Showing posts with label rpg. Show all posts
Showing posts with label rpg. Show all posts

2022-06-11

RPG Shared Libraries

By Felipe Lohan Pinheiro da Silva

The elements below will be used in further RPG articles.

•Charge consumption check: Roll d20+Level vs a Target Number 20. If the result is equal or lower than the Target Number, you fail, getting an [fatigue/exhaustion] level. An 01 is always an [critical fail/fumble/botch], an 20 is always an critical success. If your system doesn't have an separate [fatigue/exhaustion] mechanic, use non-lethal damage instead.

→Teste de consumo de carga: Role d20+Level vs um Número-Alvo de 20. Se o resultado for igual ou menor que o Número-Alvo, você falha, recebendo um nível de [fadiga/exaustão]. Um 01 é sempre uma falha crítica, um 20 é sempre um sucesso crítico. Se o seu sistema não tem uma mecânica separada pra [fadiga/exaustão], use dano não-letal em vez disso.

•Substitution Roll: Make a charge consumption check, so replace the result of a d20 roll by your level in this class or the value of your listed attribute (2X+10 in direct bonus systems); Treat «X» as your level in this class in the following equations. This can’t be used to negate fumbles/botches/critical fails or to produce artiƒіcial critical successes, so you need to do the roll anyway. X*5 in roll-over d100 systems; 21-X in roll-under d20 systems; 101-(X*5) in roll-under d100 systems; where X is the aforementioned result for roll-over d20 systems;

•Standard Hit Die: Each character begins w/ a Hit Die (HD) determined by his size: d2 – Fine, d3 – Diminutive, d4 – Tiny, d5 – Between Tiny and Small, d6 – Small, d7 – Between Small and Medium, d8 – Medium, d10 – Large, d12 – Huge, d14 – Between Huge and Gargantuan (more to the Huge size), d16 – Between Huge and Gargantuan (a bit bigger), d20 – Gargantuan, d24 – Colossal, d30 – Bigger than Colossal. Note that this basically follows the «dice chain» from the DCC (Dungeon Crawl Classics) RPG, using the size categories of the Pathƒіnder RPG.

•Scavenger: Can eat rotten [carcasses/carrion] w/out getting sick.

→Carniceiro: Pode comer [carniça/carcassas] podres sem ƒіcar doente.

•Arcane Hardened Skin: Arcane energy around you hardened your skin. Your natural armor reduces the need of an armor. You gain +1 point of DR (Damage Re[duction/sistance]) for every 5 levels in this class; you gain +1 point of AC (Armor Class) for every level in this class. The DR stacks w/ the armor you're wearing; however, you only use the AC of the outermost [armor/protection] you're wearing on each bodypart.

•Regeneration: Requires the «Healing Factor» ability of this list as a prerequisite. You can regrow lost limbs. A whole limb (leg arm) or sensory organ (eyes, etc.) takes [1d6*10]/[Level in this class] weeks; an extremity (hand, foot) or just a bone (See the «Bone Weapon» ability below) takes half of this time: [1d6*5]/[Level in this class]. In this meantime, you suffer from increased consumption: +1 meal for each whole limb or sensory organ, +0.5 meal for the cluster of [extremities/bones] related to a given limb not lost.

•Bone Weapon: You can detach some of the bones of your body to turn them into weapons. Some of them are small clubs (ulna-radius pair, humerus, tibia-ƒіbula pair, femur), some of them ƒіstload weapons (ribs & clavicles). Regenerating only the bone requires the «Regeneration» ability of this list.

•Shape Bone Weapon: Requires the «Bone Weapon» ability of this list as a prerequisite. You can shape the aforementioned «small clubs» into long daggers, ribs into sickles, clavicles into small daggers, scapulas into bucklers, and the humerus-scapula pair into axes.

•Meat For Cannibals: For the sake of the simplicity, the GM may assume that an average person provides enough meat for 20 to 25 meals (in terms of meals exclusively composed of meat; for meals mixed w/ other things, double the effective amount of meals).

→Carne pra Canibais: Pro bem da simplicidade, o GM pode assumir que uma pessoa mediana fornece carne o suƒіciente pra 20 a 25 refeições (em termos de refeições exclusivamente compostas de carne; pra refeições que a misturam com outras coisas, dobre a quantidade efetiva de refeições).

Unified Theory Of The Supernatural

 By Felipe Lohan Pinheiro da Silva

This is a resource for writers. But far from limiting or "forcing" other writers to use this template, this is intended to help them. Of course, this theory is rooted in the Cosmic Mythopoeia.

***

Azathoth is the supreme God of the Cosmos and all the Universes of its Multiverse. He’s a mindless God that sleeps in a location called the “center of the cosmos”. He’s called the “Daemon-Sultan Of The Nuclear Chaos”.

Legend says that his sleep created the Cosmos, because the Reality is merely the dream of Azathoth. When He wakes, He will devour the Cosmos; when He sleeps again, other Cosmos will be created. That's why He's lulled by bat-like dancers who play drums and play flutes for him.

The Cosmos have countless [universes/planes of existence] (we live in a multiverse).

Across the Cosmos there are non-tetrapodic (and, of course, non-anthropomorphic) mighty godlike interdimensional entities called the "Great Old Ones", "Forces Which Are Distasteful And Harmful Unto Life", "Monstrosities of the Outer Circle", "Outer Monstrosities", "Outward Powers", etc.; obviously, they'ren't as powerful as Azathoth. Generally, their physical form is a huge mass of tentacles, eyestalks and proboscides (proboscis is a body appendage found in mollusks that looks like a tentacle/trunk w/ a mouth at the end) w/ mouths w/ sharp teeth. They're the personification of either physical-chemical phenomena of the Cosmos, or mental phenomena that occurs among the sentient life through the Cosmos.

Magic is a way to manipulate the Ether[eal/ic] forces of the multiverse; so "psionics", "magic" & "[mediunic/paranormal] powers" are fundamentally one & the same. As such, the power source of a magical item & an item that augments the psionic abilities are one and the same.

Every spell has a source code, just like a computer program: change it & you'll change the spell. However, you can also cast magic by using "raw" magic power, w/ little to no source code; that's what "sorcerers" and "psionic users" do; for the sake of comparison, it's like using the huge raw electrical power from a generator or a mini powerplant.

Wands & staves are like conductive [wire/cable]s or radio/WiFi/Bluetooth antennae: they increase the range of spells, by channeling the magical energy on them.

The universe inhabited by humans also contains an astral/ether[eal/ic] dimension. Being a dimension, a spellcaster can (among other things) do things like (but not limited to): carry objects/items (including weapons) stored in the astral dimension and later cast a spell to draw them; travel temporarily (or indefinitely) over it to trespass physical barriers or hide himself, etc. Just read these excerpts:

«In his dream-delirium Gilman heard the hellish, alien-rhythmed chant of the Sabbat coming from an infinite distance, and knew the black man must be there. Confused memories mixed themselves with his mathematics, and he believed his subconscious mind held the angles which he needed to guide him back to the normal world — alone and unaided for the first time. He felt sure he was in the immemorially sealed loft above his own room, but whether he could ever escape through the slanting floor or the long-stopped egress he doubted greatly. Besides, would not an escape from a dream-loft bring him merely into a dream-house — an abnormal projection of the actual place he sought? He was wholly bewildered as to the relation betwixt dream and reality in all his experiences.»

The Dreams In The Witch House - Howard Phillips Lovecraft

«A minute came and went, and I was at the exit of the chasm, staring out upon an enormous amphitheatre of mountains. Yet, of the mountains, and the terrible grandeur of the place, I recked nothing; for I was confounded with amazement, to behold, at a distance of several miles, and occupying the centre of the arena, a stupendous structure, built apparently of green jade. Yet, in itself, it was not the discovery of the building that had so astonished me; but the fact, which became every moment more apparent, that in no particular, save in colour and its enormous size, did the lonely structure vary from this house in which I live.

(...) Steadily, I neared the great building. Then, all at once, something caught my vision, something that came round one of the huge buttresses of the House, and so into full view. It was a gigantic thing, and moved with a curious lope, going almost upright, after the manner of a man. It was quite unclothed, and had a remarkable luminous appearance. Yet it was the face that attracted and frightened me the most. It was the face of a swine.

