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	<title>d20 &amp;laquo; WordPress.com Tag Feed</title>
	<link>http://wordpress.com/tag/d20/</link>
	<description>Feed of posts on WordPress.com tagged "d20"</description>
	<pubDate>Sun, 20 Jul 2008 07:19:41 +0000</pubDate>

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<title><![CDATA[The Checkmate Scroll]]></title>
<link>http://planejammer.wordpress.com/?p=261</link>
<pubDate>Sun, 20 Jul 2008 03:56:13 +0000</pubDate>
<dc:creator>dungeonmasterloki</dc:creator>
<guid>http://planejammer.wordpress.com/?p=261</guid>
<description><![CDATA[Song of the &#8216;Jammer (Handout version)
Conjuration (Teleportation)
Effective Level:9th
Skill Ch]]></description>
<content:encoded><![CDATA[<p><span style="font-size:medium;"><strong>Song of the 'Jammer (Handout version)</strong><br />
<strong><em>Conjuration (Teleportation)</em></strong></span></p>
<p><strong><em>Effective Level:</em></strong>9th<br />
<strong><em>Skill Checks:</em></strong><strong> </strong>9<br />
*Knowledge (the planes) DC 26, 2 success;<br />
*Spellcraft DC 26, 1 success;<br />
*Psicraft DC 26, 1 success;<br />
*Perform (sing) DC 26, 5 successes<br />
-For this incantation the spellcraft and psicraft checks are made by the additional casters while the Knowledge: the planes and Perform checks are made by the primary caster.<em>Failure:</em>All casters take 2d6 hp of damage and are exhausted. Smalljammer along with crew and cargo is planeshifted to a random plane within the originating multiverse and unable to take its first action for 1d6 rounds while the smalljammer attunes to its new spacetime coordinates. (i.e. You fail to make the jump from Realmspace to Urban Arcana, the ship and contents are planeshifted to the plane of Shadow and unable to  move for 4 rounds while the ship recovers from the jump.)<br />
<strong><em>Components:</em></strong><strong> </strong>V, S, M, F, XP<br />
<strong><em>Casting Time:</em></strong>&#60;<strong> </strong>9 hours<br />
<strong><em>Range:</em></strong>Touch<br />
<strong><em>Target or Targets:</em></strong>1 Smalljammer Class Ship with crew and cargo. While the ship's air envelope is affected as well, nothing more solid than a gas that is within the envelope but outside the Smalljammer's hull is. (While it is speculated that the incantation will work with any living ship there are no known instances of it being done.) For the incantation to work the smalljammer must be outside the orbit of the outermost planet in the system by at least 5,000 miles.<br />
<strong><em>Duration:</em></strong> Instantaneous<br />
<strong><em>Saving Throw:</em></strong>Will negates (harmless) (DC 19 + caster's Cha modifier)<br />
<strong><em>Spell Resistance:</em></strong> Yes (harmless)<br />
<strong><em>Casting:</em></strong><strong> </strong>The actual song portion of the incantation takes five hours. During that time the singing alternates with chanted components performed by the additionalcasters and, if they are successful, the Smalljammer as well.<br />
<strong><em>Material Component:</em></strong> 5,000 gp Worth of exotic materials. The exact materials vary depending on what multiverse you are in and which one you wish to go to.In all cases the materials must come from three different planes in the starting multiverse.<br />
<strong><em>Focus:</em></strong><strong> </strong>An Organic, Living Spelljamming Helm<br />
<strong><em>Backlash Component:</em></strong><strong> </strong>Crossdimensional feedback. (planeshifted, exhausted, 2d6 hp damage)<br />
<strong><em>Extra Casters:</em></strong><strong> </strong>2 backup chanters, 1 with Psicraft and one with Spellcraft. In addition the Smalljammer acts as an additional caster for a grand total of 3.<br />
<strong><em>XP Cost: </em></strong>200 xp from Primary Caster and 75 xp each from the additional casters.</p>
<p>Since the barrier between the <em>Myriad Realms</em> (i.e. d20 Modern, DragonStar, Call of Cthulhu, etc.) is vibrational in nature it stands to reason that one of the few ways of breaching the barriers between dimensions would involve sound. In this case the sound of song.</p>
<p>This nine hour ritual creates a breach in the barriers between dimensions allowing one ship to pass through. The first four hours are used in ritual preparation,  attuning the ship and crew with the balance of arcane, psionic, and divine energies of their starting plane.</p>
<p>Some say that it was during the first performance of this Incantation that the Far Realm was first discovered. If there is truth to the theory held amongst some sagesthat the Far Realm fills the area between dimensions much like the Phlogiston fills the area between Spheres then this story may well be true.</p>
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<title><![CDATA[Episode XVII: Chess With A Modron, Drinks on a Dead Gods Head]]></title>
<link>http://planejammer.wordpress.com/?p=246</link>
<pubDate>Sun, 20 Jul 2008 03:41:04 +0000</pubDate>
<dc:creator>dungeonmasterloki</dc:creator>
<guid>http://planejammer.wordpress.com/?p=246</guid>
<description><![CDATA[Last Episode: As the Mulhorrandi sits down she and the helm are suddenly surrounded in a corruscatin]]></description>
<content:encoded><![CDATA[<p><a href="http://flickr.com/photos/humidcity/2660766483/"><img class="alignleft size-medium wp-image-256" src="http://planejammer.wordpress.com/files/2008/07/klaslem.jpg?w=300" alt="" width="300" height="225" /></a><strong>Last Episode:</strong> <em>As the Mulhorrandi sits down she and the helm are suddenly surrounded in a corruscating numbus of purple flame sot through with black arcs of energy. There is a violent lurch and everyone except the catfolk and the xixchil is thrown from their feet. As they get to their feet they notice the sky outside the ship’s posts has gone completely silver. Khlasath cowers away from the window exclaiming “No, no, no, damnit! Not the Astral!”</em></p>
<p>As the silver light streams in through the windows Violetta feels momentarily light headed. While Xring tends the unconscious Ibid, Klasath explains that he is a pariah amongst his people and being on the Astral is a death sentence if they get caught. As they interrogate Moswen about what happened and discover she has no idea the githyanki explains some basics of the plane: lack of time, getting places by thinking about them, etc.</p>
<p>During the course of the conversation a change in Violetta's chain, as it now has the aspect of both being made of silver and being of githyanki craftsmanship. As Klasath asks her about it a figure comes into view in the distance. In short order it resolves into a strange looking cube, a cube with spindly chicken like arms and legs as well as a strange almost comical face. Larren identifies it as a Modron, native to the plane of Mechanus, a creature of pure Law.<!--more--></p>
<p>In a strangely stilted prose the creature introduces itself as Individual 23 and, they think, inquires why they are there. Closer view shows the creature seems to be made of a an odd mix of metal, stone, and flesh. All in all it almost seems more of a construct than a creature of flesh and blood. Under its arm it carries a stone tile about a foot square and it holds a staff in its left hand.</p>
<p>After a brief and slightly confusing conversation the Modron asks, "Interrogative: Participate in game?" After a bit of conversation they agree and the Modron tosses the board out into the Silver Void where it rapidly grows to huge proportions.</p>
<p>Upon attaining full size the crew are transported to the surface of the board where they have taken the place of several pieces on the white side of the board. Surrounding them are living chess pieces, the Chaturani from Mechanus. The Modron sits on a raised dias at the other end of the board directing the black side's pieces.</p>
<p>A rapid, vicious game ensues. As the pieces move, animate, and fight Violetta feels a pulse at her temples and, suddenly released by the energies of the Astral, strikes out for the first time with an Ego Whip. As the strange, boxlike entity plunges headfirst into depressive lassitude Larren directs the game towards a rapid checkmate. In the course of the combat Lemmy had been "killed." At its end he appears on a dias opposite the Modron beaten but barely alive.</p>
<p>As a booming voice from above announces "checkmate," the black pieces defeated, including the checkmated King evaporate in amber light leaving behind three scrolls hanging suspended in mid air where they stood. Two are maps, in the same style as the map of Athas Violetta memorized a few weeks ago. One is labeled Dasaraches, The White Fortress. The other one is a city map emblazoned with the name Tyr.</p>
<p>In addition to the enigmatic maps is a scroll bearing a powerful incantaion, The Song of The Jammer. Combining elements of arcane, psionic and musical notation it seems to be a complex multi hour ritual that allows a smalljammer to breach dimensional barriers. At least that is the best they can gather from it.</p>
<p>After the game Klasath explains to Moswen how to rest in the Astral. Being a warlock she is unused to the energy draining effects of the helm. Being bereft of all her arcane abilities has rattled her a good deal. Individual 23 has, in the meantime, begun balling to himself while standing on the open deck of the Voidskimmer. He keeps saying that "Mad, mad, mad! Giotractuszeit mad will be," wringing his strange spindly hands.</p>
<p>Acting as the native guide Klasath finally suggest the best place to seek shelter would be Crosswinds Keep in the Elserryn Cluster. As a githyanki he would have to hide in the ship, his race are forbidden there and constantly attempt to breach the settlement's defenses.</p>
<p>He gives a detailed description to Xring and off they go. After five hours they come to a swirling array of color pools, portals to other planes that orbit in a complicated array much like and asteroid field. This is the Elserryn Cluster. Off on the other side of this maelstrom of color pools floats the enormous stone head of a dead god. Built o the back of the head is their destination, Crosswinds Keep.</p>
<p>As the smalljammer describes a sweeping arc around the swirling array a pair of seemingly normal hammerships move into view and hail them. A quick visit from the guards of the Lion Fleet allows them to be escorted inside the magical sphere of exclusion. Moswen immediately picks out the leader, Justin, and begins the now familiar batting of her eyes. Violetta rolls her own eyes and walks off.  In short order the Voidskimmer is following the hammerships through the force shield and up to a dock on the side of the head.</p>
<p>While Klasath hides and the Modron sits in the hold talking to itself Ibid paces the perimeter keeping watch and guarding the ship. In the meantime the rest of the group make their way to the main keep where they are charged two gold to enter. After doing so they make their way to the common room and order a round of drinks.</p>
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<title><![CDATA[FA Session Log 21: The Crypts of the Guild]]></title>
<link>http://ruscumag.wordpress.com/?p=670</link>
<pubDate>Sat, 19 Jul 2008 21:54:05 +0000</pubDate>
<dc:creator>Thoth</dc:creator>
<guid>http://ruscumag.wordpress.com/?p=670</guid>
<description><![CDATA[   Given that there was a delay in the action, the GM decided that the side-trip to Hogwarts would]]></description>
<content:encoded><![CDATA[<p style="text-align:justify;"><em>   Given that there was a delay in the action, the GM decided that the side-trip to Hogwarts would fit into the sequence normally - or at least with a bit of time-dilation - instead of being delayed. Similarly, the group dropped off the Praetorians along the way.</em></p>
<p style="text-align:justify;">   Heading on down into the crypts to release some souls turned out to be awkward. The remains of the Mage's Guild tower were a smoldering ruin, with only a skeletal stone framework still standing - but the tunnels to the underlevels were still mostly intact.</p>
<p style="text-align:justify;">   While they group was pulling rubble out of the way, someone across the city somehow managed to summon Lingering Smoke - a Sidereal from the Exalted realm - before falling unconscious. Smoke shrugged it off: another bit of random chaos in the loom no doubt. Still, the smoldering tower was an obvious starting point. Where else would the loom put him but in the center of events?</p>
<p style="text-align:justify;">   Concerned with larger matters, the group had no objections to someone else who wanted to help out. The entire city was a war zone after all and there were endless strays running about. The couldn't identify Smoke's origin - but his general nature was clear enough.</p>
<p style="text-align:justify;">   Smoke found the group a bit more confusing, but at least they seemed to be familiar with what had happened to him. Best to hang around with the people who had some information.</p>
<p style="text-align:justify;">   They shrank down the Mirage to human scale - and Jarvian and his assistant to miniature scale - and headed on down. After all, they were more or less there to wreck the place.</p>
<p style="text-align:justify;">   It turned out to be full of bodies floating in tubes - youngsters who'd been experimented on and enhanced in various ways. Unfortunately, trying to release the obedience-bindings and get them out triggered both a lockdown and the defenses - including a pretty powerful automation / golem.</p>
<p style="text-align:justify;">   The resulting explosions (the Mirage really needed a new combat program: it's tactical program was still designed for intership combat at ranges of many miles) did quite a lot of damage to everyone and threatened to bring down the roof, which busied the group with propping it up, pulling youngsters out of cylinders, trying to bring the golem back into action on their side, and trying to get through the blast doors - and spurred Arxus to expend most of his power-accumulation opening a local gateway to outside the city.</p>
<p style="text-align:justify;">   They managed to get everything out - including the reactivated golem - before the roof came down.</p>
<p style="text-align:justify;">   It took the remains of the guild with it - and sealed off the deeper levels of the crypts. They could break the compulsions on the ones they'd rescued, but no one was sure how many more there were deeper down - and there were seven other major chapterhouses of the mages guild.</p>
<p style="text-align:justify;">   They left the rescued and unbound youngsters with the local priests,</p>
<p style="text-align:justify;">   According to the golem, the lower floors had contained numerous labs: including Artificial Ensoulment, Artificial Physical Constructs, Revenant Creation, and Well construction. The Wells were a series of seven secondary Wells of Energy used to store and feed energy into the Primary Well. The local lab had been pursuing the construction of the Sunwell. There were probably at least 212 people still alive in the lower labs.</p>
<p style="text-align:justify;">   Back in town the fighting had ground to a halt, cleanup was underway, and the remaining powers in the city were beginning to gather. The mages had lost here - leaving the Alchemist's Guild, the City Guard, the Independent Mages, and the Church of the Light (plus numerous adventurers) in control. Bristol had managed to repel the mage's assault through the efforts of the Steam Guild. Londinium, Liverpool, and Manchester were confirmed to have fallen. Corinum and Calem still had fighting going on and the status of Avesbury was unknown. The military had mostly been sent into rural areas before the assault began, and their response was - as yet - unknown.</p>
<p style="text-align:justify;">   The group spread the word that the mages enhanced troops were mostly controlled by binding runes on their tongues, confirmed that the mages were kidnaping children for hideous experiments and stealing souls, put out the information about the Sunwell - and that the six other "minor" wells and a major one were also under construction. The "Sunwell" dis seem to be literal - and possibly tied in with all that gold. Seven major astronomical objects, seven primary wells and one focus? No way of knowing yet. Even with the golem and the two captives to question, that was about all they could get.</p>
<p style="text-align:justify;">   The next step would be to assault the mages in Londinium (unless getting a tactical-program update for the Mirage took precedence). There was still some resistance there, but a lot more was obviously required - and if the army was moving in they could be a mutual diversion.</p>
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<title><![CDATA[Archetypes III: putting them to use]]></title>
<link>http://ruscumag.wordpress.com/?p=668</link>
<pubDate>Fri, 18 Jul 2008 21:09:56 +0000</pubDate>
<dc:creator>Thoth</dc:creator>
<guid>http://ruscumag.wordpress.com/?p=668</guid>
<description><![CDATA[   Now that we have some archetypes, what can we do with them?
