Saturday, December 15, 2012

D&D WOD crossover stuff


(Hey guys, this is just a taste of some of the stuff i've been working on. The below class and class templates and character building are set though, thats how we'll be creating starting characters in the D&D setting. There will be some more additons too. And Ill try to post them as I work side by side with my other stuff.
World of Darkness Revision to D&D

Utilizing these rules and mixing them with the BESM rules to create a more specialized version of that game.

Character generation – Characters assign stat points to their attributes. All characters use the below stat blocks for character creation.

Attributes 5 / 4 / 3

Skills 11 / 7 / 4

Willpower – Resolve + Composure / Health – Size (5) + stamina /

Advantage Points – Adventurers start with 10 advantage points. Advantage points can be used to buy advantages that are described later on. Advantages are split into 3 categories. The first category is All and is the most common category, meaning it’s a type of advantage that just about anyone can do; Magic, a separate but powerful and common category, and Racial, a specific category defining racial advantages.

Type Advantages –Unlike BESM standard rules, the D&D version does not have type advantage, because all characters start out as adventurers. Adventurers gain specific advantages not assigned to those present in the Braedis Well campaign setting.

Success Roll – 8-10 is a success.  10 again rule applies.  If you have no successes and roll a 1 you botch the roll. Note; spending a willpower point adds 3 dice to a roll. Some abilities give automatic successes, only one automatic success can ever be applied to a single roll unless an ability or advantage specifically says otherwise.

Quick overview of attributes – Attributes are split up into 3 categories. Each category has 3 traits. Mind / Social / Physical are the categories. Mind has the traits Intelligence – Wits – Resolve / Social has the traits Presence – Manipulation – Composure / Physical has the traits Strength – Dexterity – Stamina / As above your chosen archetype reflects your points that can be put into attributes. The 5-4-3 for average joe characters means that the character can spend 5 points in one category, 4 points in the second, and 3 points in the third category. Every trait is assumed to have one dot already, so if you point 1 point into strength you would have a strength score of 2. No score can go above 5.

Quick Skill Overview – Skills are broken up like attributes into three categories. Mental – Physical – and Social – Each category has a list of skills. Mental – Academics, Computer, Crafts, Investigation, Medicine, Occult, Politics, Science / Physical has Athletics, Brawl, Drive, Firearms, Larceny, Stealth, Survival, Weaponry / Social has Animal Ken, Empathy, Expression, Intimidation, Persuasion, Socialize, Streetwise, Subterfuge / Spending points on skills is similar to that of spending them on attributes. Adventurers start out with a core set which is of points to spend which is 11, 7 , 4 ; so a character can put 11 in one category, 7 in another, and 4 in the third. Skills unlike attribute do not have a starting dot, so if you put one point into athletics, you have that one point.

Rolling Skills – Most things in the game require skill rolls or similar rolls. Rolling a skill is easy; your gm will call out for a roll that requires an attribute and a skill, you add the attribute value to a skill and that give you a dice pool. Roll that dice pool, every die that rolls an 8 9 or 10 is a success. If you roll no successes and have a 1 in the roll you botch the roll, and the effects are up to the gm. Example ; Gm asks the players to roll a Dexterity + Brawl to hit the piñata; Matt has a dex 2 and a brawl 3 and so has five dice. He rolls one success. Vic has 2 dex and 1 brawl and gets no successes. Kenneth has 3 dex and 3 brawl but gets no successes, and rolls a 1. He botches the roll, missing the piñata and kills matt. Note, that if you are not trained in a skill there is a penalty. If you are not trained in physical or social skills you get a – 1 to your dice pool. If you are not trained in a mental skill you get a – 3 to your dice pool. So; using the example above, if vic had a dex of 2 and a brawl of 0 he would have only 1 die in his dice pool. 

Advantages – templates – some advantages will have the template indicator beside them, a template advantage can be taken only at character creation, and as a rule of thumb, only one template can be applied to the character. Adventurers get a special class template that can only be taken at first level. The class template can be stacked with other templates, and does not count towards the above limit.

Prestige Class – Prestige Class is a special form of advancement. Prestige Class is a template that has specific designated powers and is similar in many ways to a starting class, but has no upgrade options. A prestige class is a template.

 

 

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Class Types – All starting characters gain a class type. This is not a class template as is defined below, but just adds a theme to the characters basic nature. Putting warrior on a wizard class template is perfectly fine for example, especially if the character concept is a fighter mage or something similar.

