Thursday, March 28, 2019

Sweetheart Skills

TESTS AND SKILLS
Most simple tests are roll-under a given attribute. There are sixteen categories of tests that are connected to “skills, which a given character is either proficient or not proficient it. If a character is not proficient, simply have them roll under the specified attribute and select the outcome. If they are proficient, they add their level to the attribute. More difficult tasks can modify the attribute in a negative way, but a standard skill roll is no modifier— remember, they’re inherently harder than simple tests. Three skills— logistics, expertise, and craft— are not tied to an attribute. Instead, use the listed values on the table below. The first listed number is for characters who are not proficient; the second for characters who are. Three skills— perform, craft, and expertise— require a specification when they are taken. Examples are listed in the skill explanation below. A character can be proficient in these skills multiple times, each time with a different specification.

Many skills in other systems are not represented as skills here. Such tasks as swimming, perception, and detecting lies should either be represented by simple attribute tests or player skill. It is possible for abilities to give a character proficiency in special skills that are not on this list.

Daniel Romanovsky
Table X: Standard Skills
Perform (cha)
Implicature (int)
Stealth (dex)
Survivalism (wis)
Craft (5/15 trained)
Logistics (5/10 trained)
Expertise (5/15 trained)
Bolt (dex)
Acrobatics (dex)
Diligence (wis)
Rumor (cha)
Library Science (int)
Nonverbals (cha)
Sleight (dex)
Spellcraft (int)
Psychology (wis)

Acrobatics (dex)
  • Feat: If you succeed, you complete the attempted feat capably. If you fail, pick one. For every five you fail by, pick another one: end up prone, drop something, you are fatigued, you take strain.
Bolt (dex)
  • Run: If you succeed by less than five, pick one. If you succeed by 5+, pick three: you don’t end up where you intended, you are fatigued, or you left something important behind. Can be opposed. Worse roll takes an additional pick.
Craft (5/10) (e.g. alchemy, smithing, woodworking, stonecutting, jewelry)
  • Create: If you succeed by less than five, pick one. If you succeed by 5+, pick three: the item is created quickly, created cheaply, has intricate details.
  • Appraisal: ask a question about the item. If you succeed by less than five, pick one. If you succeed by 5+, pick three. The answer is precise, expansive, or quick.
  • Dismantle: If you succeed by less than five, pick one. If you succeed by 5+, pick three. You are quick, you make progress in dismantling the item, you don’t damage any pieces, you are quiet.
Diligence (wis)

  • Practice a trick: spend a commensurate amount of time practicing. If you do, test on diligence instead of another skill for that one attempt.
  • checking in with allies: They are heartened, they take you into their confidence, ask a hypothetical about what they would do in a certain circumstance. If the target is a PC or significant NPC, they pick.
  • Enduring tedium or pain: If you succeed by less than five, pick one. If you succeed by 5+, pick three. Your resolve is strengthened, your attitude is positive, you are stable.
Expertise (5/15) (e.g. heraldry, surveying, theology, nature, streetwise, myth, liberal arts)
  • Ask a question. If you succeed by less than five, pick one. If you succeed by 5+, pick three. The answer is precise, expansive, or quick.
Implicature (int)
  • Bargain: If you succeed by less than five, pick one. If you succeed by 5+, pick three. They don’t demand immediate payment, they must deal honestly, ask a question about their intentions, they keep the deal confidential, they don’t know exactly what they’ve agreed to. Can be opposed. May negotiate picks for a bonus to the roll.
  • Appraise rhetoric: ask a question about the artifact. If you succeed by less than five, pick one. If you succeed by 5+, pick three. The answer is precise, expansive, or quick.
  • Cyphering: Obscure text so that it is difficult to decode. If you succeed by less than five, pick one. If you succeed by 5+, pick three. Deciphering is ambiguous, deciphering is arduous, or its difficult to tell what is part of the code.
Library Science (int)
  • Ask a question. If you succeed by less than five, pick one. If you succeed by 5+, pick three: the library is quickly navigated, it has a deep investigation of the topic, it has multiple different views on the topic.
Logistics (5/10)
  • Organize a project: If you succeed by less than five, pick one. If you succeed by 5+, pick three. The project is under budget, effectively directed, meets its deadline.
Nonverbals (cha)
  • Act: If you succeed by less than five, pick one. If you succeed by 5+, pick three. People are willing to help you out, you seem like you belong, you evoke strong emotions.
  • Nonverbal communication: If you succeed by less than five, pick one. If you succeed by 5+, pick two. The target gets the gist of your message, any observers fail to get the gist of your message. This skill can communicate simple messages even to animals.
Perform (cha) [e.g. strings, singing, poetry, painting, sculpture, dance, wind)
  • Performance: If you succeed by less than five, pick one. If you succeed by 5+, pick three. People are willing to help you out, you seem like you belong, you evoke strong emotions.
Psychology (wis)

