Saturday, July 25, 2015

THE CHOSEN- Poisoned Academics of That Which Is Not Demon Nor God for XXR

  • Chosen require Constitution 9 and Intellect 9.
  • Chosen use 1d6 for their Hit Die.
  • Their Defensive Number is 14.
  • Chosen may use any Minor weapon.
  • They do not use firearms.
  • They speak Lawful and any Languages granted by their Intellect bonus. They also understand the language of Hell and the Beyond when they read, hear, or sense it.
  • Chosen may achieve Shock 50 before they become a NPC. They must make 1 Red Save to behave normally for a given scene. When they reach Shock 50 they are considered to have failed their Beyonder Roll.
  • Chosen may uniquely heal Shock from their allies by absorbing it, incurring as much Shock as they remove as an action. They may also spend their Initiative attempting to Shock a victim, conferring a larger amount of Shock than normal on a success. This may only ever be attempted once per target, and the target is allowed a Red Save. If they fail the Save, the target incurs the amount of Shock indicated by the Chosen. If the target succeeds on the Save, the Chosen’s Shock is not reduced, and they incur additional Shock equal to the stated value and must make a Beyonder Roll.
  • At first level, they may provide a glimpse through the aperture of madness at the powers beyond starlight. At will, they may roll their Hit Die and incur the result in Shock in order to inflict that amount of damage on a living creature. There is no Save associated with this effect. At higher levels, the Chosen may roll up to his maximum Hit Dice for his level, and split the damage amongst as many targets as he wishes. All targets of this effect must be able to see the Chosen.
  • At first level, they may consult the constellations to determine the answer to one yes/no question without expending Luck or drawing from the Fortune Deck.
  • At level 3 they may cast Augury, ESP, Forget (Tier 2), and Curse/Remove Curse (Tier 3). They may cast these spells at will, but each time they do so they incur 2x the Tier of that spell in Shock (so 4 Shock for a Tier 2 Spell) and must immediately make a Beyonder Roll.
  • At level 6, they may reduce their Hit Points by any amount in order to Levitate or become Invisible for an equal number of minutes.
  • At level 8 the Chosen gains half the Shock they heal from an ally as HP, though they still take the full value in Shock. They also take on an awe-inspiring and horrible Aspect: they suffer 1d6 mutations and gain the ability to cast Feeblemind, using the above spell casting rules. They also accrue a mystery cult about them in admiration of the Beyonders.
  • Chosen may advance to level 8.

Whenever the Chosen exercise the awesome power of the stars and the creatures beyond the heavens, they do so by making of themselves gateways. Things can come through gateways. Whenever a Beyonder Roll is required, roll 1d100. If the result is equal to or less than the Chosen’s current Shock, their flesh becomes the medium of manifestation for some unknowable thing. The “summoned” creature is a being of HD equal to the Chosen’s with a Defensive Number of 21. If the entity’s Hit Points number less than the Chosen’s current Hit Points, it is possible to physically drive the creature out of the Chosen without killing him. Otherwise, they are one being, a NPC monster the Doom Marshall controls.
Remember, if the Chosen is reduced to HP 0 or Shock 50 they automatically incur the penalty of a failed Beyonder roll.

Features Level XP HP
1 0 1d6+Constitution bonus

2 2250 +1d6+Constitution bonus
Gatekeeper 3 4500 +1d6+Constitution bonus

4 9000 +1d6+Constitution bonus

5 18000 +1d6+Constitution bonus
Transcendent 6 36000 +1d6+Constitution bonus

7 72000 +1d6+Constitution bonus
8 144000 +1d6+Constitution bonus

MOUNTAIN MEN- Weird West D&D Hermits and Trailblazers for my BX/LOTFP Piecemal

  • Being a Mountain Man requires Constitution 9.
  • Mountain Men use a d10 for their Hit Die.
  • Their Defensive Number is 16.
  • Mountain Men may use any Normal weapon. They are +1 tohit/damage with Minor and Simple weapons.
  • They can use pistols and rifles.
  • They speak Lawful, the dialects of the Mountain Men, and any languages provided by an Intellect bonus.
  • Mountain Men Searching, Tinkering, or investigating Architecture while completely alone roll twice on all Skill checks. If they are alone in the dark, they may roll three times.
  • At level 6, all Red saves become Yellow saves. Green and Yellow saves stay the same.
  • At level 9, they may declare a mountainous or forested region as their Claim. The Mountain Man is never surprised by wandering monsters in this Claim, and can cross any distance to be where he needs to be, showing up without explanation, so long as he acts alone. They are to be considered ultimately skilled in Stealth within this Claim, and the bounty of their Claim provides them with all the provisions they ever need and enough money from pelts and minerals to cover all basic necessities (ammo, whiskey, etc) in town through barter. They also receive a moose, buffalo, bear, or similar enormous wild animal as a mount.
  • Mountain Men advance to level 12.
Features Level XP HP
Loner 1 0 1d10+1+Constitution bonus

2 2200 +1d10+1+Constitution bonus

3 4400 +1d10+1+Constitution bonus

4 8800 +1d10+1+Constitution bonus

5 17600 +1d10+1+Constitution bonus
Hardy 6 35200 +1d10+1+Constitution bonus

7 70400 +1d10+1+Constitution bonus

8 140800 +1d10+1+Constitution bonus
9 281600 +1d10+1+Constitution bonus

10 400000 +3+1+Constitution bonus

11 530000 +3+1+Constitution bonus

12 660000 +3+1+Constitution bonus