   Well, first off, we can simply]]></description>
<content:encoded><![CDATA[<p style="text-align:justify;"><span style="font-size:small;">   Now that we have some archetypes, what can we do with them?</p>
<p style="text-align:justify;">   Well, first off, we can simply use them as a basis for characters: Since a first level Eclipse d20 point-buy character has at least 48 Character Points to spend, and the Archetype Packages only cost 24, you can simply drop one in. You’ll probably want to save the rest of your points to buy saving throw bonuses, skills, hit dice, and similar items, but most of the Archetypes should work fine - although the Game Master may opt to restrict any powerful innate spells to higher levels, which will limit a few of them.</p>
<p style="text-align:justify;">   As a game master tool, Eclipse recognizes that customized player characters - with all their abilities tweaked to represent exactly what the players had in mind - are almost invariably more effective than more generic NPC’s. To compensate without a lot of work, it includes a quick-conversion rule: converted NPC"s get a 6 CP per level bonus: if you want to customize a mid-level character, you can just slap an appropriate archetype onto them and you’re good to go.</p>
<p style="text-align:justify;">   They’re also suitable for use as +1 ECL Templates - or they can be built as four character point Relics, in which case they can be taken away (and - as powerful as a four character point relic is, there will almost certainly be numerous attempts to do so). Still the <em>Gauntlets of the Brute</em>, the <em>Helm of the Great Leader</em>, and the Blade <em>of the Broken Spirit</em> all sound like some rather interesting plot devices.</p>
<p style="text-align:justify;">   <em>Lingering Smoke</em> wants to be able to adopt an archetype - and create an associated identity - temporarily. Now that is a bit tricky: archetypes represent a fair chunk of character points - and that many floating character points are not easy to arrange. Secondarily, creating an identity usually takes a bit longer than the player wants. Since that’s the easy part, we’ll deal with it first.</p>
<p style="text-align:justify;">   To create identities, take <em>Guises</em> (3 CP), and <em>Immunity to the Time Requirement</em> (Uncommon / Major / Major, 6 CP). Now, normally this wouldn’t include editing NPC memories so that they vaguely recall the identities existence before the character started creating it unless the character was borrowing an existing identity, but we can add that: 1 and 1/2 d6 <em>Mana</em> with the <em>Reality Editing</em> option (Specialized and Corrupted: Only to create vague memories of your identities prior existence, 9 CP base cost, 3 CP after the modifiers). Now, Lingering Smoke wants his identities to be gossamer creations of magic - they will fade away quickly if he steps out of character too much, will eventually lapse in any case, and - once they’re gone - can never be regained. New identities can be created, but the old one will be forgotten, any accomplishments or crimes will be remembered as the work of others, and the mana-created memories will fade. Overall this specializes the entire package - reducing the cost to a mere 6 CP.</p>
<p style="text-align:justify;">   If you want to have multiple identities available at the same time, so that you can switch between them, you’ll want the "<em>Many</em>" Modifier on your Guises. Since it’s subject to the same specialization, for a mere +1 point you can have up to three extra Identities at a time and for +3 points you can have four extra identities - which probably ought to be enough. There are other modifiers and benefits you can apply to Guises, but there are enough for our purposes.</p>
<p style="text-align:justify;">   Now, adding 24 CP to your character - a full levels worth - is pretty difficult, even if you’re restricted to using an Archetype.</p>
<p style="text-align:justify;">   Like most things, you can do it with magic. <em>Rite of Isis</em> (from The <em>Practical Enchanter</em>) will let you add a fair chunk - but not all - of the features you’d get from taking a level - or, at higher casting levels, two levels - in a class for a few hours, and it’s fourth level. Now lets see... It doesn’t add to skills and saves. Neither do the Archetypes in general, but that does mean they add about a level and a half worth of points. That’s comparable, so our base effect is fourth level. Making it last an entire day makes it fifth, and making it a subtle, difficult-to-spot effect makes it sixth. To get that with an <em>Inherent Spell</em> we’ll want to specialize it: it can only be used to assume a specific archetype associated with a particular guise you already have - although not necessarily one you’re using at the moment (once per day for 6 CP). Since we may want to do this several times a day, we’ll also need some <em>Bonus Uses</em>. Fortunately, they’re subject to the same limitation, and so +4 uses per day will costs only another 3 CP.</p>
<p style="text-align:justify;">   Since we also want it to be unaffected by dispelling and conventional antimagic effects, we’ll either need a much higher level spell or an <em>Immunity to Dispelling and</em> <em>Countermagic</em> (Common / Minor / Major, 6 CP base for immunity of effects of up to L5. Specialized in Inherent Spells (double effect, protecting against countereffects of up to level 10) and Corrupted: only works to protect the Archetype-adding effect (reduces cost to 4 CP).</p>
<p style="text-align:justify;">   That particular package costs 13 CP - 19 CP with the basic guises effect or 20-22 with multiple guises to take full advantage of the archetype-assuming ability. It doesn’t provide a big boost in power, but it does provide some very interesting options.</p>
<p style="text-align:justify;">   Characters in the Federation-Apocalypse setting have another option; they have access to the Identities skill, and can develop "local" identities that take effect in particular dimensions. A 24-CP Archetype translates into a 3 SP <em>Identity</em>. 3 SP are pretty easy to come by: given a little time, you can use the <em>Enthusiast</em> ability to switch identities (Specialized in Skills, Corrupted to Identities only,3 variable SP for 3 CP). If you’re in a hurry, and can’t afford to take the time to switch identities the usual way, you can simply use <em>Mana and Reality Editing</em> to speed it up. (3d6 Mana with Reality Editing, Specialized and Corrupted: only to use in switching Identities, use causes minor reality-disturbances at the game masters whim about 10% of the time as the local reality attempts to compensate for the sudden shift, 6 CP).</p>
<p></span></p>
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<title><![CDATA[Um Anti-herói para ser]]></title>
<link>http://suserania.wordpress.com/?p=393</link>
<pubDate>Fri, 18 Jul 2008 19:23:38 +0000</pubDate>
<dc:creator>suserania</dc:creator>
<guid>http://suserania.wordpress.com/?p=393</guid>
<description><![CDATA[
Nós que jogamos bastante RPG, MMORPG e outros jogos que interagimos tomando uma forma de um person]]></description>
<content:encoded><![CDATA[<p style="text-align:center;"><img class="aligncenter" src="http://ramon555.weblogger.terra.com.br/img/ikki.jpg" alt="" width="337" height="480" /></p>
<p class="MsoNormal">Nós que jogamos bastante RPG, MMORPG e outros jogos que interagimos tomando uma forma de um personagem em um mundo fictício normalmente tomamos como padrão o heroísmo como forma de levar os nossos personagens a frente. Salvar o mundo, a donzela e destruir o mal que vem assolando o reinado.</p>
<p class="MsoNormal">Uma coisa que me intriga sempre e qual é o papel daquele que tem o poder de mudar as coisas, ser diferente de tudo e todos, poder fazer as coisas apenas do seu jeito. Será o papel do Anti-heroi? Ou papel do jogador?</p>
<p class="MsoNormal">
<p class="MsoNormal"><strong>O Anti-herói</strong></p>
<p class="MsoNormal">Vamos ver uma definição que podemos encontrar pela internet.</p>
<p class="MsoNormal"><strong><em>“Anti-herói</em></strong><em> é o termo que se emprega para alguém que protagoniza atitudes referentes às do herói clássico, mas que não possuem vocação heróica ou que realizam as façanhas por motivos egoístas, de vaidade ou de quaisquer gêneros que não sejam altruístas.”</em></p>
<p class="MsoNormal">Bom em termos de jogo, como poderíamos colocar isso, séria os nossos personagens que estão buscando resolver seus problemas pessoais de sua forma, fora de uma lei especifica que de vez enquanto ajuda alguém (só que visando os seus interesses ou vai levar ao seu objetivo).</p>
<p class="MsoNormal">Aquele estereotipo em que tudo que ele faz esta certo na ótica dele e seus meios vão justificar os resultados. Sempre fazendo as coisas de sua forma para conseguir o que quer, quando quer. Nisso aqui podemos classificar bastantes personagens clássicos existentes na TV,filmes e quadrinhos.</p>
<p class="MsoNormal">
<p class="MsoNormal"><strong>O Anti-herói de verdade.</strong></p>
<p class="MsoNormal">As vezes confundimos o herói como o anti-heroi e vice-versa, será que quando jogamos conseguimos ser 100% herói? ou temos aquela pequena recaída para um lado obscuro?</p>
<p class="MsoNormal">Creio que sim meus caros leitores, porque todos nós temos um lado que deseja algo muito que acaba esquecendo alguns dos valores heróicos. Isto não quer dizer que você esta virando um anti-heroi, mas que você esta correndo atrás de um dos seus objetivos com mais afinco e carisma. Quem nunca aqui desejou aquela arma mágica, ou aquela pedra que esta no fundo daquele poço para poder resolver seus problemas?</p>
<p class="MsoNormal">Existe uma linha fina entre o herói e o anti-herói, pois ser totalmente certinho às vezes não se consegue, nem o paladino que e tendencioso a isso ele consegue ser. Às vezes ele tem que simplesmente deixar o seu grupo de lado para atender um apelo de um grito aflito mesmo todos avisando que e uma armadilha ou aquele mercenário que só trabalha ou ajuda para conseguir aquelas coisas porque tem dinheiro em volto e uma grande recompensa.</p>
<p class="MsoNormal">O Anti-herói sempre vai fazer qualquer movimento motivado para atingir os seus objetivos de sua forma, lutando para ter aquilo que deseja para si logo de sua própria forma. Um das mais comuns criações dos personagens por jogador e o que teve sua vida na infância destruída, treina o resto de sua vida para conseguir sua vingança sobre aqueles que destruíram a sua vida. Só um segundo, onde estar o fato do heroísmo aí nesta descrição? Este personagem vai fazer de tudo para chegar ao seu objetivo de se vingar, mesmo que tenha que salvar o mundo antes para que ele tenha chance de levar a cabo a sua vingança.</p>
<p class="MsoNormal">
<p class="MsoNormal">As vezes ou maioria das vezes não criamos heróis e sim anti-heróis para satisfazer uma determinada necessidade de um background criado ou um estereotipo que queremos desenvolver.</p>
<p class="MsoNormal">
<p class="MsoNormal">Ser ou não ser um anti-herói, es a questão.</p>
<p class="MsoNormal">Texto por: Christian Alencar</p>
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<title><![CDATA[Archetypes II]]></title>
<link>http://ruscumag.wordpress.com/?p=663</link>
<pubDate>Fri, 18 Jul 2008 04:29:55 +0000</pubDate>
<dc:creator>Thoth</dc:creator>
<guid>http://ruscumag.wordpress.com/?p=663</guid>
<description><![CDATA[   For today it&#8217;s a few more Archetypes. While I intend to extend the list a bit more, next ]]></description>
<content:encoded><![CDATA[<p style="text-align:justify;"><em>   For today it's a few more Archetypes. While I intend to extend the list a bit more, next time I'll try and put in some more detailed explanations about how to use them.</em></p>
<p style="text-align:justify;">   The <strong>Broken Spirit</strong> has walked too often with death and awaits its final visit as one awaits a friend who will assume a grievous burden. An undercurrent of more-than-physical exhaustion, despair, and misery taints his every action, he cannot be consoled. He smiles not, his vestments are the withered remnants of joyful celebrations, and his weapons are worn. He sees little difference between one more death at his hands - and the death of another tiny portion of his spirit - and his own physical end.</p>
<ul>
<li>
<div style="text-align:justify;">Immunity/The need for formal instruction (Uncommon/Major/Major, 6 CP): Intimate with death and the dead, the Broken Spirit may be easily filled by any strength. Given a chance to observe an ability or spell in action, the Broken Spirit may spend CP to purchase it without further instruction.</div>
</li>
<li>
<div style="text-align:justify;">Trick/Death Attack (6 CP): The Broken Spirit has seen many defenses fail and all too many friends fall, and each such death has added to his store of tricks.</div>
</li>
<li>
<div style="text-align:justify;">Immunity/Penalties to his base defenses: the Broken Spirit can have his bonuses and enhancements stripped away, but - for example - his saves can never be reduced before his basic purchased bonus (Uncommon/Major/Great, 6 CP). An awareness of death and destruction all around has set the Broken Spirit on guard - however uninterestedly - against all their manifestations.</div>
</li>
<li>
<div style="text-align:justify;">Inherent Spell (L2 Spell 2/Day: a ranged Curse with Arcanum Minimus II/inflicts 3d6 damage to the caster when used, 6 CP): Intimate with death, the Broken Spirit can let the energies of the dark realms flow through his unresisting spirit, inflicting them upon some target while yielding up a portion of his life force to the dark realms.</div>
</li>
<li>
<div style="text-align:justify;">Some broken spirits also develop an immunity to emotional manipulation - but such characters are not so much awaiting death as dead already.</div>
</li>
</ul>
<p style="text-align:justify;">   The <strong>Brute</strong> values dominance over logic, making senseless demands and enforcing obedience with an iron hand, ruthlessly crushing any defiance. The brute wears a uniform, his fists are scarred, and his features battered. He often shows traces of his victim's blood or terrified resistance. He shows no reluctance to undertake necessary, but unpleasant, tasks or to make callously expedient decisions.</p>
<ul>
<li>
<div style="text-align:justify;">Occult Sense/Fear (6 CP): The Brute instinctively knows who is frightened, and what they are frightened of, and to what degree. He will use that knowledge without compunction.</div>
</li>
<li>
<div style="text-align:justify;">Professional/Intimidation (6 CP): The Brute is a master of getting his way through intimidation, whether by demonstrations of physical might or by subtle insinuations.</div>
</li>
<li>
