Wednesday, October 31, 2012

Fantasy Core RPG--The Demi-Human Classes

FANTASY CORE RPG
(c) Jerry Harris, 2012
Published here as Open Game Content.


Demi-human classes
It's still a human-centric world. Most intelligent, non-humans cannot survive or get by in human society. These classes are the exception. All of these types should be considered rare in the extreme in society.


Starting Gear/Background Knowledge and Connections
This is for a fairly generic setup featuring the characters as poor and just starting out.

Everyone: 5+1d10 GP, pack, 3 days rations, waterskin, 2 useful items
- Dwarven Defender: Chain mail, shield, hand axe
- Half-Elf Arcane Ranger: Longbow, 20 arrow quiver, short sword
- Halfling Burglar: Thief tools, dagger, short bow, 20 arrow quiver
- Half-Orc Berserker: Long sword, short sword
- Tiefling Arcane Thief: Thief tools, short sword, 2 daggers
- Fairy Enchantress: Dagger, hand crossbow, 10 bolts
- Drow Outcast: Preferred melee weapon, hand crossbow, 10 bolts, leather armor
- Celestial Enforcer: Nothing
- Gnome Arcane MusketeerRapier, Musket with bayonet, 50 shots (powder horn, wad, ball)

Wow.  I'm really skeptical of about these, but let's give 'em shot anyway.  

Wanted: A Justice League Movie 10-25-12


I finally got to see the Avengers movie last week. I'm not an avid movie-goer or even renter (or downloader, whatever). I've seen part of the first Ironman movie on TV, so I'm not even really familiar with this bumper crop of Marvel superhero movies. I do know the characters fairly well from the comics, so I would be the worst audience for an Avengers film; a fanboy who doesn't care about the movies.

Needless to say, it's a great movie. Duh. Whether you're a comics shop hanger on or have never read a comic book or someone in between, you'll like the movie. There's no point in even writing a review of the film. All I'll say is for a two-and-a-half-hour film, there wasn't one wasted minute.

I have a friend who also loved the film, but is definitely more of a DC fan. "Do you think they'll be able make a Justice League movie?" he asked. Off the top of my head, I answered, "No." I didn't feel the need to even really justify that response at the time.

The possibility was still intriguing. The next day, I spent an hour with my DC encyclopedia (though only about five years old, it's out of date twice over due to all of their continuity reboots) and thought about how to make a JLA movie.

First, my lineup: Superman, Batman, Wonder Woman, Green Lantern, Flash. That's it. These were the most recognizable, coherent, non-dopey major characters that DC's got. I'd use the current JLA as a model for their organization in these ways: they only come together when needed, they're not answerable to any earthly authority, and they're basically a bunch of superd*cks, in that they don't allow in any other, lesser heroes.

The plot riffs off a comic book story, which I admittedly haven't read and don't remember the name of. (This is a great elevator pitch, so far.) Batman villain, Ras al Ghul gets into the Bat-Computer (sorry, too Adam West Batman there). This is done through taking over Oracle's computer. Yes, Oracle no longer exists in the DC universe, but she's such a great character. Ras steals Batman's master plan to take out the rest of the Justice League if they ever try to take over the world or are comprised somehow. We'll add to this that he has files on every other superhero as well.

Okay, Ras recruits a bunch of other villains, a Legion of Doom of sorts. I'm looking at Ares, Cheetah, Bizzaro, Professor Zoom, Grodd, Soloman Grundy, and a recently jilted by Batman, Catwoman. Wait. Where's Lex? Where's the Joker? No. Too overexposed in the movies already. Besides, Ras is going to work with people he can control somewhat, not people way more cunning or crazier than him.

Unfortunately to enact the plan the Doomsters need certain things that they don't have, that Batman does. (The plan Ras has has some frustrating gaps in it that presumably Batman has kept to himself.) They're going to have to steal these items. Also they need some special items and to drain the powers of several lesser heroes.

Batman eventually sees the pattern. Unfortunately, at that critical moment, he becomes reluctant to tell the rest of the league what's going on and tries to fix it himself. Obviously Batman's Justice League plan doesn't include anything for taking himself out, which is why Ras has recruited Catwoman and her grudge. Batman gets knocked out first and never sees it coming.

