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Umbrie Shadowsong
41 followers -
i roleplay as cute girls to reflect my inner self
i roleplay as cute girls to reflect my inner self

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when will we recieve a free setting neutral version of Swift D12? complete with Rules for creating races by using the feat system as a guideline?

i skimmed the PDF and i noticed a lot of the Feats are pretty much an alternative way to boost damage in place of strength, you could actually trim down a lot of page count by making your weapon damage scale with the combat attribute and the appropriate weapon skill. for example, a sword would recieve damage bonuses from the combat attribute and melee skill, while a bow or gun would recieve damage bonuses from the combat attribute and shooting skill.

this would bring scrapper closer in power to sorcerer. because sorcerers apply their magic attribute and appropriate magic skill to damage rolls for spells. plus, magic tends to be quite flexible.

i know it would mean removing a lot of feats. but it should free up room for more interesting combat feats that do something cool rather than switch a number or few around.

this also frees up attribute choices for warrior type characters. in case somebody wanted to play a cunning but slight framed warrior or they wanted to play a charismatic tactician with average strength.

right now, warriors are either forced to invest in the strength attribute or spend a feat to use a different primary attribute as a legacy problem derived from d20 when it makes sense, that training for combat would increase your damage more than lifting weights would or ever should.

i would also probably make a system for adding the combat attribute (no skill bonus) to resilience. because fighters should roll with the punches pretty well as well.

primary attributes should be useful for the basis for skill checks involving that attribute. but at the same time, a warrior shouldn't have to spend their primary attribute points in a way that makes them better at fighting. one of the biggest mistakes of d20, was allowing primary attributes to affect combat related numbers rather than letting a character's martial training affect them.

having recieved a 2nd degree blackbelt in kenpo, hapkido and tae kwan do, and having being trained in a variety of medieval weapons. i can say that even though strength helps you carry the weapon, that your combat training matters a lot more than how strong or agile you are. and matters a lot more than the size or range of the weapon.

shooting a pistol isn't as easy as aiming and pulling the trigger. and training matters more than agility. so i would like to suggest, that the combat attribute and relevant combat related skills applicable to the weapon be applied to the damage roll instead of applying modifiers for how strong or agilie you are.

it actually won't turn scrapper into the god edge. it will probably put scrappers bonuses on par with the flexibility of Savant or Sorcerer, and remove the mandatory physical attribute focus for fighters. allowing such things as the weasly cunning fighter or the nimble duelist to be viable.

the big thing with d20. was every fighter invested in strength, dexterity and constitution, and dumped intelligence and charisma, leading to no variety of fighters whatsoever, because strength affected offense, dexterity affected initiative and armor class, and constitution boosted hit points and fortitude saves.

by putting all the weapon combat related benefits onto the scrapper edge. you free up attributes for fighter versatility, and allow for more freed up pagecount for new feats. such as resilence bonuses or weapon damage.

+Jerrod Gunning

i have a Question

is there going to be a Video this Week?

did you change the day on your GM hangout?

do you need guest members?

Game Freak? why can't you give the Eeveelution movepools a massive overhaul? i want to see the Eeveelutions learn moves that actually benefit from the good side of thier stat pool, get some decent coverage they an actually use well. i want to see Eeveelutions shine in a world where everybody seems to be using ultra Beasts, Pseudolegendaries, Greninja, and a select few mega evolutions.

i know that convincing my GM will be a pipe dream. but if he is running a mercenary company in december. i need help coming up with and proposing a series of character guidelines ala the Troupe Rules from Ars Magica.

Ars Magica had 3 Character types that everybody had a character of.

the Magus, restricted to 1 at a time per player, who was the privileged and educated powerhouse that started with lots of experience. the magus didn't always use magic, but they were central to the story

the companion, who was an elite companion to the Magus, also restricted to 1 at a time per player. the companion was a magus without the extra experience.

the Grog, of which a player needed a minimum of 1 and maximum of 5 apiece, the grog was a low ranking greenhorn with some useful skills, akin to an allied extra. they were easily defeated by companions and magi, and grogs covered everything from the college student to the rank and file grunt soldier.

i need help coming up with setting neutral terms for these.

i need help coming up with and statting out concepts for a 21st century Tropicana Mercenary Game in the Caribbean on Saturdays starting in December. being familiar with Weekly William, he runs mostly combat heavy games, is really stingy with bennies, and generally likes to shaft players with the starting gear and starting experience.

i was trying to think of how i could fit a small statured young adult female geek into a mercenary group similar to blackwater, and all i could think of was making her the medic or the techie of the group. but i might make her the general geek of the group. knowing i will probably need a d10 smarts and jack of all trades to fill out her intense list of obscure and seemingly situational knowledges.

i intend for her to do the following 3 things.