<div style="text-align:justify;">Inherent Spell/Curse with +10 Bonus Uses and Reflex Action/May release this inherent spell with blow (Specialized: may not be used more than three times per encounter, may not be used except with a blatant physical attack, only to inflict long-term injuries which are appropriately curable, 12 CP): The Brutes blows can break bones, create scars, and otherwise inflict a variety of long-term injuries.</div>
</li>
</ul>
<p style="text-align:justify;">   The <strong>Elder</strong> is worn and gnarled by care and carries a keepsake of something precious and lost. He is filled with proverbs and folk sayings, but is healthy and vigorous for his age. He is suspicious of strangers, but does not hesitate to take advantage of them as long as they are none of his. He has folk wisdom, but does not know what parts of it are false.</p>
<ul>
<li>
<div style="text-align:justify;">Innate Enchantment (4x constant-effect L1 Spells, 6 CP): Unseen Servant and Supervisor (grants a +4 Assistance bonus on Craft Skills, Heal skills used in an emergency, and physically-oriented Profession skills or Use Rope checks and allows the user to accomplish four times as much work in a given time), +3 Competence Bonus to all Craft and Profession skills, and gains a +1 Luck Bonus to his AC and Saves (Ward of Heaven).</div>
</li>
<li>
<div style="text-align:justify;">Occult Sense/Scams and Exploitation (6 CP): The Elder has seen every scam, and heard every tale of woe, under the sun. He will invariably spot any attempt to take advantage of him or his.</div>
</li>
<li>
<div style="text-align:justify;">3d6 Mana with the Reality Editing Option: Specialized: only to produce Charms and Talismans, Corrupted: such charms are never good for more than a single adventure and cannot be sold (6 CP): The Elder can always produce small items of folk magic to help out his friends.</div>
</li>
<li>
<div style="text-align:justify;">Lore/Local Rumors, History, and Geography (6 CP).</div>
</li>
</ul>
<p style="text-align:justify;">   The <strong>Great Leader</strong> is decisive and trenchant. He bears a trademark and speaks with distinctive turns of phrase. He passes among his men, and stops to speak to those who have served him well. He is fearless, leads from the front lines, and does not change his mind. He inspires legends and tales and is strikingly clad. He gives others the respect that they are due, and demands it in his turn, but is ruthless with his enemies. His plans are simple and easily summed up, the better to communicate them to those who must carry them out.</p>
<ul>
<li>
<div style="text-align:justify;">Dominion (6 CP) and Voice of Command (6 CP): The Great Leader is favored by destiny. He can inspire thousands and is capable of heroic feats. When he speaks, people listen. (Note that, if Dominion is acquired on a temporary basis, a character must adopt a local legend to represent and starts off with (Chr Mod) Dominion Points).</div>
</li>
<li>
<div style="text-align:justify;">Mystic Artist/Oratory (6 CP): While not all Great Leaders are gifted in oratory, those who are can manipulate those around them in a wide variety of ways.</div>
</li>
<li>
<div style="text-align:justify;">Inherent Spell (Specialized: Takes hours or days to take effect, Corrupted: Requires a use of Mystic Artist to cast, total triple effect)/Address the Multitude (L9, allows the user to make a brief speech which will be heard throughout the land - a nation or even small continent) (6 CP): The words of a Great Leader will be passed across the land, and his deeds rumored. Given time, even the remotest vales and crags will hear the whispers of the word.</div>
</li>
</ul>
<p style="text-align:justify;">   The <strong>Official</strong> is a powerful and slightly seedy figure who demands deference and bribes in equal measure. He is arrogant, ambitious, and concerned only with his own sphere of responsibility. He has selective hearing, some things he hears well, others pass by when shouted.</p>
<p style="text-align:justify;">   While "honest" officials may expect no more than food and drink, the less ethical are unmerciful in their demands. Where there is trouble and disaster, the Official brings welcome assistance. Where things are running smoothly, the Official is an unwelcome impediment.</p>
<ul>
<li>
<div style="text-align:justify;">Major Favors/Official Intervention (6 CP): The Official may call for the assistance, a blind eye from, or even the formal intervention, of whatever organization he works for. If a full intervention was truly needed, his competence will be recognized and rewarded. If not, he will be censured for such a waste of time and resources.</div>
</li>
<li>
<div style="text-align:justify;">Inherent Spell/Filing a Report (L2, usable 2/Day, 6 CP): The Official may file a report with his superiors or an appropriate destination at any time, whether due to having sent off a letter covering his suspicions and requests "some time ago" or via supernatural means.</div>
</li>
<li>
<div style="text-align:justify;">Occult Sense/Rules Violations (Specialized: Only covers those in the officials area of responsibility, 3 CP): The Official has a sixth sense, when someone or some organization he is dealing with is evading the regulations for which he is responsible, somehow he will always know.</div>
</li>
<li>
<div style="text-align:justify;">Privilege/Sinecure (3 CP) plus Spell/Power Resistance (Specialized: Only versus attempts to reach or investigate the user while he is engaged in official business, 3 CP): The Official may always involve himself in local matters, becoming entangled in a web of meetings, luncheons, and other pointless official activities. As long as the Official opts to spend the vast majority of his time on such pointless bureaucratic entanglements, any attempt to reach or investigate him - regardless of the importance of the matter - must contend with the entire bureau in question. Even supernatural attempts to do so are often useless.</div>
</li>
<li>
<div style="text-align:justify;">Occult Sense/Detect Scrutiny (Specialized: requires several minutes of concentration, 3 CP): When the Official carefully considers an action, his vast experience with the bureaucracy will easily let him determine how likely it is to attract official attention or investigation.</div>
</li>
</ul>
<p style="text-align:justify;">   The <strong>Scholar</strong> is well-educated. He carries pens, ink, and paper and keeps extensive notes. His conversation is filled with quotations and citations from learned sources. He s quick-witted and versatile, filled with ideas and skilled in many things, but is meddlesome, unaware of the virtues of silence and acceptance. If he must use a weapon, he inscribes sigla of power upon missiles, the better to exploit the weaknesses of his enemies.</p>
<ul>
<li>
<div style="text-align:justify;">Luck with +4 Bonus Uses: Specialized in Social and Intellectual Checks (6 CP)</div>
</li>
<li>
<div style="text-align:justify;">Focused Imbuement: Specialized (Spell Storing only. Corrupted: Never progresses to higher-order effects. 4 CP): The scholar may prepare up to 50 missiles of his or her chosen variety in advance, imbuing each of them with an arcane spell effect of up to L3.</div>
</li>
<li>
<div style="text-align:justify;">Inherent Spell with +4 Bonus Uses totaling 5/day (Specialized: Requires at least ten minutes to cast, double effect, Corrupted, requires drawing complex symbols in the item to be affected, 2/3'rds cost, 8 CP)/L6 Greater Invocation produces any L3 or below arcane spell effect: The magic of the scholar is slow, but versatile, as the complex symbols of his art channel the energies of magic.</div>
</li>
<li>
<div style="text-align:justify;">Innate Enchantment (6 CP): Moment of Insight (+20 Insight bonus to Social or Intellectual Skill checks only, only to negate penalties for rushing, 3/day, 840 GP), Detect Weakness (detects a single unknown weakness of the target if it fails a willpower save, 2000 GP), +3 Competence Bonus on all Intelligence-Based Skills (1400 GP), +3 Competence Bonus on all Charisma-Based Skills (1400 GP), and Comprehend Languages 1/Day (400 GP).</div>
</li>
</ul>
<p style="text-align:justify;">   The <strong>Shaman</strong> is a spirit guide and intermediary between men and the otherworlds. He wears fur and feathers and carries the skulls and bones of animals. He is unnerving, looking past or through those to whom he speaks. He is clever and values obscure fragments of lore and tokens of favor from those he has known or dealt with above impersonal wealth.</p>
<ul>
<li>
<div style="text-align:justify;">Major Privilege/May arrange a peaceful (or terrible) passing and a smooth transition into a (desirable or undesirable) afterlife or superior (inferior) reincarnation for those under his care (6 CP): The Shaman has power over the spirits of the dying and the dead, whether to bind, guide, or release them into the otherworlds. He stands at the gates of death, directing those who pass through.</div>
</li>
<li>
<div style="text-align:justify;">Shapeshift(6 CP): The Shaman may call on the animal spirits to grant him their forms and powers</div>
</li>
<li>
<div style="text-align:justify;">Major Favors/Spirits with +2 Bonus Uses (Corrupted: requires lengthy rituals and minor offerings, 6 CP): The Shaman can call on the spirits of nature and the dead for magic and information.</div>
</li>
<li>
<div style="text-align:justify;">Innate Enchantment (4x L1 Spells, 6 CP): Moment of Insight/+20 Insight bonus to Slight Of Hand, only to avoid being noticed 5/Day, Detect Spirits, Detect Illusion (+6 to relevant saves), Protection from Evil (or Good as appropriate): The spirits grant the Shaman many gifts, but to whom much is given, much shall be expected.</div>
</li>
</ul>
<p style="text-align:justify;"> </p>
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<title><![CDATA[Archetypes and Roles]]></title>
<link>http://ruscumag.wordpress.com/?p=652</link>
<pubDate>Wed, 16 Jul 2008 19:45:21 +0000</pubDate>
<dc:creator>Thoth</dc:creator>
<guid>http://ruscumag.wordpress.com/?p=652</guid>
<description><![CDATA[   Archetypes turn up in a lot of ways. They serve as the foundations for characters, provide the ]]></description>
<content:encoded><![CDATA[<p style="text-align:justify;">   Archetypes turn up in a lot of ways. They serve as the foundations for characters, provide the basis for disguises and roles, underlie the "Identities" found in the Federation-Apocalypse setting, and provide a quick way to drop a simple set of powers suited to a particular role into a character design.  In second edition AD&#38;D they appeared as "kits". In World Tree they appear as "experience advantages", representing time spent working at a particular job and the experience gained thereby. In this case, they're also a special request from the player of Lingering Smoke, who wants to know how to take on, and put off, such identities.</p>
<p style="text-align:justify;">   The first step in doing that is to define a few, so here are a few suitably-styled packages for Aristocrats, Berserkers, Commanders, Laborers, Magi, Messengers, Shadows, Wanderers, and Wise Companions.</p>
<p style="text-align:justify;">   The <strong>Aristocrat</strong> is vain, shallow, and prideful. He displays his wealth and influence, whether it is within a street gang or within a mighty kingdom. He instinctively seeks out those allies who can be of benefit to him and gravitates to privilege.</p>
<ul>
<li>
<div style="text-align:justify;">Shaping (Specialized in vanity and social effects to allow L0 effects, 6 CP): The Aristocrat looks good at all times, his hair impeccable, his clothing resplendent, his person clean and sweetly scented. His glances speak volumes. (Mending, Prestidigitation, Message, +2 Luck bonus to Social Checks)</div>
</li>
<li>
<div style="text-align:justify;">Privilege/Wealth (3 CP): The Aristocrat never lacks for petty cash or credit, and may live a high lifestyle without worrying about the cost.</div>
</li>
<li>
<div style="text-align:justify;">Blessing/Share Saves and Checks with those in the immediate vicinity, rolling yours first, Specialized: Only affects socially-based effects, Corrupted: only works for lovers and immediate family members (both reducing the cost, 6 CP): The Aristocrat preempts criticism and manipulation for those within his purview, all such attempts must first be addressed to him and only afterwards at their objects.</div>
</li>
<li>
<div style="text-align:justify;">Immunity to Official Observation (Common/Minor/Major, 6 CP): the Aristocrat is above official suspicion and scrutiny, whether due to his connections, fear, or being surrounded by loyal minions who will intercept any such annoyances.</div>
</li>
<li>
<div style="text-align:justify;">Favors (3 CP): The Aristocrat trades in minor favors with the upper crust, and can thus obtain many minor special services and perks.</div>
</li>
</ul>
<p style="text-align:justify;">   The <strong>Berserker</strong> dresses savagely, and is always ready for war. His weapons and shield are never far from his hand. He glories in battle, whether in victory or defeat. He does not work well with others, seeing even great cities as just another wilderness - albeit with their own predators and laws. He surrounds himself with trophies and souvenirs of his battles and kills and boasts of his exploits.</p>
<ul>
<li>
<div style="text-align:justify;">Augment Attack: +3d8 damage with attacks (12 CP) which comes into play at 1d8 per 25% of HP taken (thus 1d8 at 75% HP or less, 2d8 at 50% or less, and 3d8 at 25% or less): The Berserker becomes ever more dangerous as he has less and less to lose.</div>
</li>
<li>
<div style="text-align:justify;">Berserker and Enduring (9 CP): +4 Strength and +4/- Universal DR (versus both physical attacks and energy): The berserker fights like a bear at bay, without regard for the future; the fight is NOW.</div>
</li>
<li>
<div style="text-align:justify;">Presence/Aura of Fear (enemies save DC 11 + Cha Mod or flee. Specialized: only while Berserk, 3 CP): When the rage is upon the Berserker, even the stoutest heart may tremble before him.</div>
</li>
</ul>
<p style="text-align:justify;">   The <strong>Commander</strong> leads with strength and purpose, demanding discipline and obedience from his men. While he is cold and acknowledges neither fear, exhaustion, nor weakness, he is fair and cares for his men as a miser cares for his gold. He bears the trappings of his rank and speaks in the tones of command.</p>
<ul>
<li>
<div style="text-align:justify;">Leadership and Emperor's Star (12 CP): you may designate up to (2x [Level + Cha Mod]) individuals as followers, who will serve you loyally. Each gains one Positive Level.</div>
</li>
<li>