Robin, not part of the League, figures out what's going on right after this. Good thing. He grabs Batman's Kryptonite rock and takes off as the Doomsters raid the Batcave. With Batman out of commission (Catwoman, of course, didn't kill him), the Doomsters are committed now, with or without the Kryponite, and enact the rest of the plan.

The League members are attacked separately and are taken out, except Superman, who isn't able to save the rest of them. The league members are held as captives. Ras finally catches up with Robin and the Kryptonite and takes it from him. He doesn't even bother to kill him, dismissing him as boy, in over his head. In a public venue, the captive League is held out as a trap for Superman, who has to respond.

Robin, meanwhile, has turned to Oracle for help. She blames herself for all this as she feels she had betrayed Batman's trust by sneaking around in his computer to begin with. "We need some more heroes, Babs. Not more self-pity." Superman is fighting valiantly, but is about succumb to the Kryptonite. A cavalry of lesser heroes, like Zantanna, Starman, Black Canary, Atom, Aquaman, etc, show up to try and save him. They are totally overmatched, but their real purpose was as a distraction. Robin is able get Batman loose, who immediately challenges Ras to single combat. The result doesn't matter. It's just another distraction as Robin and a repentant Catwoman free the rest of the League.

The Legion is subdued. Ras manages to implicate Batman as the source of his plan to take out the Justice League. Batman and the rest of League decide to open up membership to any hero, to always have members on call, and to meet regularly. They have to trust each other.

Okay, what else is going on here? Robin is our everyman character. He observes the power and majesty of the League from the outside, but also their snobby, elitism, and questions it. I'd also like to see Dick and Barbara hooking up, but that might be tough to squeeze in.

Our actual romance here is a love triangle between Superman, Batman, and Wonder Woman. Clark can't have Lois for a variety of reasons. Bruce, in spite of his attraction, just can't morally go out with a known criminal in Selina. Diana, has lost her first love, Trevor, and given her general lack of experience with men, isn't sure about getting into another relationship. Put these three super people with broken hearts together and see what develops. (Sounds like a sitcom actually.)

The other heroes and villains are going to get a bit of a short-shriff. I'd have the Barry Allen Flash, married with kids, and the Hal Jordan Green Lantern as the playboy. These two provide interesting contrasts in homelife with each other and the rest of the League.

Of course I've got ideas for sequels! Justice League vs. the Crime Syndicate (evil version of the JLA) from Earth-3, and vs. Darkseid and the other Fourth World characters. It's a franchise in the making.

To be continued.

Tuesday, October 30, 2012

Fantasy Core RPG--The Ghost Hunter

The Ghost Hunter
Level
Base Attack
Bonus
Fort Save
Ref Save
Will Save
Spell
Level
1st
+1
+0
+0
+2
1
2nd
+2
+0
+0
+3
1
3rd
+3
+1
+1
+3
2
4th
+4
+1
+1
+4
2
5th
+5
+1
+1
+4
3
6th
+6
+2
+2
+5
3
7th
+7
+2
+2
+5
4
8th
+8
+2
+2
+6
4
9th
+9
+3
+3
+6
5
10th
+10
+3
+3
+7
5
Description: A magical priest, whose vocation is ghost (and other undead)/demon hunting.  They are born with the Divine Gift, but take on a special Pact, which allows them to cast Arcane spells.  (They are the Oriental setting replacement for Paladins.)  Their ultimate goal is immortality (or insane amounts of magical power). Tao Priest Yin from a Chinese Ghost Story.
Hit Die: d6
Prime Ability: Wis
Sub-Prime Abilities: Str, Con
Weapon and Armor Proficiency: Ghost Hunters are proficient with daggers, clubs, light crossbow, short bow, darts, slings, staves, spears (for melee only), and short swords. (Note that the BAB is correct.  They are trained warriors.) They are proficient with light animal hide armor (+2 AC, this is an animal totem observance, otherwise they won’t wear any armor), but not with shields.
Standard Starting Gear: 5+1d10 GP, pack, 3 days rations, waterskin, 2 useful items, staff, sling, spell scrolls, parchment, brush and ink, pouch of various medicinal herbs.