Warrior – Starts with 2 more points in physical attributes. Warriors gain 2 points in physical skills. 

Arcanist – Starts with 2 more points in mental attributes. Arcanists gain 2 points in knowledge skills.

Divine – Starts with 2 more points in social attributes. Divine characters gain 2 points in social skills.

Skillful – Starts with 1 point put into any attribute as desired. Skillful characters begin with 5 bonus skill points to be applied to skills as desired.

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Magic in D&D – Magic in D&D is split into two groups. Wizard magic, and themed magic. Wizard magic if chosen allows a character to have a number of slots equal to his willpower rating. Everytime he uses a spell (must be themed around the wizard spells form the 3rd edition game setting) that spell is locked, though he can use it again. This allows wizards to have a nice choice of spells, and still be able to adjust their spell casting based on situations that arise. Themed magic works just like it suggests in the rules for magic, and usually is set aside for those playing characters that want a specific locked in theme for there spells.

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Armor rules – All types of armor can be purchases with treasure. Light armor can be purchased with a treasure rating of 1. Medium armor can be purchased with a treasure rating of 2. Heavy armor can be purchased with a treasure rating of 3. Shields can be purchased with a treasure rating of 1.

Light Armor – roll a single die, if a result is 0 after taking any damage you reduce the damage by one. This applies to physical attacks only.  Light armor does not reduce speed.

Medium – Roll 2 die, if a result is 0 on either die you reduce the damage by two. This applies to physical attacks only. Medium armor reduces a characters speed value by 2.

Heavy – Roll 3 die, if a result is 0 on any of the die you reduce the damage by three. This applies to physical attacks only. Heavy armor halves a characters speed value.

Shields – Add one to the number taken off by armor if the armor die is a success. For example, if you have armor rating of one and roll a 0 on your one die, you reduce the damage by 2.

Enchanted Armor – Adds one die to the roll to see if your armor succeeds.

Enchanted Shield – Adds one additional point to the damage absorbed on a successful armor roll.

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Class Templates – Advantage Cost – 3 points – Only available at Character creation.

Class Templates are an option, and need not be applied to every character. Some characters wishing to play “multi class” style characters may find that not having a class template is more advantageous to their starting skills and abilities.

Fighter – A fighter does one additional level of damage any time he hits with a brawl, archery, or weaponry specialization. So a fighter specializing in bar brawling would gain an extra level of damage any time he scored a hit while using his fists in that situation. Fighters start the game with two additional health boxes. Fighters start the game with 2 points to be placed in their physical skills.       //Upgrade// 3 points allow for a physical attribute. This may be taken twice. / 2 points allow for an additional health box. This may be taken 3 times. / 3 points add one level of damage to a single chosen specialization; this can be taken once per specialization. This only works on archery, weaponry, or brawl specializations.

Wizard – After a wizard casts a spell he need not worry about rolling ones when attempting the same spell at a later time that day. A wizards willpower rating is Resolve + composure + 2 to a maximum of 10. Wizards gain two skill points to be placed into their knowledge skills. Add two to the wizards spell slots available in a day.                         //upgrade// 3 points allow for a mental attribute. This may be taken twice. / 2 points allow for a dot in a knowledge skill. This can be taken 3 times. / 1 point allows the wizard to purchase a familiar.

Priest – A priest gains 4 dice whenever they spend a willpower point to aid in a skill roll. A priest gains two skill points to be placed into their social skills. A priest has a reserve of power and faith to call upon, and once per session can refresh there willpower by three points.           //upgrade// 3 points allow for a dot in a social attribute. / 3 points allow for a dot in a physical or mental attribute. / 2 points allow for a dot in a social skill. This can be taken twice. / 2 points allow for a dot in a physical skill. / 2 points allow for the priests’ ability to refresh 1 an additional willpower point. This can be taken twice.

Rogue – A rogue does one additional level of damage on any attack in which they can deny their opponent there defense trait. This ability works only on living creatures with a discernible anatomy. Rogues can place 2 skill points wherever they choose. A rogue can use there dexterity score when using the weaponry skill, so long as it is a small weapon and no shield is being used in the off hand.  //upgrade// 3 points allow the rogue to buy a dot in an attribute. This can be taken twice. / 2 points allow the rogue to buy a dot in a skill. This can be taken 3 times. / 3 points increase the damage to the rogues sneak attack. This can be taken twice. /