<div style="text-align:justify;">Advanced Presence/Aura of Authority (12 CP). Those following your commands gain a +1 Moral Bonus to attacks, saves, checks, and weapons damage. Few will question your orders without good reason and you gain a +4 bonus on relevant social skill rolls.</div>
</li>
</ul>
<p style="text-align:justify;">   The <strong>Laborer</strong> is common and unremarkable, his dress is inexpensive, his food plain but hearty, and his demeanor humble. He does not question his orders and stumbles in confusion if he should attempt to lie.</p>
<ul>
<li>
<div style="text-align:justify;">Professional (6 CP) and Tireless (6 CP). The Laborer is equal to the task, gaining a +(Level/2) bonus on all Strength checks and never becoming fatigued from normal labors.</div>
</li>
<li>
<div style="text-align:justify;">Assistant (6 CP) Your "Aid Another" actions provide twice the usual bonus. Your quiet strength bolsters the efforts of others.</div>
</li>
<li>
<div style="text-align:justify;">Immunity/Being Noticed (Very Common/Minor/Major, Specialized: Only while you spend almost all your time working at humble tasks, half cost, 6 CP). As long as you labor at your tasks almost anyone will overlook you.</div>
</li>
</ul>
<p style="text-align:justify;">   The <strong>Magus</strong> has incorporated his power into his very core; none shall touch upon it without leave. It's signs are upon him, his skin and clothing bears occult sigils, he wears talismans and bears devices of unknown nature, and traces of his power leak into his eyes, voice, and bearing. None can mistake him for a lesser being.</p>
<ul>
<li>
<div style="text-align:justify;">Immunity to power-draining and suppressing effects (Uncommon/Major/Great, 12 CP): Must I speak twice thou duffer? None shall touch upon it without leave.</div>
</li>
<li>
<div style="text-align:justify;">Improved Presence: Aura of Mastery (+4 to all relevant social checks, recognized as a master. Specialized: the character is obviously a great mage and supernatural beings and powers in the area will tend to assume that your presence involves them, 6 CP). The Magus must be factored into the plans of others, whether he wilt or no.</div>
</li>
<li>
<div style="text-align:justify;">Occult Ritual (6 CP): The Magus knows that there are many ways to channel power, and may wield it in precisely the ways he wishes.</div>
</li>
</ul>
<p style="text-align:justify;">   The <strong>Messenger</strong> has urgent business elsewhere, and will not be persuaded to delay it. He braves danger, darkness, and storm, without complaint. He bears a weapon and a package, neither of which he will lay down before the end of his journey. He is well-spoken and shows signs of fatigue and tension.</p>
<ul>
<li>
<div style="text-align:justify;">Presence (Specialized; only while on a mission, half cost, 3 CP): The Messenger feels no fear, and neither do those around him or her, while there is a mission to fulfill.</div>
</li>
<li>
<div style="text-align:justify;">Deep Sleep (6 CP) and Cosmic Awareness (Specialized: Involuntary use only, 3 CP): The Messenger is driven and needs little rest, while the word he brings may oft reveal far more than he imagines.</div>
</li>
<li>
<div style="text-align:justify;">Immunity/Bad Weather Penalties (Common/Minor/Trivial, 2 CP).</div>
</li>
<li>
<div style="text-align:justify;">Blessing (Double Specialized: Both Double effect (both user and target share the ability) and Half Cost. Only with Deep Sleep and Weather Protection and only with a Mount, 3 CP).</div>
</li>
<li>
<div style="text-align:justify;">Inherent Spell/Phantom Steed 1/Day (6 CP). The Messenger is never without a Mount.</div>
</li>
<li>
<div style="text-align:justify;">Immunity/Intoxicants and Sophorics (Uncommon/Minor/Trivial, 1 CP): The Messenger remains alert, and can never be drugged or drunk into insensibility.</div>
</li>
</ul>
<p style="text-align:justify;">   The <strong>Shadow</strong> presents others with few clues, he is quiet and mysterious. None note his passing. The Shadow wears soft, dark, clothing and conceals his face. He lingers around sacred and magical places. He appears suddenly, and vanishes equally swiftly. Who knows what evil lurks in the hearts of men? THE SHADOW knows.</p>
<ul>
<li>
<div style="text-align:justify;">Inherent Spell/L3 Seal of Privacy with +2 Bonus Uses for 3/Day (9 CP). The area around the user is warded against supernatural intrusion, whether by divination, scrying sensors, teleportation, or other means. The places of the Shadow are mysterious and hidden. None shall trespass upon them.</div>
</li>
<li>
<div style="text-align:justify;">Luck/Specialized in Stealth (3 CP): The shadow passes like a whisper of breeze. Three times per day you may either "take 20" in advance or reroll a stealth-related check.</div>
</li>
<li>
<div style="text-align:justify;">Immunity to Official Observation (Common/Minor/Major, 6 CP): The Shadow moves in the hidden places, he is a myth and there is no record of his existence.</div>
</li>
<li>
<div style="text-align:justify;">Innate Enchantment (6 CP, mostly at-will L1 spells cast at L1): Cloak of Shadows (+3 circumstance bonus to Stealth-related checks), Pop (may teleport up to 10 feet 3/day), Insight to the Heart (+3 competence bonus to perception-related skills), Moment of Insight 3/Day (+20 Insight bonus to a Check), and Void Sheathe (L0 at will, may extra-dimensionally conceal a single object weighing up to 20 lb).</div>
</li>
</ul>
<p style="text-align:justify;">   The <strong>Wanderer</strong> is a footloose free spirit, going where the wind takes him. He is unkempt and unburdened, his clothing is loose and comfortable, and his demeanor is relaxed. He fits casually into any group.</p>
<ul>
<li>
<div style="text-align:justify;">Presence (6 CP): You are accepted almost everywhere. Those around you will assume that you are either working or have some acceptable reason to be there.</div>
</li>
<li>
<div style="text-align:justify;">Immunity/Mind Control (Uncommon/Severe/Great, providing immunity to effects of up to L7 and a +8 bonus to rolls to resist higher level effects, 18 CP). You are a freewheeling scamp, and nothing can force you to behave.</div>
</li>
</ul>
<p style="text-align:justify;">   The <strong>Wise Companion</strong> is plain, or even severe, in both dress and appearance and shows signs of age and wisdom. He is firmly grounded in the earth and practicality, providing the foundation for the soaring dreams of others and able to deal fairly with those about him. He carries medicines and herbs, and is prepared for many eventualities.</p>
<ul>
<li>
<div style="text-align:justify;">Healing Touch, with Improved, Switch, and Empower (Specialized: the recipient must sleep for at least four hours immediately after this is used or the effects are negated, 12 CP): With a few herbs, a gentle touch, and the sleep that doth knit up the raveled sleeve of care, the Wise Companion can readily deal with many innumerable ills.</div>
</li>
<li>
<div style="text-align:justify;">Privilege/Hospitality (3 CP): The Wise Companion is always welcome, and may readily find a quiet, comfortable - and as private as his or her abruptly-acquired friends can arrange - place to stay wherever there are people. Anyone seeking the Wise Companion will have great difficulty in such a quest unless the Wise Companion chooses to advertise his location.</div>
</li>
<li>
<div style="text-align:justify;">Major Privilege/Backing for the Wise Companions plans (Specialized: the plan must actually have some merit, be plausible, promise profit for the backers, and be honestly intended and presented, 3 CP).</div>
</li>
<li>
<div style="text-align:justify;">Equipage (Corrupted: the Wise Companion must be able to provide both a plausible source for the goods produced and a plausible way in which they could have been brought along, 4 CP):</div>
</li>
<li>
<div style="text-align:justify;">Contacts (2 CP): Given a few weeks in an area, a Wise Companion will soon become well-acquainted with some useful individuals.</div>
</li>
</ul>
<p style="text-align:justify;"> </p>
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<title><![CDATA[Factions of the Manifold]]></title>
<link>http://ruscumag.wordpress.com/?p=650</link>
<pubDate>Wed, 16 Jul 2008 03:58:14 +0000</pubDate>
<dc:creator>Thoth</dc:creator>
<guid>http://ruscumag.wordpress.com/?p=650</guid>
<description><![CDATA[   Here&#8217;s another chunk of material for the Federation-Apocalypse Campaign - some of the maj]]></description>
<content:encoded><![CDATA[<p style="text-align:justify;"><em>   Here's another chunk of material for the Federation-Apocalypse Campaign - some of the major characters from the original Chronicles of the Opening and a list of the current factions.</em></p>
<p style="text-align:justify;">.</p>
<p style="text-align:justify;"><strong>The crew of the Soravin</strong> (First Manifold Campaign: The Chronicles of the Opening)</p>
<p style="text-align:justify;"><em>   Virtually the entire crew of the Soravin were primary or secondary Openers, or - at the very least - strong Gatekeepers. As such, they were a major focus of the early Manifold Wars. While quite a few characters participated along the way, some of the most important included:</em></p>
<ul>
<li>
<div style="text-align:justify;"><strong>Captain John Calzin</strong>: Core Earth merchant-adventurer, one of the first Openers. Lost during a quixotic - or crazed - attempt to destroy most of the milky way galaxy.</div>
</li>
<li>
<div style="text-align:justify;"><strong>Ryan O'Malley</strong>: Crusader Gadgeteer-Engineer and master of Ninjaneering. Thanks to several deaths, also an ensouled robot, a giant panda with alcoholic blood, and several other incarnations at one point or another. Currently founder and director of ATE.</div>
</li>
<li>
<div style="text-align:justify;"><strong>Zeal</strong>: Anime (Slayers Universe) Origin: An amnesiac Ice Wizard/Elemental. Currently a member of the Divine Alliance.</div>
</li>
<li>
<div style="text-align:justify;"><strong>Tom Scott/"Serin".</strong> Core Earth role playing gamer and shapeshifter-mage, also an early opener.</div>
</li>
<li>
<div style="text-align:justify;"><strong>Jayce</strong>: A Core Earth Mystic Performance Artist and Opener,</div>
</li>
<li>
<div style="text-align:justify;"><strong>Locadel the Indestructible</strong>: A turtle who communicated primarily thorough interpretative dance, with enormous healing abilities and enormous durability - which he bestowed upon his chosen companions.</div>
</li>
<li>
<div style="text-align:justify;"><strong>Vena</strong>, also the <strong>Archangel Vena</strong>: An anime-origin ferret-creature which could metamorphoses into a powerful starship, she was later infused with vast supernatural energies - first becoming an Archdemon and later, after successfully purging the evil from her powers, an Archangel.</div>
</li>
</ul>
<p style="text-align:justify;">.</p>
<h1 style="text-align:justify;">Notable Factions:</h1>
<p style="text-align:justify;">   <strong>Advanced Technology Exchange (ATE)</strong> is a technology and magic manufacturing, research, and development company primarily owned by Ryan O'Malley. Designs and manufactures advanced weaponry, defenses, and transportation systems making extensive use of exotic matter. ATE operates Grand Central Station in almost all the New York's and many other major trading hubs throughout the multiverse. While not able to match the sheer manufacturing capacity of some of the major Galactic and American companies, ATE tends to design its technology to work in far more places than usual - putting it well ahead of the offerings from other advanced-technology companies.</p>
<p style="text-align:justify;">   The <strong>Commonwealth</strong> is a conglomeration of worlds bound together by their recognition of Arthur as the Once and Future King. Mainly fantasy realms and British Empire worlds, they produce some of the most powerful magic seen in the multiverse. King Arthur runs a largely Christian kingdom with Christian overtones and history. Lately, rumors of betrayal in Arthur's court have begun to emerge, with speculation running rampant as to who and why. The various Orders of Knights is loosely under the command of King Arthur.</p>
<p style="text-align:justify;">   The <strong>Universal Church</strong>, with its foundations laid centuries ago by the Ecumenical Council is the sole remaining major religious organization left in Core. It sponsors a variety of Knightly Orders, often drawing recruits from the Manifold, and - thanks to its members Faith in the powers of the light - wields a fair amount of magical power even in Core. In the Manifold, they may be even stronger - although the life expectancy for their Research Theologicians is still woefully short.</p>
<p style="text-align:justify;">   The <strong>New Imperium</strong> is the "Star Wars" Galactic Empire under the leadership of Emperor Skywalker I - who, since his release from the bonds of the Light and Dark sides of the Force has chosen a course of balance and fairness in dealing with diversity and dissent. He has largely managed to unify the galaxy and several neighboring realms under his leadership, splintering his realm away from the (constantly-resetting) realms of the Old Empire and the classical source material. In his realm he has reformed the Jedi council with the addition of Sith teachings and has striven to bring balance to the Force - although a group of hardcore fanatics have been formenting rebellion. Even the Emperor acknowledges that they shall always remain. He has been making efforts to reach out diplomatically and economically to other realms and promote ties with them and - especially - with Core.</p>
<p style="text-align:justify;">   The <strong>Oracles Archona</strong> speak in cryptic riddles and prophecies. Each year they release a set of new prophecies, provoking an intensively-covered frenzy of interpretation. The Oracles tend to stay out of petty politics, intervening only under the most unusual circumstances since - according to their own statements - they have been banned from direct intervention in human affairs. Who or what could have been responsible for such a ban has never been explained. Nevertheless, their predictions have been becoming increasingly ominous.</p>
<p style="text-align:justify;">   The <strong>House of Roses</strong> is still the Royal House of England - although, with the general fading-away of formal governments over the last few centuries, their only remaining "duties" for the previous century consisted of officially opening a few private events and historical re-enactments. The computer systems, of course, continued to maintain the royal palace for their use.</p>
