Monday, April 17, 2017

SS&SS X-plorer Corps (Archetypes)

When I am not finishing up projects for the Appendix N Kickstarter (mostly shipping at this point) I am slowly converting and expanding X-plorers to my own Xplorers Corps Campaign Setting using Sharp Swords & Sinister Spells RPG. I shared this with the Sharp Swords & Sinister Spells G+ community some time ago and thought that I would make them available to everyone from the BHP site. The Soldier and Agent are barely tweaked versions of Warrior and Specialist. I hope you find them useful at your gaming table. :)


X-plorer Corps

The X-plorer Corps is the highly trained and equipped explorer branch of the UCN’s military. X-plorers usually operate in teams of four or more (depending upon the mission) and enjoy the latest innovations in technology as well as being outside of the normal military chain of command. They are typically recruited at the age of 15 and attend a five year training academy on Luna. After graduation, they are commissioned as officers, assigned to teams, and sent all over the Sol System and The Reaches on missions of exploration, research, infiltration, and rescue.


All X-plorer Team Members Receive Basic Training in the use of standard X-plorers equipment, gear and vehicles, as well as in starship operations and navigation, Zero-G actions, E-Suits, and survival in hostile and alien environments.


Soldier

Soldiers are trained in all weapon use and repair. They know how to blow stuff up, and kill the enemy. Whether in an alien environment, a boarding action on a starship, or on the ground defending the home world, Soldiers are thoroughly familiar with training and tactics for a single fire team up through major mobilizations of thousands of soldiers.


Hit Dice: 1d10 Hit Points per level
Luck Die: d6
Prime Attributes: Physique and Agility


A Soldier receives the following Special Abilities:
  • Combat Superiority: If he doesn’t move, a Soldier can make a number of attacks in a round equal to his level minus the highest HD of the creatures he is engaged in combat with. So, if he is a 5th-level character and is in combat with two 1 HD Troopers and a 3 HD Sergeant, he can make 2 attacks.
  • Improved Damage: A Soldier always rolls the damage dice of their attacks improved by 1 step in the following chain: d4, d6, d8, d10, d12 and d20.
  • Combat Focus: Every Soldier is expected to become an expert with their standard issue rifle. Therefore, a Soldier rolls a Positive Die when attacking with or attempting to repair their standard issue rifle.
  • Improved Maneuvers: Any character can perform combat maneuvers (disarming, tripping, pushing) in place of a normal attack. A Soldier can attack and perform a maneuver at the same time. If the attack is successful, the enemy needs to roll higher than the character’s d20 result to resist.

Agent

Agents are experts at infiltration, espionage, and when necessary, assassination.  When you need to get into a high-security facility, gather top-secret information, sabotage an enemy outpost, or eliminate a target, an Agent is exactly the person you need. Additionally, Agents have at least basic piloting skills for small spacecraft.


Hit Dice: 1d8 Hit Points per level
Luck Die: d8
Prime Attributes: Agility and Willpower


An Agent receives the following Special Abilities:
  • Luckiest of Them All: Each morning, if the Agent’s Luck Die has been downgraded, it is restored by 1 step.
  • Sneak Attack: Agents roll a Positive Die and deal triple damage when attacking an unaware being or creature type known to the Agent.
  • Improved Reflexes: When trying to avoid damage or effects with Agility, the Agent receives a Positive Die.
  • Spying: An Agent rolls a Positive Die when attempting any activity donning a disguise, assuming a false personae, forging documents, sending and receiving secret communications, circumventing and disabling security systems, performing surveillance, conducting espionage/sabotage, moving with great stealth, etc.


Scientist

Scientists are academics that actively participate and research in their area of study outside of the academy. Not only are they a fountain of general scientific knowledge, they are excellent researchers, and are also quite skilled at dealing with alien life forms, communication, and technology.


