s mortal shell, a beacon pulses forth through the Æther.

When they are not transporting their bounties to the owners of their collected souls, soul reavers spend most of their time drifting in the Æther, waiting for the pulse of a marked soul.  Soul reavers are the only known daemon capable of traversing the Æther at will, and one of the fewer entities that can circumnavigate the dimensions via the Æther.

Soul reavers do not share a common visage and come in a variety shapes and sizes, though most take on the form of medium sized humanoid shapes.  They all however share the fact that they are wrapped in wispy shadows, display multiple rows of uneven needle sharp teeth, and carry chains and manacles that are very effective at securing the ectoplasmic essence of freshly dead souls.

For their service, soul reavers are able to pass freely through the Dominions as well as feed on the ectoplasm of their catch, as long as they do not consume the soul entirely.  Hungry soul reavers have been known to waylay free souls in the Gloom and then sell their captives in the dark markets of Mephistolous.

Medium Infernal Humanoid [Devil]
Level: 6
Initiative: +9
Perception: +15, darkvision
Hit Points: 60
AC: 22, Fort: 26, Ref: 19, Will: 25
Speed: 7
Str 16, Dex 18, Con 14, Int 12, Wis 12, Cha 10

Chain Lash (ranged, standard, at-will)
Ranged 2; +8 vs. AC; 1d6 +3 damage.

Bind in Chains (ranged, standard, recharge 5, 6)
Ranged 2; +10 vs. Reflex; 1d8+3 damage; target is grabbed.

Bite (melee, standard, at-will)
+7 vs. AC; 1d6+3 damage.

Æther Jaunt (move, recharge 4, 5, 6)
The soul reaver enters the Æther and cannot be the target of attacks from the Prime dimension unless the attack can penetrate the Æther.  Soul reavers can see into the Prime, Gloom, and Infernal Dominions from the Æther, but cannot attack through dimensions or into a dimension from the Æther.  The soul reaver may leave the Æther into an adjoining dimension as a move action.

Tactics

Soul reavers travel in packs containing no less than five reavers.  They will use their Æther Jaunt power to maneuver around their target, attempting to bind them in chains.  After a target is bound, soul reavers will continue to Chain Lash or bite their victim into submission.

Lore

DC 15: Soul reavers are daemons that collect souls that have sold themselves to infernal entities.
DC 20: Soul reavers use their chains to attack and immobilize their quarry.
DC 25: Soul reavers are hardly ever encountered in groups smaller than five, and more could be hiding in the Æther.

Note: Mad Menageries are presented in a format similar to 4e, but keywords and mechanics may not jive with 4e.  This is because MM entries are actually for use in my own custom d20 ruleset and setting: the Echelon Gaming System and The Dead Wastes.

Listening to: Lollipop Lust Kill – Motel Murder Madness – Dr. Killgreedy

Mad Menagerie: Trystgeist

Posted by Mad Brew On August - 9 - 2008

The Mad Menagerie is a regular column that I am starting with this entry: The Trystgeist.  The Mad Menagerie will be a bi weekly (at least) occurance that will feature totally original monsters, like the Trystgeist, or creatures adapted from folklore, mythology, legend, and movies.

Each entry will give a physical description, a small stat block, powers, combat tactics and lore.  They will be presented in a slightly modified 4e format, but I think they could be adapted to any system.  That being said, I’m not really a fan of 4e, but I think the monster stats are pretty slick and easy to use.

Trystgeist

Trystgeists are the spirits of the unfaithful that have died at the hands of their betrayed lovers.  They are ethereal in nature, and only manifest when they exact vengeance upon adulterers.  When these tormented spirits do manifest they become corporeal and appear as one of the adulterers’ spouse.  The adulterers’ surprise soon turns to terror as the trystgeist’s eyes turn black and begin weeping dark, acidic tears that melts the flesh of it’s stolen appearance, as well as its victims.

Medium Shadow Humanoid [Undead, Touched by Evil]
Level: 10
Initiative: +10
Perception: +10, darkvision
Hit Points: 100
AC: 20, Fort: 25, Ref: 18, Will: 25
Speed: 5
Skills: Intimidate +15
Str 16, Dex 10, Con -, Int 10, Wis 16, Cha 20

Burning Betrayal (ranged, standard, recharge 4,5,6) [acid, necrotic]
Close burst 5; +15 vs. Reflex; 2d8 +5 damage.

Eyes Only For Me (melee, standard, at-will)
+13 vs. AC; 1d4+3 damage; target is blinded for 2 rounds.

Claw (melee, standard, at-will)
+13 vs. AC; 1d8+3 damage.

Tactics

Trystgeists will begin by moving in close to its victims and shaking its head inhumanly fast, spraying its acidic tears all around it.  It will then attempt to blind an opponent and take advantage of its victim’s weakened defenses and unleash its claws.  It will spray its victims with acid at every opportunity.  Trystgeists will often intimidate victims so they cower in fear.

Lore

DC 15: Trystgeists often take on the appearance of its victim’s spouse.
DC 20: Trystgeists were once adulterers that were slain by their betrayed lovers.
DC 25: Trystgeists cannot be permanently destroyed unless you find its wedding band and destroy it with it’s own acid.

