Monday, August 30, 2010

RadiationSings.com and the Zombie Walk

Future posts will appear on my new website, which can be found at both www.RadiationSings.com and www.JonathonVolkmer.com. That's also the place to check out videos and pictures of my experience at Lincoln Zombie Fest 2010, as well as everything else I'm doing. See you there!

Thursday, August 26, 2010

A NE NPC Super Group

Lord, that's a lot of capital letters, huh? Well, I just though I'd share these guys and gals because I don't think they're going to see the light of day anywhere else:


Prometheus

“I chose the name Prometheus not because I carry the flame of knowledge from the gods, but because I bear the torch of justice, whose fire will burn out all iniquity.”

XP: 20

Attributes: Agility d4, Smarts d8, Spirit d8, Strength d4, Vigor d8

Charisma: 0; Pace: 6; Parry: 5; Toughness: 6

Skills: Notice d6, Fighting d6, Shooting d8, Persuasion d8, Guts d8

Hindrances: Overconfident, Code of Honor, Loyal, Allergy (Minor): Cold

Edges: Arcane Background (Super Powers), Luck, Power Points x2, Command, Natural Leader

Super Powers:

Light the Flame!: Altered Form (5): Replenish (3), Requires Activation (-1)

Fire (Energy) Control (10): Elemental Trick: Fire (3), Large Burst Template (3), Selective (3)

Flight (4): Pace x2

Fire Bolt (6): Elemental Trick: Fire (3)

Gear:

Affiliation: Titans, based in LA


Demeter

“The earth cries out to me for justice. How can I help but answer its call?”

XP: 10

Attributes: Agility d6, Smarts d6, Spirit d8, Strength d4, Vigor d8

Charisma: 0; Pace: 6; Parry: 5; Toughness: 7

Skills: Fighting d6, Notice d6, Intimidation d8, Stealth d8, Tracking d8

Hindrances: Code of Honor, Cautious, Loyal, Heroic

Edges: Arcane Background (Super Powers), Power Points, Brawny

Super Powers:

Earth (Matter) Control (17): Level 3 (12), Binding (1), Gliding (4)

Burrowing (2)

Earthquake (1)

Gear:

Affiliation: Titans, based in LA


Astraea

“The winds of truth, goodness, justice, and freedom are blowing stronger every day. Stand against them, and you will be swept away by the maelstrom.”

XP: 10

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6

Charisma: 0; Pace: 6; Parry: 5; Toughness: 5

Skills: Fighting d6, Intimidation d6, Notice d6, Stealth d6, Piloting d8, Throwing d8

Hindrances: Overconfidence, Heroic, Loyal, Stubborn

Edges: Arcane Background (Super Powers), Power Points, Quick, Ace

Super Powers:

Maelstrom: Whirlwind (6): Larger Whirlwind (2), Twister (2)

Windshield: Deflection (2): Level 3 (3), Requires Activation (-1)

Flight (8): Pace of 48

Altered Form (4): Fall-Proof (1), More Elastic (1), Requires Activation (-1)

Gear:

Affiliation: Titans, based in LA


Nereus

“The world shall be washed clean of its unlawfulness in the cleansing rains of truth.”

XP: 10

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6

Charisma: 0; Pace: 6; Parry: 5; Toughness: 5

Skills: Fighting d6, Notice d6, Shooting d6, Guts d4, Swimming d6, Healing d10

Hindrances: Code of Honor, Loyal, Pacifism (Minor), Heroic

Edges: Arcane Background (Super Powers), Power Points, Quick

Super Powers: Aquatic (0): Needs Water

Storm (4): Downpour (1)

Heightened Senses (2): Eagle Eyes (1)

Matter Control (9): Level 2 (8), Binding (1)

Intangibility (5)

Gear:

Affiliation: Titans, based in LA


Noah “Hephaestus” Ferrer

Welcome to Titan Base. Hope you’ve got an invitation!”

XP: 20

Attributes: Agility d4, Smarts d12, Spirit d6, Strength d4, Vigor d4

Charisma: 0; Pace: 5; Parry: 2; Toughness: 4

Skills: Knowledge (Science) d10+2, Knowledge (Super Powers) d10+2, Repair d12, Investigation d12, Notice d8

Hindrances: Code of Honor, Elderly, Loyal, Cautious

Edges: Arcane Background (Super Powers), Power Points x2, Scholar, Mechanical Genius, Jack-of-all-Trades

Super Powers: Gifted (1)

Titan Base: Lair (10):

Escape Pod (Rocket) (1)

Secure Access (1): klaxon horns, radio broadcast

Med-lab (1): +2 to Healing

Research Lab (1): +2 to Investigation

Hangar (1): +2 to Repair

Security Laser (Attack, Ranged; in lobby) (3): Extra Damage (3)

Titan Dish (Broadcast; satellite dish on top of building) (2): More Range (2)

Titan 1: Vehicle (Bell Jet Ranger) (14):

Armor (4): Level 4 (4), Heavy Armor (2)

Crowd Control Ray (Attack, Ranged) (7): Area Effect: MBT (2), Nonlethal (1), Extra Damage (3)

Gear:

Affiliation: Titans, based in LA

Tuesday, June 15, 2010

Obsidian Portal Wikis

I'm working on Obsidian Portal Wikis for two campaign settings:

Wisp: An original fantasy world filled with all manner of life, and plenty of ways to get killed, too. With unique races and magical abilities, the Wisp universe attempts to include everything I have ever wanted to see in a fantasy campaign world.

