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21
General Discussion / Re: Talent/Ability Workshop
« Last post by Swordbreaker on March 21, 2021, 01:45:21 pm »
It seems straight forward. But, I can't wrap my head around what you are trying to emulate. Throwing a sword? What does "Sword Beam" mean? Why the Willpower use?

I have a huge amount of new talents that need help myself. My biggest problem is wondering what Tier I should place them at. I really have no good grasp of where to place some of them, so I might not be the best help, but willing to discuss!  :)

https://tvtropes.org/pmwiki/pmwiki.php/Main/SwordBeam

Here's what I'm getting at.

And feel free to post your ideas.
22
General Discussion / Re: Talent/Ability Workshop
« Last post by Sturn on March 21, 2021, 12:47:35 pm »
It seems straight forward. But, I can't wrap my head around what you are trying to emulate. Throwing a sword? What does "Sword Beam" mean? Why the Willpower use?

I have a huge amount of new talents that need help myself. My biggest problem is wondering what Tier I should place them at. I really have no good grasp of where to place some of them, so I might not be the best help, but willing to discuss!  :)
23
General Discussion / Talent/Ability Workshop
« Last post by Swordbreaker on March 21, 2021, 10:14:53 am »
I'd like to use this thread to discuss some talent ideas I might have in the future.

Sword Beam
Activation: Active - Action
Ranked: No
Tier: 3
When wielding a sword weapon, your character may make a Melee (Heavy or Light) combat check as a ranged attack against a target at short range. Your character uses Willpower (instead of Brawn) to make this attack. If successful, the attack deals base damage equal to your character's Willpower, plus damage added by their weapon and any applicable abilities or talents. After the check is resolved, your character suffers 2 strain.

Does this seem fair? Or too convoluted?
24
Your Settings / Re: [Seemless] Archetypes & Careers
« Last post by Artexercise on March 05, 2021, 08:36:01 pm »
Some Careers.  First Pass.  Need some starting equipment suggestions and dusters need some talent trees.

===============================================================================
= HERDERS =
===============================================================================
Herders keep track of the animals.  They work on enclosures, butchering, and husbandry.  The stretch of land that is the habitable band of the planet has enough usable land to keep animals.  They are away from the river and watered off the irrigation system and still out of the wastelands where the blistering effects of the sun are too much to house anything more than sandworms.

The Herders are there to skirt that boundary for the good of the community.  The Herders protect from aggressive desert beasts, kollseks who rustle the livestock of others, and the animals own lack of self awareness.  Herders will also deal with traders to buy and sell for the herds.  Some Herders will be in business for themselves and wander the near wastes, while others will work with and for villages to supply the local kollseks with some of their food needs.

Herders tend to be a mixed bag of skills.  Some will use magic, other will use brute force to keep and protect their stock.  All types of kollseks can be found working in the fields. 

===============================================================================
= DUSTERS =
===============================================================================
Healing, Light, Clairsentience, Teleportation.

The four hallmarks of the dusters.  Traditionally, the dusters are only accessible by the lepids.  The substance of their wings, the dust that infuses with their feathery soft cloak becomes a crucial part of the identity of the dusters.  While some lepids might want to keep their wings clean, the dusters look to utilize the substance.

Dusters primarily are the healers of the kollseks.  A duster healer is essential if hunting the dark side creatures, they will work to keep you alive.  Light is the other well known wheelhouse of the dusters.  Their light magic helps to not only illuminate the dark side but also the caves.  While many simply use the bioluminescent moss of the caves for guidance, the dusters might create and provide a better source of light.

The lesser known skills of the dusters are the ability to see and hear great distances as well as travel great distances in the blink of an eye.  Dusters tend to shrug when asked about such skills, which keeps them a mystery, but the stories exist of dusters knowing where they are needed and appearing out of nowhere to help a kollsek in pain.

While the duster is traditionally only available to the lepids, a few non-lepid dusters exist.  Some might be known but will have a solid lepid companion to vouch for them.  Others, unknown, hide their knowledge closely.  If a lepid is not giving up the dust of their wings freely, then it is taken.  Unscrupulous kollseks might take up the duster paths but are constantly watching their backs for free that a duster might show up and ensure that they steal dust no more.