Listening to: Type O Negative – Bloody Kisses – Blood & Fire

RPG Carnival: Character Death, Resurrection, & the Undead

Posted by Mad Brew On August - 8 - 2008
RPG Blog Carnival

RPG Blog Carnival

Jonathan @ The Core Mechanic has put forth the idea of having an RPG Carnival. An RPG Carnival would entail several blogs, such as members of the RPG Bloggers Network, writing up articles on a topic specified by the current host blog. The host blog would rotate between participant blogs after each topic comes to a close. When the time for the topic ends, the host blog would then post a synopsis of all the participant’s entries. More on the RPG Carnival’s guidelines can be found on Jonathan’s initial post at The Core Mechanic.The first topic is entitled: Character Death, Resurrection, & the Undead. The Undead is by far my favorite type of monster/creature. Many of my favorite movies have Undead as the antagonists and even the protagonists. I will briefly answer the questions connected with this topic, but then I want dedicate the majority of this article to the discussion of the philosophies behind how the primal forces that animate the Undead are implemented.

How do you handle character death in your game?

Well, it depends on what system and setting we are using. If we are doing the D&D thing in the Forgotten Realms, character death is less tragic than if we are playing All Flesh Must Be Eaten or Werewolf: the Forsaken. In the Forgotten Realms, high magic is easily obtained and resurrection does not pose a problem other than forcing the characters to take time and resources. If your actor dies in AFMBE, there is no coming back (except as the Zombie Master’s minion!). I never really try to avoid character death, but I have fudged a

few die rolls…

What about character resurrection?

Again, it depends on the setting. In the Forgotten Realms, if they have money… then sure, go to the local temple of Lathander and pay their price, done. However, my ideal take on resurrection is to have it far more difficult to obtain.

I have a custom setting I call the Dead Wastes (which features zombies of course) and it is a relatively low magic setting. Powerful magic can be obtained, but resurrection is pretty rare.. In fact, no such spell appears on any character’s spell list. To resurrect a character, it would require a monumental quest/story arc of its own accord, to obtain 1) the physical written ritual, 2) the very rare, but necessary components, and 3) a possibly unique focus for the ritual.

This quest would mean certain death for at least another party member

but since the ritual would be consumed in the process, the players would have to choose which character to resurrect, if at all.

Have you ever had characters come back as the Undead?

Yes. I have had characters become wights, vampire spawn, ghosts, and zombies; all as antagonists that their former comrades had to deal with. I have also had players begin play with Undead characters. I can remember one instance in particular where we had a mummy in the group.

How have you incorporated the Undead in your adventures?

I think about 80% of my adventures have undead in them. Did I mention they’re my favorite? I have used the undead as brilliant masterminds, stupid minions, player characters, victims, and allies. If there is role for

The Undead

The Undead

an NPC, I am sure I have had an Undead fill it.

What are some new Undead monsters, diseases, or other Undead afflictions of your game world can you share with us?

I’d like to share one of my creations for the Dead Wastes. I just give the concept, then anyone can adapt it to their own game:

Fossilifungus – Fossilifungus is a fungus that has evolved into a near symbiotic relationship with the undead, specifically zombies. When a fossilifungus spore attaches to flesh animated by necrotic (or negative) energy, it will take root and begin to grow.

Fossilifungus draws nourishment from enzymes produced when flesh decays from necrotic energy. Over time, the fungus will spread to cover the back, head, and upper torso of its host. Fossilifungus has a defense mechanism triggered by the movement of warm bodies. This mechanism involves the discharge of five to ten tiny barbs in a cone that is ten feet wide and fifteen feet long. When a living creature is struck by a barb, it causes paralysis for up to one minute.

This paralysis gives the host enough time to reach this immobile food source and begin devouring its flesh. There are many horror stories from the fringes of the Dead Wastes about victims being eaten alive by fossilifungus ridden zombies, only to be able to call for help once it was too late.

Well, that wasn’t quite as brief as I wanted it to be, so much for brevity!

Necrotic/Negative Energy Origins & Implications

Since I started role-playing, there seems to be two primary views on Negative (3.x parlance) or Necrotic (4e parlance) Energy. The first view is that Necrotic Energy is fundamentally evil, and therefore everything it touches is evil (necrotic spells, undead, etc.). The second view is that it is merely a primal, natural force, which can be dangerous if abused (much like fire and electricity).

I find myself gravitating towards the camp that says Necrotic energy is natural, in that death, decay, and entropy are a part of nature. However, I think that it if too much of it seeps through the cracks, an unnatural corruption can occur, and that corruption can become evil, because evil is attracted to such things.

I also find myself in the primal camp because I extremely dislike pigeon holing monsters into alignments. Reading “Always Chaotic Evil” really pisses me off. Needing to feed upon the blood of the living is a curse that all vampires must deal with, but it is their nature, and all vampires need not embrace it. I think it makes for a more dramatic story to have such creatures conflicted between what is in their nature and how they would like to really be. Anyone remember Jander Sunstar?

Are there zombies that must mindlessly chase the living down and consume their brains? Yes, the key word is mindless. I think that you have to have the capacity to choose in order to be evil. In my world, Necrotic energy is not evil, in and of itself, but it is a multiplier of evil. When someone commits an evil deed using Necrotic energies, it makes the act that much more heinous.. Necromancy doesn’t kill people; evil Necromancers kill people (and then re-animate them).

And while playing with Necromancy is definitely worthy of a lynching in the views of the majority of the people inhabiting game worlds, it is because of their ignorance, not because Necromancy is inherently evil. I have changed many spell descriptors, alignments, and requirements in my 3.x wrld to reflect this.

Listening to: Bauhaus – Bela Lugosi’s Dead – Bela Lugosi’s Dead

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