Divine Insight: Ghost Hunters begin play with scrolls containing all 0-level spells plus one 1st-level spell of the player's choice. For each point of Wis bonus the Ghost Hunter has, they own a scroll with one additional 1st-level spell of their choice. The player may choose one new level-appropriate spell upon attaining a new level (a divine gift). Spells may also be acquired from scrolls (spellbooks as well, but they aren't typically found in this setting). 1 day of meditation and practice is required for any new spell (via scroll or Insight) to learn it.

Spellcasting: Ghost Hunters may cast any spell they know by making a Spellcheck: Wis bonus + ½ level vs. DC 12 + Spell Level. With 2 cumulative failures in a turn/encounter, all magic use is suspended pending 1 turn of rest. The Spell Level Limit is the highest spell level that they are capable of casting.  They must roll to activate a spell, even if their Spell Check is greater than the spell’s DC.  A Natural 1 is a Botch, meaning all spellcasting is suspended until the caster has had 1 turn of rest.

Detect Undead/Demonic/Celestial: Reveals creatures, spells, or objects, 10' radius/ ½ level. Does not require a casting roll.

Divine Radiance: Inflicts 1d6 damage to undead and demons per ½ level in a 30' radius. The damage is applied to each creature within. Creatures of lower or equal HD will also flee for 1 turn. Undead of greater HD and intelligent creatures (such higher demons, vampires, and liches) are entitled to a DC 12 Will Sv to escape any damage. This increases to DC 18 for 10th level Ghost Hunters. May be cast once per encounter.

Immunities: Ghost Hunters are immune to fear and charm effects.
Stealth Skill: Ghost Hunters are often lurking around mysteriously. (Dex + Int)/2 + ½ level.
Advanced First Aid: Ghost Hunters may apply first aid to heal the wounded.  They may also treat diseases and poisonings, but these are medical treatments, not spells. They will require their medicine pouch, otherwise the needed ingredients must be nearby. Figure (Int + Wis)/2 bonus + ½ level vs. DC 12 for mild cases, DC 18 for more potent cases. If the roll is successful, the victim will require a full day of rest to recover.

Vow of Poverty and Virtue: Ghost Hunters may own no more than they and their mount can carry and keep no more riches than a full coin pouch (dispensing the rest to charity). They are allowed to barter their services when necessary. They must vigilantly pursue and confront supernatural evil. (Extreme alcoholism is apparently tolerated however.) Failing to keep these vows puts one on the path to evil and divine punishment (like spells being revoked). Some severe atonement (a dangerous quest) would be required to return to righteousness.

Dualistic
Ghost Hunters are restricted from using Forbidden spells as Wizards are. At 10th level, they may choose to ignore that restriction and their vows by becoming a Eunuch Sorcerer (sexless in the case of a female).  A magic ceremony severs their divine connection (and some body parts).  Gaining temporal power becomes their new objective. 
Eunuchs lose their Divine Radiance, but instead Command lower HD undead/demons for a turn/encounter. Creatures of greater and equal HD must make a DC 18 Will Sv or flee for 1 turn. (Intelligent creatures may choose to actually ally themselves with the Eunuch temporarily, if there's something in it for them.)  Eunuchs may spend 10 XP to gain a +1 to their Spellchecks, up to +10 total for their level bonus.  Eunuchs with at least a +6 level bonus may attempt to cast spells beyond 5th level.  (Note: If they blow casting a Ceremony spell, Eunuchs lose Int points, instead of Wis.) 
Ghost Hunters who abstain from Forbidden spells and keep their vows may become Immortal at 10th level. A supremely dangerous test must be passed first, of course. After achieving immortality, a pious Ghost Hunter will be unable to ever cast any Forbidden spells. An Immortal may convert 5 earned XP to resurrecting themselves if ever killed.  They will simply reappear or reanimate a day later (and likely spouting some cryptic sayings).
At 10th level, Immortals may establish a monastery and train new Ghost Hunters.  Eunuch Sorcerers might take on a cadre of Wizard apprentices.