===============================================================================
= MERCHANTS =
===============================================================================
Some kollseks might work for handouts but most work for Stoss.  And when currency is involved, who better to determine the value than a merchant.  Some merchants might have a dedicated shop set up in a little village somewhere to be the kollsek that everyone goes to for supplies, information, or as the best meeting place for activities.  Other merchants are on the go, taking their wares with them as they go back and forth from supplier to buyer.

Merchants as a whole are just those kollseks who like to socialize and make a little stoss in the process.  Merchants in general will belong to a group.  Local merchant groups are all individual and will usually incorporate merchants from a few villages.  At most a merchant should only belong to two groups and only if they are in the middle of two overlapping regions.  The other major group that a merchant will belong to is the Circuit of merchants.  The Circuit of Merchants are those who travel the band and never settle down in a region.  The Circuit would be at odds with locals for price of goods and the right to sell.

===============================================================================
= POLITICIANS =
===============================================================================
Politicians.  Haven't we had enough of these by now.  Seems wherever there is a group of beings that come together, there will be those who step into a role of leadership for those everyday matters.  Sometimes there is a benevolent interest in serving the greater good.  Sometimes there is an interest in using the greater good to serve oneself.  And lastly there are those who just seek and need power solely for the sake of feeling powerful. 

Anyway you look at it, kollseks need direction as much as anyone else.  The politicians of the kollsek culture come from every type of kollsek.  Every type of kollsek can also be any type of politician.  If you need to the power and aren't afraid of a few under the table deals, then maybe this is for you.  If you have an idea of help all the kollseks of the community by upstanding leadership, then this can get you there as well.
25
Your Settings / Re: [Seemless] Archetypes & Careers
« Last post by Artexercise on March 05, 2021, 08:32:55 pm »
First pass.  Think about non-setting specific special abilities.  There's probably more to say about the Pillar to evoke a cross between Jabba the Hutt and Alice in Wonderland Caterpillar.

===============================================================================
= LEPIDS v.anthro MOTHS =
===============================================================================

The lepids come in two very different forms.  They have retained the dual identity of their unformed pre-lepid form along with their fully realized winged selves that is birthed after the chrysalis.  As adults, as lepids, they are the silent flyers, mystics, and caretakers of livestock.  On half a world where the sun never sets, it is difficult to be creatures of the night.  Special masks grace every lepid birthed from the cocoon.  The cocoon itself is chewed and regurgitated into the mask that they will wear throughout their lives.  It is a realization of who they are or who they want to be.  It protects them from the mesmerizing effects of the sun.

Before they are called adult lepids, they are the subpillars, soft body annoyances that kollseks tolerate.  The subpillars lack the humanoid form of the lepids.  All consider it a strange magic that turns the odd wrigglers into the oddly beautiful adults.  Lepid adults are thin sleek beings with large feather soft wings that drape around them like a cape.  Their bodies are covered all over with a soft fur.  The mask is hard and covers the head like a helmet usually, but every lepid is different.  The mask designs are the true difference between most lepids.  The wings can be used for flight, though with effort.  Lepid wings are muscles and through practice a lepid can learn to keep the wings in the right shape and move them to facilitate flight.

The subpillars also have a variety of colors and designs.  They are about half the length of an adult lepid.  Adult lepids have no speech but have somehow learned an intricate form of sign language to communicate.  Mystical abilities convey the words of the sign language to whomever they are communicating with regardless of the language of the receiver.  Subpillars have an understanding of language and only a very primitive form of this communication.  Each transformation from subpillar to lepid is different.  The amount of time a lepid stays in subpillar form seems to be the choice of the creature.

Lepids can go without their mask if they are venturing onto the dark side of the planet or down into the cave system.  Most lepids will become either dusters or herders.  Those that become herders are said to simply enjoy working with the animals that only they seem to be able to communicate with.

| XP - 90
|--------------------------------------------------------------------------|
|--Brawn--|--Agility--|--Intellect--|--Cunning--|--Willpower--|--Presence--|
|---------+-----------+-------------+-----------+-------------+------------|
|    1    |     3     |      2      |     2     |      1      |      3     |
|--------------------------------------------------------------------------|
|--------------------------------------------------------------------------|
|-----Soak-----|--Wound Threshold--|--Strain Threshold--|------Defense-----|
|--------------+-------------------+--------------------+------------------|
|   0 + Brawn  |     8 + Brawn     |   10 + Willpower   |         0        |
|--------------------------------------------------------------------------|
| * Flying without Lepid Flight Talent costs 5 Strain per flight.
| * Bright lights without mask increases difficulty of any action by 2 and takes 2 Strain.

