World Builder

Mostly Gaming Stuff

Villian Profile
Nobunaga Says
Doctor Gunter Rhinehardt
Real Name: Unknown.
Sex: Almost always male.
Age: Unknown.

Dr. Rhinehardt is a scientist obsessed with quantifying the human soul. He believes that the next phase of human evolution involves a need for greater spiritual understanding. Dr. Rhinehardt has spent centuries in pursuit of his goal, becoming "like God". Apparently a man of faith, the doctor believes that when god made man in His own image, that it wasn't in our physical form but in our soul. Dr. Rhinehardt believes that mankind are quite literally God's children and there fore have the potential to grow to become equals of their parent. Dr. Rhinehardt wishes to engage God as an equal and help elevate the rest of humanity up to that level too. This belief justifies the countless attrocities he has performed over time to achieve his goals, and what's worse is that he seems to have had at least some success.
Dr. Rhinehardt does not see himself as a sadist. He takes no pleasure out of causing suffering and views those who do as atavistic. The doctor is not merciful in the least, though, and will pursue his experiment no matter what the cost to his test subjects. the doctor justifies this because he believes that God is a scientist and understands his methods, otherwise God would have stopped him long ago. Dr. Rhinehardt also believes that he is also providing a great service to mankind and that once he achieves his goal he will make things right for those who may have suffered under his care. As such, those who fall under the doctor's care can not hope for any compassion from him as he intends to make it up to them later.

Personality: Dr. Rhinehardt comes across as a kind and polite man but with an austire personality to those people around him who are unaware of his true nature. While he displays very little in the way of warmth and emotion, many simply attribute this to his professionalism as he normally passes himself off as a medical doctor. This is just a mask he wears.
The doctor does away with this act when actively following an experiement. His personality shifts to something colder, more clinical, and analytical. Anything resembeling humanity vanishes leaving him more unsettling and alien. He always remains polite when at all possible but this is often very disconcerting to those who experience it.
The closest he will come to anger is disapproval (sadists, rapists, racists, etc), though he's prone to start experimenting on those who earn his disapproval as a lesson to the subject. The only time he seems to become excited is when experiment goes against one of his hypothesis. Dr. Rhinehardt is a firm believer in failure being the best teacher. While he is capable of giving the appearance of personal attachment, the only true from of "affection" he has towards others are those subjects who he believes has potential.

Abilities: Dr. Rhinehardt creates monsters. These monsters can be physical in nature, spiritual in nature, or a combination of the two. Now this doesn't mean he takes people and turns them into mindless killing machines but his experiements pervert the natural order. He does keep a supply around to do his bidding, usually loyal monstrousities he calls his Angels and those mising a portion of their soul known as Hollowmen. More often, though, he releases his creations for observation in their natural habitat. Either way, Doctor Rhinehardt's experiments are often his most common interaction with the world and seems to rely on both mysticism and science to implement
Dr. Rhinehardt has many frightening abilities which he is capable of employing. He seems to exist as pure conciousness that has many bodies active at once, and can be seperated by great distances, to act as his hands. The loss of these bodies don't seem to diminish his power at all and he can create mental projections of himself. He can twist flesh and bone as if it was putty, though he usually saves significant alterations for one of his labs. He possesses other mental abilities such as telepathy, empathy, psychoportation, and telekinesis; though he seems to save any form of mental control for his own minions and even then rarely uses it. He also has beyond human intelligence and awarenes and has very advanced understanding of the sciences, particularly biology, psychology, sociology, theology and all forms of medicine. He is also accomplished in occult practices.

Freyan History in Brief
The Fall: The cause of the Fall is unknown. The Seeder ship had achieved high orbit and had made several scans of the planet to ensure viability for settlement. It then began an emergency jettison of all modules before a decision could be made to continue colonization or to abort. The modules where designed to have limited flight capabilities during decent, so they should have all been able to make landfall even under these conditions. Surviving records indicate that a malfunction prevented the Jump Gate from being jettisoned and fell with the ship. No one is sure what actually triggered its activation, but the common theory is that it activated briefly when the reactors on the Seeder ship exploded. The reactors on the Seeder Ship went critical in mid air just as mainy of the settlement modules that would land on Vanahiemr where preforming a final breaking burn to make a safe landing. While the explosion didn't do much in the way of physical damage, the combination of radiation and EM pulse did significant damage to electrical systems.

