Showing posts with label ACKS. Show all posts
Showing posts with label ACKS. Show all posts

Wednesday, April 15, 2015

Site Update

What happened since our last post back in September? Here goes a well deserved update.

Wednesday nights games (OSR):

- Resumed a D&D 5e campaign, run by me, set in Greyhawk (Yeomanry-Hool Marshes-Hold of the Sea Princes area) that we started before GenCon. A mysterious figure is seeking asylum in the Yeomanry from the Hold of the Sea Princes. The party has to meet her at the border and escort her to the city. Meanwhile the Scarlet Brotherhood will try to thwart their plans.

- Then switched to White Sands, an ongoing ACKS game run by +Jason Hobbs, in which we  explore the Badlands of Shaidar legend in the Eye of Opjamar.

- After that we started Griffin Mountain an awesome Runequest campaign run by +Adam Muszkiewicz. A group of initiates passes the tribe's rite to adulthood and become hunters. As the seasons go by their nomad tribe travels Balazar, breaks old alliances and forges new ones, everything amidst an internal struggle for power.

- Now we have returned to the D&D 5e campaign mentioned above. The party is helping to recover a magical mask from a reptilian civilization buried in an ancient tomb deep in the marshes. So far they've bested the swamp's perils and found a ziggurat full of traps!


Thursday nights games (DCC with the Metal Gods of Ur-Hadad) :

- Finished a short arc run by +Doug Kovacs that started right after GenCon in which, after exploring the "The Tomb Of Ulla Gandur", what was left of Sybian the Whoreforged humanity got transferred, by the goddess of Nature, into a human body affixed to a suit of full plate armor adorned with an intricate filigree of vines.

- "Un-death & Taxes" run by +Edgar Johnson. An escort mission in which the group must protect the Imperial tax assessor as he makes his rounds of various far-flung hamlets and villages.

- "Into the Lair of the Feculent Swine" run by +Adam Muszkiewicz. Employed by Master Guang-Yuan Jo to retrieve the feathers of the slumbering feculent swine, Jerkal the Blazin', Scorpion Boy and Nimue of Cthulhu from the Divine Order of the Purple Tentacle, along with some fresh faces, have set off for the mountains that separate the Satrapy of Kuth from the Duchy of Karel


Received gorgeous +Drink Spin Run - An RPG Talk Show Podcast and +Wayne Snyder's "Secret of the Serpent Moon" t-shirts. Also received an awesome poster of Metamorphosis Alpha Warden deck cross-section by +Doug Kovacs, and issue #3 of  the +Metal Gods of Ur-Hadad zine. Can't complain about our postal service so far.


Contributed with an article about Healing Spelburn to the DCC Mega Zine.

EDIT: Also received in the mail "The Art of Dragon Magazine"!
EDIT2: And started to play Conspiracy X in a F2F group every 2 weeks.

Thursday, June 12, 2014

Shadowblade: A new class for the Adventurer, Conqueror, King System

Shadowblade 
Prime Requisite: DEX and INT 
Requirements: None 
Hit Dice: 1d6 
Maximum Level: 14 

The Shadowblade can be seen as a Thief that wants more than to dabble into the arcane arts, or as a Mage that wants to improve its limited combat training. 

At first level, Shadowblades hit an unarmored foe (AC 0) with an attack throw of 10+. Shadowblades advance in attack throws and saving throws as thieves, by two points every four levels of experience. They may fight with any missile weapons and any one-handed melee weapons, and may wield a weapon in each hand if desired. They cannot wear armor heavier than leather, and cannot use shields.

Shadowblades have the same thieving skills as a Thief of the same level. 

In addition, they may perform feats of acrobatics. In lieu of moving during a round, the Shadowblade may attempt a proficiency throw of 20+ to tumble behind an opponent in melee. The proficiency throw required for the tumble is reduced by 1 per level of experience the character possesses. If successful, the Shadowblade is now behind his opponent. The opponent loses the benefit of his shield, if any, and the Shadowblade can backstab his opponent (gaining +4 to his attack throw and bonus damage based on his level). Shadowblades also gain a +2 bonus to saving throws where agility would help avoid the situation, such as tilting floors and pit traps. 

Shadowblades cast spells as Mages of one-half their level, using the same spell list and the same rules for learning and casting spells. Unlike Mages, Shadowblades can also cast spells while wearing armor. They can use any magical items available to Mages or Thieves. 

When a Shadowblade reaches 5th level (Thaumaturge-Rogue), he may begin to research spells, scribe magical scrolls, and brew potions. 

When they reach 9th level (Shadowblade), Shadowblades may construct a hideout. When a Shadowblade builds a hideout, he will gain 2d6 1st level Shadowblades as apprentices, come to learn under a master. If hired, they must be paid standard rates for ruffians. These Shadowblades will serve the character with some loyalty, though at least one will be an infiltrator working for the Shadowblade’s local rivals, sent to keep an eye on the character. Additional rules for hideouts are detailed in the Campaign chapter. 

A Shadowblade also has the ability to backstab. He must catch an opponent unaware of his presence, either by surprise or by moving silently and/or hiding in shadows to sneak up on his opponent. When backstabbing, the Shadowblade will receive an attack bonus of +4 and, if successful, deal additional damage for every four levels he has attained. A Shadowblade at 1st through 4th levels does double the normal damage, at 5th-8th levels does triple the normal damage, at 9th-12th levels does quadruple the normal damage, and at 13th level or higher does quintuple the normal damage. 

Shadowblades have the following range of skills, which improve as the Shadowblade gains levels according to the progression on the Thief Skills table. 