ALMS Petit Le Mans 12-21-12


For a 12-hour race, understandably the ABC coverage was truncated. I do wonder where the race was broadcast live. I pitied the announcer. By the end of the show, it sounded like he had called the entire race. Speaking of the broadcast team, I was pleased to indulge in my Kelli Stavast fixation during the pit reports. She just has a devastating smile and a great voice, not to mention an infectious enthusiasm.

I thought the big news of the race was the complete lack mentioning of the "merger." More accurately, it was a buyout by the NASCAR owned Grand-Am series. The new entity is going to be called ISCAR.

ISCAR.

ISCAR?

I sincerely hope they haven't bought any letterhead or anything else with that name on it and can go ahead and change that. Perhaps somewhere in the original 12-hour broadcast they discussed it, otherwise this looks really bad. This is the biggest news in ALMS history after all and the show was produced by ALMS (with ESPN personnel). On the other hand, the merger doesn't happen until 2014, so why bother bringing it up? It's probably a sore subject around the ALMS offices.

Another questionable item was the 2013 schedule. The announcers brought up that Mid-Ohio was off the schedule. That's a terrible loss as far as I'm concerned. It just looks so good on TV.

One of the more exciting things about the race for me was finally getting to see the Delta Wing concept car in action. This was just a non-points, test run, but it seemed to be doing very well. Unfortunately, they cut out the car's final fate, so I don't know how it ended up. (Quick look up, it finished fifth overall.) It truly looks like nothing else on track and is jarringly out of place. It also looks good though. There were even people dressed as Batman (the drivers?) posing with it. Dear IRL, you people are so stupid that you didn't pick this to be your car of the future.

Coverage of the night portion of the race was interesting, but really, if done right, it should look terrifying. I've gotten sweaty palms just reading an account of night racing at Le Mans. They likely needed to show more scary in-car views.

It was definitely worth watching just to see that silver Ferrari. By silver I mean a shiny, mirror finish with an awesome paint scheme on top of it. The producers must have known how eye-catching it was, since it was constantly on screen. In the race itself the Ferrari beat the corvette on fuel mileage for a class win. Wow, the NASCAR influence is already becoming apparent.

Monday, October 29, 2012

Fantasy Core RPG--The Flying Warrior

The Flying Warrior
Level
Base Attack
Bonus
Fort Save
Ref Save
Will Save
AC Bonus
1st
+1/(+0)
+2
+2
+2
+1
2nd
+2/(+1)
+3
+3
+3
+1
3rd
+3/(+1)
+3
+3
+3
+1
4th
+4/(+2)
+4
+4
+4
+2
5th
+5/(+2)
+4
+4
+4
+2
6th
+6/(+3)
+5
+5
+5
+2
7th
+7/(+3)
+5
+5
+5
+3
8th
+8/(+4)
+6
+6
+6
+3
9th
+9/(+4)
+6
+6
+6
+4
10th
+10/(+5)
+7
+7
+7
+4
Description: Whether a Shaolin monk, a Wudan master, or Xia knight errant, the Wuxia fighter is a rootless outcast from proper society seeking to hone their martial arts skills wherever they can. Their motivations, honorable or not, are their own. 10th level example: Li Mu Bai from Crouching Tiger, Hidden Dragon.
Hit Die: d8
Prime Abilities: Dex, Con, Str
Weapon and Armor Proficiency: Flying Warriors are proficient any weapon, including any exotic one. Pick one Preferred melee weapon type. They may not use any armor or shields as it interferes with their martial arts skills.
Standard Starting Gear: 5+1d10 GP, pack, 3 days rations, waterskin, 2 useful items, their Preferred weapon.

Stunt Attacks: The Flying Warrior may execute two special forms of attack when armed with their Preferred melee weapon by rolling a successful DC 12 Acrobatics check and a successful attack roll.  Failing the skill check means that the attack fails as well, and the Warrior is rendered prone (or in some other embarrassing position).  (A Natural 1 on the Acrobatics check is always a failure.)  The rd after the attack, successful or not, the Warrior may neither move nor attack, but can still defend themselves.