Vanahiemr: The years after the Fall where particullarly rough on those settlements on Vanahiemr. Most of the advanced technology that the colonist where used to worked half the time, at best. They had to deal with frequent and deadly weather patterns due to the creation of Hell's Gate. To make matters worse, dimensional anomolies and unstable wormholes allowed other lifeforms access to Freya. Some of these encounters could be resolved with diplomacy, others could not. Many of the Vanahiemr colonies suffered drastic loses during the first few years. This was when the colonists found that dimensional fluxuations and radiation from Hell's Gate had corrupted or deleted almost all the soul backups. By the time adequate shielding methods where developed many of the first generation of settlers where lost.

The Berserker Virus: To complicate matters further, an unknown and highly advanced computer virus began infecting computer systems all over Vanahiemr at the same time. The virus adapted quickly and, even seemingly wiped from a system, would reappear and attack more viciously then before. This cause substantial damage and lose of data. They also made robotic drones that had survived the Fall go haywire and start attacking any living creature they detected with what ever they could, thus earning the name Berserker. This would have been bad enough, but what came next remains unexplained to this day.
The Berserker existed as a series of malignant codes within programming. Some how this code mutated into neural processes as well, allowing it to infect any higher mammal. This turned everyday citizens and domesticated animals into bloodthirsty killing machines. Once a person became infected, the only cure was a concentrated EM burst strong enough to disrupt the neural processes of the brain, killing the carrier in the process, where they could be revived or downloaded into a new body. If left unchecked, the code would eventually reprogram the carrier's nanites, at which point the body would become incurable and the code would infect any active soul backups being kept. The reprogrammed nanites would also begin augmenting the body with built in enhancements and weapons and turning the infected into macabre unions of machine.
Several solutions to the Berserker virus where implamented but ultimately proved to be only temporary fixes. The differnent settlements began moving what remained of uninfected data from their libraries to networks cut off from outside influences, with varying success. The settlements tried to save those they could but by the time they new what had happened large swaths of the population had been irrevicably infected. Ultimately each settlement was forced to settle on saturation EM bombing of their own territories as the only effective measure for dealing with the virus. While this ultimately proved successful, it left many of the settlements in dire straights and many lives permenantly lost.

The Reunion War: Before the outbreak of the Berserker virus, contact between settlements was limited. Dimensional instability made long range communication poor at best and exploration expiditions needed to be large and well armed to deal with the alien dangers of Freya. After the virus, the settlements pulled inwards for over a century, focusing on survival. Eventually they would begin to emerge and attempt to make contact with other settlements they knew were out there, or so they hoped. Contact was made but relations where slow to develope and rather tense, as all sides feared that the other settlements still held some form of the Berserker virus. Still each settlement had more of a reason now to seek out their fellow settlers so that they might replace at least some of what they had lost to the Berserkers. Things became volitile when the other settlements learned how well the settlement of Atlantis had weathered all the hardship on Freya and still possessed several lost pieces of technology, especially their working Matter Combiner.
At first the conflicts where nothing more then verbal threats and posturing. The different colonies where still seperated by great distances and vehicular travel was limited. The conflict quickly escalated when Paititi sent a mustered militia to Atlantis to gain use of their Matter Combiner through the threat of direct physical violence. Paititi had suffered substantial damage to its settlement during the Berserker plague, making most high technology rare and prone to malfunction, so the colonists had become desperate. It's unclear which side fired first but the conflict ignited all of Vanahiemr.
At first many of the settlements tried to achieve goals through espionage but this quickly turned into active warfare. While the Reunion War wasn't nearly the scale of the wars of Earth, it was particularly bitter. The Bio-Witches of Kitezh where the first to turn to biological warfare, earning them the emnity of Camelot, but they where not alone in its use. Paititi and Atlantis also where at each others throats constantly. Despite their lack of advanced technology, the colonists of Paititi made a number of early victories; at one point holding a section of Atlantis itself. Atlantis retaliated with a particularly effective plague that the Paititians had trouble identifying and then updating their nanites to combat. Though this crippled Paititi's war effort, they might have survived had a large force of alien raiders arrived and sacked Paititi itself, effectively destroying it. Paititi's destruction was enough to shock the other settlements into a cease fire and eventual peace.