1. Negotiate deals and pick up rumors to accelerate the story
2. heal up the party's wounds and patch up thier equipment
3. be the Geek of the team and do lots of investigating with a smart phone or something. have lots of obscure knowledges and be a bit of a Mythology/Fantasy Otaku.
4. come up with an innocently cute but annoyingly offputting pokemon related analogy for everything.

i came across something odd in a sunday one shot.

the Sunday guy was Running a low tech fantasy game and most of the magic items were stand ins for modern tech. it was a 2 hour session with an additional 30 minutes dedicated to character creation.

it was supposed to be a traditional OSR dungeon crawl done using savage worlds to show you can do D&D style fantasy using savage worlds and have it work more smoothly than D&D

i roll up a Doll Like Elven rogue who dabbled a bit in illusions. the other 4 people roll up a City Born Half Orc who works as a Vintner, a Rabbit Eared Halfling in a Dress that healed people with Magic and smited her enemies with a 2handed axe, a Drow Dominatrix and a human wizard that talked to people or blew them up.

the table is all Awkward because the half orc is the one character who isn't of a suitable adventuring profession because he works as a vintner and the group would be held back by his wine selling shenanigans,

i kid you not, the half orc who was completely useless at everything else. was winning enemies over by offering to sell them his fine wines he personally made from his uncle's grapes. we didn't get to use most of our dungeon crawling skills because the Vintner was winning stuff over by selling wine. and he blew all of his starting money on wine to sell.

the guy everybody thought was going to be a burden, made everyone else look like a burden. he was literally a minmaxed vintner who was useless at everything except making wine and bartering.

with Advice from earlier. i decided to repost the next update to the nymph.

Petite: Nymphs have a figure and appearance that passes them for the younger part of the human spectrum, passing for 12-14 by human standards due to their build and features alone, they also don't really grow very far past 5 feet and rarely ever go much further, a nymph is typically size -1 and has a -1 penalty on strength rolls. a nymph can buy off each of these 2 penalties as a separate advance (but not at character creation), and until then, cannot take any size increasing edges or hindrances (like Brawny or Obese for example). a nymph can't take the the small hindrance because she effectively already has it. (-3)

Fey Eyesight: as a fey, a nymph's eyes amplify light like a cat's,, even to a greater degree than that of an elf. a nymph ignores up to 2 points of lightning related penalties. (effectively ignoring dim light and darkness) however, the GM can state that some items may require a valid light source, like a novel with extremely fine print (+1)

Artistic Affinity: Nymphs. due to generations spent among humans, have picked up a great many human art forms. including a variety of sciences and crafts. their natural affinity allows them to perfect these talents. a nymph starts with a free d6 in smarts instead of a d4 (+2)

Innocent Charms; to get herself out of trouble, a nymph depends on using her small frame and eternal youth to pass herself off as a humanoid child, typically human, or in a fantasy setting, elven or half elven as well. their natural affinity for the use of clever wordplay to act and sound younger gives them a +2 bonus to their charisma. representing the fact they have the acting skill to dumb themselves down and act immature as a cover. (+2) 

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Umbrie Shadowsong commented on a post on Blogger.
i already follow this order. not that the rest of my saturday group knows much about it.

i pick Concept. say for example, i want an innocent and naive but underdeveloped adult female who uses her childlike charms to gather information and keep herself out of trouble in a fashion similar to a PG-13 Kunoichi minus the sex appeal.

well, lets say she is a human for the sake of ease. at best, we will treat her as a feytouched mortal, but still effectively human for game mechanics.

normally, we need 4 points worth of hindrances. but all that matters, is you get no more than those 4 points. whether you take 4 minors, 2 majors or 1 major and 2 minor. lets say she has small and clueless, 2 major hindrances. and lets say she is in a fantasy setting with 21st century millennial technology. lets call it fantasy earth 2023. small and clueless, we would note as her sources of points. but lets tack on timid and hedonistic as 2 different homebrewed minor hindrances. maybe she really likes sweets but has extreme stage fright.