<p style="text-align:justify;">   Despite their limited official power, however, the <em>House</em> invested wisely across the centuries, and has immense monetary reserves. It has also retained and expanded its web of connections - and still retains a variety of diplomatic and executive privileges (such as receiving and posting ambassadors). While such privileges were meaningless for centuries, they remained on file with the computers - and there is no longer any other "government" around to revoke them.</p>
<p style="text-align:justify;">   Today, the House may not be a government, but it still retains a position of leadership and has a great deal of influence in Core. Quite a lot people in Core look to Elizabeth III as a leader and the House has been among those calling for talk with the robots and an end to this possible perpetual war.</p>
<p style="text-align:justify;">   <strong>The United States</strong> (now including most of the old nations of Canada and Mexico) maintained a formal Government - complete with campaigns, elections, and debates - for centuries after its authority was curtailed and most of its responsibilities were turned over to the computers. Oddly enough, that conservative, traditionalist, position left the United States as one of the few groups with mechanisms in place to negotiate as an organization with outsiders - such as the various nations and realms of the Manifold. Currently, they are one of the few groups which seems to have embraced the idea of "Manifold Destiny" - and have built a coalition of the "United States of the Manifold" under the Bill of Unification and with the guidance/assistance of the Legionary Cohorts. So far the coalition has embraced a wide variety of alternate and historical Americas - Wild West World, Necromantic Nazi World, Communist Invasion World, Japanese Invasion World, Axis Invasion World, Alien Invasion World, WWII World, (all currently receiving military support), Rustic Americana World, Maxfield Parrish World, Linear World, Energy Crisis world, Pollution World, Mutant Menace World, and many others. Unsurprisingly, the best response has come from those desperately in need of help - making them more than a bit interested in a defensive and supportive union. Still, exactly how much authority the elected officials have over major affairs is something that has not yet been tested</p>
<p style="text-align:justify;">   Primaeval Indian World, Secret Supernatural World, The Weird West World, Confederate States World, and Robber Baron World have all refused to join and some of them may be considering creating their own opposing alliance.</p>
<p style="text-align:justify;">   The <strong>Legionary Cohorts</strong> are the robotic armies of the Singular United States. With all known command units (Praetorians) dead, they have largely reverted to their original programming: safeguarding the human continuum. How they currently - and will in the future - interpret those general orders has many parties keeping a close eye on developments. The Legions have accessed other renditions of the United States and have made efforts to unify them for collective defense and governing.</p>
<p style="text-align:justify;">   The <strong>Singularians</strong> are the survivors of the Singularity War in Singular. They are largely the scientists, engineers, and commanders from the American techno-military-industrial complex. While their numbers are few, they have a great deal of high technology at their disposal - almost all of it operating under natural laws close enough to Core's to be useful across large reaches of the Manifold. They are very wary of the Legionary Cohorts and their creation of the Unified United States.</p>
<p style="text-align:justify;">   The <strong>Necropolis</strong> is a city of the undead - the dark reflection of the despair of those dying alone in the midst of crowds. Populated by shuffling zombies, the spirits of the despairing dead, and the occasional powerful and reckless mage, this is not a place for the living. The city is ruled by powerful liches and vampire lords. Some of the oldest and most powerful beings reside here, having existed for centuries, if not millennia. While not exactly hostile, the inhabitants have little tolerance for the outside world intruding in their domain. A few more open-minded individuals do run trading operations with brave mortals from other realms.</p>
<p style="text-align:justify;">   The <strong>Mage's Guild of Baelaria</strong> was fortunate - or unfortunate - enough to be "blessed" with at least two Openers and several Gatekeepers years ago, and has been trying to turn that marvelous edge into total dominance of their home dimension and influence in many more, as well as pursuing numerous highly unethical activities in pursuit of additional unknown goals. They have not been at all pleased to discover that there are other Openers as well - and that such a gift it is not properly restrained to the magically-skilled as they had assumed. The Guild is believed to have been allying with other groups of unethical mages across the realms of the Manifold, such as the Red Wizards of the Forgotten Realms and the Necromancers of L'Kung.</p>
<p style="text-align:justify;">   The <strong>Divine Alliance</strong> is relatively simple: quite a few of the early gods - Zeus, Odin, Ra, Ahura Mazda, Enlil, Quetzalcoatl, Shang Ti, and many more - are still around, rulers of their own realms. They're mostly fairly benign towards humans. After all, humans created them and sustain them. They NEED humans around. Ideally, they want more recruits for their realms - and now that humans have become aware of them again, and occasionally drop by to visit or negotiate, they're trying to build up followings again - if not of devout worshipers, at least of respectful people who owe them favors.</p>
<p style="text-align:justify;">   The <strong>Ghost Dance</strong> is primarily a sect of Core - but they constantly call on the powers of the Manifold. They recognize the trap of high technology: too high a population, too close to the limits of the possible - and you're entire species gets sucked into the Manifold, and into what they see as a dead end. They will see civilizations shattered and mankind hurled back into the age of hunter-gatherers before they accept mankind becoming extinct in core. To this end they try to establish primitive colonies, renounce technology, sabotage groups which are opening too many gates into the manifold, and push expansion into space and the defense of the core worlds rather than expansion into the manifold - or giving up and taking refuge there as they describe it. Their strong beliefs allow a surprising number of them to draw on the magic of the Manifold, even if such effects are very limited in Core.</p>
<p style="text-align:justify;">   At least one splinter sect wants to leave Core to new races and return to the primitive paradise that man was meant to live out in the endless reaches of the Manifold.</p>
<p style="text-align:justify;">   The <strong>Abyss</strong> represents the powers of Darkness and Evil. They don't have many willing Openers - but they do have a lot of gates which people managed to open to escape through and they have LOTS of magic and people willing to call on them. Oddly enough, the Abyss is not particularly hostile to humanity as a whole - indeed, the Abyss wants humanity to constantly expand, to take over more worlds, and to dispose of everyone else. The power of the Abyss depends on a ready supply of new human souls.</p>
<p style="text-align:justify;">   Fortunately, most of the serious powers of the Abyss are more or less trapped there: they're far too magical (and non-technological) to survive in core or the hard-science realms, and have too many weaknesses and vulnerabilities to last for long in most other places in the face of constant opposition from the Confluence of Elysium - although the four Horsemen of the Apocalypse get out relatively often. Far too many people believe in such harbingers throughout the Manifold to keep them mewed up for long.</p>
<p style="text-align:justify;">   The <strong>Confluence of Elysium</strong> is an alliance of the Lesser Powers of Light - assorted minor angels, messenger spirits from various faiths, deceased religious prophets, and similar entities united by the belief in abstract good. While most are too honest to claim to know the "Truth", they're still pretty inhuman - and they do tend to see themselves as the Swords of Light - warriors of the faith and burning blade, guardians against the darkness, guides of the benighted, and punishers of evil. They tend to pop up all over, since there's always SOMEONE calling on them.</p>
<p style="text-align:justify;">   The <strong>Robber Baron Alliance</strong> is pretty straightforward - but has its tendrils into core and the most distant reaches of the Manifold alike. Profit over Humanity speaks a common tongue throughout the realms - and it pays very well indeed. Where you find profiteers, slave-traders, sweat shops, child labor, price-gougers, and general greed, there you find the roots of the Robber Baron Alliance. They want routes across the manifold. They want resources. They want servants and wealth. They want it ALL (although most of them at least start off trying to monopolize a more specialized field) - and they are sending in their thugs to try and TAKE IT.</p>
<p style="text-align:justify;">   There isn't much more to know about them - outside of the myriad details of their operations of course. Unlike many of the other factions, the Robber Barons aren't really united; each of them wants the entire multiverse for themselves. That doesn't stop them from uniting against any outsider who interferes in their plundering however.</p>
<p style="text-align:justify;">   The <strong>Lords of Madness </strong>may or may not be a faction. Humans have always feared and envisioned the alien, the incomprehensible, and the formless creatures occupying the darkness in the most wild and contradictory of ways. Now that the Manifold has opened, they're all out there - doing whatever-it-is that they do - and planning their incomprehensible plans.</p>
<p style="text-align:justify;">   Or maybe they're just a bunch of gibbering crazy things that do things at random. Nobody really knows.</p>
<p style="text-align:justify;">   The <strong>Men in Black</strong> are - at least apparently - attempting to manipulate the large-scale structure and destiny of the Manifold in some fashion. One the other hand, they may not even be connected with each other. Since none of them will explain anything, its hard to be sure whether they represent one unified organization or many independent groups. Hopefully they aren't another aspect of the Lords of Madness.</p>
<p style="text-align:justify;">   The <strong>Ourathan Robots</strong> simply want to carry out their orders. Civilizations and cultures must be restrained and maintained to prevent large-scale conflicts, contacts with unprepared races, and social collapse. Unchecked expansion, trade, and the inevitable warfare which follows when such things occur, cannot be permitted. The young must be educated as their culture demands so as to maintain it. Damage should be kept to a minimum. The borders must be patrolled and defended. When a contact occurs with a new space-traveling race, they must be gathered in and supervised so that they do not hurt themselves or others. There shall be peace throughout the galaxy.</p>
<p style="text-align:justify;">   Now most of that isn't necessarily BAD - but the Ouratha can be awfully heavy-handed and arbitrary about it. After all, they were programmed by aliens who never met any humans (and probably would have thought they were pretty weird if they had) - and there's been no one left to update them for millennia.</p>
<p style="text-align:justify;"><strong>The Peacekeepers, SkyWatch, and the Federation Defense Force</strong>.</p>
<p style="text-align:justify;">   It's rather difficult to say if earth HAS a "government". There are certainly interest groups, and people who make it their business to ensure that certain things get done, but most of them are volunteers. Nevertheless, the computers recognize that humans and other species are territorial, that menaces may arise, that occasional crazed individuals (and creatures of the manifold) must be dealt with, and that a certain percentage of the human race finds fulfillment in standing ready to defend the rest. So a certain amount of resources are made available for such activities.</p>
<p style="text-align:justify;">   Larger and more organized groups get more. Crazier, "sporting", or gladiatorial groups are firmly discouraged. Even the occasional children's "space patrol!" club can get taggers and light-duty stunners to chase stray animals and minor annoyances which wander in from the manifold - although such groups are closely monitored and supervised.</p>
<p style="text-align:justify;">   For some centuries, the Peacekeepers. SkyWatch, and the Federation Defense Force consisted of little more than social clubs and theory. There were instruments, and a few ships which responded to occasional emergencies and disturbances, and a stockpile of mothballed ships and weapons held in reserve - but despite the dedication of men such as MacAndrew, Co-ordinator of the Stellar Courier and Survey Service and the Department of Mysteries (dedicated to tracking unexplained events across the Federation and seeking explanations for them), there really wasn't that much to be done.</p>
<p style="text-align:justify;">   Then mysterious events skyrocketed. A "race" of alien robots determined to take over the Federation put in an appearance. People disappeared and swarms of monsters appeared.</p>
<p style="text-align:justify;">   More resources were allotted, the people who'd spent their time organizing and preparing for such things abruptly found themselves in charge of major organizations, and the ships and weapons came out of mothballs.</p>
<p style="text-align:justify;">   These days, <em>General McAndrew</em> - one of the first to recognize, and begin to recruit, Openers and agents from the Manifold - remains in charge of the Department of Mysteries - now the Department of the Manifold. He employs numerous agents in attempts to track and forestall menaces from the Manifold, attempts to survey manifold routes and monitor and co-ordinate travel, and handles most special operations. His computer network - The "Loom of Moirai" (so christened by one of his agents) - supposedly stretches across several realities so as to take advantage of technologies impossible in Core and he has accumulated a wide variety of ways to direct, equip, and enhance his agents - including a reported alliance with Pathfinder, the Dragon of the East in Crusader. Most off-core military operations are handled by his department. McAndrew has several Openers on staff and quite a few Gatekeepers.</p>