Lepids start with 1 level in Discipline and 1 level in Knowledge[Caves].  These cannot be raised about 2 during Character Creation.  A Lepid will start with a Mask to block all bright light effects.  {The Mask will also either [A or B effect from Keyforge armor attributes]}

Special Skill: "I know a way down."  A lepid may spend a story point once per session to know where an old cave entrance was in order to go below the surface and into the extensive cave system.

===============================================================================
= PILLAR v.Lepid-alt Caterpillar =
===============================================================================

A strange choice.  The larvae of the lepid are often seen as inferior annoyances that must be tolerated until they decide to cocoon and become lepids.  Many wonder, then, why some choose to cocoon in order to become Pillar.  The Pillar is a semi-humanoid larger form of the lepid larvae.  The Pillar have the lower half of the larvae body but much larger with the upper half of a humanoid form that bears 6 arms.  Two sets of arms are smaller but all arms are functional.  The Pillar do not, as one might expect, share the life goals or desires of the lepids.  The Pillar prefer the light but the darker side of society.

Pillars tend towards traders, politicians, and business owners.  As Traders they deal with illicit goods.  As politicians they work with back street deals and empty promises.  As Business Owners, the business will be in an alley and have kollseks of ill-repute.  The trade off for the Pillars is that they are unable to use magic of any kind.

| XP - 75
|--------------------------------------------------------------------------|
|--Brawn--|--Agility--|--Intellect--|--Cunning--|--Willpower--|--Presence--|
|---------+-----------+-------------+-----------+-------------+------------|
|    1    |     1     |      2      |     3     |      3      |      2     |
|--------------------------------------------------------------------------|
|--------------------------------------------------------------------------|
|-----Soak-----|--Wound Threshold--|--Strain Threshold--|------Defense-----|
|--------------+-------------------+--------------------+------------------|
|   0 + Brawn  |    15 + Brawn     |   15 + Willpower   |         0        |
|--------------------------------------------------------------------------|
| * 4 extra smaller arms provide an extra maneuver without requiring extra strain or losing an action.  Cannot perform more than 2 maneuvers on their turn.


Pillars start with 1 level in Knowledge[Caves].  Pillars are not allowed to take or use any of the Magic Skills.

Special Skill: "I know a way up" A Pillar may spend a story point once per session to know where to go in the caves to find a specific spot on the surface.
26
Your Settings / Re: [Seemless] Archetypes & Careers
« Last post by Artexercise on February 22, 2021, 10:30:10 pm »
===============================================================================
= OSMIIS v.anthro MASON BEES=
===============================================================================

The Osmiis are the best builders of the Kollseks.  When the pantheon breathed growth and new life into the creatures of the caves, the Osmiis spent their time fortifying the vast network where they found themselves.  Both working alone or along side a few fellow Osmiis, their skills over time grew.  Ronat and Callip together chose the tiny forms to develop into the Osmiis.  Callip wanted creations that tore apart at the fabric of the planet and existed in the cracks and crevasses.  Ronat wanted artists and as such breathed skill and a multifaceted eye for design into the Osmiis. 

The Osmiis are stout humanoids with soft glossy skin.  Skin tones for the Osmiis are a range of dark satiny colors, usually black, but deep reds, greens, and blues can also be found.  They have a long pair of mostly vestigial wings that sprout from their back.  The wings can be used to give a little extra boost to a jump or to ease a fall but are not good for flying or hovering.  A fine silky hair grows from their head and body but not their face arms and legs.