● Flying Strike: A power attack against a single opponent.  Maximum damage + Stun 1 rd.
● Flying Multi-Strike: Up to 4 adjacent opponents may be attacked simultaneously.  The Warrior rolls one attack roll and the opponents compare their AC to it. Make 1 damage roll and apply it to each opponent hit.

Flurry of Blows: When unarmed, the Flying Warrior may make two attacks per rd. The first attack at the first listed value, the second at the next value. Damage inflicted is 1d4 + ½ level (+ Str bonus). Damage done may be non-lethal at the Warrior's option. (At 10th level, these unarmed strikes are considered magical.) 

AC Bonus: Flying Warriors gain a natural AC adjustment due to their training.
Immunity to Falling Damage: Jen survives that fall at the end of Crouching Tiger, Hidden Dragon, by the way.

Acrobatics Skill (Balancing, jumping): Add ½ level + (Dex + Str)/2. The Flying Warrior is capable of a standing jump of 5' vertical/10' horizontal (double with a running start) without an Acrobatics check.

Baseball Journal One Giant Leap 10-29-12


Over the course of my week's vacation I watched six baseball games. The Giants won them all. That last game had so much tension in it, I almost cried when Theriot made his splashy slide across home plate in the top of the 10th.

As much as their 2010 championship seemed unlikely, this year's proves that was no fluke. While other teams in baseball and other sports grab all the headlines with their big, flashy superstars, the Giants are world champions again with a cast of role players who've bought into the concept of playing as a team, and solid, workman-like, if quirky, pitching.

How did they do it? That's question baseball executives will be asking all off-season. Chances are in the big markets, they'll come up with the wrong answer. Like I said, this has happened twice, with a largely different group of "misfits and castoffs," so there was a strategy, not an accident.

Honestly, it all starts with Buster. He was the missing piece for all these people to put it together. His absence was what sunk the Giants last year. His quiet leadership makes great pitching excellent, provides a steady core for an eclectic bunch players, and lets Bochy manage with confidence. MVP for sure. This is all mushy, touchy-feelie stuff and can't be quantified, but the results speak for themselves.

"There's no way you caught that," said the ump after watching Buster's amazing backhanded catch of a near wild pitch. The ump could have said that about several of Gregor Blanco's catches, not to mention other great plays by the two Brandon's. Then there's the Panda, who seemed to defy physics with some great picks at third. This is another element of the 2012 team that helped produced a World Series win: great fielding. An entire team can go into a batting slump, individual pitchers can lose their stuff, but great defense doesn't take a day off. When combined with great pitching, nobody scores or when they do, they can't blow you out.

What can you say about the pitching? Zito can no longer be used as the butt of an expensive joke. When he "pitched the game of his life" in Game five versus the Cardinals, what do you call it when outdueled Justin Verlander the next week? Vogelsong's long journey was apparently well worth the trip. Bumgarner, rock steady. Cain? Well, what did you expect from him? Anything less than a great game? Then there's the two-time Cy Young winner, Tim Lincecum, finding his good stuff out of the bullpen.

Then there's Sergio Romo. I generally don't want to meet any of these athletes in person. It probably couldn't be anything other than a disappointment. However, when MLB Fan Caver, Ashley Chavez, mentioned meeting Romo as a highlight, I don't doubt it. Even if he'd failed horribly in the series, I suspect he'd still be a happy, upbeat guy. That wasn't what happened though. Sergio just got more and more un-hittable as the playoffs went on. I can't believe some sportscasters are getting on Miguel Cabrera for not swinging at that final pitch. That final fastball down the middle surprised everybody in stadium, except Buster and Romo. After being set up with all those incredible sliders, who was going to be able to hit that sneaky fastball? Who?

There was one word that summed up these Giants that several of the players used: blessed. They were happy and grateful for the opportunity to be playing there. Even if you hate the Giants, you can love this group of players.

Congratulations.