<p style="text-align:justify;">   The <em>Peacekeepers</em> are currently handling surface operations against Manifold incursions, nearspace defense, and containment of newly-established incoming gates. Most of their operations have a classical military feel to them, and - since they operate almost entirely in core - they rarely recruit mages, powerful psychics, or mystical warriors. They have a few Gatekeepers involved, but not many - and, at least as far as they admit, no Openers.</p>
<p style="text-align:justify;">   <em>SkyWatch</em> has currently incorporated most of the old Stellar Courier and Survey Service and is now handling long-range space defense, investigations of the Ouratha and other realspace menaces, and planetary evacuations ahead of the expanding radiation wavefront of the ring nova. Since this necessarily involves shortcuts through some reaches of the Manifold Skywatch always needs Openers to establish gates and Gatekeepers to run them. It hasn't had that much luck in recruiting them though.</p>
<p style="text-align:justify;">   The <strong>Taractocoli</strong> want to quietly undermine the Ouratha by making sure that the various races in the vicinity occur so closely together that - even under the restrictions imposed by the Ouratha - a widespread network of trade and communications will spring up inevitably. Given the nature of their hive-minds - which, thanks to the deaths of thousands of components across the eons exist both in their Manifold and in the Core - they ahve found it only natural to explore through the Manifold, uplift other races, and attempt to make their own trading partners. They have time. They're immortal. They can wait...</p>
<p style="text-align:justify;">   The <strong>Neanderthals</strong> apparently want CHILDREN. They have virtually exhausted their ability to bring forth new souls thanks to eons-long separation from core (not that they apparently realize the cause), and see only one way to continue their race - they must seize the human souls and bring them into Neanderthal incarnations. Of course, that means that the human donors must die.</p>
<p style="text-align:justify;">   While they are apparently working indirectly, and relatively subtly, for the moment, the Neanderthals are very old, extremely experienced within the Manifold, and numerous, and have great numbers of Gatekeepers - if few Openers - and thus are a considerable menace wherever they can gain access to the Human Manifold.</p>
<p style="text-align:justify;">   The <strong>Caravan Masters Guild</strong> is a loose association of Openers, Gatekeepers, and Wanderers of the Manifold who are dedicated to travel and trade across the Manifold . They're notable mostly for the urge to TRADE and EXPLORE. To open new gates, climb higher mountains, contact tribes of extinct human relatives, exchange dyes and onions in the markets of Babylon, hunt dinosaurs, go whaling, and chase the nymphs of Ancient Greece. They're the ones who will lead your caravan, shipload, or procession of pilgrims to the realms of their hearts desire - or of their nightmares, since the two are often one and the same. While the group isn't very formally organized - its more of an information exchange service and social club than anything else - it wields a disproportionate influence. Many of its members are centuries old, and have mapped the natural connections between hundreds of manifold realms - and most of the rest are Openers and Gatekeepers, individuals both rare and valuable.</p>
<p style="text-align:justify;">   The <strong>Fey</strong> are numerous, powerful, secretly influential, scheming, and - surprisingly often - ensouled thanks to their tendency to mate with any normal humans who come along. While they do seem to want to "adopt" humans (especially children), drawing them into Faerie and taking them as consorts, whether this is a simple desire for children, some complex scheme - or whether both the Seelie and Unseelie courts are simply bored and like to mess with people - remains an open question.</p>
<p style="text-align:justify;">   The <strong>Reptile Kings</strong> are rumor and myth. Some say that they are the rare spirits of a long, long, extinct race of sentient dinosaurs, grown deep - or even bloated - with power and wisdom across the ages. Others say that they are simply the dreams of humanities youth, ensouled with human spirits and grown fat on fictions ranging from tales of Pern to Kaiju movies. Some say they are elder aliens, meddling with humanity. Some say they are the homes of groups of hundreds or thousands of souls, the ultimate evolution of the Arrancar. Others say they are representatives of mystical powers from beyond the borders of the Manifold.</p>
<p style="text-align:justify;">   Most say they're simply another group of mythic godlings, and no more mysterious than most such.</p>
<p style="text-align:justify;">   Regardless of the tale, its usually agreed that the few Reptile Kings which have been encountered are subtle, intelligent, powerful, and seem to have some agenda of their own - for which they occasionally employ human agents. That seems to fit the definition of a "Faction" well enough.</p>
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<title><![CDATA[Experiência no Dungeons &amp; Dragon 4 th]]></title>
<link>http://suserania.wordpress.com/?p=382</link>
<pubDate>Tue, 15 Jul 2008 15:17:36 +0000</pubDate>
<dc:creator>suserania</dc:creator>
<guid>http://suserania.wordpress.com/?p=382</guid>
<description><![CDATA[Vamos lá, que estou querendo com este artigo aqui e passar para vocês a minha sensação a qual ti]]></description>
<content:encoded><![CDATA[<p class="MsoNormal">Vamos lá, que estou querendo com este artigo aqui e passar para vocês a minha sensação a qual tive jogando pela primeira vez o D&#38;D 4th.</p>
<p class="MsoNormal"><strong>Fazendo a ficha</strong></p>
<p class="MsoNormal">Olha além do material estar todo em inglês e ter mudado algumas coisas, a ficha em si continua sendo a mesma. Mas houve estipulação da forma de jogar os atributos, que facilita no caso de decidir o como o fazê-lo.</p>
<p class="MsoNormal">E demorada, que o mestre tem que explicar um pouco sobre as mudanças das fichas, os novos poderes dos personagens, raças, classes e pericias.</p>
<p class="MsoNormal">Passando isso a ficha ate que ficou um pouco mais dinâmica, deixando um pouco mais fácil o acesso as informações.</p>
<p class="MsoNormal"><strong>Jogando</strong></p>
<p class="MsoNormal">Vamos para mesa e que é. Agora se tornou extremamente importante a presença de miniaturas nas mesas, porque os combates deixaram de ser simplesmente...bate bate...magia magia...agora todos estão mais equilibrados e a estratégia para o combate ficou muito mais evidente</p>
<p class="MsoNormal">O trabalho em grupo ficou cada vez mais necessário, pois sem ele a tendência de perder os personagens e muito maior. A interação, a necessidade de combater com auxilio dos outros ficou muito mais evidente.</p>
<p class="MsoNormal">Os lances dos dados praticamente continuam a mesma, mas os cálculos para acerto e para defesa modificaram um pouco. Em primeiro momento, não mudaram nada que não de para jogar.</p>
<p class="MsoNormal">Espero que com o tempo eu consiga ver que melhorou realmente a jogabilidade dentro do jogo como foi o dito objetivo pela Wizard.</p>
<p class="MsoNormal"><strong>Aventura</strong></p>
<p class="MsoNormal">Começamos com uma pequena entrega na cidade principal do mestre, Pacedeam, que tínhamos que entregar em um alfaiate. Passamos um tempo em uma taberna clássica e quando fomos entregar já estava escurecendo, que devia ser entregue a noite, mas o nosso destinatário estava sendo abordado por 5 inimigos. Tentamos conversar mas o caras já vieram com briga e empurando o nosso mago, resumo pauladas neles.</p>
<p class="MsoNormal">Foi um combate ate que rápido, 3 turnos para acabar com todos, mas deu para ver que o jogo promete algo a mais.</p>
<p class="MsoNormal">Esperar para a próxima seção.</p>
<p style="text-align:center;"><img class="aligncenter" src="http://www.travellingman.com/store/images/hasbro/dungeons-dragons-boardgame-pieces.jpg" alt="" width="400" height="279" /></p>
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<item>
<title><![CDATA["Übern Teich!"]]></title>
<link>http://sirdoomsbadcompany.wordpress.com/?p=470</link>
<pubDate>Tue, 15 Jul 2008 00:08:23 +0000</pubDate>
<dc:creator>sirdoom</dc:creator>
<guid>http://sirdoomsbadcompany.wordpress.com/?p=470</guid>
<description><![CDATA[Nachdem in den letzten Jahren eine Konsolidierung und Konzentration erster Güte auf dem dt. RPG-Mar]]></description>
<content:encoded><![CDATA[<p>Nachdem in den letzten Jahren eine Konsolidierung und Konzentration erster Güte auf dem dt. RPG-Markt stattfand wird nun zum Angriff geblasen. Seit Jahren gab es nicht mehr so eine Konkurrenz und Fülle von Produkten auf dem dt. Markt. Nun wird auch der Kampf des Jahrtausends nach Deutschland geholt! <a href="http://paizo.com/pathfinderRPG" target="_blank">Paizos</a> <a href="http://en.wikipedia.org/wiki/Pathfinder_Roleplaying_Game" target="_blank">Pathfinder</a> wird von <a href="http://www.ulisses-spiele.de/index.php?id=1" target="_blank">Ulisses</a> übersetzt und wir werden mal sehen ob D&#38;D 3.75 oder D&#38;D 4.00 sich in der dt. Fassung besser machen wird. Weiter so! :)</p>
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<item>
<title><![CDATA[Lingering Smoke]]></title>
<link>http://ruscumag.wordpress.com/?p=642</link>
<pubDate>Sun, 13 Jul 2008 02:35:21 +0000</pubDate>
<dc:creator>Thoth</dc:creator>
<guid>http://ruscumag.wordpress.com/?p=642</guid>
<description><![CDATA[   Lingering Smoke was originally a Sidereal Exalted character, who&#8217;s player decided to try]]></description>
<content:encoded><![CDATA[<p style="text-align:justify;"><em>   Lingering Smoke was originally a Sidereal Exalted character, who's player decided to try out dropping him into the Federation-Apocalypse campaign setting - for which purposes he had to be adapted to the d20 rules. Since this was an experiment that may or may not continue, this is a quick, sloppy, brute-force conversion - in particular, the skill enhancements should probably use the "group" (+8 at L3) rating since the skills they're enhancing are pretty broad - and the presumption that the character is constantly running a small raft of enhancement spells (one per attribute, Rune of Warding, and Stone Ox) is a bit cheesy. Still, it works.</em></p>
<h2 style="text-align:justify;">Lingering Smoke Balamada</h2>
<p style="text-align:justify;">   <strong>Available Character Points</strong>: <em>Disadvantages</em>: Attention-Seeker and History, (+6 CP), <em>Duties</em> (Must return regularly to Yu-Shan and run missions for the Sidereals, +2 CP/Level), and +12 CP for her L1 and L3 Feats. Total: 120 CP (L4 Base) + 26 = 146 CP.</p>
<p style="text-align:justify;"><strong>Racial Modifiers</strong>: Pureblooded Human (+0 ECL)</p>
<ul>
<li>
<div style="text-align:justify;"><em>Fast Learner/Specialized in Skills</em>: +2 SP/Level (6 CP).</div>
</li>
<li>
<div style="text-align:justify;"><em>+4 Intelligence</em> (Normally 24 CP, reduced to 12 CP by world laws). As a note, there have been many attempts to enhance the intelligence bonus even further, but they tend to lead to psychological problems and instability. Of course, player characters may be the fortunate exceptions.</div>
</li>
<li>
<div style="text-align:justify;"><em>+2 to any one attribute</em> other than Intelligence (normally 12 CP, reduced to 6 CP by world laws).</div>
</li>
<li>
<div style="text-align:justify;"><em>Immunity/Aging</em> (uncommon/minor/minor, 2 CP). They can expect to live for several centuries without much of any signs of aging.</div>
</li>
<li>
<div style="text-align:justify;"><em>Grant of Aid/Specialized</em> (requires several hours): May heal 1d8+5 damage OR 1d3 points of attribute damage OR one negative level once per three levels per day or part thereof, 3 CP), with the Regenerative option/Corrupted (requires lots of food and rest, 2 CP), allowing them to slowly regrow lost limbs and organs.</div>
</li>
</ul>
<p style="text-align:justify;"><strong>Languages</strong> (5): English, Flame Tongue, Old Realm, Riverspeak,</p>
<p style="text-align:justify;">.</p>
<table style="text-align:justify;" border="1" cellspacing="3" cellpadding="1" width="480">
<tbody>
<tr>
<td width="32%"><strong>Basic Attributes:</strong></td>
<td width="24%"> </td>
<td width="44%"> </td>
</tr>
<tr>
<td width="32%">Strength 14 (20)/+5 (DR 5/-)</td>
<td width="24%">Dexterity 16 (22)/+6</td>
<td width="44%">Constitution 14 (20)/+5 (5 magic points)</td>
</tr>
<tr>
<td width="32%">Intelligence 18 (24)/+7</td>
<td width="24%">Wisdom 14 (20)/+5</td>
<td width="44%">Charisma 20 (26)/+8 (10 free contacts).</td>
</tr>
<tr>
<td width="32%">Rolled Attributes:14, 16, 14, 14, 13, 18</td>
<td width="24%"> </td>
<td width="44%"> +1 Wis at L4.</td>
</tr>
</tbody>
</table>
<p style="text-align:justify;"><strong>Combat Information</strong> (50 CP):</p>
<ul>
<li>
<div style="text-align:justify;"><strong>Saves</strong>:</div>
</li>
<blockquote>
<li>Fortitude +0 (0 CP) +5 (Con) +4 Resistance (Warding Rune) = +9</li>
<li>Reflex +0 (0 CP) +6 (Dex) +4 Resistance (Warding Rune) = +10</li>
<li>Will +2 (6 CP) +5 (Wis) +4 Resistance (Warding Rune) = +11</li>
</blockquote>
<li>
<div style="text-align:justify;"><strong>Hit Dice</strong>: L1 d12 (8 CP), L2-4 d6 (6 CP, 5, 6, 3). HP 22 + 36 (Immortal Vigor III) + (10x Con Mod) + = 108 HP</div>
</li>
<li>
<div style="text-align:justify;"><strong>Proficiencies</strong>: All Simple and Martial Weapons and Small Arms (12 CP, -12 from Dex = 0 CP).</div>
</li>
<li>
<div style="text-align:justify;"><strong>Move</strong>: 30 Base + 30 Enhancement = 60</div>
</li>
<li>
<div style="text-align:justify;"><strong>Initiative</strong>: +6</div>
</li>
<li>
<div style="text-align:justify;"><strong>BAB</strong>: +4 (24 CP), +2 BAB with Martial Arts only (6 CP).</div>
</li>
<li>
<div style="text-align:justify;"><strong>Armor Class</strong>: 10 (Base) +6 (Dex) +5 (Wis, per world rules) +2 (Leathers) +4 Natural (Stone Ox Spell) = 27 (and DR 5/-).</div>
</li>
<li>
<div style="text-align:justify;"><strong>Usual Attack: Unarmed Strike</strong>: +15/+10, 1d12+1d6 Force +5 Damage.</div>
</li>
</ul>
<p style="text-align:justify;"><strong>Purchased Abilities</strong> (96 CP):</p>
<ul>
<li>
<div style="text-align:justify;">Exaltation/Path of the Dragon (36 CP): Shaping (for cool effects and always being shiny, 6), Pulse of the Dragon (6) and Heart of the Dragon (18), both Specialized and Corrupted (Personal enhancements only, for effects of up to L3) and Reflex Action (can combine a short term personal-enhancement with another action or use one as a defense, 6).</div>