Magic is often furthest from the minds of the Osmiis as they go about their day.  The Osmiis prefer occupations that involve a little travel and occasional interaction like Traders or Harvesters.  Another occupation that fits the preference and is usually filled by Osmiis is Architect.  Osmiis still roam the caves fortifying walls that don't seem as solid and laying tile markers at complicated intersections.

| XP - 100
|--------------------------------------------------------------------------|
|--Brawn--|--Agility--|--Intellect--|--Cunning--|--Willpower--|--Presence--|
|---------+-----------+-------------+-----------+-------------+------------|
|    2    |     2     |      2      |     2     |      2      |      2     |
|--------------------------------------------------------------------------|
|--------------------------------------------------------------------------|
|-----Soak-----|--Wound Threshold--|--Strain Threshold--|------Defense-----|
|--------------+-------------------+--------------------+------------------|
|   0 + Brawn  |    10 + Brawn     |   10 + Willpower   |         0        |
|--------------------------------------------------------------------------|
| *

Osmiis start with 1 level in Mechanics and 1 level in Perception.  They obtain these ranks before spending experience points, and these skills may not be increased higher than rank 2 during character creation.  When Osmiis tend to favor 1 of 2 careers, Traders or Harvesters, they start with an extra 400 stoss [currency].  If an Osmiis starts as an Architect, however, start with 2 in Mechanics as well as 1 in Perception.

Special Skill: "Fine, I'll fix it."  An Osmiis can spend a story point to fix a physical structure, like a wall or tool or wheel, that is broken once per session.
27
Your Settings / Re: Settings recovered from FFG Forums
« Last post by BluSunrize on February 21, 2021, 04:23:49 pm »
The set of documents I miss are the Dark Heresy Armoury and Xenos Report on the Tau.

Hoob actually made their own website for it!

https://genesys40k.com/
28
Your Settings / Re: Settings recovered from FFG Forums
« Last post by filbot3 on February 19, 2021, 09:53:32 pm »
The set of documents I miss are the Dark Heresy Armoury and Xenos Report on the Tau.
29
Your Settings / Re: [Seemless] Archetypes & Careers
« Last post by Artexercise on February 17, 2021, 09:30:00 pm »
First pass.  I need to write up a description of the careers.  And outline somewhere that the unit of currency would be called Stoss.
Second pass. Probably improve descriptions and flesh out.  Come back after some more archetypes are in place to see how they read together.  Stoss (Stone and Moss) as the currency.

===============================================================================
= CHELIKS ONLY CAREERS =
===============================================================================
The Cheliks are the children of the ancients, the first among the ascended.  They have a more direct connection with the pantheon. When a Chilek decided to enter into service of the pantheon, either through being an oracle or a Warden, they will find themselves drawn to one of the deities. 

The deity along with the career will determine the career skills for the character. 

===============================================================================
= PANTHEON FIRST =
===============================================================================
 - CHOSEN DEITY SKILLS: Aphion, God of Vegetation
  - Negotiation, Medicine, Survival, Knowledge[Flora]

 - CHOSEN DEITY SKILLS: Lamprides, Goddess of the Sun
  - Charm, Leadership, Resilience, Knowledge[Astrology]

 - CHOSEN DEITY SKILLS: Belost, God of Water
  - Negotiation, Alchemy, Medicine, Brawl

 - CHOSEN DEITY SKILLS: Ronat, God/Goddess of Art
  - Charm, Deception, Skullduggery, Knowledge[Architecture]

 - CHOSEN DEITY SKILLS: Dorylus, Goddess of Birth
  - Leadership, Athletics, Discipline, Survival

 - CHOSEN DEITY SKILLS: Tocetes, God of Hunger
  - Coercion, Discipline, Resilience, Knowledge[Flora]

 - CHOSEN DEITY SKILLS: Callip, Goddess of the Decay
  - Alchemy, Medicine, Resilience, Knowledge[Kollsek]

 - CHOSEN DEITY SKILLS: Sophixura, Goddess of Megafauna
  - Leadership, Athletics, Stealth, Survival

 - CHOSEN DEITY SKILLS: Riodin, God/Goddess of Oblivion
  - Deception, Discipline, Resilience, Brawl

 - CHOSEN DEITY SKILLS: Velleta, Goddess of Hatred
  - Coercion, Coordination, Skullduggery, Brawl

===============================================================================
= ORACLE =
===============================================================================
The Oracles of the pantheon are the soothsayers, the mouthpieces, and the keepers of secrets.  Oracles are outside of the normal clergy of the Kollseks.  Some whisper that the Oracles aren't always what they seem, sometimes masquerading as another Kollsek to learn what they can.  Oracles will watch the populace and wait for word from their god or goddess.  It is the duty of the oracle to guide the people along the path of vigilence against all enemies, even the one beneath their very feet.  Sometimes employing illusion, the oracles will put on morality plays to convey the teachings of the deities.  Sometimes the Oracles will be direct and pronounce judegment on the spot.  When all else fails, the oracles can bring down the vengence of the gods with a chosen harsh word or two.

