GM's Day Sale at Rpg.now!
Friday, March 2, 2012
March Fo(u)rth for GM's Day!
I've put all XRP PDFs at rpg.now.com up for sale at 25% off for about the next week. So if PDF's are your thing, now's not a bad time to grab some.
Read more...
March Fo(u)rth for GM's Day!
I've put all XRP PDFs at rpg.now.com up for sale at 25% off for about the next week. So if PDF's are your thing, now's not a bad time to grab some.
Just realized I should let everyone know that Lulu's running a 29% off sale for leap day. We've got a lot of OSR products up at Lulu now, so that discount should snag you a few extra.
XRP at Lulu
Coupon Code: LEAPYEAR (or LEAPYEAR305 I believe)
Silverwork of the Ynlar
Author: Kareth Sashel
Race: Human
Dimensions: 8x10x1
Weight: 2 lbs.
Materials: Leather-bound, woodboard, parchment
Rarity: Rare
Fields of Study: Humankind
Special Knowledge Categories: History
Value: 75 gp
A rambling volume cataloging the silverwork finds throughout the Callair Hills, Silverwork of the Ynlar details over 250 artifacts from a recently vanished civilization. The items display a surprising level of detail and creatively, focusing mostly on animal and geometric motifs.
I would like to announce that for the second straight year, there will be an OSR booth at Gen Con! Last year, Joe Browning of XRP did a fantastic job and really gave the OSR a boost. This year, I will be running the booth, with some help from the good guys at Faster Monkey Games.
So far we have some great OSR companies participating including Expeditious Retreat Press, Black Blade Publishing, Faster Monkey Games, Center Stage Miniatures, Frog God Games, Lamentations of the Flame Princess, Henchmen Abuse, Weird Adventures and Pacesetter Games & Simulations. There will probably be more to add to this list.
If you are an OSR publisher, send me an email I will get the relevant information to you.
Just like last year, I am offering up the OSR booth as a nexus for anyone who would like to use it as a meeting place. I will also bring along a whiteboard and you can post information during the con regarding events, open gaming, etc.
For more information, contact me at your convenience at bbarsh@pacesettergames.com
Table: Catalyst
|
|||||
Level
|
Base Attack Bonus
|
Fort
Save
|
Ref Save
|
Will Save
|
Special
|
1st
|
+1
|
+0
|
+2
|
+0
|
Charmed, lucky, fortunate 2
|
2nd
|
+2
|
+0
|
+3
|
+0
|
Catalyst talent
|
3rd
|
+3
|
+1
|
+3
|
+1
|
Evasion, sneak attack +1d6
|
4th
|
+4
|
+1
|
+4
|
+1
|
Catalyst talent, fortune point
|
5th
|
+5
|
+1
|
+4
|
+1
|
Fortunate 3, power point
|
6th
|
+6/+1
|
+2
|
+5
|
+2
|
Catalyst talent, sneak attack +2d6
|
7th
|
+7/+2
|
+2
|
+5
|
+2
|
Smooth Talker
|
8th
|
+8/+3
|
+2
|
+6
|
+2
|
Catalyst talent, fortune point
|
9th
|
+9/+4
|
+3
|
+6
|
+3
|
Serendipity, sneak attack +3d6
|
10th
|
+10/+5
|
+3
|
+7
|
+3
|
Catalyst talent , fortunate 4, power point
|
11th
|
+11/+6/+1
|
+3
|
+7
|
+3
|
Bold-faced lie
|
12th
|
+12/+7/+2
|
+4
|
+8
|
+4
|
Catalyst talent, fortune point , sneak attack +4d6
|
13th
|
+13/+8/+3
|
+4
|
+8
|
+4
|
Hand of fate
|
14th
|
+14/+9/+4
|
+4
|
+9
|
+4
|
Catalyst talent
|
15th
|
+15/+10/+5
|
+5
|
+9
|
+5
|
Fortunate 5, power point, sneak attack +5d6
|
16th
|
+16/+11/+6/+1
|
+5
|
+10
|
+5
|
Catalyst talent, fortune point
|
17th
|
+17/+12/+7/+2
|
+5
|
+10
|
+5
|
Directed serendipity
|
18th
|
+18/+13/+8/+3
|
+6
|
+11
|
+6
|
Catalyst talent, sneak attack +6d6
|
19th
|
+19/+14/+9/+4
|
+6
|
+11
|
+6
|
Unmitigated disaster
|
20th
|
+20/+15/+10/+5
|
+6
|
+12
|
+6
|
Catalyst talent, fortunate 6, fortune point, power point
|
I figure it's about time to let everyone know that I'm working on a Pathfinder version of Sorcery & Super Science! I've been plugging away for a few months now (and have many k's of words) and have many more months to go before a finished product will be available. I'd like to hit Christmas of 2012, but we'll see how that works out.