  • Analyze: ƒIf you succeed by less than five, pick one. If you succeed by 5+, pick three: they are heartened or disheartened, they don’t notice your inquiry, you evoke strong emotions, you get an answer to your question.
  • Predict: If you succeed by less than five, pick one at random. If you succeed by 5+, pick three at random or pick one and another at random: ask what someone is going to do, what they want to do, what what they’ve decided not to do.
Rumor (cha)
  • Gossip: ƒIf you succeed by less than five, pick one. If you succeed by 5+, pick three: you get answers to your questions, you’re sure no one witnessed your inquiries, you don’t answer any of their questions, people start talking about something of your choice.
Sleight (dex)
  • Conceal: If you succeed by less than five, pick one. If you succeed by 5+, pick three: the item is hidden quickly, it is especially out of the way, it is easy to draw out quickly.
Spellcraft (int)

  • Tweak: If you succeed by less than five, pick one. If you succeed by 5+, pick three: there is no unintended feedback, there is no diminished effect, it is not more difficult to cast.
  • Design: If you succeed by less than five, pick one. If you succeed by 5+, pick three: it doesn’t cost much, it is straightforward, it doesn’t take much time.
Stealth (dex)
  • Hide: If you succeed by less than five, pick one. If you succeed by 5+, pick three: behind cover, silent, traceless, good vantage point
Survivalism (wis)

  • Jaunt: If you succeed by less than five, pick one. If you succeed by 5+, pick three: know where you’re going, find food and water, find warmth and shelter.
  • Overland travel: If you succeed by less than five, pick one. If you succeed by 5+, pick three: arrive exactly where you intend to, with some provisions to spare, not fatigued.

Sweetheart D&D

Daniel Romanovsky
Alright, so I'm doing that thing everyone eventually does where I reinvent the wheel of D&D. The basis is like Skerples's GLOG rules when it doesn't say otherwise. Aren't you people supposed to lean towards rulings over rules?

This article will mention the basics, later ones to go into further detail.
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NUMBERS AND RACE
  • 4d6, drop lowest, any order
  • 3+con HP per level
  • roll-under attacks
  • 30 ft. base move speed.
  • Enemies attacking you get a penalty equal to your dex mod plus any armor bonus. This is AC.
  • Enemies tripping, grappling, etc. get a penalty equal to your dex mod plus your attack bonus. This is maneuver defense(?) It needs a better name.
  • Carry a number of things equal to strength score. For every thing you carry in excess, you get a -1 penalty to dexterity tests, AC, and resisting maneuvers. Points of fatigue are added to your inventory and recovered at a rate of one point per two hours spent resting.
  • XP bleh. One simple way to treat levelling up is that each session in which a character makes significant progress, whatever that means, they get 1 XP. Once the amount of XP equals the next level, they spend that much XP and gain a new level. 
  • Each class has up to 10 levels, but characters may take levels in multiple classes, though the number of classes a character possesses may never exceed half of their level (after first level.