Hit Dice: 1d6 Hit Points per level
Luck Die: d6
Prime Attributes: Intellect and Willpower


A Scientist receives the following Special Abilities:
  • Specialty / Area of Focus: At 1st level, Scientists chose two specific Specialities or Areas of Focus for their studies. Scientists roll a Positive Die when working within their Specialties / Area of Focus. Scientists gain an additional Specialty / Area of Focus upon reaching levels 4 and 8.
  • Educated Guess: As consummate thinkers, Scientists have an amazing ability to make educated guesses in a flash of inspiration. Once per day, a Scientist may make an Intelligence Attribute Test with a degree of Difficulty chosen by the referee. If successful, the referee shall reveal important and useful information about the adventure to the player. At 1st level, a Scientist may only have one successful educated guess per adventure. This increases to 2 at level 4, and tops out at 3 at level 8.
  • Xenology: When dealing with alien writings, communications, or technology, a Scientist rolls a Positive Die. This includes attempts to use or alien devices or to decipher alien communication / writings, or anticipate alien intentions and actions.


Engineer

Engineers are experts that specialize in the technologies that allow humans to live, work, and explore space.  Engineers have a general working knowledge of all major areas of human technology. Some examples include: life support systems, mechanical engineering, power generation, ion and hyper drives, and bio-dome and spacecraft construction.


Hit Dice: 1d6 Hit Points per level
Luck Die: d6
Prime Attributes: Intellect and Agility


An Engineer receives the following Special Abilities:
  • Specialty / Area of Focus: At 1st level, Engineers chose two areas of technology to specialize in. Engineers roll a Positive Die when working within their areas of specialization. Engineers gain an additional technology specialty upon reaching levels 4 and 8.
  • Invention: : As obsessed tinkerers, Engineers have an astonishing ability to create helpful new devices or even upgrade existing ones. These creations / upgrades may be either technological, mechanical, or both in nature. Once per day, an Engineer may tell the referee that they are attempting to create / upgrade a device or system. They then attempt an Intelligence Attribute Test with a degree of Difficulty chosen by the referee. If successful, the referee shall determine the magnitude of ability of the new or upgraded device. At 1st level, an Engineer may only create / upgrade one device or system per adventure. This increases to 2 at level 4, and tops out at 3 at level 8.
  • Miracle Worker: With a bit of genius and skill, Engineers can sometimes coax damaged-beyond-repair equipment or unknown alien technologies to function for a short while. Once per day, an Engineer may make an Intelligence Attribute Test with a degree of Difficulty chosen by the referee. If successful, the damaged or alien equipment shall operate for 1d6 + the Engineer’s number of levels rounds or turns (determined by the referee). At 1st level, an Engineer may only work one technological miracle per adventure. This increases to 2 at level 4, and tops out at 3 at level 8.

Flight Officer



Flight Officers oversee the operations and personnel of starships. They are well-versed with starship operations, tactics and the abilities and limits of their particular vessel. Flight Officers are flexible enough to fill any of the major command-and-control areas of a starship such as navigation, helm, communications, weapons, and defense measures.


Hit Dice: 1d6 Hit Points per level
Luck Die: d6
Prime Attributes: Willpower and Agility


  • Pilots: Flight Officers roll a Positive Die when navigating or piloting a starship, fighter, or shuttle.
  • Bridge Crew: At 1st level, Flight Officers chose one major command-and-control area of a starship to specialize in. Flight Officers roll a Positive Die when working within their area of specialization. Flight Officers gain an additional command-and-control specialty upon reaching levels 4 and 8.
  • Tactical Insight: Through honed skills and gut feelings, Flight Officers can often anticipate an enemy ship's tactical plan and next moves. Once per day, a Flight Officer may make an Willpower Attribute Test with a degree of Difficulty chosen by the referee. If successful, the referee shall reveal some information on the tactical plan of the enemy ship. At 1st level, a Flight Officer may only have one successful Tactical Insight per adventure. This increases to 2 at level 4, and tops out at 3 at level 8.


Scout

Scouts usually operate in teams of two (one scout and one mission specialist) on long-range missions that might last many months or even years. Typical missions include exploration, initial planetary surveys, scientific inquiry, and surveillance. In addition, Scouts provide official routine inspections, resupply and maintenance to distant facilities and outposts. They often utilize compact scout ships specifically designed for their missions.  