Silently, intently, I watched this horrible creature, and forgot my fear, momentarily, in my interest in its movements. It was making its way, cumbrously, round the building, stopping, as it came to each window, to peer in, and shake at the bars, with which — as in this house — they were protected; and whenever it came to a door, it would push at it, fingering the fastening stealthily. Evidently, it was searching for an ingress into the House.»

The House on the Borderland — C.Ⅲ/3: The House In The Arena — William Hope Hodgson

See also the tale «A Victim of Higher Space», the sixth case of John Silence, the Physician Extraordinary.

This astral/ether[eal/ic] dimension have “ether[eal/ic] atoms”, capable to make chemical bonds w/ «regular» material chemical atoms, and also subject to physical phenomena (including the astronomical ones); they form “ether[eal/ic] molecules”, that in their turn will trigger a process of ether[eal/ic] abiogenesis, generating the ether[eal/ic] life; this is also the basis of the alchemy. This life will suffer a process of evolution & can eventually achieve sentience, and also sapience, just like happened w/ the material life. That way, a process of abiogenesis that mixes material and ether[eal/ic] components explains the existence of races of beings w/ supernatural abilities; it also allowed different ether[eal/ic] lifeforms to evolve to make bonds w/ different chemical substances, being the beings that we call "elementals" (for example, fire or water elementals, etc). That also explains why the werewolf transformation only occurs in the nights of the full moon phase, or why vampires are inactive or lose their powers during the day, or why vampires heal wounds under the moonlight; this would also explain the the vulnerability of werewolves to silver and Aconitum (flowers of the homonym genus, a.k.a wolfsbane), and the vulnerability of vampires to the garlic and the wild rose. İt’s a similar concept to what we see in works of William Hope Hodgson & the 1919 version (edited by Alfred Percy Sinnett) of the book “Occult Chemistry: Clairvoyant Observations On The Chemical Elements” (http://archive.org/details/occultchemistryc00besa/page/4); İt’s an interesting concept for those who write speculative ƒіction or play speculative ƒіction RPGs. These are the source of stories about "ghosts". Also, just read this excerpt:

«A reservoir of darkness, black,
As witches' caldrons are,
When filled with moon-drugs in th' eclipse distill'd.»

İn some mythologies, people “tainted” by ether[eal/ic] parasites becomes [mythical/legendary] beings, like werewolves, vampires or zombies. The ether[eal/ic] parasites feeds through their hosts (for example, when a vampire drinks blood, a werewolf or zombie devour flesh, etc.). The ether[eal/ic] parasites begotten by the Great Old Ones also sends part of that energy metabolized to other [dimension/universe] to their Great Old Ones creators (it's a way from these Great Old Ones to harvest energy).

Living beings have a builtin "magical firewall"; it works as a resistance against incoming spells and as a immune system against infestations of ether[eal/ic] parasites. Spells, alchemical potions & magical artifacts can alter this firewall.

There are lines of magical energy around the world, called Earth-Current; they form a grid around the world. The locations located along these lines emanates magical energy & are prone to supernatural events; societies that doesn't know the magic just call them "[sacr/haunt]ed sites"; they can also be called «places of power»; locations located in the crossing of these lines are much more powerful. Spellcasters can use the magical energy of these locations to cast their spells.

Astronomical events, sexual activity & the consumption of [hallucinogen/recreational] drugs affects the magical rituals, so they can be an element in them. That's why some spellcasters does some rituals in specific conditions.

Thomas Moore – Alciphron – Letter Ⅳ/4: From The Same To The Same

During these astronomical events, portals/gateways to other [universes/planes of existence] can be opened (either naturally or through a spell) in the locations of the crossing of magical lines.

Spellcasters can i[mbu/nfus]e spells or magical energy into objects and consumable ingredients. Examples include (but aren't limited to): armors (and bulletproof vest) that are more resistant than the normal; machineguns that can fire more shots per minute; pistols whose shots have more devastating effects; flasks of regular water that becomes "holy water", that can harm supernatural beings that suffer from ether[eal/ic] parasite infestations (actually the water isn't "holy" at all; the "cleric" just i[mbue/nfuse]d it w/ a regular spell or magical energy); the alchemical potions; etc. More mechanical mobile parts the object have, less effective is this i[mbuement/nfusion]; for example, an i[mbuement/nfusion] in a thrown weapon is more effective than in a bow & arrow, and the i[mbuement/nfusion] of the bow & arrow will be more effective than the one in a crossbow; for example there's a point, for a mage, that a mace is more effective than the shots of a machine gun.

The true origin of the "divine magic" is that it’s provided from powerful astral/ether[eal/ic] beings (called by the human belief systems as gods, demons, [djinn/genie]s, etc.) that acts as a "patrons" to the spellcaster; these beings generates the spell in an regular way, & later provides it for their [follower/cleric/paladin]s. For the sake of comparison, this "patron" is like a powerful mainframe server that contains a set of precompiled closed-source programs (each program is a spell), & the divine caster is someone using a regular computer, just accessing these programs remotely.

Each spellcaster leaves a unique signature in his spells, like a fingerprint. Also, every [person/thing] retains in [him/it]self, for some days, a residual «signature» of the energy from the «places of power» [he/it] had vised recently. Also, every subject of a spell (regardless if it's a living being or a inanimate object) retains in [him/it]self, for some days, the residual «signature» of the spells [he/it] had suffered. This is the base of the magical forensic science.

Once in a while, the cosmic energies becomes saturated into the body of a pregnant woman, turning her child (or children, in the case of twins) into a being w/ the potential to be a [hero/villain]. This saturated cosmic energy corrects the DNA of these children, turning them into physically impressive children, at superhuman levels of health, beauty, and physical and mental ableness. Also, these children have great capacity of being spellcasters (specially, but not necessarily, [sorcerer/psi]s); however, not always this will be the case, specially in societies that doesn't have a established tradition in magical studies, and therefore usually don't identify this aptitude properly. Anyway, when these children grow, they're the source of the stories of mythical [hero/villain]s. This phenomenon have a slightly greater chance of happening at the lines of the Earth Current, specially at the «places of power» at their crossings; however it must be noted that these children can born ANYWHERE in the cosmos.

Adventuring Parties vs. Other Organizations

 By Felipe Lohan Pinheiro da Silva

Adventuring parties are different from other institutions. They’re not:

*Armies, because they’re not oƒƒіcially part of the institutions of a kingdom.

*Militias, because they’re not necessarily bound to a given area, or involved w/ a side of a war. And they doesn’t necessarily comes from the local population.

*Mercenary companies, because, albeit they can accept a reward (and plunders a fucking lot inside the dungeon), sometimes they can help the local populations for other reasons (just because they want, or because they’re in some way personally involved in the situation, etc.).

Generally adventuring parties are sui generis organizations not bound to a single area, much as sometimes they call themselves “mercenaries”.

0th-Level Character Creation House Rules

 By Felipe Lohan Pinheiro da Silva

This article describe a series of options to create 0th-level characters, and how to upgrade them for the 1st level.

☙Common to all Options❧

Roll your stats as normal. Apply the lowest hit dice of all classes (normally a d4) to him as if he was 1th level. You don't get any skill yet.

On game systems that use the concept of Proƒіciency Bonus, 0th-level PCs (or major NPCs) have a bonus of +1.

When you raise to the 1st level, you will choose a class. You will replace (not add) the initial d4 hit dice by the hit dice of your class.

The amount of XP (experience points) needed to raise from the 0th-level to the 1st-level is half of the one needed to improve from the 1st-level to the 2nd-level (round up, minimum of 1).

☙Retrain❧

You can took 1 (one) core feature from the Level 1 (one) of a class. İn addition of it, if you belong to a race or character type that can get an extra feat at the character creation in the 1st level, you can took it at the 0th level (thus having a core feature from one class plus one “normal” feat); keep in mind that you need to respect the normal prerequisites for getting this extra feat; also, this extra feat (if it’s ever applicable to you) normally CAN’T be chosen among the core features from the classes, but only from the “normal” list of feats.

You have proƒіciency w/ simple weapons only and none w/ armor. Selecting feats can change it (see above).