This conversion is going to be a system-modified conversion, rather than a system faithful one. This means that I'll be following Pathfinder at all possible points, but when the concept of the S&SS world varies with Pathfinder assumptions, the Pathfinder assumptions are modified to fit the setting. I'm hoping this doesn't irk to many Pathfinder players, but I suspect that the coherent vision of the changes should easily be acceptable.
We'll see. Gamers are nothing if not an opinionated bunch.
Below's a sneak peak of the Mutated Animal race for the Pathfinder version of S&SS.
Mutated Animals
The second most-common of the mutated races,
mutated animals come in a bewildering array of shapes, sizes and genetic
backgrounds. Mutated animals vary greatly in temperament, but typically
express traits associated with their animalistic background.
General Relations: Mutated animals that more fully show their animal
heritage tend to be viewed with more suspicion than those that appear
more human-like, but most communities are less concerned with genetic
makeup than with behavior.
Mutated Animal Racial Traits
+2 to Two Ability Scores, -2 to
One Ability Score: Mutated animals have various strengths and weaknesses
depending upon their heritage.
Small, Medium, or Large: Mutated
animals can be one of three sizes. Small mutated animals gain a +1 size
bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to
their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size
bonus on Stealth checks. Medium mutated animals have no bonuses or
penalties to their size. Large mutated animals gain a -1 size penalty to
their AC, a -1 size penalty on attack rolls, a +1 bonus to their Combat
Maneuver Bonus and Combat Maneuver Defense, and a -4 penalty to Stealth
checks. All mutated animals have a 5ft. reach.
Normal Speed: Mutated animals have a base speed of 30 feet.
Bonuses:
Mutated animals possess various bonuses based upon their animal
background. A mutated animal receives 9 points for purchasing of any of
the following bonuses. A GM should work with a player who desires other
bonuses to suit the character’s background. A bonus can only be
purchased once.
1 point bonuses
Brave: You gain a +1 racial bonus on saving throws against fear and despair effects.
Climber: You gain a +4 racial bonus to Climb checks and can use accelerated climbing without penalty.
Disease Resistance: You gain a racial bonus on saving throws against disease, nausea, and sickened equal to your Hit Dice.
Empathetic: You gain a +4 bonus on Handle Animal checks.
Low-Light Vision: You can see twice as far as humans in conditions of dim light.
Poison Resistance: You gain a racial bonus on saving throws against poison equal to your Hit Dice.
Stable: You gain a +2 racial bonus to your Combat Maneuver Defense when
resisting a bull rush or trip attempt while on the ground.
Stubborn:
You gain a +1 racial bonus on Will saving throws. Additionally, if you
fail a Will save, you receive another save 1 round later to prematurely
end the effect triggering the save.
Swimmer: You gain a +4 racial bonus to Swim checks, and you can hold
your breath for four times your Constitution score instead of the normal
twice.
2 point bonuses
Cat’s Luck: Prerequisites: +2 racial
bonus to Dexterity; Benefit: Once per day, when you make a Reflex saving
throw, you can roll the saving throw twice and take the better result.
You must decide to use this ability before the saving throw is
attempted.
Exceptional Low-Light Vision: You can see four times as far as humans in conditions of dim light.
Natural Climber: You gain a 10 ft. climb speed and a +8 racial bonus to Climb checks.
Natural
Foe: +2 dodge bonus to AC and +2 on grappling combat maneuver checks
against creatures of a single type or single humanoid subtype
Natural Weapon: You gain a bite, claw, gore, hoof, talon, or other
appropriate natural attack based upon your heritage, dealing 1d3 damage.
The natural weapon is a primary attack or a secondary attack if you are
wielding a manufactured weapon.
Thick Skin: You gain +1 natural armor.
4 point bonuses
Darkvison 60 ft.: You can see in the dark up to 60 feet.
Dense Hide: You gain +2 natural armor.
Ferocious:
When your hit points fall below 0, but you are not yet dead, you can
continue to fight. If you do, you are staggered, and you lose 1 hit
point each round. You still die when your hit points reach a negative
amount equal to your Constitution score.
Hard to Hurt: You gain 2/— damage reduction. This damage reduction does not stack with any others.