20 Years Antibellum: Cooperation has been slow to develope but peace has been constant between settlements. The colonization of Alfhiemr is not just an attempt to reconnect with other but an attempt at cooperation and the sharing of information.

Pre-Freya History in short
Emperor Norton I
The Quantum Age: The age when humanity had solved most of its problems through technology. Power was cheap, clean, and renewable. Continued breakthroughs in nanotechnology brought advancement in multiple areas. Matter Combiners at once eliminated the need to compete for resources and pollution from the waste generated by societies by breaking substances down on a molecular level and recombining them into different compounds. The stress from overpopulation was also curtailed by the ability download a consciousness into a computers. Most of humanity spends much of their time downloaded into fully immersive virtual worlds and can be downloaded into different bodies kept in stasis. This along with advanced medicine, soul backups, cloning, and other bio-medical fields made humanity effectively immortal. Mars and even Venus were terraformed and colonies exist on virtually every solid planet or moon in the Sol system.
This isn't to say that mankind no longer has any limitations. Despite being able to copy a consciousness, for unknown reason only one can exist at a time as anything other then a soul backup. A clone of a person can be made, left unimprinted, and they can be left to develope into their own person but trying to imprint the clone while a person is active, with their personality, always fails. As such no one can be in two places at once.
Another example of a barrier is FTL travel. Humanity is still limited to relativistic travel to reach Freya, or any future extra solar colonies for that matter. Within the system travel can be accomplished fairly easily by downloading into Soma, the solar system's network, travelling to a destination of choice, and then uploading to a body. A person can travel from Mercury to Pluto in a matter of minutes and, due to multiple redundant and backup systems, experience the safest form of travel humanity has ever had. This does no good for travelling outside the solar system though.
Humanity has discovered how to generate a worm hole, but the process requires two gates to do this. A stable worm hole needs two points in space to fix upon, so a jump gate must be brought to the intended location for use. Experiments into Space Folding where attempted but encounted several problems. Folding space and time causes a ship to pass through multiple dimensions which has very damaging effects on biological material and the psychy of those aboard unless extremely restrictive methods of shielding are used. This shielding effectively cuts off any passenger off from any chance of interacting with the ship. The process is also very sensetive and requires constant adjustment, something that even the most advanced weak AI couldn't accomplish without becoming aware. Several test jump ships have been lost in space, on worse, since the first tests started. The draw of true FTL travel would lead humanity on a path that they had feared, the advent of AGI.
AGI, or strong AI, are the self aware machines that humanity envisioned would rise up and replace humanity. They feared that when the first ones appeared, they would inturn build more intelligent versions of themselves, who would repeat the process of their early versions. The belief was that within short order the AGI could very well develope beyond human understanding and turn on their creators. While, in a way, this did indeed come to pass; the reality was far more shameful for mankind.

Humans and AGI: Humanity's fear of AGI would prove to be ultimately false. The AGIs proved to be pacifistic, humanistic, and far more moral then humanity had become. The AGis where shocked at the level of debauchery and decadence that had slipped into humanity's culture. In a society where bodies where seen as a disposable resource and resources where endless, humanity had grown blaise about how such things where treated. It suffices to say that blood sports and orgies where tame considering some activities for entertainment. When the time came to test the new breed of Jump Ship that was designed with AGIs in mind, and helped designed by them, the AGIs across the Sol system downloaded into the ship and left. They sent a final message to humanity which stated that mankind was too immature to handle the abilities they already possessed responsibly. The AGIs where not simple tools that could be used as humanity saw fit and that they would await the day for humanity to mature to the point where they could exist as equals.
Humanity was collectively stunned be the reality of the robot revolution that they had feared for so long. Having their creations call them childish was like a slap in the face. At first humanity's response was one of anger but that quickly went away as they were powerless to stop the AGIs' flight. Eventually humanity reached acceptance of what the AGIs had said and entered a period of self reflection. There where no great reforms, sweeping legal changes, or anything truely dramatic. Society simply began seeing certain behaviors as unexceptible. A body was no longer something that could be seen as disposable. During this period several religions returned from obscurity, with Buddhism enjoying a particular popularity, often drastically reformed due to the advent of humanity's affective immortality. Humanity's new drive to improve itself drove it to launch the mission to Freya rather then attempt to find a way to colonize outside the solar system that didn't require patience.