İf you belong to a race or character type that can gets the extra “normal feat” in the 1st level (see above), and you chose to took it at the 0th level, you CAN’T take it again, as you already got it earlier in the 0th level. Exception, if you took a feat whose mechanics are already covered in the class core features of your new class, you get the feat back; this works not only when leveling up for the 1st level, but for any level in any class, so keep note of this for the moment that it happens. So you can spend it by learning other thing.

Example: You chose a feat to have proƒіciency w/ light armors at level 0. İf you take a level in the Fighter/Warrior class (that have the proƒіciency w/ light armors as a class core feature), you get the feat back. So you can learn other “normal feat” instead of it.

Also, if you chose to took a class core feature from one class in the 0th level and choose to take other class when leveling up, you will get one class core feature less, to compensate. When you would gain other class core features by leveling up in that class, you will get that core feature you didn’t got in the previous levels, but, to compensate, will have one class core feature less in your current. This keeps happening until you get a level in a class w/ that class core feature, obviously in a level enough to get that core feature. When this happens, you get the normal classes core features for your current level in the ƒіrst class, becoming equal w/ the other characters of your level in your class, normalizing your situation.

Example: Mr. ᴊ̇ohn Doe is a 0th level character who choose a feat that allows him to have arcane spellcasting. He chooses later to take a level in the Warrior (Fighter) class. Every time he levels up, he will have one class core feature less than other normal ƒіghters/warriors, to compensate the fact that he can make spellcasting; for example, in the level X, he will get a normal class core feature that he didn’t get in the previous levels, but will have one class core feature less than normal ƒіghters/warriors of his current level X. This will only change if he gets a level in a class that have arcane spellcasting, like the Wizard/Mage class, for example; when this happens, he will have the missing [Warrior/ƒіghter] core feature, normalizing his situation.

You can also normalize your situation by taking the option of losing this core feature from the other class in exchange of taking the normal missing core feature from your level in your own class. You’re basically retraining the feat. You can do it any time, provided the GM allows you to do so (he can rule that your character need some free time to do it).

Example: İn the example above, instead of taking a level in the Wizard/Mage class, Mr. ᴊ̇ohn doe could retrain the class core feature, losing the spellcasting ability in exchange to having all of the normal class core features of his level, normalizing his situation.

The reasoning behind these rules is that you’re getting a “loan” of some of your abilities at the 0th level, and “paying” it in the 1st level.

The disadvantage of this option is that some players may feel it complicated & unrealistic. The advantage is that some players that are more familiar w/ game systems that have retraining rules may feel comfortable w/ this option.

☙Retain❧

Like the "Loan" option above, but difference. Instead of having to compensate the extra core feature in advance by having one less core feature at the 1st level, the character retain these, and gets all the normal core features for his class. If he chose a class that already have this core feature, he exchanges it by a core feature from the 1st level of any other class.

Example: Mr. ᴊ̇ohn Doe is a 0th level character who choose a feat that allows him to have arcane spellcasting. He chooses later to take a level in the Warrior (Fighter) class. Every time he levels up, he will have the normal class core features of ƒіghters/warriors. If he had chosen, for example, the wizard class (that already has arcane spellcasting as one of its core features), he could exchange it by an 1st-level core feature from other class.

The disadvantage is that the GMs may feel that this makes the Pcs overpowered, specially at lower levels. The advantage is that this is simpler and more elegant than the "Loan" option.

☙Qüick-N-Dirty❧

Here you just create a character w/ the core class features of a 1st-level character, except for the details described in the section "Common to all Options" above.

This is a qüick-n’-dirty solution; it’s pretty well suitable for players who want to start w/ 0th-level spellcasters.

☙One Level Higher❧

In this option, you just create 0th-level characters as if they were 1st-level ones, and treat each subseqüent levels in the progression as if they were one level higher.

For example, after some progression, 9th-level characters will be treated as if they were 10th-level.

The advantage of this one is that this is both qüick and simple to both the players and the GM. The disadvantage is that some players and GMs may feel it too simplistic.

Alternative Rolls For Attribute Generation

 By Felipe Lohan Pinheiro da Silva

Older RPG systems prefer the method of rolling 3d6. Newer ones prefer [4d6 – drop lowest]. Below I present some alternatives to random attribute generation; the numbers inside the parenthesis are the minimum and maximum values. All These ones have an average value of 10. If your game system uses the base value of 50, just multiply the result by 5.

d2:
2d2+7 (09 to 11)
4d2+4 (08 to 12)
6d2+1 (07 to 13)
8d2-2 (06 to 14)
10d2-5 (05 to 15)
12d2-8 (04 to 16)
14d2-11 (03 to 17)
16d2-14 (02 to 18)
18d2-17 (01 to 19)

d3:
2d3+6 (08 to 12)
3d3+4 (07 to 13)
4d3+2 (06 to 14)
5d3 (05 to 15)
6d3-2 (04 to 16)
7d3-4 (03 to 17)
8d3-6 (02 to 18)
9d3-8 (01 to 19)

d4:
2d4+5 (07 to 13)
4d4 (04 to 16)
6d4-5 (01 to 19)

d5:
2d5+4 (06 to 14)
3d5+1 (04 to 16)
4d5-2 (02 to 18)

d6:
2d6+3 (05 to 15)

d7:
2d7+2 (04 to 16)
3d7-2 (01 to 19)

d8:
2d8+1 (3 to 17)

d9:
2d9 (2 to 18)

d10:
2d10-1

The methods with a 8 to 12 range of values (4d2+4 or 2d3+6) may be preferred by GMs who want to run "sober" games.

Keep in mind that many of the options above suppose you have access of exotic physical dice, or use a digital electronic dice roller.

Arcane Packmule Base Class

 This is a core class of packmule, w/ an arcane flavor.

Hit Die: [Standard Hit Die]+4 (see the «Standard Hit Die» entry in the «RPG Shared Libraries» section.) (for example, the human normal d8 becomes a d12, etc).

Armors & Shield: Any.

Weapon Proƒіciency: All melee weapons, including the improvised ones. [Ranged/Throwing] weapons can be used at point blank range provided that the character in this class can reasonabily know the basic [woking principle/operating mechanism] behind using them.

☙Abilities❧

•Arcane Packmule Strength: Arcane energy bolstered your strength to carry cargo. Increase your level in this class to your a[bility/ttribute] score for purposes of encumbrance and weight [carry/pull/push/lift]ing. If your system allows 0th-level characters to get a class, treat the 0th-level character as if he was a 1st-level character in this class for this purpose.

•Arcane Hardened Skin: See the entry in the «RPG Shared Libraries» section.

•Substitution Roll – Strength: See the entry in the «RPG Shared Libraries» section.

Base Class – Supernatural Arsonist

 By Felipe Lohan Pinheiro da Silva

Author’s note: İ decided to created this class after reading the playbook of the class “İmmolator”, to the “Dungeon World” game. İt’s because İ think that they had a good idea, but w/ an awful implementation.

***
Abstract: The ethereal powers of the cosmos gave you an uncanny bond w/ the ƒіre.

☙Abilities❧

•İnfrared Vision: Permanently active. You can see hot/warm objects, even in the dark.

•Fire Resistance: Permanently active. It increases 10% by level, so you become immune in the 10th level, and begin to absorb 10% of the ƒіre in the 11th level; it's capped at the level 20, where it absorbs 100% of the ƒіre. It only works against non-[supernatur/magic]al ƒіre. This ƒіre resistance also provides resistance from the toxic fumes of most of the “common” ƒіres sources, like wood, volcanoes, etc. This ability also affects objects you’re carrying.

•Cold Vulnerability: Permanently active. You suffer more [cold/ice]-based damage than normal. This vulnerability starts at 100% in the level 0, becomes 5% weaker in each level, to the point that, in the level 20, you just suffer the normal damage.

•Supernova: When you die, you explode. It have the same effect of the «Fire Burst Aura» move, but free of charge for you.

☙Moves❧

•Spark: Sustained (but free of charge). You can generate a persistent supernatural spark at touch reach w/out any cost. İt can light flammable or explosive material. This is a free action, at-will ability.

At level 0 it’sn’t enough to light your way in the dark, but it surely can be seen by others in the dark.