Superior Specimen: You gain +2 to One Ability Score
Wall
Crawler: Prerequisites: Natural Climber; Benefit: You gain an
additional 10 ft. to your climbing speed (resulting in a 20 ft. climb
speed) and can cling to cave walls and even ceilings as long as the
surface has hand-and footholds. In effect, you are treated as constantly
being under the effect of a nonmagical version of the spider climb
spell, save that you cannot cling to smooth surfaces. You also gain an
additional +8 racial bonus on Climb checks normally granted creatures
with a climb speed (resulting in a total of +16).
Penalties: Some of the technologies and medicines of the ancients
don’t work very well for mutated animals. Mutated animals suffer a -6 on
all Technology Compatibility checks.
Languages: Mutated animals
begin play speaking a local language. Mutated animals with high
Intelligence scores can choose any languages appropriate to the
character origin and GM approval.
Hard to believe, but I'm still ill. I've spent the last few days laying in bed reading, sleeping, and watching TV. Today I'm going to get some work done as I can't really hold off any longer. One of the nice things about being your own boss is that you can call in sick whenever you want, but the more you do it the less money you make. *sigh*
So I'm back at work (even though it probably won't be for that many hours today) and I'd love to see some manuscripts come my way.
This month has been terrible. I've been sick a lot and not much work has been done. The blog's not been updated, I spend most of my time in a zombie-like stupor when I'm not sleeping. I has a sad.
Alrighty all, I've just started the layout process on Advanced Adventures #25: Beneath the Heart of Empire and I'm out of manuscripts. I'll probably write two OSRIC adventures this year as I have two cool ideas I'd like to explore, but after that I need more manuscripts!
So here's where you come in. I'm accepting manuscripts for OSRIC/1e gaming. I'm looking for between 8k and 12k words, and I pay $0.01 per word upon acceptance for all rights. I hope that everyone knows that when you go with XRP, we're going to put out a good final product that proudly stands next to all the other Advanced Adventures.
Going the way it's going, it looks like the AA line will come to an end mid 2012 unless I get some new manuscripts. Contact me at josephbrowning@gmail.com.
Also, although not old-school, I'm also looking for some 1on1 adventure manuscripts for Pathfinder. The details are the same, but the word count in more flexible towards the upper end given the length of stat blocks.
Been a while since the last post. Sorry 'bout that! Now, for something that you don't want to meet.
Advanced Adventures #22: Stonepick Crossing has just arrived here at the Browning/Yee casa and it's now up for sale. It's our first OSRIC/1e adventure for levels 1-3 and the first adventure for us by Mark Morrison. I think it's a good fit with the line and should provide some fun and challenges for lower-level characters.
The tiny town of Stonepick Crossing sits on top of an old dwarven dam holding built some 500 years ago to end a long war. Recognizing the futility of direct assault, the dwarves built the dam to flood the goblin caves, flushing the foul creatures out of their caves and into the slaughter of honest combat. Now 500 years later, the dwarves have moved on and a small thorp has sprung up.
Mystery surrounds the protected town and rumors abound: locals disappearing in the middle of the night, strange noises from underneath the dam and even rumors of a monster in the lake percolate through the community. Which rumors are true and which are the ale-addled ramblings of old men fearful of their own shadows?
In my 1e game last Friday, the player's framed their murder of a stone giant emissary to the player's enemies on their enemies, killed a giant slug, and found out that one of the pillars in the structure guarding the Goremont Grim has an illusion upon it hiding a passage of some sort. Out from behind the illusion came 3 gargoyles which the party handily dispatched. After putting a glyph of warding (blind) upon the area the left to rest and came back to find they had apparently blinded a beholder. The mu/thief invised and snuck up behind the beholder for a backstab, but almost got himself killed as it was a gas spore.
Fun was had by all, and we're on again for this Friday (weather permitting).
Sorcery & Super Science! Core Rules
The Vulture Men of Waukegan!
Scourge of the Mall Rats!
Creatures Below the Shattered Moon - Volume 1
Creatures Below the Shattered Moon - Volume 2
Creatures Below the Shattered Moon - Volume 3
Creatures Below the Shattered Moon - Volume 4
Creatures Below the Shattered Moon - Volume 5
Objects Below the Shattered Moon - Volume 1
Objects Below the Shattered Moon - Volume 2
Objects Below the Shattered Moon - Volume 3
The House of Blue Men
Malevolent & Benign - A 1E Bestiary
© Blogger template The Professional Template II by Ourblogtemplates.com 2009
Back to TOP