she is a novice character, so lets say for her free edge, we give her thief, and we also take attractive, because she is a spy who uses her childlike charms to get herself out of trouble.

for attributes; we buy Agility at d8, everything else at d6. the vigor qualifies her for attractive.

for skills, lets say skills are limited to stuff that could be learned in the 21st century. for thief, she needs climbing of d6, stealth of d8, lockpicking of a d6. that eats up 7 of her 15 points. we give her streetwise and persuasion of a d4 each. so she can lie her way out of trouble, she uses small blades, but isn't really a professional fighter but more of an opportunist, so we give her fighting d4, but she is good at finding clues, so we give her notice and investigation of d4 each, leaving her with 2 unspent points for skills. she uses needles, so she likely knows how to throw them, so we give her a d4 throwing, and for her last skill point, we say she knows how to maintain her gear, so we give her a d4 repair. which also helps with traps.

this childlike assassin is ready for gear. she gets a free school uniform, set the uniform set includes the summer uniform, the winter uniform, the gym uniform, a dress uniform, and the swimming uniform. because she poses as a middle schooler as cover. we can probably assume she owns mundane pajamas and the like appropriate to her cover identity at home. so she has the uniform of her school. we established that needles are her signature weapon, so we give her a pair of garter holsters containing a combined 100 needles at 50 each that can be disguised as a pack of pencils. the needles have a range in pace of 5,10,20 and dealt strength+1d4 damage with an AP of 1. we don't give her armor because it is a bad fit, but we buy her a set of muffled sneakers that negate the -2 penalty for sneaking at full speed and a set of thieves tools disguised as a middle schooler's desktop set.

lets say her uniform jacket is made of a mesh weave. probably +1 armor to the torso and arms. and we pack her with a Samsung Galaxy SVII, a backpack filled with textbooks, a locker on campus, and an apartment with a government assigned caretaker posing as her father. with a monthly allowance for personal expenses. lets give her a makeup kit that provides a +2 bonus to stealth checks made to disguise herself.

we calculate her derived values

her Parry is a 4. she isn't a dedicated hammer, she is a needle. and her toughness is only a 4 on the legs and head, and a 5 on the torso and arms due to her mesh jacket. her torso and arms are benefitting from +1 armor. we mark her charisma as a +2 and her pace as a 6 with a running die of d6.

as a wild card. she can take 3 wounds before the 4th incapacitates her or 2 fatigue before the third does the same.

this character actually looks quite weak on paper. until you realize that she is not a hammer, but a scalpel. well, a needle as a pun, because needles are her main weapon. she has 8 skills at a d4, a good foundation for advancement. her role is to scout and gather information, and she has to be decisive with her friggin needles. she is an opportunist and an infiltration specialist.

but such a character shines in modern games where the toughness values of armor are closer to the core book and not so bloated. this character may be a government agent, but she still isn't James Bond. such a character should not be trying to take down gunslingers in firefights and should not be taking down medieval knights up close.

such a character probably should be deserving of the yellow hindrance, but that would be overkill. lets call her by the nickname Umbrie, and say her birthname was Ilina Selene Young II. just to add a bit of lore, her mother was a wealthy pharmacist with a bit of fey blood who birthed a daughter that she offered to the nation in exchange for political asylum for both of them, so she was raised by a caretaker that was a government official who began training her as a government tool. such a character is probably naive due to what she was allowed to know, and is probably underdeveloped due to the fey blood running down her veins, even as a human in this modern fantasy setting. and as a government agent, her cover is a student at a middle school ran by a group of elves in San Francisco, because her slow aging caused difficulty for her in human schools, and despite being mostly homeschooled, she needed a cover.

such a character could awaken with magical powers later on if her fey blood manifests in bigger ways, or she could be an eternally small and cute assassin who dependent on her groups ways, could theoretically work to reshape the U.S. government or she could embrace life as a pawn, or she could seek her long lost mother.

either way, this 21st century fantasy earth character is just a baseline, an archetype i use frequently. by tweaking lightly to fit the setting, and i normally use daggers with her, but i used needles in the example, because it is easier to slip needles on a campus if they can fit into a package designed for pencils.

this is a bit of a Mary Sue assassin example, but i do go through the character creation steps.
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