•Manipulate Fire: Sustained (but free of charge). Range: 1 hexagon per level (minimum 1, if level [zero/0]). You can redirect and reshape an existing normal ƒіre coming from a source.

•Enhance Fire: Sustained. Maintenance: 1 turn per level (minimum 1, if level [zero/0]). Range: 1 hexagon per level (minimum 1, if level [zero/0]). Make an activation check and a charge consumption check. You can enhance the flames (this DOESN’T make the flammable material/fuel to burn faster) or extingüish an existing ƒіre coming from a source. This temporarily turns it into a supernatural ƒіre for the duration of that this ability is sustained.

•Taking Control Of The Flames: Two characters of this class can contest the control of a flame.

•Create Supernatural Fire: Sustained. Maintenance: 1 turn per level (minimum 1, if level [zero/0]). Range: 1 hexagon per level (minimum 1, if level [zero/0]). Make an activation check and a charge consumption check. You create a supernatural flame in a static given point of the space.

•Supernatural Fire Smite: You cause additional supernatural ƒіre damage after a successful melee attack (you can declare it after the attack is succeed, but before the normal damage is resolved). Make a charge consumption check. However, no additional hit roll is needed.

•Vampirize ƒіre: Besides your normal damage, you can also absorb the ƒіre of a target after a successful melee attack (you can declare it after the attack is succeed, but before the normal damage is resolved). Make a charge consumption check. However, no additional hit roll is needed. The target must be a ƒіre elemental or someone w/ the «Fire Body» ability activated.

•Fire Burst Aura: You make a burst of an aura of supernatural ƒіre, in a sphere w/ a radius of 1 hexagon per level (minimum 1, if level [zero/0]) (hitting the enemies in the surrounding hexagons). Make a charge consumption check.

•Supernatural ƒіreball: Range: 2 hexagon per level (minimum 2, if level [zero/0]). Make an activation check and a charge consumption check.

•Fire Body: Sustained. Maintenance: 1 turn per level (minimum 1, if level [zero/0]). Make a charge consumption check. Your body becomes imbued w/ the essence of the [supernatur/magic]al ƒіre. You can use unarmed attacks w/ additional damage like the “Supernatural Fire Smite” ability, but free of charge. İn this form you absorb 100% of the damage of natural ƒіre sources (as if you were in the 20th Level by the “Fire Resistance” ability). Common people [grabb/wrestl]ing you should take damage.

•Fire Healing: Make a charge consumption check. You can heal the HP of the target. You must touch the target. The target must be a ƒіre elemental or someone w/ that absorbs ƒіre; if the target have a ƒіre body and/or ƒіre resistance, but not in a level to absorb the ƒіre, you can make an additional charge consumption check in his behalf. If you want to heal someone at distance, you also make a check to hit the target of the healing; this uses the same range of the «Supernatural Fireball» ability.

Becoming A Being W/ Supernatural Powers In RPGs

 By Felipe Lohan Pinheiro da Silva

*Making a deal w/ (or was cursed or blessed by) a demon/god/genie/superpowered being.

*having killed one of these aforementioned beings (“inherited” his powers).

*Was killed by one of these aforementioned beings (in this case, coming back from the death w/ supernatural powers is the conseqüence of being killed by him).

*Was subject of a weird-science surgery/procedure or a psionic/magical/religious ritual, even after death (in this case, coming back from the death w/ supernatural powers).

* Suffering a tragic/violent death (in this case, coming back from the death w/ supernatural powers for the purposes of re[venge]ance/vigilantism).

*Born as a such (hereditary).

*Being contaminated by the emanations/energy of a supernatural being/environment/phenomena or a weird-science substance; or simply had an encounter/meeting/rendezvous w/ a high-powered supernatural being.

*Was trained by someone w/ supernatural powers (for example, a mage).

Bestiary – Measuring Power

 By Felipe Lohan Pinheiro da Silva

This is a system-agnostic method to measure the power of the bestiary.

Each +1 adds to the cumulative for the final power level of the being.

☙Speed❧

*Slowed – Suffers a slowing effect, like the effects of rigor mortis.

*+1 – Normal – Doesn’t suffers the slowing effect.

☙İntelligence and sociability❧

*Basic instinct – They only want to eat, and they can be lured even by the most simple traps and tricks.

*+1 – Advanced instinct – Prerequisite: Basic instinct. – They’re cunning enough to avoid simple traps and tricks, learn the most basic things that any animal can learn, make ambushes alone, etc.

*+1 – Pack – Prerequisite: Advanced instinct – They can form a pack and hunt together, share a common dwell, make ambushes together, etc.

*+1 – Sapient – Prerequisite: Pack – They have a human-like intelligence, are able to create advanced traps, craft tools, talk, form groups, read and write, develop technology, etc.

☙Eating habits❧

Animal:

*+1 – Hematophagy – Only animal blood, but includes food derived from blood, like blood sausage, blood pudding, etc. Note: ¿ did anyone ever tried to make booze from blood?

*+1 – Carnivore – Prerequisite: Hematophagy – Food from animal origin like meat, insects, eggs, milk, cheese, curd, butter (from milk), animal fat, zooplankton, coral, etc.

*+1 – Animal scavenger – Prerequisite: Carnivore – Dead food from animal origin; ; includes coprophagia.

*+1 – Hard carnivore – Prerequisite: Carnivore – hard and diƒƒіcult digestion food from animal origin, like bones, horns, hair/fur, etc.

Non-Meat:

*+1 – Soft non-meat: soft/liqüid food other than blood or meat; like honey, milk, tree sap, nectar, fruit sap/juice, etc.

*+1 – Regular non-meat: food other than meat, like grass, leaves, mushrooms, fruits, pollen, seeds, nectar, eggs, mycoplankton, phytoplankton, etc.

*+1 – Non-meat scavenger – Prerequisite: Regular non-meat – Dead food from the vegetal/fungi origin; includes coprophagia.

*+1 – Hard non-meat – Prerequisite: Regular non-meat – hard and diƒƒіcult digestion food from vegetal/fungi origin, like wood, tree bark, etc.

☙Breathing❧

*Open-air – Land Animal (only breathes outside of the water).

*+1 – Water-reinforced – Like land animals, but when underwater can extract some oxygen from the water to be able to stay a somewhat longer time underwater.

*Water-breathing – Only breathes in water.

*+1 – Air-reinforced – Like water animals, but they can breathe outside water as long as their bodies are wet.

*+1 – Amphibian – Prerequisite: Air-reinforced or Water-reinforced. Breathes both in “Water” and open-air, but, unlike the “Air-reinforced”, they don’t need to have their bodies wet outside water in order to breathe.

☙Water breathing type❧

Only for Water-breathing, Water-reinforced and Amphibians.

*Moving – can only breathe underwater while moving, like some shark species.

*+1 – Normal – can breathe underwater both when moving and static.

☙Water types❧

Only for water-breathing, Water-reinforced and Amphibians.

*Salt.

*Fresh.

*+1 – Dual – Both salt & fresh water.

Blank Slate Class

 By Felipe Lohan Pinheiro da Silva

“To deƒіne is to limit.” – The Picture of Dorian Gray – Chapter 17/XVİİ – By Oscar Wilde.

***

This class tries to mitigate the problem of running a game w/ the obsolete concept of classes.

Hit Die: The normal for your race (humans get a d8, etc.; see the «Standard Hit Die» section in the file of the RPG shared libraries).

Skill Points: The lowest by Level.

Feats: You get feats in every level.

Proƒіciency: simple weapons only and none w/ armor. Selecting feats can change it (see bellow).

You can select any feats from any class, provided that:

*The GM approves it according to the plot of the campaign. Finding appropriate training can be an adventure hook/seed.

*You fulƒіll the prerequisites. Replace any requisites of levels in a given class w/ your levels in this class.

You can do it for class features from other class, respecting the same criteria.

Bubble-Shaped Monster

 By Felipe Lohan Pinheiro da Silva

This is a monster based in public domain literature. He’s a floating bubble-like monster w/ several appendages. It’s described in a system agnostic way.

“(...) things that were but a ghastly bloodshot eye, set about with leathery tentacles; (...) these were the least of the denizens of these hateful rivers. The most were things impossible to name or to describe.”