Oracle: Skill Set
 - SKILLS from the Chosen Deity AND
  - Knowledge[Pantheon]
  - Divine/Oracle (Mask, Predict, Curse, Utility)
  - Vigilance
  - Cool

Talent Tree:
--------------    ---------------      ------------      ----------------
|            |    |             |      |          |      |              |
| One of Us! |    | Ensorcelled |      |   Grit   |      | Unremarkable |
|            |    |             |      |          |      |              |
-------|------    -------|-------      ------|-----      -------|--------
       |                 |                   |                  |
-------|------    -------|-------      ------|-----      -------|--------
|            |    |             |      |          |      |              |
|  IR | ST   |____| One of Us!  |      |Heightened|______| CounterOffer |
|            |    |             |      | Awareness|      |              |
|            |    |             |      |          |      |              |
--------------    -------|-------      ------|-----      -------|--------
                         |                   |                  |
--------------    -------|-------      ------|-----      -------|--------
|            |    |             |      |          |      |              |
|  Brilliant |____| Ensorcelled |      |  Natural |      |     Grit     |
|   Casting  |    | [Improved]  |      |          |      |              |
|            |    |             |      |          |      |              |
-------|------    ---------------      ------|-----      -------|--------
       |                                     |                  |
-------|------    ---------------      ------|-----      -------|--------
|            |    |             |      |   Can't  |      |              |
|   Eureka!  |____|  Painkiller |______|  we talk |      |   Illusion~  |
|            |    |  Specialist |      |   about  |      |              |
|            |    |             |      |   this?  |      |              |
--------------    -------|-------      ------------      ----------------
                         |                                       
--------------    -------|-------      ------------      ----------------
|            |    |             |      |          |      |              |
|  Foresight |____|   Strength  |______|Dedication|______|    Master    |
|            |    |   of Faith  |      |          |      |              |
|            |    |             |      |          |      |              |
--------------    ---------------      ------------      ----------------

Starting Equipment Either 1000 Stoss [Currency]

      OR

Implement of Religion: Tanbo[Spectral] or Tanbo[Dreaming]

Robes of the Chosen Deity [Boneweave]
or Common Robes and Amulet of Chosen Deity [Psychic]

Chain Censer with 2 cones of Incense [Area Strain Recovery]

2 Lichen Wafers [Wound Recovery]

1d100 Stoss [Currency]

===============================================================================
= WARDEN =
===============================================================================
While the Oracles are the mouthpieces of the pantheon, the Wardens are the keepers and guards.  Wardens usually employ arcane arts to enforce the will of the pantheon, to hunt prey, or to keep the populace safe.  They usually travel in pairs or alone, as that is the way in which they work best.  If the cause if great enough, Wardens in the area will form a nest to sort out the greater problem before dispersing again.  Wardens will also travel with others so long as there is no warden present or only one other warden present.  Special arrangements may need to be made if there is another Warden present.  Deities at odds with one another may not bless the arrangement.

Warden: Skill Set
 - SKILLS from the Chosen Deity AND
  - Ranged
  - Arcane/Warlock (Attack, Augment, Barrier, Utility)
  - Melee
  - Perception

