Thursday, October 8, 2015

Challenges and Classes

Challenges:

1d10
Easy - 2 or higher (90%)
Medium - 4 or higher (70%)
Average - 6 or higher (50%)
Difficult - 8 or higher (30%)
Near Impossible - 10 (10%)

2d10 - average attack
Easy - 5 or higher (100%)
Medium - 8 or higher (79%)
Average - 11 or higher (55%)
Difficult - 14 or higher (28%)
Near Impossible - 19 or higher (15%)

3d10
Easy - 7 or higher (98%)
Medium - 14 or higher (71.7%)
Average - 17 or higher (50%)
Difficult - 23 or higher (28.3%)
Near Impossible - 24 or higher (8.4%)

Everyone:
Follow up - 2nd attack costs 1 energy, 3rd costs 2.
Rest - skip attack and defense to regain all energy

Stunned opponents give attackers a +1d4 to their attacks and they can't attack
Knocked down opponents give attackers a +1d6 to their attacks and they can't attack, but can stand up.

Warpriest
Energy: 6
Health: 35
Defense: 12
Base attack: (skill) 2d10 + (weapon) 1d6
Willpower - ability to resist suggestion or any form of mental intrusion. Add 1d10 to such rolls.
Persuasion – ability to charm and convince others. Add 1d10 to related rolls.
Active Defense - add 1d6 to defense against one attacker
1. Heal - Use 1 energy for target to regain 3 health
2. *Sacrifice - Use 2 energy and 3 health for target (other than self) to gain 3d4 health
3. Striking Heal - Expend 1 energy permanently. Every time you deal damage, you heal a target of your choice for that much damage.
4. Augment - Expend 2 energy to add 1d10 to a target player's roll for anything.
5. Follow up - 2nd attack costs 1 energy, 3rd costs 2.
6. Rest - skip attack and defense to regain all energy

Warbrute:
Energy: 5
Health: 45
Defense: 10
Strong - add 1d10 to strength challenge rolls and 1d4 to damage
Physically Resilient – Resist 1d10 damage caused by any direct damage that’s not an attack.
Base attack: (skill) 2d10 + (weapon) 1d10
1. Follow up - 2nd attack costs 1 energy, 3rd costs 2.
2. Active Defense - add 1d6 to defense against one attacker
3.
- Bulwark Only: Return Destruction - costs 1 energy, soak damage and add that total to your next attack.
- Grum only: Stoneblood - Expend 2 energy permanently and all damage taken is halved.
4. Leaping Charge - Costing 1 energy, move a great distance. If your attack lands, roll a 1d6 (1-4 and the target is stunned, 5 and 6, it's knocked down)
5. Rage - costs 1 energy permanently, on a successful hit roll 1d6 for extra damage. If a Warbrute reaches 0 energy, rage ends and they pass out for a turn.
6. Rest - skip attack and defense to regain all energy

Incarnate:
Energy: 7
Health: 25
Defense: 10
Base attack: (skill) 2d10 + (average spell) 2d6
Control Chaos - if, when you Tap into Chaos, something catastrophic occurs, you can negate it by taking four times the energy cost in health damage.
Recall - add 1d10 to any challenge that requires recalling and applying information
1. Create minor element - costs 0 energy for first element, 1 for every other past the first as long as the first is active.
2. Project force - costs 0 energy for projecting a minor element or small object. The greater the object, the more energy it costs. (40 lbs = 1 energy, 80 = 2 energy, 120 = 3, etc)
3. Blood to Energy - transfer health into energy at a 1 energy for 3 health ratio. Limit energy is 10.
4. Manipulate Incarnation - lose 2 energy for the duration of this spell. You can maintain and manipulate a minor element.
5. Tap into Chaos - call upon a random spell, citing your purpose. Energy cost is based on purpose. Roll for outcome.
6. Rest - skip attack and defense to regain all energy

Spellbreaker:
Energy: 6
Health: 30
Defense: 11
Willpower - ability to resist suggestion or any form of mental intrusion. Add 1d10 to such rolls.
Recall - add 1d10 to any challenge that requires recalling and applying information
Base attack: (skill) 2d10 + (average spell) 1d12
1. Blood to Energy - transfer health into energy at a 1 energy for 3 health ratio. Limit energy is 10.
2. Manipulate Object – lose 2 energy for the duration of this spell. Can manipulate a magical object or incarnation.
3. Project force - costs 0 energy for projecting a minor element or small object. The greater the object, the more energy it costs. (40 lbs = 1 energy, 80 = 2 energy, 120 = 3, etc)
4. Destroy Magic – costs 0 energy to cause a minor magical object or minor incarnated element to explode; dealing 1d6 direct magical damage. Average objects costs 2 energy and deal 2d6 direct magical damage. Large objects cost 4 energy and deal 4d6 direct magical damage. Great objects cost 6 energy and deal 6d6 direct magical damage.
5. Draw energy – steal 1d4 energy away from a target – the spellbreaker takes damage equal to the amount of energy gained this way.
6. Rest - skip attack and defense to regain all energy

