Dungeons: The Dragoning: A Venture for Adventure!
Oct 23, 2018 20:09:24 GMT -6
Post by username on Oct 23, 2018 20:09:24 GMT -6
New day and a new forum, so let’s celebrate with a new Online Campaign!
Far in the reaches of the Great Wheel, sparkling like diamonds are innumerable spheres, each filled with untold mysteries, monsters and majesty, treasures just waiting to be taken!
But you aren’t in one of those spheres. You’re in Lysardigg, and you don’t even know if it is a sphere at all so much as a cold, empty hel: An expanse of icy deserts, massive glaciers and rocky tundra, a misty, corrupted world that had its time pass long ago beneath the many moons drifting above. Dotting the surface are few ruins, frozen in time and being swallowed up by the drifts where their secrets will be lost forever. Most life huddles together in oppressive, great domes, the light of civilization constantly on the brink of being snuffed like so much candlelight in the wind. But even here, adventure calls from just beyond every ridge, beneath every glacier, from within every ruin, if you will answer it.
I plan to run a campaign, probably on roll20. About 4 people for a series of 5 hour sessions would be ideal. I’d like to run it Saturday afternoons or evenings this time, but it depends on what is good for people interested. We'll be using Discord to Voice Chat, although if you really need to do so you can type things out as well. If we are uncertain about timings, I can make a WhenIsGood. I'd LIKE to start this Saturday, the 27th but since that isn't very far away I understand if it is delayed past that.
Using homebrew is recommended but please run your plans for it by me to make sure we’re on the same page! I’d hate for confusion to ruin anyone’s fun. If you have questions as well, ask away. I’m happy to do my best to answer questions but I don’t want to give away certain things.
Feel free to post here if you want to discuss character ideas or the campaign. In fact, it is recommended (unless you have something you wanna keep secret) so others in the party can make sure they're making something that works. Although, with DtD some silliness is expected.
Some House Rules that I thought up or felt like trying (If there are others you wanna use please ask and I'll see if we can add them to the list):
House Rules:
Revised Core for Exaltations. If you have questions of course, please ask!
Let’s try to use Xornik’s new Homebrew Histories rules? I like the sound of them and think they might be good to flesh out new aspects of characters.
Corruption rules will be used.
For Gun Kata and Sword Schools, when you get a rank or advance a rank in them, you get "Bonus" style points equal to that rank to spend on Special Attacks/Trick Shots. So 1 at 1, 2 at rank 2, 3 at rank 3, 4 at rank 4, 5 at rank 5.
Fear, Mental Trauma and Derangements go off Composure rather than Willpower. Derangement difficultly is increased to 15, 20, 25. Loco will be a severe derangement rather than minor.
The Sturdy asset is treated in a way similar to Veteran O’ the Wheel, in that I will assign a pair of hindrances of my choosing to your character if you purchase the Sturdy Asset.
We’ll try the Extra Hit Point rule: Add your character's (base!) Size to their hit point total.
Critical Damage is tracked separately for each limb for Player Characters and sufficiently dangerous enemies, such as enemy Exalts, Dragons, etc. If you are (un)lucky enough to run into any that is!
Fatigue: You can take a maximum of Constitution+Willpower fatigue before you pass out, rather than just Constitution. For each Fatigue you take a -1 static penalty rather than just a -1k0 no matter what. Knockout Blow removes the * so it can only be taken once.
Incendiary gives a TN 15 dexterity test when hit or be caught on fire. You may use Acrobatics+Dexterity to put out the fire instead of just Dexterity if you choose, if you’re and actually get lit up.
Snare now only immobilizes, rather than forcing actions to try to escape. If you wish to escape, you can still attempt to as a half action as normal. Otherwise you have the immobilized condition but can still take actions that don’t require Movement or Somatic Keywords.
Decadence does not make you immune to Addiction nor the negatives of drugs when you choose to use the drug to gain the benefits. You may sober up with it as well to cancel both the positives and negatives of a drug, but you would need to use another dosage to get those positives (and negatives) back.
On the subject of drugs, Flight inflicts a Fear test rather than instant Shock table. Starts at Fear 1, increasing by 1 for each dosing as how the Shock roll normally advances although no more than Fear 5.