Friday, October 19, 2012

Fantasy Core RPG--The Ninja

The Ninja
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
1st
+1
+0
+2
+2
2nd
+2
+0
+3
+3
3rd
+3
+1
+3
+3
4th
+4
+1
+4
+4
5th
+5
+1
+4
+4
6th
+6
+2
+5
+5
7th
+7
+2
+5
+5
8th
+8
+2
+6
+6
9th
+9
+3
+6
+6
10th
+10
+3
+7
+7
Description: A shadowy warrior specializing in assassination. Honor demands success in carrying out a contract or their own life in forfeit.  A Ninja’s ultimate loyalty is to their clan.  The character Ninja has likely somehow been rendered clanless and is a freelancer with their own motivations.  10th level example: Jubei Kibagami from Ninja Scroll.
Hit Die: d6
Prime Abilities: Dex, Int, Wis
Weapon and Armor Proficiency: The Ninjas are proficient with the Wakizashi (equivalent to a long sword, 1d8), dagger, staff, spiked chain, light crossbow, sap, shortbow, nunchaku, paired sai, short bow, and shuriken. Ninjas must pick one melee weapon type as their preferred weapon. Ninjas may not wear any armor or use shields.
Standard Starting Gear: 5+1d10 GP, pack, 3 days rations, waterskin, 2 useful items, their preferred weapon, 4 smoke bombs, 6 shuriken, bag of caltrops

Kill Shot
Ninjas are able to outright assassinate some opponents. The Ninja must be using their Preferred weapon for this attack.  They must make a successful Stealth Check and a successful melee attack roll on an unaware foe. Failing the Stealth Check means that the attack is only a normal attack.

In general, the DC for the Stealth maneuver is DC 12 vs foes of equal or less HD than the Ninja, DC 18 for higher HD. However, a lower HD creature with enhanced, all-around senses might instead be DC 18. A higher HD person fighting three other combatants or otherwise disadvantaged might be DC 12. The Kill Shot can be attempted on an opponent once per encounter.

With a successful attack, the victim must make a DC 18 Fort Sv. A failed Save for a equal or lesser victim reduces them to 0 hp. A higher HD victim takes 2 x maximum damage + ½ level.  Even on a successful Save, the victim still takes normal damage from the attack. Take note that 0 hp might not mean immediate death for some creatures (like important NPC’s or other Characters).

Refs are allowed to rule certain creatures immune to 0 hp Kill Shots. Anything over 10 HD or having no discernible anatomy would be good candidates. In these cases, a successful Kill Shot automatically still causes 2 x maximum damage + ½ level.

Saving Throws: A Ninja never takes full damage from a failed Save (Fort, Ref, Will), only ½ damage (if applicable). If a successful save gives ½ damage, the Ninja takes no damage.

Shadowy: Ninjas are hard to hit. Ninjas may make a special Ref Sv to avoid taking a hit from any melee or ranged attack (not spells or environmental damage).  DC 12 on the first hit in a rd, DC 18 afterward.  If the Shadowy Sv is failed, the Ninja will take full damage, and they may not attempt the Save again that rd. 

Vanish: A Ninja may use a smoke bomb or ambient darkness to disappear for 1 rd once per encounter/turn. Thereafter a Stealth check is required to escape detection. Alternately, the Ninja has a 1 rd, running headstart.

Poison
Ninjas are skilled in the safe use of poison.  They can brew 4 doses of lethal (DC 18) or sleep (DC 12) poison in one hr with an Int Bonus + ½ level check and proper materials (100 gp lethal/50 gp stun at least).  Roll for the actual effectiveness when used.  Takes 1 rd to apply a poison and must be used with a turn/encounter. 
Lethal Poison DC 18 Con Sv or death in 1 + Victim Con Bonus hrs.  Note that an ineffective lethal poison still must be Saved against.  Failure sickens the individual and drops all stats to 0 Bonuses for 1 turn.  Sleep Poison: DC 18 Con Sv or Knocked Out 1 hr when used.  Other effects can be created.  Ninjas can also identify poison (DC 12) and treat poisoning (DC 18). 

Ninja Skills: The Ninja adds ½ level + ability bonuses to attempts.
(Int + Wis)/2: Detection (Traps, ambushes)
(Dex + Int + Wis)/3: Stealth (Hiding, sneaking), Pick Locks, Escape Artist, Disarm Traps
(Dex + Str)/2: Acrobatics (Balancing, jumping), Climb

(Cha + Wis)/2: Intimidate (Psychologically), Disguise