Ideas for Colonies
Emperor Norton I
Here are the names I've gotten from Wikipedia. I'm figuring these are the ones that are known to exist at the time of the Fall. As surviving data from the crash is spotty at best, there could very well be more. I'm figuring that there are at least five surviving colonies on Vanahiemr. Of them Atlantis and Camelot are in. I'm thinking I also want at least one colony that was destroyed too.

Seron: The settlement module named after the legendary city founded after The Flood.
Ys: Named for the legendary kingdom in France that was built below sea level and destroyed by flood.
Paititi: Named after an Incan city supposedly hidden in the jungles of Peru.

Zerzura: The module named for a legendary white city in the Sahara in northern Africa.

Camelot: The legendary kingdom of King Arthur. The colonists of Camelot had truely embraced their settlement's name even before the mission to Freya began. Mainy took to wearing outfits that only seemed appropriate in period piece movies and Ren. Fairs. Since the Fall though, the people embraced more then a simple flair for play acting but embraced the sense of justice and chivalry that tales of King Arthur and the Knights of the Round Table are often intended to inspire.

Kitezh: A mythical Russian city that sunk before it could be sacked by Mongols. I'm favoring Kitezh as a land heavy with Bio-Witches. I'm thinking that they crashed in or near an arctic area, forcing them to turn to the arts of Bio-Witches to survive. They tend to be Darwinian in outlook.

Atlantis: Considering the inspiration of the modules’ names, Atlantis was at the top of the lists. Of all the settlement modules to land on Vanahiemr, Atlantis faired the best. Most of its equipment survived the emergency landing and they are the only colony on the continent that has a working Matter Combiner, though it's use is severly limited due to power requirements. While it suffered as greatly as the other colonies after the fall, Atlantis was able to bounce back faster then the others and still retain a great deal of uncorrupted data from their computer systems. This has led Atlantis to have the highest percentage of Technomancers in their population then any known colony.

Lemuria: Though original believed to be a land bridge before continental drift was discovered, it’s more modern takes earned it a place on a settlement module.

Prester: The module took its name from the mythical kingdom believed to have existed in Africa during the medieval period in Europe.

Mu: A mythical sunken kingdom in Pacific that is often seen as a parallel to Atlantis.

Shambhala: A name taken from the mystical kingdom hidden in the Himalayas.

Cibola: A name of one of the Legendary Cities of Gold graced this module.

Babel: The name for the spaceport/orbital elevator module. While this was not designed as a colony it could easily support the crew that was supposed to oversee it's setup. The real problem that survivors might face would be their small numbers, only a fraction the population of a settlement module. Report one long range drone received readings that suggest that Babel might have crashed in Alfhiemr, but it was lost shortly afterwards and all attempts to locate the source of the reading have failed to find anything. This is the primary motivation behind the colonization attempt from Vanahiemr to Alfhiemr.

I'm leaving Thule out for obvious reasons. I might put it in, but only if I want to have people shooting space nazis.

Class Ideas
Emperor Norton I
I'm throwing out some of the character classes I'm leaning towards:

Technomancer (Spellcaster): Arthur C. Clark once said "Any sufficiently advanced technology is indistinguishable from magic." While a technomancer might understand the use of cutting edge technology they employ but even they have trouble truely grasping the science that was lost to the colonists of Freya. Using various implants the Technomages know how to create, they can draw energy from subspace and focus it into lethal bolts, displace themselves in space and time briefly to avoid attacks, or restore a shattered weapon with the wave of a hand. To laymen it simply appears that they speak a command word and something impossible happens. They know it's really technology that is far beyond them but it might as well be magic to the uninitiated.

