Wednesday, February 29, 2012

29% off Lulu Sale for Today Only

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)


Tome of Tomes

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.

Tuesday, February 28, 2012

The OSR at Gen Con 2012

I'm passing along a post by Bill Barsh of Pacesetter Games & Simulations... :-)
 
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

Monday, February 27, 2012

Pathfinder Sorcery & Super Science! Catalyst Class


Here's another sneak peak into Sorcery & Super Science! for Pathfinder: the catalyst class.

Catalyst
Every mutie knows that Lady Luck is fickle and some muties are favored by her beyond all reason. These are the lucky muties, the brave explorers under the shattered moon who rely upon luck to see them through tough spots. They use their good fortune and quickness to survive below the shattered moon and they often find themselves the only survivor of situations that claim the lives of their companions. When only a single shadow walks away from a backdrop of carnage, the smart mutie knows who it is.

Role: Catalysts are capable, stealthy, warriors whose abilities with Fortune Points make them dangerous foes and boon friends. They are cunning risk-takers, with the wisest among them judiciously using their abilities and pressing their luck as little as possible.

Hit Die: d8

Starting Wealth: 4d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.


Class Skills
The catalyst's class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Knowledge (engineering) (Int), Knowledge (local) (Int),  Knowledge (nature), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Survival (Wis) and Swim (Str).

Skill Ranks per Level: 8 + Int modifier.

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

Class Features
All of the following are class features of the catalyst.

Weapon and Armor Proficiency (Ex): A catalyst is proficient with all simple and martial weapons, light armor, and shields (except tower shields).

Charmed (Ex): Catalysts are luckier than the average mutie and roll better dice when using Fortune Points. Additionally, at 6th level and higher catalysts roll more than one die when spending a Fortune Point. The catalyst uses the most beneficial of the results.

Catalyst Level        Fortune Point Dice Rolled
1st-5th            1d8
6th-10th        2d8
11th-15th        3d8
16th-20th        4d8

Lucky (Ex): Catalysts recover 2 Fortune Points when resting.

Fortunate (Ex): Bending fortune to their favor, catalysts learn to increasingly alter fate as they progress in power. A catalyst can spend 2 Fortune Points per round, but cannot spend more than one point on any single roll. At 5th level, and at every five levels thereafter, a catalyst can spend one more Fortune Point per round.

Catalyst Talents: As a catalyst gains experience, he learns a number of talents that aid him and confound his foes. Starting at 2nd level, a catalyst gains one catalyst talent. He gains an additional catalyst talent for every 2 levels of catalyst attained after 2nd level. A catalyst cannot select an individual talent more than once unless indicated.

Ace in the Hole: The catalyst gains 2 Fortune Points. This talent can be taken multiple times.

Bounce Back: A catalyst that selects this talent recovers 3 Fortune Points when resting if he succeeds on a DC 14 Charisma check. If he fails this check, he recovers 2 Fortune Points.

Combat Trick: A catalyst that selects this talent gains a bonus combat feat (see Feats).

Fast Stealth (Ex): This talent allows a catalyst to move at full speed using the Stealth skill without penalty.

Hard as Iron (Ex): This ability has Bounce Back as a prerequisite. A catalyst that selects this talent recovers 4 Fortune Points when resting if he succeeds on a DC 14 Charisma check. If he fails this check, he recovers 3 Fortune Points.

Inner Drive (Ex): This talent allows a catalyst to gain a number of temporary hit points equal to the total of his ability score bonuses. These temporary hit points last for 1 minute. Afterwards, the catalyst suffers ability damage to a randomly determined ability equal to the greatest of his ability bonuses.

Ledge Walker (Ex): This talent allows a catalyst to move along narrow surfaces at full speed using the Acrobatics skill without penalty. In addition, a catalyst with this talent is not flat-footed when using Acrobatics to move along narrow surfaces.

Luck Pool (Ex): This talent allows a catalyst to increase his total number of available Fortune Points. Whenever at maximum Fortune points, the catalyst may “put away” the Fortune he would normally recover into a luck pool. The pool size is equal to the catalyst’s level.

Resiliency (Ex): Once per day, a catalyst with this talent can gain a number of temporary hit points equal to the catalyst’s level. Activating this ability is an immediate action that can only be performed when he is brought to below 0 hit points. This ability can be used to prevent him from dying. These temporary hit points last for 1 minute. If the catalyst’s hit points drop below 0 due to the loss of these temporary hit points, he falls unconscious and is dying as normal.

Trap Spotter (Ex): Whenever a catalyst with this talent comes within 10 feet of a trap, he receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.

Evasion (Ex): At 3rd level and higher, a catalyst can avoid attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the catalyst is wearing light armor or no armor. A helpless catalyst does not gain the benefit of evasion.

Fortune Point: At 4th level, and at every four catalyst levels thereafter (8th, 12th, 16th, and 20th level), a catalyst gains an additional Fortune Point.

Power Point: At 5th level, and at every five catalyst levels thereafter (10th, 15th, and 20th level), a catalyst gains an additional power point.

Smooth Talker (Ex): At 7th level the catalyst can spend a Fortune Point to improve or worsen a creature’s disposition towards himself or his allies. A catalyst (and his allies) can only alter a creature’s disposition through the use of this ability a single time.

Serendipity (Su): At 9th level, the fates conspire for the catalyst making the beneficial happen. Once per week and only during a time of crisis, the GM may introduce something to help the catalyst or the catalyst’s allies if the catalyst spends a Fortune Point. This boon may take the form of a helpful NPC, an automatic success at a skill check, an automatic hit and critical with an attack, or a consumable one-time benefit advantageous to the current situation.

Bold-faced Lie (Ex): At 11th level the catalyst can spend a Fortune Point and tell 1 lie to any NPC and the NPC believes it is true for a number of minutes equal to the catalyst’s level. A catalyst can use this ability once per day. A NPC with more HD than the catalyst’s level may make a Will save (DC 10+ catalyst’s level) to resist. Any lie that is immediately provable as false (e.g. “the sky is green”) will not be believed.

Hand of Fate (Su): At 13th level a catalyst may gift any amount of his Fortune Points to another creature and any creature can gift its Fortune Points to the catalyst. The receiver of Fortune Points cannot gain more Fortune Points than its normal maximum.

Directed Serendipity (Su): As serendipity above, but subject to GM approval the catalyst can choose when something serendipitous occurs and what form it takes. If the GM does not approve, the Catalyst instantly regains 6 Fortune Points.

Unmitigated Disaster (Su): At 19th level, a catalyst can spend all of his Fortune Points to create some sort of unmitigated disaster for an opponent. The type of disaster should be determined by the catalyst and altered to approval by the GM. Using unmitigated disaster requires a number of Fortune Points equal to the maximum the catalyst possesses. If a catalyst is not at full Fortune, he can still use this power, but suffers ability drain to three randomly determined abilities equal to the number of points he is “short” of full Fortune. The drain is divided as equally as possible among the three abilities.

Wednesday, February 22, 2012

Sorcery & Super Science for Pathfinder!

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.

Sunday, February 19, 2012

Still Sick and Still Seeking Manuscripts

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.

Sunday, February 12, 2012

February Sucks.

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.


Monday, February 6, 2012

Call for Manuscripts!

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.


Sunday, February 5, 2012

Sunday Un-seriousness

Been a while since the last post. Sorry 'bout that! Now, for something that you don't want to meet.


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