When a Shadowblade attempts to make use of one of his skills, the character or Judge will make a proficiency throw of 1d20. (Usually the Judge will make rolls for these abilities, because a Shadowblade is not always aware when he has failed.) After applying any relevant modifiers (e.g. due to the complexity of a lock), the result is compared to the target value listed on the Thief Skills table below for the appropriate skill. A result that is greater than or equal to the value listed for the proficiency throw that corresponds to the Shadowblade’s level is a success. A roll of 20 is always a success, and a roll of 1 is always a failure. 

Opening Locks: With the aid of thieves’ tools, a Shadowblade may pick mechanical locks. He may only try to pick a particular lock once, and if he fails, he may not try the same lock again until he reaches a higher experience level. The Judge may apply bonuses or penalties to the roll, depending on the complexity of the lock. 

Finding and Removing Traps: Through careful inspection and probing, a Shadowblade may find hidden traps and then attempt to disable or discharge the trap harmlessly. A Shadowblade may only try to find or remove a trap once in any given area. The Judge may apply bonuses or penalties to the roll, depending on the complexity of the trap. If the Shadowblade fails, he may not try again until he reaches a higher experience level. Note that these are separate skills, for a Shadowblade must find a trap before he can remove it. 

Picking Pockets: This skill is the bread and butter of non-adventuring thieves for it is a quick source of income – though not without peril. A throw that is less than half the target value means that the intended target notices the thieving attempt. The Judge will then make a reaction roll with a -3 penalty to determine the intended victim’s reaction. 

Moving Silently: Shadowblades may move with total silence. When successful, even keen eared guards will not hear the movements of a Shadowblade. However, the Shadowblade always thinks he is successful in this skill, and will not know otherwise unless and until others react to his presence. Shadowblades may move silently at ½ their standard combat movement rate without penalty. If they move greater than ½ speed, they take a -5 penalty to the proficiency throw. If they run, they take a -10 penalty. 

Climbing Walls: Shadowblades are adept at scaling sheer surfaces, including walls or steep cliffs. They require a proficiency throw for each 100' they intend to climb. If the roll fails, they fall a distance equal to half the attempted distance, plus the distance covered by any previous throws, taking 1d6 points of damage per 10 feet. Shadowblades climb at ¼ their standard combat movement rate. 

Hiding in Shadows: A Shadowblade may attempt to skulk unseen in the cover of darkness. A Shadowblade will always think he is successful in this skill, and will not know otherwise until others react to his presence. A Shadowblade will remain hidden so long as he stays motionless. If he moves, he must make a new proficiency throw to hide. 

Hearing Noises: Shadowblades can attempt to listen for noises in a cave or hallway and at a door or other locations. The Shadowblade must be quiet and in a quiet environment. 

Level Petrif. & Paralysis Poison & Death Blast & Breath Staffs & Wands Spells Atk. Thr.
1-2 12+ 13+ 16+ 14+ 14+ 10+
3-4 11+ 12+ 15+ 13+ 13+ 9+
5-6 10+ 11+ 14+ 12+ 12+ 8+
7-8 9+ 10+ 13+ 11+ 11+ 7+
9-10 8+ 9+ 12+ 10+ 10+ 6+
11-12 7+ 8+ 11+ 9+ 9+ 5+
13-14 6+ 7+ 10+ 8+ 8+ 4+

Shadowblade Level & Spell Progression 

Experience Title Level HD Acrobatics 1 2 3 4
0 Arcanist-Footpad 1 1d6 20+ - - - -
2775 Seer-Hood 2 2d6 19+ 1 - - -
5550 Theurgist-Robber 3 3d6 18+ 2 - - -
11100 Magician-Burglar 4 4d6 17+ 2 - - -
22200 Thaumaturge-Rogue 5 5d6 16+ 2 1 - -
45000 Enchanter-Scoundrel 6 6d6 15+ 2 1 - -
90000 Sorcerer-Pilferer 7 7d6 14+ 2 2 - -
180000 Mage-Thief 8 8d6 13+ 2 2 - -
330000 Shadowblade 9 9d6 12+ 2 2 1 -
480000 Shadowblade 10th level 10 9d6+2* 11+ 2 2 1 -
630000 Shadowblade 11th level 11 9d6+4* 10+ 2 2 2 -
1110000 Shadowblade 12th level 12 9d6+6* 9+ 2 2 2 1
1260000 Shadowblade 13th level 13 9d6+8* 8+ 2 2 2 1
1410000 Shadowblade 14th level 14 9d6+10* 7+ 2 2 2 2

*Hit point modifiers from constitution are ignored 

Proficiencies 

General Proficiency List: Adventuring, Alchemy, Animal Husbandry, Animal Training, Art, Bargaining, Caving, Collegiate Wizardry, Craft, Diplomacy, Disguise, Endurance, Engineering, Gambling, Healing, Intimidation, Knowledge, Labor, Language, Leadership, Lip Reading, Manual of Arms, Mapping, Military Strategy, Mimicry, Naturalism, Navigation, Performance, Profession, Riding, Seafaring, Seduction, Siege Engineering, Signaling, Survival, Theology, Tracking, Trapping. 

Shadowblade Proficiency List: Alertness, Battle Magic, Bribery, Combat Trickery (disarm, incapacitate), Elven Bloodline, Familiar, Fighting Style, Lockpicking, Loremastery, Mystic Aura, Precise Shooting, Prestidigitation, Quiet Magic, Sensing Power, Skulking, Swashbuckling, Trap Finding, Weapon Finesse.

Proficiencies Gained per Level (C=class prof., G=general prof.)

Class 1 2 3 4 5 6 7 8 9 10 11 12 13 14
Shadowblade C+G C G C G C G

You can get the PDF in the Downloads page.

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