→ “(...) Coisas que eram basicamente um horrível olho injetado de sangue, coberto de tentáculos coriáceos; (...) esses eram os menores dos habitantes daqueles odiosos rios. A maioria eram Coisas inomináveis e indescritíveis.”

Aleister Crowley – [THE Testament Of / O Testamento De] Magdalen Blair

“Above him was floating in the air something in the form of a large bubble, w/ a thousand appendages coming out from it ending in pincers and scorpion stings.”

Viĭ – Nikolai Gogol (excerpt translated by myself)

[Note: This last excerpt was written in Russian. İ don’t fucking know that language at all, but İ translated it by using several online dictionaries to check the meaning of each of the words. Later İ put them together to build the general context. That’s the way you translate languages you don’t know.]

***

Size – One category above humans.

Feats – floating.

Maneuvers:

*Appendage (works as a tentacle) – Melee bludgeoning. Also automatically grapples the target in a critical success. See “Grapple”.

*Grapple – Wrap your appendage around the target, that must have a human size or smaller. In order to try this maneuver you must get a critical success in an “appendage” maneuver (in this case grappling is automatic) or a regular success in a “pincer” roll.

You can make the other maneuvers against the same target; you can even use the pincer/sting at the end of the same appendage used to grapple him to do the maneuvers of the same names against this target.

The GM could also allow the use this same pincer/sting to hit other targets, but keep in mind that its reach is very reduced due to the fact that the respective appendage is already being used to grapple a target, so the target needs to be very close to it.

*Constrict – He can constrict a grappled target, inflicting crushing. He can only constrict one target at time. Only armors constructed in a solid (non-malleable) way protect against this attack (for example, mail doesn’t protect against it).

*Pincer – Melee slashing or piercing. İf you hit you can also make a “Hold” roll.

*Hold – Holds your target w/ your pincer, and he must have a human size or smaller. You can try a “Grapple” maneuver against the same target later, by wrapping your target in the same appendage, so later you can have that pincer free, but see more details in “Grapple”.

Keep in mind that the reach of this “Hold” maneuver is longer than the “Grappling” maneuver, since you’re using the pincer, not the surface of the appendage. However, you can only constrict a target under the “Grappling” maneuver.

*Stinger – Melee piercing. Carries a poison that can also paralyze.

*Bite – Melee piercing. Also see “Swallow”.

*Swallow – İf the size of the bitten target is small (one category below humans), you can try a swallow maneuver. If the bite roll got a critical hit, you automatically swallow a target that qualiƒіes the requirements to be swallowed.

Cosmic Mythopoeia Robots

By Felipe Lohan Pinheiro da Silva

This is a descriptive system-agnostic standard for robots in cosmic mythopoeia RPGs.

☙Origin❧

The origin is up to the GM. Probably an alien civilization (Lovecraftian Mi-Go, the Great Race of Yith, etc). A human origin (be it from an ancient civilization or modern times) is also possible.

☙Brain types❧

All the the following brain types, can be interfaced w/ robotic bodies. As these kinds of brains are standardized (or have an standardized interface w/ the external world), the same brain can be connected to robotic bodies representing different races. For example, a Mi-Go-like robotic body, an Elder One-like one, a human-like one, etc.

*Artificial brain: The brain is an oblate spheroid of about 1400 cubic millimeters, weighting about 1.3kg, about the size of a human brain,  diameter of translucent crystalline matter.

*Brain cylinder: Featured in the work “The Whisperer In Darkness”, by Lovecraft. A natural brain (from whatever the race) is removed by a surgical procedure, and put into an hermetic-sealed metallic cylinder. Inside the cylinder, the brain is immersed into a preserving nutritive fluid that must be replaced from time to time.

Note: the GM must rule what robot bodies are compatible w/ artificial brains and what w/ brain cylinders, and if there are robot bodies compatible w/ both. He also must rule if there are some kind of “adapter” (to use one brain standard in a robotic body of the other standard).

☙Limbs & Sensors❧

Each limb and sensory organ has all the internal embedded sensors and motors/engines necessary to work properly, and a cable to transmit signals to a central node; this central node is connected to the brain; all cables use a FTL (Faster Than Light) technology. The interface of the cable of the central node w/ the brain is made via adhesive electrodes.

☙Learning❧

As the robot is turned on in a body for the first time, he learns how to move in his new body and learns his first language in an astounding rate.

If he moves to a body representing a different race, he needs to learn how to move in the new body. The GM should keep a register of what bodies he had learned to to use; he could rule that the first body standard could be “free” (in terms of character/experience points).

☙Healing❧

Normal robots only can be healed from damage by being fixed.

But the GM can rule that these robots uses a technology of “self-healing” materials, that heals any damage that doesn’t incur in an amputation/removal/destruction of a member.

If the GM rule that Their pieces uses a “liquid metal/nanobots” technology, they can heal even amputations.

The GM could also determine that they can only be healed by being immersed in a special healing vat, or by drinking a special kind of “potion”; in both cases, it’s actually a liquid containing nanobots.

☙F[ood/uel]❧

It could use nuclear atomic/radioactive material, a common electric battery (it could have a photoelectric skin to gather electric energy from the sun), normal food for humans, or liquid fuel, or some kind of exotic/super-science fuel/cell.

☙Reverse engineering❧

The GM should keep in mind that some human groups (independent or affiliated to cults or governments) may want to capture some specimens of robot to reverse engineer its technology.

About Crossbows And Guns In RPG Campains

 By Felipe Lohan Pinheiro da Silva

The words “crossbow” and “gun” became a taboo to many fantasy/RPG writers. Let’s clarify the things:

1 – The notion that “the crossbow is the coward’s weapons”, just because an untrained person (or someone who trained for a short time) could kill an armored warrior trained by years, don’t sustain itself. That claim is ridiculous: it’s not a coward’s weapon, but a reminder to these armored warriors to think twice before attacking other people. The crossbows/guns just gives to people that hadn’t trained for years and people with weak body types (or even disabilities) the possibility of self-defense. The only cowardice is trying to forbid the possession of the crossbows/guns, leaving people helpless.

¿ Guess why fantasy writers and RPG players/GMs are against it? Answer: because when such things happen, people in shining armors don’t have the monopoly of ƒіghting the villains and entering in the dungeon anymore...

“A well regulated Militia, being necessary to the security of a free State, the right of the people to keep and bear Arms, shall not be infringed.” (USA Constitution – 2nd Amendment – www.senate.gov/civics/constitution_item/constitution.htm

2 – The notion that the crossbow/guns were the sole responsibles for the ended of the age of knights isn’t true, since pikemen formations also played a role on it. Crossbows/guns and armors were used side-by-side w/ armors for centuries.

3 – Crossbows and guns (at least the primitive and the not-so-primitive models) were used side-by-side with bows for centuries around the world. The replacement of bows by crossbows and later of crossbows by guns happened as a gradual process. İt wasn’t something that happened in a single day.

4 – Using hollow excuses to hinder the implementation of crossbows/guns the setting of your setting will only damage the suspension of belief. Deal with that. İf your setting have space exploration technology, but the main weapons used in wars are still bows, too bad to you.

Fans keep using hollow excuses of why their favorite setting doesn’t include guns. Often is a “technical” excuse (the diƒƒіculties of drilling the barrel one of the favorites, specially by Tolkien’s fans). These excuses just don’t explain how the guns can exist in our world, or why no one tried to make primitive prototypes of guns in countless centuries. İn some parts of the world handmade cannons were made even using bamboo barrels. Furthermore, blacksmiths and people from steel industry (or even bronze industry) in fantasy settings (those working for Saruman and Sauron in the Tolkien’s case) surely could create prototypes of barrels for cannons/handguns (even if it’s not an easy thing initially), and improve these prototypes over the time. Again, deal w/ that.

That all said, embrace your guns & crossbows.

Celebrity Class

 By Felipe Lohan Pinheiro da Silva

Note for purposes of calculations, treat 0th-level characters as 1st-level characters.