Reaver:
Energy: 5
Health: 35
Defense: 13
Base attack: (skill) 2d10 + (weapon) 1d8
Stealth - add 1d10 to related challenges
Awareness - ability to be aware of traps or ambushes. Add a 1d10 to all such checks.
Quick - Add +1 to initiative and 1d10 to related challenges
Combo - if the first attakc hits, the 2nd attack costs 0 energy, 3rd costs 1.
Active Defense - add 1d6 to defense against one attacker
1. Follow up - 2nd attack costs 1 energy, 3rd costs 2.
2. Active Defense - add 1d6 to defense against one attacker
3. Demonic Movement - for the permanent cost of 1 energy, move twice as fast, leap twice as high and capable of briefly scaling vertical surfaces (run along walls)
4. Vanish - Costs 1 energy to disappear from sight.
5. Dash, Strike, Retreat - costs 1 energy to attack a target at a distance by moving up to it, attacking, and returning to where you started. Can be used with follow up, to retreat after follow up is complete.
6. Rest - skip attack and defense to regain all energy

Fighter
Energy: 4
Health: 40
Defense: 13
Base attack: (skill) 2d10 + (weapon) 1d8
Athletic - Add 1d10 to related challenges.
Stealth - add 1d10 to related challenges
1. Combo - if the first attakc hits, the 2nd attack costs 0 energy, 3rd costs 1.
2. Active Defense - add 1d6 to defense against one attacker
3.
4.
5.

6. Rest - skip attack and defense to regain all energy

Tuesday, October 6, 2015

The story so far ...

Em and I are working on this. It'll be up before the game this Thursday. In the meantime, below are the songs we're listening to for inspiration. Consider it the "official soundtrack for Ravenloft: The Blight of Dawn"









Nemesis



Characters



Grum - Dwarven Warbrute
Elijah will be playing a Dwarven Warbrute named Grum. You come from a proud line of hearty warriors, who have spent decades fighting off your mortal enemies, the Orcs. You spent the last ten years fighting your personal enemy, a giant Orc named Bulwark. At the end of each battle, you and Bulwark were all that stood.

Recently, you've found a new enemy - an enemy you and Bulwark have in common. Nemesis. The leader of a demon army that has conquered both your homelands. Force to fight together, you found a strong comrade in Bulwark. Now, having recently joined (Jason's) Demonbane Brigade, Grum and Bulwark are a neigh unstoppable pair.

Bulwark - Orc Warbrute
Gary, Bulwark is yours. Your upbringing was nearly the identical inverse of Grum's; raised as a proud warrior, fighting against dwarves all your life. When your family were slain by the demon army, you found yourself fighting alongside your once mortal enemy, Grum.

(Jason's character - needs a name) - Human Battlepriest
Leader of the Demonbane Brigade. Was once married to (MJ's character, needs a name) until she sacrificed herself to save (Jason) and her sister (Stacie) by becoming a demon. Ever since, (Jason) has dedicated his life to tracking and slaying demons. As he found other powerful champions who sought the same, he built a company that clashed directly with Nemesis.

Priya - Half-demon Reaver
Priya and Calliope trained side by side as children to slay demons. Together they slayed many devils. When Calliope became a demon, she fled so as to avoid facing her sister and her husband.

Since Priya and Calliope share a bond of blood and were bound through magic to protect each other, Priya is gaining demonic abilities of her own. This is both a boon and a curse, for if Calliope is not slain or somehow reverted to a human, Priya will soon become a demon herself.

Ruin - half-demon Spellbreaker
Once a terrible outlaw, (Jason) took Ruin on after he swore to uphold the law and use his powers for good. Ruin was at odds with (Mike's character), for (Mike's character) brought him to justice for several of his crimes after a bloody battle.

There are three primary ways to wield magic in the universe of Pandominion. An Incarnate manifests magic, bringing it into reality. Somnambulists, who wield magic inside themselves and inside others, creating powerful illusions and wielding psychic powers. Spellbreakers are similar to alchemists, they have no direct access to magic, but can manipulate it if it already exists. Spellbreakers use objects that already possess magic to cast spells.


(Mike's character) Human Fighter
(Mike's character) was a lawman, finding and arresting outlaws. He gave up this life and settled down with his wife and child. When Nemesis attacks his homeland, they were forced to flee. This flight never ended, since Nemesis' army only grew and his control of the land spread.

(Jason's character) offered (Mike's character) a place among the Demonbane Brigade for the insured safety of his family; magically hiding them.


Zoavexochaloch Malehalazaurn - Imp Incarnate (Adam's character)
Summoned originally to slay (Jason's character), his master was slain and "Zovex" entered the service of (Jason). Ever tricksy, Zovek is always looking for loopholes in his agreement to protect the Demonbane Brigade and never harm an innocent person.

There are three primary ways to wield magic in the universe of Pandominion. An Incarnate manifests magic, bringing it into reality. Somnambulists, who wield magic inside themselves and inside others, creating powerful illusions and wielding psychic powers. Spellbreakers are similar to alchemists, they have no direct access to magic, but can manipulate it if it already exists. Spellbreakers use objects that already possess magic to cast spells.