Talent Tree:
--------------    ---------------      ------------      ----------------
|            |    |             |      |          |      |              |
|  Fearsome  |    |    Quick    |      | Toughened|      |  River Sense |
|            |    |    Strike   |      |          |      |              |
-------|------    -------|-------      ------|-----      -------|--------
       |                 |                   |                  |
-------|------    -------|-------      ------|-----      -------|--------
|            |    |             |      |          |      |              |
|   Sucker   |____| Quick Draw  |      |   Grit   |      |  Heightened  |
|    Punch   |    |             |      |          |      |   Awareness  |
|            |    |             |      |          |      |              |
--------------    -------|-------      ------|-----      -------|--------
                         |                   |                  |
--------------    -------|-------      ------|-----      -------|--------
|            |    |             |      |          |      |              |
|  Enduring  |    |     Dual    |______|Bloodhound|______|    Swift     |
|            |    |    Wielder  |      |          |      |              |
|            |    |             |      |          |      |              |
-------|------    -------|-------      ------|-----      -------|--------
       |                 |                   |                  |
-------|------    -------|-------      ------|-----      -------|--------
|            |    |             |      |          |      |              |
|   Heroic   |____|  Eagle Eyes |      |  Natural |      | Wall Crawler |
|    Will    |    |             |      |          |      |              |
|            |    |             |      |          |      |              |
-------|------    -------|-------      ------------      -------|--------
       |                 |                                      |
-------|------    -------|-------      ------------      -------|--------
|            |    |             |      |          |      |              |
| Indomitable|____|   Enduring  |______|Dedication|      |   Dead Eye   |
|            |    |             |      |          |      |              |
|            |    |             |      |          |      |              |
--------------    ---------------      ------------      ----------------


Starting Equipment Either 1000 Stoss [Currency]

      OR

Ranged: 2 Chakram[Seeking] or Melee: Kusarigama[Crystalline]

Durable Clothing [Scaly]
or Bracers [Quantum, Subtle]

1 brew of Nectar [Strain Recovery]

1 Lichen Wafers [Wound Recovery]

1d100 Stoss [Currency]
30
Your Settings / [Seemless] Archetypes & Careers
« Last post by Artexercise on February 17, 2021, 09:26:26 pm »
===============================================================================
= CHELIKS v.anthro scorpions =
===============================================================================

The Cheliks are the Children of the Ancients.  They were the ones that the pantheon spoke to when they were bringing forth the sixth age.  The desert created by the planet in the fifth age was nearly inhospitable.  The pantheon wanted survivors and found the creatures there in the sand and the harsh environment slowly baking in the sun.  Lamprides had spotted them deep in the sand and pointed them out to Velleta who nourished the creatures hatred for the destruction done to their home.  Velleta gave them the mind and the vision to hear and drive the others to survive in spite of the planets audacity.

The Chelik peoples are humanoid in shape with rough chitinous skin and a long armored tail that ends in a stinger.  Cheliks do not have hair but the chitin can be forced to grow in unique ways.  The vestiges of claws appear on the back of their hands and can be used in fighting.  As young creatures of the desert, they would fight with the claws and the tail, but as creatures raised by the pantheon to and worship them and be intelligent, they also rely on strange magics to see possible futures and arcane arts to strike at their enemies from a distance.

Cheliks come in a variety of colors and patterns and will often inscribe their exoskeletons with artwork reflective of the deity to which they feel closest.  Since their evolution, the Cheliks have found reflection and comfort in each member of the pantheon, though more Cheliks follow the prescripts of Velleta than any of the others.


| XP - 80
|--------------------------------------------------------------------------|
|--Brawn--|--Agility--|--Intellect--|--Cunning--|--Willpower--|--Presence--|
|---------+-----------+-------------+-----------+-------------+------------|
|    2    |     2     |      2      |     3     |      2      |      2     |
|--------------------------------------------------------------------------|
|--------------------------------------------------------------------------|
|-----Soak-----|--Wound Threshold--|--Strain Threshold--|------Defense-----|
|--------------+-------------------+--------------------+------------------|
|   0 + Brawn  |    10 + Brawn     |   10 + Willpower   |         0        |
|--------------------------------------------------------------------------|
| * Tail with Stinger:  Spend 3 ADVANTAGE from a combat check to deal an additional hit to the target (Brawn+2, Crit 3, Inflicts +1 damage per Success as usual).


Cheliks start with 1 rank in Knowledge(Pantheon) and 1 rank in Discipline.  They obtain these ranks before spending experience points, and these skills may not be increased higher than rank 2 during character creation. 

Special Skill: "The Scale of the Gods" Once per session, the Chelik may spend a story point and half their total strain to add an Ability die and a Proficiency die after a roll to see if the scales can be tipped in the Chelik's favor.
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