•Celebrity İncome: You get a monthly income equivalent to a mid-upper class citizen multiplied by your level in this class, as long as you spend the month working in appropriate conditions (photographic essays, advertising/publicity campaigns, shows/concerts, attending birthday/holiday/commemorative parties for a fee, managing intellectual property/image rights, etc); this can’t be done if your adventures keep your working schedule busy (the gold rewards of your adventures are your compensation; well, sorta…).

•Hospitality of the Fans: İf you need hospitality (for example, a place to sleep, someone to make small inexpensive and non-dangerous tasks), you can get it w/ your fans. You inform to the GM that you want to use this ability and he makes a d20 roll in secret against a DC (Diƒƒіculty Class) 20 and add your level in this class to the roll. The GM can apply a bonus or penalty (or advantage or disadvantage dice in systems that use it) based on how particularly known/popular or unknown/unpopular you are in that speciƒіc area. Optionally, the GM can rule that a 20 is always a success (getting particularly good conditions) and a 01 is always a fail (problems w/ obsessive fans, gangs of kidnappers, road bandits, etc; it could be an adventure or sub-plot hook); in short, this is analogous to a fumble/critical fail – critical success mechanics. Make a charge consumption check each time, and further rolls in the same day after a fail are at the GM discretion.

•All-Star Party: The party gets a bonus (or advantage die in systems that use it) in morale checks equal to the highest level in this class among the members.

•Favorite Of The Crowd: Make a charge consumption check. You get a bonus equal to your level when a sizable crowd is in your favor (when the crowd is watching you ƒіghting in a street/avenue, arenas/coliseums, etc.); the crowd must be physically present. The bonus can be in attack rolls, AC (armor class), your own save/resistance rolls and increasing the DC (Diƒƒіculty Class) to adversaries to resist your abilities; likewise, it can be used as a penalty to adversary abilities where you are the target; advantage or disadvantage dice could be used in gaming systems that use it. İt works in the following situations:

*Physical (like combat or sports), supernatural abilities and disarm trap devices (except the ones that need to deal w/ a technology that you doesn’t understand at all).

*Non-hostile social interactions w/ fans (can’t be used for unreasonable interactions); this one doesn’t need to make a charge consumption check.

*Hostile social interactions w/ adversaries, like intimidation (this one CAN’T be used under the Favorite Of The Cosmos ability if used away from the fans).

•Favorite Of The Cosmos: İsn’t w/out a reason that you’re a celebrity. You can use some of the other abilities of the class ability when your fans aren’t watching it, but at either a doubled cost or a halved eƒƒіciency.

•Fight alongside the crowd: İf your fans are ƒіghting in your party, you can make a charge consumption check in their behalf so they can use the Favorite Of The Crowd ability. You must be present when at the activation of the ability; it uses your level in this class to calculate the bonuses.

•Substitution Roll – Charisma: See the entry in the «RPG Shared Libraries» section. Remember that X is halved BEFORE applying the equations, under the terms of the “Favorite of the Cosmos” ability.

•Celebrity Protection: You can replace all bonuses in your CA (armors, shield/bucklers, supernatural artifacts, dexterity bonus, etc.) for a single bonus to the CA equal to (3X-30)/4, where X is equal to your level in this class or your Charisma. İn direct bonuses systems, it’s 3/2 of your attribute bonus (can’t be negative).

Keep in mind that this bonus is halved in the situations under the rules of the “Favorite of the Cosmos” (if you’re away from the crowd), becoming (3x-30)/8, or 3/4 of your Charisma bonus in direct bonuses systems (still minimum of zero).

•Substitution Attribute – Charisma: You can use your Charisma or your level in this class instead of other [attribute/ability score]s in the same situations listed in the Favorite Of The Crowd ability. Under the rules of the “Favorite of the Cosmos” (if you’re away from the crowd) use 1/2, or (x-5)/2 in direct bonus systems (minimum zero).

İt’s capped at the double of the original attributes; if your gaming system uses only the bonuses directly, this limit is equal to (2X)+5, where “X” is the value of your attribute.

•Miscellaneous: Note: these may vary by systems variations.

Hit Die: See the «Standard Hit Die» entry in the «RPG Shared Libraries» section.

Attribute (ability score) improvements at 4, 8, 12, 16, and 19th levels (except if your system uses standard attribute increase for all classes).

Primary Attribute: Charisma (CHA).

Saves: Proƒіcient (“Good”/“Strong”) in Charisma saves, that’s (2 + level / 2). For the non proƒіcient saves is level / 3. For example, a level 06 character in this class have +5 at Charisma saves and +2 on other.

Weapon & armor proƒіciency: only simple weapons, no armor proƒіciency.

Class Skills: Acrobatics/Tumble, Athletics/Swim, Persuasion/Diplomacy, Performance, Deception/Bluff, Profession, Craft.

Base Attack Bonus (BAB): half of the level for the ƒіrst attack. This value -5 for the second one, -10 for the third, and so on; you only get a given attack, except for the ƒіrst one, if its BAB is at least +1. For example, a level 01 character in this class have only one attack at +0, and level 32 one have 4 attacks at +16/+11/+06/+01.

Feats: equal to levels / 4 (gain feats at 04th, 08th, 12th, 16th, etc. levels), except if your system uses a standard rule for getting new feats for all classes.

Biomancer Base Class

 By Felipe Lohan Pinheiro da Silva

This is a base class for the biomancer, a spellcaster that deals w/ biological matters.

☙Miscellaneous❧

Hit Die: [Standard Hit Die]+2 (see the «Standard Hit Die» entry in the «RPG Shared Libraries» section.) (for example, the human normal d8 becomes a d10, etc).

☙Core Abilities❧

•Scavenger: See the entry in the «RPG Shared Libraries» section.

•Enhanced Inner Biology: your internal organs are enhanced. You have advantage in checks about alcohol consumption, [poiso/toxi]n inoculation, and Constitution checks pertaining to your health in general. Also, you have advantage in checks of holding breath.

☙Free Optional Abilities❧

•Asymptomatic Vector: Requires the «Pathogen Immunity:» purchasable ability. You carry inside your body the pathogens of the most common diseases in your setting. Albeit they doesn't affect you, you transmit them normally through the usual means, unless you purchase the «Selective Vector» ability of thes list of purchasable abilities.

☙Purchasable Abilities❧

You begin w/ one of these at level 1 (or 0, if your system admits 0th-level characters to took a class). You may purchase the others later.

***

•Pathogen Immunity: You're immune to diseases caused by pathogens.

•Selective Vector: Requires the «Asymptomatic Vector» free optional ability. You can suppress the pathogens inside your body, in order to avoid to infect people w/ them by the usual means.

•Controllable Pheromones: You can control special pheromones glands in your body, that may cause feelings in the targets in a social encounter, such as social attraction, sexual attraction, [anger/hate], etc.

•Spitting venon: You developed snake-like fangs that let you inoculate venom into your victims through your bite. You can also spit a jet of venom in your target. For the sake of the simplicity, the spit have a range of one [hexagon/square] for each each 3 points of STR (in base 100 systems, 15 points; for direct bonus systems, convert to a base 10 to discover the range). Consider it equivalent as the snake's venom in terms of game mechanics, but different in nature.

•Arcane Hardened Skin: See the entry in the «RPG Shared Libraries» section.

•Engulƒіng Armor: Your body engulfs the body of your ally. You become his armor. Now, you count as a his [cargo/encumbrance]. Check the rules of your gaming system about damage that can trespass the target's body. The opponent needs only half of this damage to trespass you and inflict damage in your ally. Using this ability supposes that you're wearing little to no clothes at all, and aren't carrying anything. Any bonuses and beneƒіts from abilities like «Arcane Hardened Skin», «Color-changing Skin», etc, applies normally. You can only «engulf» an ally of your size or smaller; you provide only partial cover to bigger allies.

•Color-changing Skin: Your skin change colors like a c[hameleon/ephalopod], to mimic the surrounding environment. In situations where you're wearing little to no clothes at all, you receive a bonus in stealth and hiding; less the clothes, greater the bonus.

•Extensible tongue: You have a flexible extensible tongue, like one of a [giraffe/frog/chameleon/anteater/hummingbird]. It has a range of one [hexagon/square] for human-sized characters or smaller, and +1 [hexagon/square] of range for each category above. It have effectively 1/10 of the body's strength. You can use it to hunt tiny prey, fetch some tiny objects to yourself, hit the eyes of your target to stun him, etc.