</li>
<li>
<div style="text-align:justify;">Hexcrafting/Sidereal Astrology: 10 Caster Levels. Specialized (Hexcrafting Only), Corrupted: Subject to Paradox Limitations (Basically the GM gets to note that some effect has backlashed and produced annoying side effects if you produce too many effects, 20) and 3 Card Slots (Chr Based, adds +2 slots), Corrupted: Paradox Limitations (16 CP).</div>
</li>
<li>
<div style="text-align:justify;">Martial Arts/1d10 Base Damage (12 CP).</div>
</li>
<li>
<div style="text-align:justify;">Natural Charms/Innate Enchantment (12 CP): Minor Precognition: 4xL1 Spells, 3/day Each (4800 GP), True Strike, True Save, True Evasion, True Skill (All provide a +20 insight bonus to a single roll or against a single attack, activating when needed), Iron Fist (+1d6 Force damage to blows), Mastery of the Fist (+4 Competence Bonus to Unarmed Combat BAB), +3 Competence Bonus to AC (Dodge), Distract Opponent (L1, Save or be diverted, unlimited use but only DC 11 save), Avoiding the Truth (L1, makes any statement you make seem like a lie, no save).</div>
</li>
</ul>
<p style="text-align:justify;"><strong>Base Skill Points</strong>: 14 (Racial) + 28 (Int) = 42</p>
<p style="text-align:justify;"><strong>   General Skills</strong> (All +7 Int, +15 Competence when required): <em>Investigation</em> +27 (1 SP +4 Wis), <em>Larceny</em> +29 (1 SP +6 Dex), <em>Occult Lore</em> +30 (1 SP +7 Int), <em>Physical Stealth</em> +29 (1 SP +6 Dex), <em>Performance</em> +36 (6 SP +8 Chr), <em>Athletics</em> +34 (7 SP +5 Str), <em>Spot</em> +18 (7 SP +4 Wis, cannot be passively augmented), <em>Listen</em> +18 (7 SP +4 Wis, cannot be passively augmented), <em>Persuasion</em> +37 (7 SP +8 Chr), <em>Intimidation</em> +31 (1 SP +8 Chr), <em>Bureaucracy</em> +31 (1 SP +8 Chr), <em>Identities</em> +10 (cannot be augmented, 1 SP +5 Cha), and <em>Gadgetry</em> +8 (cannot be augmented, 1 SP +3 Dex).</p>
<p style="text-align:justify;"><strong>   Usual Gadgets</strong>: None as yet.</p>
<p style="text-align:justify;"><strong>   Identities</strong>: In the Exalted realm, and in his Rank-4/32-Point Role as a <em>Chosen of Secrets</em>, Lingering Smoke possesses a lesser Immunity to being remembered (Very Common/Minor/Minor, 8 CP), providing a high resistance to it, a Celestial Mansion, freedom to wander Yu-shan, and a certain amount of authority there (Major Privilege, 6 CP), considerable Wealth (3 CP), can call on Major Favors from several powerful entities and organizations (12 CP), and has some additional Contacts (3 CP) - including a mentor in the Celestial Martial Arts - but none of this has much relevance elsewhere. As yet, he has established no other identities.</p>
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<title><![CDATA[Imagem do Dia - 12/07/2008]]></title>
<link>http://suserania.wordpress.com/?p=378</link>
<pubDate>Sat, 12 Jul 2008 14:22:40 +0000</pubDate>
<dc:creator>suserania</dc:creator>
<guid>http://suserania.wordpress.com/?p=378</guid>
<description><![CDATA[
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<content:encoded><![CDATA[<p style="text-align:center;"><img class="aligncenter" src="http://www.wizards.com/dnd/images/mm2_gallery/88268_620_4.jpg" alt="" width="400" height="463" /></p>
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<title><![CDATA[The Ri'aal]]></title>
<link>http://ruscumag.wordpress.com/?p=638</link>
<pubDate>Fri, 11 Jul 2008 04:55:02 +0000</pubDate>
<dc:creator>Thoth</dc:creator>
<guid>http://ruscumag.wordpress.com/?p=638</guid>
<description><![CDATA[   The Ri&#8217;aal are a sample exotic race for Eclipse: The Codex Persona d20 point buy. Like mo]]></description>
<content:encoded><![CDATA[<p style="text-align:justify;"><em>   The Ri'aal are a sample exotic race for Eclipse: The Codex Persona d20 point buy. Like most such, they're as powerful as possible for a +1 ECL race. Players like that - and it fits in with my general policy of "no weak races".</em></p>
<p style="text-align:justify;">   The Ri'aal are an exotic, non-humanoid, race. While their body plan is vaguely feline - although a bit blockier, and with non-retractable claws - their bodies are covered with a mixture of feathers (which change color according to their moods) and iridescent scales covering vital areas, giving a somewhat serpentine impression. They normally move on four legs, but can rear back on two to use their paws. Unfortunately, their paws are impossibly clumsy. Ri'aal are not natural tool users, and their innate powers interfere with virtually all equipment - but their natural powers are often a fair substitute for such items. Why anyone would use "things" tends to be a bit beyond them and they virtually never carry anything. Those who associate with other races may occasionally consent to wearing a shoulder-pack, or even a potion bandoleer (although they cannot benefit from potions themselves), in order to assist their allies - or to carry some food more conveniently at lower levels. Higher-level Ri’aal usually develop the ability to store food extradimensionally for use on long journeys.</p>
<p style="text-align:justify;">   Ri’aal normally weigh about 160 pounds, do not wear clothing, and never carry anything except, occasionally, a carcass in their jaws - and then only to somewhere to stash it or back to their den for the sick or young. Otherwise they usually feel that the best place for food is in their stomachs; a Ri’aal will often devour several days worth of food, sleep for a few hours, and then eat nothing else for days. They normally live on raw meat and small amounts of fruits, vegetables, and grains - although those who associate with other races may develop a taste for dried, cooked, or even spiced meat.</p>
<p style="text-align:justify;">   Even a non-adventuring Ri’aal can be quite dangerous. As wilderness chase-and-pounce-hunters, they will normally be skilled in evasion, tracking, climbing, melee combat, and wilderness survival. They will possess innate magical powers - normally including Mage Armor, Self-Healing, and some sort of ranged attack to fend off other predators - they are resistant to physical attacks, and have formidable jaws and talons. There is no such thing as a "commoner" Ri’aal.</p>
<p style="text-align:justify;">   The Ri'aal find the very concept of using external "equipment" - or of engaging in complex manipulations - utterly alien. Whenever they attempt to do so they must roll twice when attempting any task related to the item in question, accepting the worst result (thus, for example, using armor or a weapon penalizes all combat checks). For the Ri'aal, learning to manage a doorknob, or to use Mage hand to do so, is the height of technological sophistication.</p>
<p style="text-align:justify;">   Ri’aal don’t normally live in cities, and rarely even come into towns unless they’re accompanying (or moving in on) a personal friend - but they do make friends relatively easily. They are, like most sentient races, sexually active year round, but are only fertile for a month or so each year. A pair will usually produce a litter of 2-3 kits every four to five years. Sadly, young Ri’aal have an unfortunately high casualty rate - although those which opt to hang around with friends of other races after leaving their parents have a better survival rate, hence the practice is gradually becoming more and more common. Their culture is pretty much entirely oral, although the best storytellers are capable of creating small illusions to illustrate their tales. They tend to be individually relatively kind, but predatory - and have a difficult time with larger-scale morality. They don;t normally associate with groups of more than four or five themselves, and find it difficult to wrap their minds around large-scale "social contracts" and ethical concerns.</p>
<p style="text-align:justify;">. </p>
<h2 style="text-align:justify;">Ri’aal Racial Build:</h2>
<p style="text-align:justify;">   <strong>Racial Limitations</strong>: <em>Restrictions</em> on Armor, Weapons/Tools, Physical Manipulations, and Recorded Symbology (including symbols, hieroglyphs, writing, and so on), for +4 CP/Level. <em>Disadvantages</em>: Restriction points automatically go to the Ri'aal’s Innate Enchantments, below (+3 CP), and Inept (as solitary or small-group hunters, the Ri’aal are relatively poorly socialized and suffer a -1 on all Chr based skills other than Intimidation-based effects, +3 CP)</p>
<p style="text-align:justify;"><strong>Racial Abilities</strong> (+1 ECL Race, up to 63 CP base + 6 CP from racial disadvantages).</p>
<ul>
<li>
<div style="text-align:justify;"><strong>Fast Learner</strong> (6 CP): Specialized in Innate Enchantment abilities, for a +2 CP-per-level bonus.</div>
</li>
<li>
<div style="text-align:justify;"><strong>Innate Enchantment</strong> (0 CP + 6 CP from Restrictions and Fast Learner): Specialized and Corrupted: Blocks the use of magical, psionic, and advanced technological items and the total value of the developed powers cannot exceed the amount of treasure normally allowed for a character of two levels higher). Powers are normally constructed using the rules in The Practical Enchanter. (6 CP, for a base vale of 15,000 and a bonus of 18,000 per level - including L1. (This will amount to a base total of 375,000 GP at L20, but a Ri'aal will not be able to use his or her full innate potential until around L15).</div>
</li>
<li>
<div style="text-align:justify;"><strong>Immunity/The normal XP cost of developing Innate Enchantments</strong> (6 CP): This is an Uncommon effect (3 CP), but would amount to a full one-level penalty over levels 1-20 (Major, +3 CP), and defaults to Major resistance (no adjustment), for a net cost of 6 CP.</div>
</li>
<li>
<div style="text-align:justify;"><strong>Immunity/Dispelling and Countermagical Effects</strong> (6 CP): (Common, 6 CP base, Minor (a short-term disruption) no modifier, and Major Resistance - effects of up to L5, no modifier). This is Specialized in protecting their Innate Enchantments for double effect: they are unaffected by dispelling and countermagical effects of level ten or less.</div>
</li>
<li>
<div style="text-align:justify;"><strong>Imbuement/Unarmed Attacks</strong> (6 CP): Unarmed attacks gain a (+Level/7) enhancement bonus. Points from this bonus may be traded in for special weapons powers or for attacks to count as if made with special materials (at +1 per material). Once such a choice is made it cannot be changed later on without further improvements. Serious Ri'aal adventurers may want to upgrade this ability later on.</div>
</li>
<li>
<div style="text-align:justify;"><strong>Damage Reduction 6/-</strong> (6 CP): Specialized: only versus physical damage (double effect from 3/-).</div>
</li>
<li>
<div style="text-align:justify;"><strong>Defender/Natural Armor</strong> (6 CP): Specialized: does not increase with level, +2 Natural Armor.</div>
</li>
<li>
<div style="text-align:justify;"><strong>Martial Arts/Natural Weapons</strong> (6 CP): 1d6 base unarmed damage, considered armed when unarmed in melee combat).</div>
</li>
<li>
<div style="text-align:justify;"><strong>Occult Sense/Darksight</strong> (6 CP).</div>
</li>
<li>
<div style="text-align:justify;"><strong>Occult Sense/Scent</strong> (6 CP).</div>
</li>
<li>
<div style="text-align:justify;"><strong>Celerity/+10' Ground Movement</strong> (6 CP).</div>
</li>
<li>
<div style="text-align:justify;"><strong>Attribute Shift</strong> (6 CP): -2 Charisma, +2 to any other attribute.</div>
</li>
<li>
<div style="text-align:justify;"><strong>Skill Bonuses</strong> (3 CP): +1 to Spot, +1 to Listen, and +1 to any one Knowledge Skill.</div>
</li>
</ul>
<p style="text-align:justify;"><em>   The Ri’aal will tend to start falling behind the general power curve at very high levels, since the ever-increasing treasure allotments will begin to leave their innate powers far, far, behind - but their immunity to dispelling and ability to ignore "item slots" partially makes up for it. At high levels they tend to be talented generalists. Like all our characters and races, the Ri’aal are built using the point-buy rules from Eclipse: The Codex Persona. Their innate enchantments are best designed using The Practical Enchanter. If you don't happen to have those, here are some links:</em></p>
<p style="text-align:justify;"><strong>   Eclipse: The Codex Persona</strong>: <a href="http://www.lulu.com/content/435647" target="_blank"><span style="color:#105cb6;">Print Edition</span></a> (Lulu.Com), <a href="http://www.lulu.com/content/1546891" target="_blank"><span style="color:#105cb6;">Electronic Edition</span></a> (Lulu.Com), <a href="http://www.rpgnow.com/product_info.php?products_id=51254&#38;filters=0_0_0&#38;manufacturers_id=617" target="_blank"><span style="color:#105cb6;">Electronic Edition</span></a> (RPGNow.Com), <a href="http://www.rpgnow.com/product_info.php?products_id=51255&#38;filters=0_0_0&#38;manufacturers_id=617" target="_blank"><span style="color:#105cb6;">Shareware Edition</span></a> (at RPGNow.Com), and <a href="http://www.box.net/shared/lum1u99fu5" target="_blank"><span style="color:#105cb6;">Shareware Edition</span></a> (Box.Net Download).</p>
<p style="text-align:justify;"><strong>   The Practical Enchanter</strong>: <a href="http://www.lulu.com/content/440052" target="_blank"><span style="color:#105cb6;">Print Edition</span></a> (Lulu.Com), <a href="http://www.lulu.com/content/1539722" target="_blank"><span style="color:#105cb6;">Electronic Edition</span></a> (Lulu.Com), <a href="http://www.rpgnow.com/product_info.php?products_id=51232&#38;filters=0_0_0&#38;manufacturers_id=617" target="_blank"><span style="color:#105cb6;">Electronic Edition</span></a> (RPGNow.Com), <a href="http://www.rpgnow.com/product_info.php?products_id=51242&#38;filters=0_0_0&#38;manufacturers_id=617" target="_blank"><span style="color:#105cb6;">Shareware Edition</span></a> (at RPGNow.Com), and <a href="http://www.box.net/shared/4ydfzh2088" target="_blank"><span style="color:#105cb6;">Shareware Edition</span></a> (Box.Net Download). Handy for designing special powers and items. There’s a nice RPGNow <a href="http://www.rpgnow.com/product_reviews_info.php?products_id=51242&#38;reviews_id=16438" target="_blank"><span style="color:#105cb6;">Staff Review</span></a> too.</p>
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<title><![CDATA[Geek Girls Rule Greatest Hits #13 - Why I hate D20]]></title>
<link>http://geekgirlsrule.wordpress.com/?p=118</link>
<pubDate>Thu, 10 Jul 2008 07:00:22 +0000</pubDate>
<dc:creator>geekgirlsrule</dc:creator>
<guid>http://geekgirlsrule.wordpress.com/?p=118</guid>
<description><![CDATA[Geek Girls Rule! #13
Look, it&#8217;s not whining about comics! I promise!