Beyond the Pale: This modern mystery/horror game is set in an alternate New York City where the world of the supernatural lurks in every shadow.

If you've got some free time, check them out and let me know what you think.

For any other GMs out there who don't already know about it, this site is a great resource for running campaigns.

Friday, January 22, 2010

New Edges and Power: Elemental Magic

New Edges:

Elemental Power (Novice, Spellcasting d8+, Knowledge (Elements) d6+)
First, choose an Elemental Effect from the list. Then, choose an offensive power you currently know - from now on, all targets struck by that power also suffer from the chosen Elemental Effect. This Edge may be taken more than once, but may not affect the same power more than once.

Improved Elemental Power (Seasoned, Elemental Power, Knowledge (Elements) d10+)
Choose a power which has been affected by the Elemental Power Edge. Rolls made to resist that power's Elemental Effect are now made at -2. In the case of Effects such as Fire, the chance that the effect will take place is doubled (so flammable objects would catch fire on a 1 or 2 instead of just a 1).


New Power:

Elemental Weapon
Rank: Novice
Cost: 2
Duration: 3 (1/round)
Range: Touch
Choose an Elemental Effect from the list: foes struck by target weapon suffer from the chosen Elemental Effect for the duration of this spell. With a raise on the Spellcasting roll, rolls made to resist the power are made at -2, or the chance for the effect to take place is doubled.


The list of Elemental Effects which I use is found on page 36 of the Necessary Evil source book, in the Powers section. You could also make your own with a little ingenuity. Popular "Elements" to use might include Heat, Cold, Light, Darkness, Electricity, Air, and Psionics, although virtually any kind of Trapping could be used to create such an effect. For example, a Bolt spell which creates swarms of Bees might also inflict a Vigor roll to avoid suffering a point of Fatigue from Bee Stings.

Wednesday, January 20, 2010

What Beautiful Music They Make!

The Children of the Night, that is. I spent a lot of time searching the internet for a complete and balanced system for playing Vampires, Werewolves, etc., whether in the styl of WoD or not, and came up rather empty. The only document I was able to locate was a quick and dirty conversion of Vampires into NPCs, presumably for the players to hunt. While there's nothing wrong with that (it did come in rather handy to get me started; thank you to Patrick Phillips), it was not what I was looking for. So, in lieu of finding what I need, I have responded in my usual manner and am currently writing it.

In fact, I am writing it twice. I, personally, am a huge fan of the NE version of powers, and love using them any chance I get, so I am working up some WoD conversion documents for those powers - they are rather creatively interpreted, of course. However, not everyone is as big a fan of those powers as I am, and not everyone has access to the sourcebook. Therefore, I simultaneously putting together a conversion that makes use of standard Savage Worlds mechanics and powers.

Please enjoy this preview of the Necessary Evil version of Vampires: Vampire: The Conversion.

Saturday, September 19, 2009

AFTERLIFE

Well, I haven't ever bothered announcing the existence of this setting before, largely because it's a collection of various ideas that I've been kicking around for a long time with no real definition or structure. It's taken me a while to really figure out how I wanted to approach this setting, and I think I've finally got it figured out, at least the beginning of it, and everything flows from there.

Without further ado, anyone with enough free time (or enough boredom) to be checking this blog (not to exclude those here by chance), may now experience a brief introduction to AFTERLIFE.

Coming soon will be Spotlights from the Guided Tour, Introductions to Major Players, as well as previews of Edges, Hindrances, and Powers original to the setting. As work continues, and I make more information available, I'd appreciate any feedback that passers-by may have to offer. Nothing is ever done perfectly the first time, after all!

Tuesday, September 8, 2009

New Arcane Background: Ibuholi

This is a new magic variant I've designed for use in my WISP Campaign Setting (publishing date: TBA). Developed by the ship-board magicians of the Hundred Isles to more effectively combat the highly predictable dangers they face (weather, Wisps, sea monsters, and pirates), it is not dissimilar in some ways to the Wizard class from D&D.

New Arcane Skill:
Charming- The skill used by Ibuholi practitioners to prepare their spells. Using bits of rope, string, carved pieces of wood, or whatever materials are most ready to hand, Ibuholi wizards create magical charms which can be activated simply by tossing them into the air and uttering the correct magical words. Each Power Point used to create a Charm adds 10 minutes of creation time, and inflicts a -1 penalty on the Charming roll.


New Background Edge:
Arcane Background (Ibuholi): Novice
The art of Ibuholi, which translates roughly from the language of the Hundred Isles to mean "Tying" or "Charming," has become fairly widespread throughout the islands, and is even taking root along the East Coast of Arbor. Ibuholi wizards start play with 15 Power Points and 4 Powers known.
They must prepare their powers in advance by spending Power Points to create Charms, which can be activated with a normal Action as per the Charming skill. Charms cost the same number of Power Points to create as the spells they are imbued with, including the cost for an optional spell modifications (such as additional Bolts). If the Charming roll fails, the Points spent are lost for the day.
When a wizard uses a Charm to cast a spell, the Charm and Power Points are consumed, and the Power activates automatically - no additional roll is required. Power Points expended in this way are returned to the caster at sunrise the next day. Any Charms left over may be preserved or destroyed, as the caster chooses, but Ibuholi users cannot possess Charms containing more Power Points than their maximum.