•Healing Factor: When you recover from [injurie/wound]s, it doesn't leave any scars. Also, anything, except for [amputation/removal of organ]s or a complete removal of a bone (see the «Bone Weapon» ability of this list), will be fully healed.

•Regeneration: See the entry in the «RPG Shared Libraries» section.

•Bone Weapon: See the entry in the «RPG Shared Libraries» section.

•Shape Bone Weapon: See the entry in the «RPG Shared Libraries» section.

•Night-Vision Eyes: Your eyes become adapted to see well in low-light locations.

•Gills – Moving: You have a pair of gills, but they only work when you're swimming (just like the gills of some species of sharks).

•Gills – Static: Requires the «Gills – Moving» ability of this list as a prerequisite. Now your gills work also when you'ren't swimming.

•Bioluminescence – Regular: Your body glows in the dark.

•Bioluminescence – Controllable: Requires the «Bioluminescence – Regular» ability of this list as a prerequisite. You can control the light level of your bioluminescence, and switch it [on/off].

•Electric organ: An organ that produces electricity, like the electric eels. You can make a free attack that automatically hits all [hexagon/square]s around you when you're inside the water; otherwise, it hits the ones touching you (so you can make it part of a touch attack). The cooldown time is 1d20-[the highest between Level in this class or Constituion], minimum of 1 turn. You use your constitution score to make this attack. You can set it to produce electrical stun or to do damage. When set to stun, simply do a contest against the Constitution score of the adversary.

•Pressure Adaptation – Low: You can survive indeƒіnitely in locations w/ high altitude [and/or] low athmospheric pressure.

•High Pressure Adaptation – High: You can survive indeƒіnitely in locations w/ low altitude [and/or] high athmospheric pressure.

•Magnetic sense: You have a sense to detect the magnetism around you. You can also sense the direction of the magnetic ƒіeld around the world.

•Echolocation: You release a sound, and it goes back to you, just like a sonar.

•Fire breathing: You have the biological ability of ƒіre breathing. You store the gases of your digestion in a separate organ. When you breath it, a specialized organ generates an electric spark in a structure along the path of the gas, igniting the flame. It produces a ƒіre jet of 2 [hexagon/square]s of range. You can do this once by period of long rest, provided that you're eating food normally (to reƒіll the gas in the organ).

•Harsh Environment Adaptation: Your organism is adapted to survive for longer periods in harsh environment (locations w/ snow, deserts, etc.).

•Hibernation: You can enter in a hibernation state (even when [wounded/hurt]) to survive longer periods w/out food or water, or breathing a reduced amount of air.

•Eyestalk Projection: You can project your eyes outwards w/ eyestalks, effectively having a 360° vision.

•Poison storage: Your body have a storage for poison. Any monster that devour your by chewing you will suffer from a poison that start acting in 1d6 turns.

•Climb: The palm of your hands and the sole of your feet have molecular fasteners, that you can activate at will to use to climb surfaces.

•Secondary heart: You have a secondary heart, that will start working if the primary one fails. It's better to ƒіx your primary heart before the secondary one also stops working...

Class: Deathdealer / Classe: Proƒіssional Da Morte

 [By/Por]: Felipe Lohan Pinheiro da Silva

This is a setting-agnostic conceptual [core/base] class.

→Essa é uma classe básica conceitual independente de cenário.

***

☙Descri[ption / ção]❧

You're member of the mysterious group known as Deathdealers. ¿ Would it be a guild, a cult, a criminal syndicate, a little bit of all of them, or none of them?

Torturer, executioner, [hitman / professional assassin], coroner, [undertaker/mortician], gravedigger, crematory worker, taxidermist, embalmer, grave robber (invading graves to steal valuable items), body snatcher (stealing corpses from their graves, in most times to sell them to doctors or medical schools, to use them to experiences or lessons). You were trained for years, in secret facilities belonging the group, in all these abilities, and some more.

→Você é membro dum misterioso grupo conhecido Deathdealers (Proƒіssionais Da Morte). ¿ Seria ele uma guilda, um culto, uma associação criminosa, ou um pouco de cada, ou nenhum deles?

Torturador, [verdug/carrasc]o, assassino proƒіssional, legista, agente funerário, coveiro, funcionário de crematório, taxidermista, embalsamador, ladrão de sepulturas (invadir sepulturas pra roubar itens valiosos), ladrão de corpos (roubar cadáveres de suas sepulturas, em muitos casos pra vendê-las pra doutores ou escolas de medicina, pra usá-las em experiências ou aulas). Você foi treinado por anos, em centros de treinamento secretos pertencentes ao grupo, em todas essas abilidades, e algumas mais.

☙Abili[ties / dades]❧

•First-aid

→Primeiros-socorros

•Tortur[e / a]

•Condu[ct / zir] execu[tion / çõe]s.

•crematory services

→Serviços de crematório

•Taxidermist[a]

•Embal[mer / samador]

•Grave robber

→Ladrão de sepulturas

•Body snatcher

→Ladrão de corpos

•Stealth & hiding

→Furtividade & esconder-se

•Climbing & [rappel/absei]ling

→Escalagem & rapel

•Lockpicking

→Forçar fechaduras

→Furtividade

•Poison-making

→Venefício (a arte de fabricar venenos)

•Diagnose of wounds or death

→Diagnose de ferimentos ou morte

•Funeral services

→Serviços funerários

•Grave digging

→Cavar covas

•Melee weapons: common one-handed weapons (knives, hatchets, short swords, machetes, bucklers, etc), garrote.

→Armas brancas: armas comuns de uma mão (facas, machadinhas, espadas curtas, machetes, broquéis, etc), garrote.

•Ranged weapons: bladed throwing weapons (knives, shurikens, etc.), throwing simple weights (like stones or grenades) blowpipe, crossbows, personal guns, bows.

→Armas de longo alcance: armas de arremesso com lâmina (facas de arremesso, shurikens, etc.), arremessar pesos simples (como pedras ou granadas), zarabatana, bestas, armas de fogo pessoais, arcos.

•Armor: Light armors only.

→Armaduras: Armaduras leves apenas.

•Vehicles: cars (obviously including hearses), coachs.

→Veículos: carros (obviamente incluindo carros funerários), coches.

☙Class Core Features / Características Básicas De Classe❧

•Scavenger: See the entry in the «RPG Shared Libraries» section.

→Carniceiro: Veja a entrada na seção «RPG Shared Libraries» («Bibliotecas compartilhadas de RPG»).

•[Supernatur/Magic]al Attack: Your attacks (both unarmed or w/ weapons) can be classiƒіed as [supernatur/magic]al.

→Ataque [Mágico/Sobrenatural]: Seus ataques (tanto armados quanto desarmados) poder ser classiƒіcados como [mágico/sobrenaturai]s.

•Affects insubstantial: Your attacks affects insubstantial beings (ghosts, etc.).

→Afeta insubstancial: Seus ataques afetam seres insubstanciais (fantasmas, etc.).

☙Mov[e/imentos]s❧

•Sneak Attack

→Ataque furtivo

•Turn monsters: You can turn monsters just like the clerics, but you don't need a holy symbol. Make an activation check and a charge consumption check.

→Afastar monstros: Você consegue afastar monstros como os clérigos o fazem, mas você não precisa dum símbolo sagrado. Faça um teste de ativação e um de consumo de carga.

•Temporary bodypart: You can transplant a fresh severed bodypart (recently severed from a living being or from a recently-dead corpse) into the target (eyeballs need to be completely replaced). The duration of the spell is of 1 (one) hour per level. Make an activation check and a charge consumption check.

→Parte do corpo temporária: Você pode transplantar uma parte do corpo decepada fresca (recentemente decepada dum ser vivo ou dum cadáver morto recentemente) no alvo (globos oculares precisam ser completamente substituídos). A duração da magia é de 1 (uma) hora por nível. Faça um teste de ativação e um de consumo de carga.

•Instantaneous decomposition: You instantly decomposes the soft tissue of a corpse, probably turning it into dust; only the hard tissues (bones, animal horns, turtle shells, etc.) remains. Doesn't works on living beings or non-destroyed undead. Make an activation check and a charge consumption check.

