You can really tell what I’ve been reading lately hay? Here is a quick idea for Savage Worlds
Sniper
Requirement: Marksman, Veteran
When you take the aim action, gain an additional +2 bonus to shooting and to damage.
Thoughts?
You can really tell what I’ve been reading lately hay? Here is a quick idea for Savage Worlds
Sniper
Requirement: Marksman, Veteran
When you take the aim action, gain an additional +2 bonus to shooting and to damage.
Thoughts?
I love The Shadow over Innsmouth, so let’s have some of those men and women join the call without knowing it!
The Look (Minor or Major)
You have family that came from someplace that was “off”. The other men and women fighting gave you a wide birth when you joined up or were called. They would fight alongside you, but you’ve always been “off” yourself. this wouldn’t be bad, but you’ve felt the call of something else for a long time, and it’s getting worse.
At a minor level, The Look Hindrance means your character gains 1.5 times as much Dementia, rounded down, and adds +2 to each Horror and Terror effect rolled. In addition you gain a +1 to swim checks. At a major level, your character gains 2 times as much dementia and adds +4 to each Horror and Terror effect rolled. IN addition you gain a +2 to swim checks. If your sanity die is ever reduced to 0, you change into fish monster and turn on your party as you finally succumb to the call you’ve always experienced.
Thoughts?
Gearing up for Savage World’s Achtung Cthulhu! Here is an idea…
Fear Not the Shadows
Requirements: Novice, Spirit d6+
Your men do not break! Your men do the breaking!
All allies are better prepared for the horrors of war or the monsters in the dark, and so adds +1 to their Spirit rolls to avoid any fear or sanity effect. This effect applies to guts rolls as well.
Here is a fun new Foci for the Cypher System
EXPLORES THE MIND
You find the mind an extraordinary place. It’s a fun place to play! Maybe you talk and work the blackbox from the outside like a therapist, hoping to help your patients. Maybe you work as a psychic, reading the mind in a haze vail stumbling through the hidden world of the soul. Of maybe you are a wizard who directly enters the mind and alters it to how you see fit! In any case, you peek into people and want to know more.
Connection: Choose one of the following.
1. Pick one other PC. That person’s mind is a puzzle, and you’re going to solve it!
2. Pick one other PC. You are the only person who understands that person’s pain, and you’re going to help them!
3. Pick one other PC. That person is the secret origin of why you explore the mind and you want to help that person as way of thanks.
4. Pick one other PC. That is a place where madness lay.
Minor Effect Suggestion: You cause the target to second guess everything causing everything it does to be soon with a one level penalty.
Major Effect Suggestion: You shatter a targets concentration so it does not act for a turn.
Tier 1: Studied Mind . You gain training to read people and training in making people see your point of view, +1 to your Intellect Edge, and 5 additional points to your Intellect Pool. Enabler.
Hesitation(3 Intellect Points) . Your words or abilities carry wait on the mind. If you hit, you cause the target to studder in word and deed, granting all allies an asset to all defence rolls against the target. Action.
Tier 2: Soothe The Mind (3 Intellect points). You use your command of others to inspire people and repair damage done. The target of this ability heals 1d6 +your tier intellect points, and ends any mental negative effect on them. If the target isn’t affected by anything, they instead gain an asset on their next action. If used on an box, any mental effect ends on the target and if its mental state affected my a malady, that ends for scene. It is up to the GM to determine if that effect ends for good or just the scene. Once effected by this ability, the ability can not be used on that target for one day. Action.
Tier 3: Researched Focus. You are specialized in reading emotions and making people see your point of view. Enabler.
Cutting Words (5 Intellect points). Through spell, word, or manipulation, you tinker with a view mind. On a successful attack of a target that you can see, the target of this ability is dealt 4 intellect damage, ignoring armor. If the intellect pool is empty, the damage is applied to speed, then might. Action.
Tier 4: Complete Rewrite (6 Intellect points. Once each day, you can completely rewrite the mind of a target for a time. On a successful attack, the target completely bends to your will. You can completely control the target. The first command you give the target is followed with complete accuracy for one hour. Any second action that is completely out of character may require a second success. The target is under this effect for a minimum of one hour, where you must make anothet success, for up to 24 hours of control. You are not aware of the targets actions, but it will follow your command until the ability ends. Action.
Been getting deeper into Savage Worlds. Let’s put out a a few ideas I’ve had.
Requirement: Veteran, Jack-of-All-Trades
As above in Jack-of-All-Trades but the d4 for unskilled roll for a Smarts based skill is now a d4+2.
Thoughts?
Been reading Starfinder books, so here is a Starfinder Feat!
You push yourself to succeed, and you push hard!
Prerequisites: Base attack bonus +8.
Benefit: If you miss with a melee or ranged attack, you can spend 1 Resolve Point as a reaction to reroll the attack. You must accept the second result, even if it lower.
Here’s a quick spell for DnD. Here is some love for the bard!
Shout of Encouragement
1st-level enchantment
Casting Time: bonus action or reaction
Range: 60 feet
Components: S
Duration: see text
You cast this spell with a shout of encouragement at a friend. That friend is surrounded by an aura of ability. That ally can reroll one die within one minute at which point the spell ends. If the spell is not discharged after the minute ,the aura and spell ends.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Had a call for this last weekend. Let’s make some healing darts!
Healing Darts
CASTING
Casting Time 1 standard action
Components V, S
EFFECT
Range 30 feet
Target creature hit by dart
Duration instantaneous
Saving Throw Reflex half (harmless); see text; Spell Resistance yes (harmless); see text
You shoot a dart at a living creature, you channel positive energy that cures 1d6 points of damage +1 point per two caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply Spell Resistance, and can attempt a reflex save to take half damage
Played an intro game of Pathfinder, and I saw something the gunslinger needs…
I’m Your Huckleberry(Ex): At 1st level, the gunslinger may double his or her ranks in intimidate for one check while his or her guns are visible by spending one grit point. On a natural 20 for the intimidate check, the gunslinger regains the grit point.
Let’s star this year off with a bit of Starfinder. A quick feat for those who like to get to cover ASAP!
Duck and cover is your life motto!
Benefit:When you take cover, you hid behind it better than most. When you are under cover, you may choose to upgrade the cover by one level based on the chart below.
partial cover->soft cover->cover->improved cover(+8 AC, +4 Ref Save)-> total cover
Thoughts?