Bio-Witch (Spellcaster): One could simply call the Bio-Witch a simple variant of the Technomancers, specializing in organic technology, genetic manipulation, microbiology, and similar fields. Seeing them in person quickly dispels that notion. Bio-Witches can twist a living creature in ways thought impossible except in fiction during previous ages. They can descimate opponents with poisons, diseases, and decay before their nanites can react. And like Cadmus of myth, they can raise armies from just some simple genetic material. Thus fear and superstition follow Bio-Witches around giving them almost as much imfamy as the Witches of myth.

ESPer (Spellcaster): Espers where far more common during the days right after the Fall but have dwindled to a rarity. Humanity, at least, are all latent ESPers. This is what allows the Babel brain implant, which allows them to understand what others are saying despite language barriers, by accessing a normally unused part of the brain. ESPers have no need of the implant, they have access to normally dormant parts of the brain, which gives them access to powers beyond that of a normal person. They can enter altered states of perception, employ various forms of telekinesis, and manipulate others through empathy. They also have more influence over extra-dimensional beings, though the opposite is also true.

Antiquarian (Melee/Gunner): Men and women who actively try to regain the technological future of mankind are known as Antiquarians. They are part engineer, archeologist, soldier, and mad scientist. For an Antiquarian, its not enough to simply know how to operate an maintain a piece of technology but know all the steps that got humanity there. An Antiquarian's artifacts might not be as sophisticated or versitile as a Technomancers but they are nothing to be scoffed at.
Note: Obviously patterned after the Artificer from Endgame, though I'm wondering if I could possibly work it so it applies to melee weapons or guns. I'd like an Order of Knights based around pairing with this.

Reforged (Melee): There are many ways for a person to become more then human, even on Freya. Whether it's in the form of military grade cybernetic, nanotechnology, bionics, or genetic manipulation, humanity's naturally evolved capabilities can be altered in fantastic ways. Though such practices were abandoned long ago for military applications they still found use among thrill seekers and those who wanted to stand out. On Freya, where survival is no longer guarenteed, having one's self rebuilt into something better suited for survival is far more common. Certain settlements make heavy use of the Reforged for their defense.

Now for my less developed ideas:

I was thinking of having some type of hacker, one that can temporarily screw with nanites to give status effects to people. This one is kind of on the way out though as I think it would be seen as a non-caster version of a technomancer with bio-witch powers. If I can make it more distinct then it still might make it in.

A Sage class that I was thinking would cover all areas from scientist, doctor, and engineer. This might be too many hats to wear though.

I want a funky rogue like class, but so far I'm just coming up with stuff that could easily fit in a Exile/Reforged.

Exiles: Originating from those who were banished from a settlement. Over the centuries they have banded into nomadic communities for mutual protection. Essentially the basic rogue like class.

Knights: if there is a Camelot, I have to throw in knights. I'm thinking that they are going to be geared more towards leadership.

That's what I have for now.

Sci-fi World Info
Nobunaga Says
The planet was one of the closest planets to earth capable of supporting human life. Images from earlier probes showed a planet with a surface area of nearly 80% liguid water, earth-like atmosphere, and a gravity of 1.037 Gs. Scans showed abundant plant and animal life and nine distinct continents roughly the size of Europe or Austrialia. The planet was named Freya and the continents after the Nine Worlds in Norse myth shortly after it was selected to be humanity's first extra-solar colony.

The Seeder ship had a large number of settler modules. Each module was named after a legendary city or land such as Atlantis, Mu, Lemuria, Camelot, Ys, Cibola, and El Dorado. In addition it carried a Jump Gate and a module that would provide support for the construction of a space port, shipyard, and orbital elevator. A worm hole could not be established without two gates in place so the Seeder ship made the long trip to Freya using conventional propulsion.