Race
Advantage
Disadvantage
Reroll
Human
Extra skill
Forgetful
any
Warforged
Modular
Maintenance
str
Orc
Bonus vs. divine
Save vs. beauty
str
Dwarf
Crafted proficiency
Save vs. full moon
con
Gnoll
Shaper
Save vs. conformity
con
Hobbit
Second breakfast
20 ft. speed
dex
Eulogy
Prone without penalty
cold-blooded
dex
Ordena
Extended critical range
Hamartia (extended critical range)
int
Locust
Brief flight (begin/end turn on foot)
Hibernation
int
Elf
One with nature
Save vs. ugliness
wis
Suriah
Natural duelist
Save vs. passion
wis
Birdfolk
Mimic sounds
Pushed back by blows
cha
Serset
Possession
Parasitic
cha
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  • Human: Pick any one skill and become proficient in it. The DM doesn’t have to remind you of something your character should know (but won’t be too cruel with this ability.) You can reroll any one attribute.
  • Warforged: (Magitech automatons) You can have any conceivable mechanism installed into your body. This requires craft tests. You do not heal naturally, and need to spend two hours with a repair kit every day to heal hp. You may reroll strength.
  • Orc: Divine magic is not accustomed to you, conferring a +3 to saves against it. When you are confronted with beautiful things you must test any mental attribute or shun it. You may reroll strength.
  • Dwarf: You are proficient in all craft skills. When you are exposed to the full moon, you must test wisdom or be transfixed by it until it leaves your sight. You may reroll constitution
  • Gnoll: You gain a bonus based on the last significant creature you ate. If it was an intelligent race, get a +2 to the reroll that race gets. If it is a monstrous creature, gain a themed ability based on its capabilities. When you would oppose the consensus of your group, test charisma or go along with them. You may reroll constitution.
  • Hobbit: If you have a hearty meal, you may heal an additional 1 HP per level per day. Your base move speed is 20 ft. speed. You may reroll dexterity.
  • Eulogy: (reptile people) You know how to slither, and take no penalty for being prone. Since you are cold-blooded, you cannot survive long in extreme heat or cold. You may reroll dexterity.
  • Ordena: (Grey philosopher race) In combat, you score a critical success on a 2. Foes targeting you score a critical success on a 2. You may reroll intelligence.
  • Locust: (grasshopper people) Once every other round, a locust may flutter through the air, flying 100 feet and landing on a sturdy surface. You must hibernate seven out of eight years. You may reroll intelligence.
  • Elf: You can exist comfortably in the wilderness, and are proficient in survivalism for the purpose of jaunts. When you are confronted with grotesque things you must test any mental attribute or shun it. You may reroll wisdom.
  • Suriah: (stocky saffron-colored people) Once per day while wielding a bladed weapon, you may parry an incoming attack, reducing its damage by 1d12. When you feel a very strong emotional urge you must test intelligence or act on it. You may reroll wisdom.
  • Birdfolk: You can perfectly imitate other voices, and test charisma to imitate other sounds. Because of your hollow frame, any time you take damage you are sent away five feet from the source of the harm. You may reroll charisma.
  • Serset: (mind-controlling slugs) When you crawl into a target’s ear, you can access the brain and pilot them. This does not require a test, though you aren’t allowed to test to evade any attempt they make to stop you. You start with a host of your choice, and can read basic emotions it feels. In your true form, you are a pitiful slug. Your physical attributes outside of your host have a score of one. Hosts do not add bonuses to your abilities; your primary attributes are a measure of how you use your body, not the body you have. If your host dies while you inhabit it, you will suffocate in an hour. As long as your host is alive, you can burrow out of its ear, a process which takes 3 rounds. You may reroll charisma.

Oh, also some preemptive attributions:

Sunday, March 3, 2019

Quick List: d50 Pirate Ship Names



  1. The Bastardess
  2. The Red-Yellow
  3. The Croatoan
  4. The Flash-and-Guile
  5. The Linerunner
  6. The Skull of Kings
  7. The Fightin’ Jezebel
  8. The Black Wave
  9. The Goldsides
  10. The Ambrose
  11. The Ventner
  12. The Beatrice
  13. The Flyin’ Wreck
  14. The Fishmonger
  15. The Queen’s Fancy
  16. The Devil’s Grin
  17. The Chapelhouse
  18. Edgeward
  19. The Kraken’s Promise
  20. The Fancy Dancer
  21. The Starfish
  22. The Moonslave
  23. The Renege
  24. The Renegade
  25. The Pauper-Prince
  26. The Tenor
  27. The Red Cent
  28. The Rumbold
  29. The Gambol
  30. The Dicemaker
  31. The Sailor’s Daughter
  32. The Governess’s Smile
  33. First Contact
  34. The Line of One
  35. The Rookery
  36. The Seaweed
  37. The Tenrudder
  38. The Outsider
  39. The Crown of Jack
  40. The Last Gasp
  41. The Orange and Purple
  42. Forswearance
  43. The Atlas
  44. The Wayfarer
  45. The Standard-Bearer
  46. The Brigsman
  47. Impunity
  48. The Fishwife
  49. The Shark!!! [exclamation points included]
  50. [no name]