Bard – A bard only suffers a 1 point penalty on untrained knowledge checks, and no penalty on untrained social skills. A bard also always gets 2 chance die on any skill roll that would require a chance die roll. Any ally of a bard that is within their presence for eight or more hours per day regain 2 points of willpower when they rest, instead of one. Bards gain 2 points to be put in social or knowledge skills. //upgrade// 3 points allow the bard to purchase a point in a social attribute. / 3 points allow the bard to purchase a dot in any attribute. / 2 points allow the bard to purchase a dot in a skill. This can be taken 3 times. / 2 points allow a bard to expend there willpower to benefit another characters action. This can be done once per turn and does not work if the other character has already spent a point of willpower on that action. This ability works only with skills. /

Sorcerer – A sorcerer adds two additional die whenever they roll willpower to use dynamic sorcery. A sorcerer can use Presence instead of Composure to determine their starting willpower. A sorcerer gains 2 points to be spent on social skills.                            //upgrade// 3 points allow a sorcerer to add one to a social attribute. This can be taken twice. / 2 points allow a sorcerer to add a point to a social skill; this can be taken 3 times. / 1 point allows a sorcerer to purchase the familiar advantage.

Druid – A druid can detect the presence of magic within 20 yards of him by concentrating.  A druid gains 2 points to be spent on knowledge or physical skills. A druid spending willpower can opt to gain an automatic success instead of rolling three extra dice.                                                                                 //upgrade// 3 points allow a druid to add one to any mental attribute. / 3 points allow a druid to add one to a mental or physical attribute. / 2 points allow a druid to add a point to a knowledge or physical skill. This can be taken three times. / 2 points allow a druid to purchase a place of power.

Monk – A monk’s unarmed attack modifier is +2 instead of +0. / A monk’s defense rating is the lowest of dexterity or wits +1. / A monk can add 2 points to their physical skills. /                                                  //upgrade// 3 points allow a monk to gain a point in any physical or mental attribute. This can be taken twice. / 2 points allow a monk to purchase a point in any physical skill. This can be taken three times. / 2 points allow a monk to add an additional die to his unarmed base attack. This can be taken twice. / 1 point can add 3 yards to the monks speed rating. /

Paladin – A paladin can detect the presence of Evil within 20 yards by concentrating. Paladins do 2 extra levels of damage to any evil creature that they hit with a weaponry attack. Undead and any evil creature or person suffers a 2 die penalty to any roll they make when within 20 yards of a paladin.                           //upgrade// 2 points allow a paladin to expend a point of willpower to heal any wounded ally 3 levels of damage. / 2 points allow a paladin to add 3 soak dice to any magic or energy based attack from an evil source. Unlike normal soak dice these soak dice stack with all others. / 1 point allows a paladin to become immune to all forms of disease or all forms of fear. This can be taken twice. /

Barbarian – A barbarian can enter a rage once per scene, entering a rage requires no action and can be in response to taking damage. Leaving a rage requires one turn. While raging a barbarian can only move and make weaponry attacks. Rage allows the barbarian to do two additional levels of damage when they strike an opponent with a weaponry attack. While in a rage a barbarian takes one less point of damage from any and all sources. A barbarian adds 3 to his speed while raging.                                            //upgrade// 3 points allow the barbarian to increase a physical attribute. This can be taken twice. / 2 points allow a barbarian to take a point in a physical skill. This can be taken three times. / 3 points allow the barbarian to ignore 2 levels of damage from any and all attacks instead of one while in a rage. /

Ranger – A ranger adds an additional level of damage any time they successfully attack with the archery skill. Rangers add can add two additional points to purchase physical skills. Rangers have outdoor survival, which allows them to move 3 yards faster while in natural terrain, they never get lost, and never need to roll survival for a roll that would normally only require 1 success.                         //upgrade// 3 points allow a ranger to purchase a point in a physical attribute. This can be taken twice. / Two points allow a ranger to purchase a point in a physical skill. This can be taken 3 times. / 2 points allow a ranger to purchase the magical beast advantage, though this is some form of fierce woodland animal as opposed to a fantastical beast, though even that’s possible with the GM’s approval.

Other classes do exist, and if you have an interest in one that is present here (the above are the core classes) the gm will come up with them so long as they are ingrained classes within the world, such as samurai, witch etc.

1 comment:

Alzaroth said...

I think we need a class template for the Hexblade, so that Matt can finally play one, and it not be broken. I mean, I can see how he can put one together without it ... but I think it's one of those things that in order to play out of the box it would need a template.

Also, we definitely need the Dragon Shaman ... j/k.