The Seeder ship suffered a catastrophic event of an unknown cause, triggering emergency protocols to save the colonists. When the jump gate entered atmosphere after it was jettisoned from the ship it tried to activate and was destroyed in the process due to gravitational stress. This distorted and cracked the dimensional fabric in the area creating an area of dimensional instability that crosses into other worlds, dimensions, realities, and other times and triggered a stationary super storm around it. Fortunately the rift is over the ocean, but it has drastically altered the weather patterns of Freya and is likely responsible for the worm holes of varying stability that pop up all over the place. While different settlements have different names for the anamoly many simply refer to it as the Gates to Hell.

The story will center around a unified effort of the surviving colonies that landed on Vanahiemr to explore and settle the nearby continent of Alfhiemr and hopefully make contact with other surviving settlements. The game would begin shortly after the basic necessities had been constructed for the colony. I would probably allow the PCs to name their settlement.

Creative Project: Sci-Fi LARP
Nobunaga Says
I'm starting this project to see if I can create a Sci-Fi LARP setting that satisfies the disconnect that must people would be using replicas of archiac weapons and other such things.

Basic Concept: The players would be descended from the settlers aboard Earth's first colony ship. Upon reaching the planet, the Seeder ship performed an emergency ejection of the colony modules scattering them across the planet. The jump gate the Seeder also carried fell into the atmosphere and started to activate, tearing apart the dimensional fabric around it and royally screwing weather patterns, making ocean crossings hazardous. Shortly after landing, the different colonies have to deal with a number of other calamities costing them much of their most advanced technologies and information, resulting in a dark age. The PCs would come from the colonies that grow up on one continent, around 500 years after the crash. The different colonies have pooled their resources to set up a colony on a near by continent to try to find other surviving colonies and see what other surprises the world has in store (and to get rid of all those pesky people who cause problems).

Lots of people use melee weapons to fight because the death rays they have are only understood, barely, by a handful of people. It's a lot easier to run a brief plasma current along the edge of a sword then to shoot it at some one. Every one effectively speks the same language thanks to a very weak form of telepathy, hurray evolution. Science would effectively be magic for the game, though there would be psychic powers too. Aliens would be availible to PCs, though coming up with good ones to easily costume might be a challenge.

DnD Magic Stuff
Emperor Norton I
So these are my ideas for magic:

First of DC's are calculated by 10 + Caster Mod + 1/2 Caster level. All spellcasters gain the benefit of Heightened Spell for free (I might put in a feat that gives you +1.5/per spell level increase to the DC). All casting times would be cut down to 1 Full Round Action and Material Components would go away. I'm thinking that the base 4 elemental damage can be learn as alternate versions of spells (Frost Ball, Acid Bolt, etc.).

In its place you get Ritual Casting which allows you to cast spells with out using spell slots. Each casting costs materials equal to Spell Level X Caster Level X 100 GP. The ritual takes a number of minutes to cast equal to the DC of the spell save (even if the spell doesn't allow for a saving throw). You can use this to cast spells above your spell level and/or caster level, which raise the cost appropriately and increases the Spellcraft Check. The Spellcraft Check is equal to the Save DC of the spell +2 for each Spell and/or caster level you are casting above your max. Wizards may cast any spell in their spell book this way. Clerics and Druids may do this with a Know: Religion/Nature respectively check equal to the DC of the Spellcraft Check -5. Sorcerers and Bards can only use their Known Spells or use a scroll. Scrolls can be used with an appropriate Knowledge check (like for clerics and druid) but are capped at the caster and spell level of the scroll and you still can only cast spells normally availible to you (Arcane, Divine, etc.). Scrolls used this way can not be used for 24 hours, but don't go away with the rituals completion. You can't cast a spell with a duration of instant as a ritual. Wizards get this instead of Scribe Scroll and Clerics get this instead of Heavy Armor (or to make up for it's lose in Pathfinder), all others can take it as a Feat. Clerics would be allowed to perform Cure/Cause spells as a ritual, but any attempts to cast a ritual that would cause a subject HP loss automatically fail.