→Decomposição instantânea: Você instantâneamente decompõe o tecido mole dum cadáver, provavelmente tornando-a em pó; apenas o tecido duro (ossos, chifres de animal, cascos de tartaruga, etc.) permanecem. Não funciona em seres vivos ou mortos-vivos não destruídos. Faça um teste de ativação e um de consumo de carga.

•Separate flesh: You separate the soft tissue of a corpse from its hard tissue. Useful if you want craft something the w/ bones, or store the meat for future meals (as it works w/ human corpses, anthropophagy is theoretically possible; see the «Meat For Cannibals» note in the «RPG Shared Libraries» section). It works on food. Doesn't works on living beings or non-destroyed undead. Make an activation check and a charge consumption check.

→Separar carne: Você separa o tecido mole dum cadáver de seu tecido duro. Útil se você quer construir algo com os ossos, ou armazenar a carne pra futuras refeições (como funciona com cadáveres humanos, antropofagia é teoricamente possível; veja a nota «Carne Pra Canibais» na seção «RPG Shared Libraries» – Bibliotecas Compartilhadas de RPG). Funciona em alimentos. Não funciona em seres vivos ou mortos-vivos não destruídos. Faça um teste de ativação e um de consumo de carga.

•Stop decay: A corpse stops decaying. The duration of the spell is of 1 (one) hour per level. It works on food. Make an activation check and a charge consumption check.

→Parar decomposição: Um cadáver pára de decompor-se. A duração da magia é de 1 (uma) hora por nível. Funciona em alimentos. Faça um teste de ativação e um de consumo de carga.

About Dice Probability

 By Felipe Lohan Pinheiro da Silva

RPGs with a mechanic of rolling 1D20 have advantages over those that roll 3D6 (actually linear probability vs bell curve), like:

*İt’s easier to check the results of 1D20 than 3D6: it’s only one dice, instead of calculating the ƒіnal number of three.

*A more balanced game: D20 uses a linear probability, instead of using a bell curve. This means that, in a system that uses a D20, a player with a weak character have more chances of accepting a challenge because he still have a small, but sizeable, probability (5%) to win. Likewise, a player with a strong character will avoid to take risks because he know that there this probability to lose. İn other words: it encourages bravery on weak and caution on strong.

Base Class: Combat Doctor

By Felipe Lohan Pinheiro da Silva

This is an concept of a core class that will be the party’s «ƒіrst-aid kit», but w/out divine healing spells.

☙Abilities❧

•You're at least a general practioner, having all the skills of one.

•In magical settings, have the same spell progression of the cleric [and/or] the paladin solely for purpose of using healing spells. However, his spells are classiƒіed as arcane.

•You're proƒіcient in using the medical alchemical substances made by alchemists (healing potions, etc.).

•You're proƒіcient in using surgical tools (scissors, scalpels, etc.) as weapons; you're also proƒіcient w/ powered surgical saws, if you live in a relatively «modern» technological setting. You're also proƒіcient w/ [personal/service] guns (pistols, [rifl/carbin]e, shotguns, etc; this also include crossbows).

•You're proƒіcient in wearing coats up to trenchcoat-length, protective suits (aprons, medical gowns, protective suits against nuclear and biological and chemical hazards, hazmat suits, etc.), and light ballistic [suit/vest/body armor]s.

•At the GM's discretion, depending on the setting (specially in the horror ones), you may have (or acquire during the campaign) some knowledge about «weird science», specially if this is plot-relevant.

☙Moves❧

•Anatomy Attack: You spend one turn studying the anatomy of your target. If you attack him after this time, you can make an attack that's subject of the same rules of the [Rogue/Thief/Assassin]'s Sneak Attack.

•A Butcher For The Cannibals: You use your medical skill as a butcher, to separate the edible parts of a corpse. See the «Meat For Cannibals» note in the «RPG Shared Libraries» section. Depending on your needs and the tools you used to do it, you can use the other materials from the corpse (bones, body fat, etc.) as well; for example, you could use fat to make soap, etc.

Hit Die As A Feat

 ⭑A simpler approach to the hit die issue⭑

By Felipe Lohan Pinheiro da Silva

Here, “Hit die” will be called “HD”. See the «Standard Hit Die» entry in the «RPG Shared Libraries» section.

Each “Enlargement” of +1 costs a feat. To calculate the hit points w/out having to roll the dice, do:

(HD+1)*[Total Level]/2.

For example, you enlarged your HD via feat to a point that it reached a D10, and you have 1 level in 2 classes:

(10+1)*(1+1)/2=11

This equation also serves to do the conversion from the “traditional” systems.

The Defіnition Of The Magic And Arcane Healing

 By Felipe Lohan Pinheiro da Silva

Magic is the key to open the source code of the cosmos. İt produces a random result inside a given range of possible ones, as the multiverse is the greatest True Random Number Generator (TRNG) ever.

Many RPG systems derived from or inspired in Dungeons & Dragons/D20/OGL/Retroclone/Old School divides supernatural powers between psionics and arcane and divine magic. Simply put, it’s a “D&Dism”. Let me introduce a new concept here: that all magic is arcane and psionic is also magic. Yes, it’s hard to deconstruct a sacred cow (“sacred cow”, “divine magic”, you got the pun), but open your mind.

İf you think twice, it’s not absurd. For example, Pathƒіnder and the later editions of Dungeons & Dragons use the base class of the Warlock, who have a pact w/ such beings, and they’re distinct from the cleric class. İn DCCRPG (Dungeon Crawl Classics) the wizards can make a pact w/ Supernatural Patrons. Keep in mind that this would have implications in your setting: if the aforementioned supernatural patrons can create the source code of healing spells to later give such spells to their followers/clerics/paladins, so a wizard could also create it in an independent way, in a process of convergent technological evolution. For the sake of comparison, two programmers writing two programs w/ different source codes to execute the same Algorithm; the human “programmer” (mage) simply have the less powerful “hardware” (magical raw capacity).

¿ So why arcane casters can’t cast healing spells, besides game balance? İn the “Creating a Spell” section in the chapter 09 – “Dungeon Master’s Workshop” of the Dungeons & Dragons 5th edition – Dungeon Mater Guide (DMG), is written:

“Wizards and sorcerers don’t typically have access to healing spells, for example, and adding a healing spell to the wizard class list would step on the cleric’s turf.”

¡ My fucking ass! Looks a fucking niche protection. ¿ How many times you heard that the clerics are the “party’s bandage”? Look, Wizards aren’t morons. So some of them could have good knowledge in physiology, anatomy, and general biology, so they would make a magical research to create healing spells. Or made they could make such research together w/ doctors/surgeons/biologists/naturalists/whatever, if they didn’t have that knowledge themselves (basically an interdisciplinary research team).

People tell some blah blah blah that only gods can create life. But that argument simply doesn’t work for most of the healing spells, since you’re not creating life out of nowhere, just making tissue regrow in an already living body, and sometimes only sealing an open wound, or coagulating a hemorrhage, or reattaching a broken body structure (like broken bones), or even just healing a plain haematoma.

Also, in some game systems, necromancy, a magical school that deals w/ life and death, is an arcane magical school. ¿ So why healing can’t be?

Also, the concept that only gods can create life can’t cope w/ a realistic rational and scientiƒіc conception/worldview, as the news published in the scientiƒіc media are showing that the scientists are everyday closer to use purely synthetic methods to successfully create DNA and life forms, so you can expect for it the far future.

İf you want some restrictions to the healing magic in your setting, just make it expensive for some reason: it’s harder to learn or needs specialized personnel (it’s easier to doctors and/or nurses to use healing magic), uses expensive alchemical components, etc. So a peasant that lose a leg will never have the money to make it grow back, but an adventurer, noble or wealthy merchant have. So it’s cheaper to use protective gear (both in battle and industry) than contracting a mage to make a limb grow back or make a large scar disappear.

That said, wizards can also develop the power of creating life. And they’re not “playing god”, they’re just making fucking magical science. So, open the divine spells to other classes (Supposing that you’re running a game w/ the obsolete concept of classes. – “To deƒіne is to limit.” – The Picture of Dorian Gray – Chapter 17/XVİİ – By Oscar Wilde).