Wednesday, February 13, 2019

d72 Demons to to tutor you in liberal arts

This is straight-up ripped from the wikipedia page for the Lesser Key of Solomon, a book of
demonology that wants to be a random demon table.

  1. King Bael
  2. Duke Agares
  3. Prince Vassago
  4. Marquis Samigina
  5. President Marbas
  6. Duke Valefor
  7. Marquis Amon
  8. Duke Barbatos
  9. King Paimon
  10. President Buer
  11. Duke Gusion
  12. Prince Sitri
  13. King Beleth
  14. Marquis Leraje
  15. Duke Eligos
  16. Duke Zepar
  17. Count/President Botis
  18. Duke Bathin
  19. Duke Sallos
  20. King Purson
  21. Count/President Marax
  22. Count/Prince Ipos
  23. Duke Aim
  24. Marquis Naberius
  25. Count/President Glasya-Labolas
  26. Duke Buné
  27. Marquis/Count Ronové
  28. Duke Berith
  29. Duke Astaroth
  30. Marquis Forneus
  31. President Foras
  32. King Asmoday
  33. Prince/President Gäap
  34. Count Furfur
  35. Marquis Marchosias
  36. Prince Stolas
  37. Marquis Phenex
  38. Count Halphas
  39. President Malphas
  40. Count Räum
  41. Duke Focalor
  42. Duke Vepar
  43. Marquis Sabnock
  44. Marquis Shax
  45. King/Count Viné
  46. Count Bifrons
  47. Duke Vual
  48. President Haagenti
  49. Duke Crocell
  50. Knight Furcas
  51. King Balam
  52. Duke Alloces
  53. President Caim
  54. Duke/Count Murmur
  55. Prince Orobas
  56. Duke Gremory
  57. President Ose
  58. President Amy
  59. Marquis Orias
  60. Duke Vapula
  61. King/President Zagan
  62. President Valac
  63. Marquis Andras
  64. Duke Haures
  65. Marquis Andrealphus
  66. Marquis Cimeies
  67. Duke Amdusias
  68. King Belial
  69. Marquis Decarabia
  70. Prince Seere
  71. Duke Dantalion
  72. Count Andromalius

Tuesday, February 5, 2019

Second Great Awakening-Style Movement Generator

During the Second Great Awakening, a lot of weird religious groups formed, wandered around northeastern America, then died out when no one wanted to join their club. Now you can get in on the action with these three tables!

They are named after their weirdest rite, regardless of whether everyone else also does it.
  1. Appealers
  2. Smoochers
  3. Handlers
  4. Chanters
  5. Recounters
  6. Supperers
  7. Confirmers
  8. Orderers
  9. Squealers
  10. Dabbers
  11. Hitchers
  12. Signers



They low-key advocate for some extreme innovation of faith.
  1. Newer testament
  2. Absolute celibacy
  3. Free love
  4. Gender equality, but silly
  5. Communism
  6. Extreme luddism
  7. Doomsday predictions
  8. Founder claims to be the messiah
  9. Ignorant idealization of a distant culture
  10. Creative tithing
  11. Mirth is sin
  12. Gearing up for crusade



Their prophet founder has something weird going on...
  1. Undergoing crisis of faith
  2. Patriotic veteran
  3. Very kind manipulator
  4. Humble hermit
  5. Socially anxious
  6. Con artist
  7. Paranoid
  8. Casanova
  9. Emulating Caesar
  10. Stares and stares and stares
  11. Hears every lie ever uttered
  12. Uncompromising altruist