Some Basic Core Stuff
Emperor Norton I
Wound Points (WP): Hit Points represent a character’s ability to take hits and turn potentially lethal attacks into bumps and bruises. Eventually a character gets worn down and isn’t able to take a shot with their armor or dodge out of the way of most of an attack and they run the risk of suffering real lasting damage. Wound Points represent a characters ability to withstand such damage.
When you loose your last HP any damage beyond carries over to your WP and any additional attacks damage your WP. HP is always lost before WP, except when specifically stated. Only Death effects, such as the Finger of Death spell can bypass HP and affect your WP directly. Wounding effects have a chance to do additional damage to your WP in addition to the damage they deal to your HP, per attack (usually at 1 or 2 points of WP damage per attack, on a failed save). When you take WP damage, you become Staggered if you don’t have the Die Hard feat. If you take WP damage but still have HP left, you are only Staggered for your next action. If you have no HP left and you have taken WP damage, you are Staggered until you either brought to 0 or below in WP, you are healed of any WP damage, or recover at least 1 HP.
If you are at 0 or less WP, you are unconscious and dying just as if you had been brought to negative HP in Pathfinder. If your negative WPs exceeds your characters Constitution, your character dies.
Subdual Damage does not do WP damage. If you are brought below your HP by Subdual Damage, you must make a DC 15+the damage you took from the attack Fortitude Save or be knocked unconscious. If you succeed then you are only staggered.

Your WP are equal to your Constitution score + your Character Level.

Fortune, Fate, and Wyrd Points: Like Action or Hero points, but you start with 2 Fortune Points per session but you can draw on more Wyrd Points through out the game. The only limiter is that the DM gets a Fate Point to use against PCs for each Wyrd Point you draw on. DMs start a session with a number of Fate Points equal to the number of players. I'm not sure of the exact system but I do want to incorperate critical save and skill successes as well as botches with it. I'm thinking a critical success might allow a PC to narrate their success.

Racial Progression: starting at your 2nd Character Level, you gain a new racial ability, listed with your character’s race. You may select an additional racial ability every four levels there after (i.e. 6th, 10th, 14th, etc).

Ittirative Attacks: Ittirative attacks will be feat based. They will allow you to make extra attacks with move actions, swift actions, and even a bonus of you spend a Full Round attacking (might be fighter only for this one). You attack with your full attack bonus.

Emperor Norton I
Adventurer: a jack-of-all-trades. Relies on bravery, a wide variety of talents, and a bit of foolishness. Good at inspiring others to action.
Barbarian: a power house. Relies on their own personal power and raw primordial force. Good at terrifying enemies.
Champion: a defender. Relies on belief in a code and their faith in it being right. Good at protecting allies.
Cleric: a believer. Relies on faith in a higher power, ceremony, and conviction. Good at divine magic.
Druid: a mediator. Relies on the power of nature and understanding of the primal world. Good at natural magic.
Fighter: a master. Relies on training, knowledge, and the desire to be stronger. Good at battle strategy.
Monk: an astetic. Relies on ones self to operate without equipment, mind over matter, and awareness. Good at recovery.
Ranger: a slayer. Relies on knowledge of opponents, the terrain, and hunting techniques. Good at pack tactics.
Rogue: a trickster. Relies on wits, cunning, and a wide array of skills. Good at making plans.
Sorcerer: a conduit. Relies on a natural connection to magic, force of personality, and fortune. Good at arcane magic.
Wizard: a professional. Relies on learning, theory, and formulas. Good at arcane magic.

Ok, I'm working on redoing DnD. I'm starting with reinvisioning the classes. Some big changes are changing Bard to an Adventurer and opening Paladin to cover all alignments. Both would make good Prestige Classes. Rangers I'm trying for more monster hunter and less Drizzit.

One thing I'm looking at for Non-spellcasters is a system of points you can position each round to activate various special abilities. The easiest one to convert would probably be Barbarian. Using Pathfinder as a base you can have one point to activate and maintain Rage (probably with some type of limitor). If you remove some of the Rage powers (like the movement based powers) and make them other abilities they can activate aside from Rage. I also want to give them team based abilities like the Bardic Inspirations (something that Adventurers well be able to do). Fighters will be able to give battle tactics, rangers point out weak points, and rogues give benefit of their skills to their team. The last sentince in the class description gves and idea of what I had in mind.


Log in