Spells:
Racial and exaltation spell abilities are spell-like, in that they do not cause psychic phenomena but are only cast unfettered.
Web gives a roll to resist, Arcana + Dexterity. If failed, the character may try again as a half action on each of their turns if they want before it wears off.
If Confused, as per the Confusion spell, the character may still do other actions if they get an option that hurts themselves, they just also hurt themselves that turn.
Spells that benefit from raises only see their benefits increase at maximum an amount equal to your Character Level: Luck, Precognition, Unluck, Animal Power, Primal Power, etc.
Speaking of Luck and Unluck. Luck dice can only be applied to Skill rolls. Unluck works as Anti-luck, giving dice that you can use to give -1k0 to enemy (or ally, if you’re some malalite jerk) skill tests.
Energy Meteors works in a similar fashion to Magic Missile: You get one meteor and for every two raises you can get one more, to a maximum of your character level.
Revised Core for Exaltations. If you have questions of course, please ask!
Let’s try to use Xornik’s new Homebrew Histories rules? I like the sound of them and think they might be good to flesh out new aspects of characters.
Corruption rules will be used.
For Gun Kata and Sword Schools, when you get a rank or advance a rank in them, you get "Bonus" style points equal to that rank to spend on Special Attacks/Trick Shots. So 1 at 1, 2 at rank 2, 3 at rank 3, 4 at rank 4, 5 at rank 5.
Fear, Mental Trauma and Derangements go off Composure rather than Willpower. Derangement difficultly is increased to 15, 20, 25. Loco will be a severe derangement rather than minor.
The Sturdy asset is treated in a way similar to Veteran O’ the Wheel, in that I will assign a pair of hindrances of my choosing to your character if you purchase the Sturdy Asset.
We’ll try the Extra Hit Point rule: Add your character's (base!) Size to their hit point total.
Critical Damage is tracked separately for each limb for Player Characters and sufficiently dangerous enemies, such as enemy Exalts, Dragons, etc. If you are (un)lucky enough to run into any that is!
Fatigue: You can take a maximum of Constitution+Willpower fatigue before you pass out, rather than just Constitution. For each Fatigue you take a -1 static penalty rather than just a -1k0 no matter what. Knockout Blow removes the * so it can only be taken once.
Incendiary gives a TN 15 dexterity test when hit or be caught on fire. You may use Acrobatics+Dexterity to put out the fire instead of just Dexterity if you choose, if you’re and actually get lit up.
Snare now only immobilizes, rather than forcing actions to try to escape. If you wish to escape, you can still attempt to as a half action as normal. Otherwise you have the immobilized condition but can still take actions that don’t require Movement or Somatic Keywords.
Decadence does not make you immune to Addiction nor the negatives of drugs when you choose to use the drug to gain the benefits. You may sober up with it as well to cancel both the positives and negatives of a drug, but you would need to use another dosage to get those positives (and negatives) back.
On the subject of drugs, Flight inflicts a Fear test rather than instant Shock table. Starts at Fear 1, increasing by 1 for each dosing as how the Shock roll normally advances although no more than Fear 5.
Spells:
Racial and exaltation spell abilities are spell-like, in that they do not cause psychic phenomena but are only cast unfettered.
Web gives a roll to resist, Arcana + Dexterity. If failed, the character may try again as a half action on each of their turns if they want before it wears off.
If Confused, as per the Confusion spell, the character may still do other actions if they get an option that hurts themselves, they just also hurt themselves that turn.
Spells that benefit from raises only see their benefits increase at maximum an amount equal to your Character Level: Luck, Precognition, Unluck, Animal Power, Primal Power, etc.
Speaking of Luck and Unluck. Luck dice can only be applied to Skill rolls. Unluck works as Anti-luck, giving dice that you can use to give -1k0 to enemy (or ally, if you’re some malalite jerk) skill tests.
Energy Meteors works in a similar fashion to Magic Missile: You get one meteor and for every two raises you can get one more, to a maximum of your character level.
A final houserule, less modifying the existing rules and more so we can keep track of things better. When you spend your XP, please keep a breakdown of it and how it was spent on your character sheet, perhaps in the notes or bio section of the first page in roll20. Makes it easier for both of us so you don't accidentally underspend your xp, which has happened before. Nothing like accidentally being several sessions weaker than everyone else because of bad tracking.