Hit Dice: 1d8 Hit Points per level
Luck Die: d6
Prime Attributes: Willpower and Intelligence


  • Jack-of-all-Trades: Every Scout is expected to become intimately familiar with their small ship. Thus, they roll a Positive Die when navigating, piloting, and repairing their ship.

  • Power Nap: Scouts spend a great deal of time in cryo-sleep and are very adept at waking up quickly, shaking off its effects, and getting to work. Scouts roll a Positive Die when they face the possible consequences or side-effects of cryo-sleep.
  • Survival: Accustomed to fending for themselves, Scouts roll a Positive Die when looking for food and shelter in hostile, alien, or desolate environments away from their ship.
  • Make-It-Last: Because Scouts spend so much of their time far from normal supply bases, they learn how to conserve and stretch their resources. Scouts only downgrade any Usage Die on a roll of 1.

Saturday, January 7, 2017

Halfling Archetype for SS&SS rpg

I know Sharp Swords & Sinister Spells rpg is all about the Sword & Sorcery genre, but as a high fantasy guy, I just had to! With a little help from Diogo.

 SS&SS rpg

Halfling

You love comfort, hearty meals, and exquisite things. However, you will venture forth and endure unpleasantness and great hardship to right a wrong and bring the spoils of your adventuring back home.

Hit Dice: 1d6 Hit Points per level
Luck Die: d8
Prime Attributes: Agility and Willpower

A Halfling receives the following Special Abilities and Penalty:

  • Experts at Hiding: Halflings roll a Positive Die when attempting to hide.
  • Hard to Hit: Giant Opponents receive a Negative Die when attacking Halflings.
  • Stout Heart: Halflings receive a Positive Die on Willpower tests to resist temptations and mind altering effects.
  • Small Size: Halflings may only use small weapons, small shields, and armor created especially for them.

Great Blog Post from Father Dave

As usual, Father Dave has a blog post that has me thinking about faith and gaming.

LINK

Friday, January 6, 2017

Dagger - Troll and Basilisk

*Dagger: Simple Gaming with Kids is getting a major update and we are using this series to present the changes. The new edition of Dagger features no levels, 1d6 and 2d6 mechanics, and many optional random charts to increase the fun of gaming with kids. 

Troll

Armor Class: 15 (natural armor)
Hit Points: 18
Attack: +1 with claws and bite
Damage: 1d6 claws and bite
Special: regenerate hit points and regrow limbs (see description)
Move: 6 squares
Save: 5
Number Encountered: 1 or 2 (small party) 1d6 (large party)

Trolls are thin, disgusting giant humanoids with rubbery green skin. They would be tall if they were not always hunched over. They are strong, but only attack by biting and raking with their claws. Troll regenerate 3 lost hit points a turn, beginning three turns after injury, enabling even severed limbs to reattach or regrow. The only way to permanently slay a troll is to burn its remains or immerse it in acid.

Troll: AC 9; HP 21; ATK +1 claws and +1 bite; DMG 1d6 (both); SP Regenerate hit points, regrow limbs; MV 6; SV 5.

Description adapted from Delving Deeper.


Basilisk

Armor Class: 9 (natural armor)
Hit Points: 18
Attack: +2 bite
Damage: 1d6
Special: Gaze Turns to Stone
Move: 4 squares
Save: 5
Number Encountered:  (small party) 1d6/2 (large party)

Basilisks look like giant lizards. Their gaze turns people (and creatures) into stone.

Gaze Turns to Stone: If a creature starts its turn within 6 squares of the basilisk and the two of them can see each other, the basilisk can force the creature to make a saving throw if the basilisk isn’t incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by magic. A DC 10 Healing Spell, a potion or scroll of Restoration are examples of how a petrified creature might be restored.

A creature that isn’t surprised can attack a basilisk by looking away, covering, or closing its eyes, but does so with a disadvantage to all attacks, ability checks, and saving throws.

If the basilisk sees its reflection within 6 squares of it in bright light, it mistakes itself for a rival and targets itself with its gaze.

Basilisk: AC 9; HP 18; ATK +2 bite; DMG 1d6; SP Petrifying Gaze; MV 4; SV 5.