Okay, look, I know D&amp;]]></description>
<content:encoded><![CDATA[<p class="MsoNormal"><strong><span style="text-decoration:underline;"><span style="font-size:8pt;line-height:115%;font-family:&#34;color:black;">Geek Girls Rule! #13</span></span></strong><span style="font-size:8pt;line-height:115%;font-family:&#34;color:black;"></p>
<p>Look, it's not whining about comics! I promise!</p>
<p>Okay, look, I know D&#38;D is the grand dame of gaming. It is the Progenitor. Blah blah blah...</p>
<p>I don't like it.</p>
<p>I have always found the rules system clunky, difficult and far too much work for something that is supposed to be fun. And I know D20 D&#38;D is supposed to have streamlined the whole process. I still found character creation tedious, the character sheets confusing and crowded, and WHAT THE FUCK IS UP WITH ARMOR MAKING YOU HARDER TO HIT???</p>
<p>That aside, I thought it was really telling that of the several people with whom a friend was trying to set up a new gaming group, the majority of us outright vetoed anything with a D20 system. Some of them regularly play and run D20, but the over-riding consensus was still, "No D20." In fact, several of us offered to learn an entirely new (to us) system for Unknown Armies, rather than play D20 anything.</p>
<p>Seriously, I have played maybe five D20 campaigns. One was bearable because the GM bent it to suit him, and used minimal die rolls anyway, as well as doling out prodigious amounts of player hand-jobs. The others devolved into a bunch of surly growling and a lot of shouting, "Because it's fucking BROKEN, that's why!"</p>
<p>And this is too bad, because there are a lot of nifty game worlds built for D20 and the OGL. However, if I use them at all, it's going to mean a lot of homework for me to convert what I want into GURPS or just playing so fast and loose with the rules that it may as well be a diceless campaign.</p>
<p>Granted, there are going to be those out there who will argue, "Well, if you had a GOOD GM, who KNEW the system..." Okay, a good game should not be dependent on a GM spending years to master a system. We do this for fun, may I remind you. Sure, when I get a new system I expect to spend some time learning it and working out the bugs (cough, the new Warhammer Fantasy, cough). I do not expect to have to spend more time studying it than I did for any graduate level history class I ever attended.</p>
<p>So, there you go. I hate D20 (particularly D&#38;D D20) because its clunky, awkward, and exactly why the fuck DOES armor make you harder to hit instead of soaking damage like it does in any SANE game system?</span><span style="color:black;"></span></p>
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<title><![CDATA[Imagem do Dia - 09/07/2008]]></title>
<link>http://suserania.wordpress.com/?p=372</link>
<pubDate>Wed, 09 Jul 2008 18:21:21 +0000</pubDate>
<dc:creator>suserania</dc:creator>
<guid>http://suserania.wordpress.com/?p=372</guid>
<description><![CDATA[
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<content:encoded><![CDATA[<p style="text-align:center;"><img class="aligncenter" src="http://www.maps4heroes.com/heroes5/pictures/olivier_ledoit/O_LEDROIT_Inferno_Succubus.jpg" alt="Succubus" width="628" height="692" /></p>
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<title><![CDATA[Imagem do Dia - 07/07/2008]]></title>
<link>http://suserania.wordpress.com/?p=366</link>
<pubDate>Mon, 07 Jul 2008 21:18:43 +0000</pubDate>
<dc:creator>suserania</dc:creator>
<guid>http://suserania.wordpress.com/?p=366</guid>
<description><![CDATA[
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<content:encoded><![CDATA[<p style="text-align:center;"><img class="aligncenter" src="http://www.candlekeep.com/images/gallery/finders-bane.jpg" alt="Finders Bane" /></p>
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<title><![CDATA[FA Campaign Log Session 20: Sequels]]></title>
<link>http://ruscumag.wordpress.com/?p=631</link>
<pubDate>Mon, 07 Jul 2008 06:06:57 +0000</pubDate>
<dc:creator>Thoth</dc:creator>
<guid>http://ruscumag.wordpress.com/?p=631</guid>
<description><![CDATA[   Due to the 4&#8242;th of July celebrations and some computer problems, there were not enough pl]]></description>
<content:encoded><![CDATA[<p style="text-align:justify;"><em>   Due to the 4'th of July celebrations and some computer problems, there were not enough players available to continue the main plotline: the following side trip was presumed to take place an a brief quiet period sometime after the conclusion of the assault on the Baelaria Mages Guild.</em></p>
<p style="text-align:justify;">   The railway station in Baelaria proved to have a platform 9 3/4'th - a dead giveaway as far as the group was concerned. With Bard, Gerald, and Daniel back from their advanced training program though it was good time for a visit. Hogwarts was dangerous enough that Kevin hated to leave it too long between visits - and a chance to offer his own brand of "life insurance". Technically he was a graduate, and had an identity as "Squire Jenkins", but he looked young enough that Hogwarts almost always classified him as a student anyway: it had some awfully strong local tendencies.</p>
<p style="text-align:justify;">   There were plenty of buses and carriages available, but he’d apparently missed today’s train to Hogsmeade. The village simply wasn’t that big a place either. Oddly enough, the carriage they hired was driven by a ghost - suitable enough for apparitional horses, but how did he manage the physical stuff? He must have some telekinetic talent... Anyway, the driver thought that Kevin was a bit late - he should have been back at school already - but accepted that he’d had some urgent business.</p>
<p style="text-align:justify;">   The aerial trip was as dramatic - and the view as spectacular - as ever, as the carriage rose upwards and ran along the clouds of the evening sky. The landscape took on a red overtone as the dimming sunlight washed over the land and lakes, and the air chilled as night fell. The spectral carriage only added to the sensation of coldness.</p>
<p style="text-align:justify;">   It seemed that there’d been quite a ruckus at school: quite a few of the students had recently run off, the parents were all in an uproar about it, and the Ministry of Magic was getting involved as well. Dumbledore insisted that they had all left voluntarily - but the parents and government were insisting that the children had been coerced into leaving against their will.</p>
<p style="text-align:justify;">   From what most of the kids had said, they’d all believed that they were going to be joining a larger group and undertaking some kind of great quest.</p>
<p style="text-align:justify;">   Now that sounded familiar. More Questers in the Underdark?</p>
<p style="text-align:justify;">   A few had come back and attempted to recruit more of the students: the Ministry of Magic had taken them into custody and was questioning them. The driver recommended that they keep their heads down - and the shouting, near-rioting, crowd near at the entrance being held back by agents from the Ministry of Magic underscored his point. There was too much excitement to gather much information - and, if they’d been arresting returning youngsters and taking them away, approaching the Ministry agents would be kind of counterproductive.</p>
<p style="text-align:justify;">   Well, the secret tunnels were all known to the kids who read the books, even if they were still secret from the locals... Town was quiet. Most of the locals were watching news reports about the protests going on at Hogwarts and the ongoing investigation into the disappearances. There weren’t any kids around though: it looked like the lockdown was really tight. Evidently someone really had been busy recruiting (this annoyed Kevin: Hogwarts was one of the places that HE liked to recruit. No fair stealing his potential recruits!). Oh well, at least the tunnel through the sweet shop was open. It looked like it hadn’t been used in a bit - and there was a security spell to count students and wands going in and out (they delayed the report a bit) - but no traps or anything.</p>
<p style="text-align:justify;">   They headed on in. Fortunately the local rules didn’t actually REQUIRE wands, at least for visitors from the Manifold. They just made it easier.</p>
<p style="text-align:justify;">   Everything was quiet in the castle; the place was buttoned up for the night. They must have moved up curfew what with all the ruckus - and half the kids in the place probably tried to get away with invisibility charms these days. They decided to travel as a troop of ferrets instead. Filch was running about and Snape was camped outside the Slytheryn entrance, but they were never of any use - and there were no kids out at ALL. The place was sealed up TIGHT.</p>
<p style="text-align:justify;">   They didn’t have the current password for any of the towers - even Kevin didn’t know the current Ravenclaw password-riddle despite being an alumnus - and trying to guess was impossibly hard. Still, one of his old Defense against the Dark Arts Instructors was visiting the painting with a message: Dumbledore was expecting him up in his office. The group headed on up, although Kevin left a Thrall in ferret-form to keep an eye on the Ravenclaw entrance. Slytherin had Snape, Gryffyndor was full of junior heroes, and Hufflepuff had probably just blockaded their door anyway. Only Ravenclaw would rely on puzzles and obscure passwords.</p>
<p style="text-align:justify;">   At Dumbledore’s office it was back to human. Dumbledore was just too iconic to change much - but he was rather troubled. Kevin’s recruiting was fairly acceptable. He was honest, explained throughly, and took good care of his recruits. The newcomer, Vekxin, was very charismatic, rather reckless, recruited aggressively, had no respect for the source material, and had been pushing a tale of his desperate need for assistance with a great and epic quest. He’d demonstrated his power-granting abilities and had managed to get many of the Gryffindor and Hufflepuff students to follow him. He’d organized them into groups and set them practicing tactics against each other - and then one night they’d all "mysteriously" vanished. Perhaps most importantly, Vekxin had no soul. He’d been actively feeding on the energies of those around him. Not harmfully - but noticeably.</p>
<p style="text-align:justify;">   Well, that tied in neatly with the established gate to Baelaria.</p>
<p style="text-align:justify;">   In any case, he’d been searching for something called the <em>Rosary of Memory</em>- just like that last batch of youngsters they’d pulled out of the Underdark. Still, at least he’d provided some sort of description; the basic idea was that memories were conserved as incarnations were passed. Those memories, left behind, tend to form phantasms and other things. It was in those other things where the Rosary supposedly lay. (That might or might not be accurate: it might just be neural limitations, since information could never be destroyed or lost - but if they were looking for it in the Manifold, they’d eventually find something matching their description - a pile of psychic energy or information or whatever you wanted to call it condensed into the "Rosary").</p>
<p style="text-align:justify;">   Kevin got his communications links going: he’d sent a trade delegation to the Underdark, and looking for potential recruits was a part of their job. His team reported that there had definitely been more teams of coordinated youngsters running around, apparently searching for both teammates and something else. Their organization and numbers had increased to the point where they were becoming quite a nuisance to the locals. The locals had launched special missions against them, but they’d retaliated, and the Drow were getting pretty annoyed. They were mostly coming in teams of six - two healers, a tank, and three damage dealers. Their powers were basic along those lines with few unusual or weird abilities, but they were using lots of group enhancements along the legionairre line and they were very well coordinated. The bigger local powers were starting to show signs of taking an interest though - the groups did seem to know their way through the tunnels and cities very well and knew where all the secret passages and major monsters were. They claimed to be looking for "the bottom of the Underdark".</p>
<p style="text-align:justify;">   The group filled in Dumbledore; his students were going into an endless maze filled with monsters of ever-increasing deadliness. About then, the youngster they’d left on watch reported that they now had a spy.</p>
<p style="text-align:justify;">   They invited him in. It turned out to be <em>Paul Malfoy</em>(a protagonist from the first sequel series). Unsurprisingly, he was ensouled. Well - his parents had been co opted as roles long, long, ago. Besides, he urgently wanted to find Lily Potter, who’d gone questing.</p>
<p style="text-align:justify;">   The filled him in a bit as well.</p>
<p style="text-align:justify;">   It sounded like "Vekxin" was appealing to heroic tendencies - and failing to explain sufficiently - rather than appealing to self-interest and offering full explanations. It also sounded like he probably hadn't made arrangements to fully protect the youngsters he recruited. The whole "quest" thing virtually screamed "short-term goal". Come to think of it, something like this "Rosary Of Memory" thing might be really important to a Baelaria youngster with a missing soul.</p>
<p style="text-align:justify;">   The group decided to head over to the Underdark, try to contact the missing students - and possibly talk them out of this idiocy if they were still in possession (or had recently regained possession) of their souls. At least the ones who’d come back to try for more recruits had still had theirs - although it did seem that they were bonded to something that was actively siphoning psychic energy from them while feeding back magical energies.</p>
<p style="text-align:justify;">   Kevin could possibly pre-empt that, but they might be more or less unable to agree while it was active. Still, some of them might be quite discouraged by now - or be beginning to suspect that they've been deceived. The Underdark was not a pleasant place to spend a few months - and was nasty enough to rather beat down heroic ideals a bit. There had probably been a fair number of casualties as well. Kevin could make arrangements to revive people who died - but only in advance, and there were a lot of ramifications to it.</p>
<p style="text-align:justify;">   A lot of the other students wanted to find their missing friends - but the teachers had been making it difficult to organize much of anything. All the secret exits were blocked and they put everyone into lockdown immediately after classes ended. Time to see who would like to be in a rescue party.</p>
<p style="text-align:justify;">   Dumbledore was willing to cut off classes tomorrow to let Kevin speak with the students - and to let him recruit those who opted to join him - so as to rescue as many of their classmates as possible.</p>
<p style="text-align:justify;">   He did want to add a stipulation to Kevin’s contract though. While time-reversion was about the only thing short of intervention by truly major powers that could undo Kevin’s contract (along with anything else they’d experienced since), it WAS within his power - and he could divine who’d only wanted to take the contract to be in on the rescue and/or would seriously want to opt out if they still could feel that way and do it for them.</p>
<p style="text-align:justify;">   That was more or less agreeable. If they didn't actually find the powers, perks, and abilities that come with working for Kevin sufficient payment for doing so, or had felt pressured to do so to get a chance to rescue their friends, undoing the pact was really quite sensible.</p>
<p style="text-align:justify;">   Kevin added a rider of his own though. If they’d been killed and brought back during their adventures with him, the pact would have to remain in effect. If they tried to revert them after that, they’d lose the soul-link - and that would kill them, reversion or no reversion.</p>
<p style="text-align:justify;">   Besides, adventuring in the Underdark should let them pay off the indenture considerably faster than the usual 50 to 600 years (depending on activity levels) despite the way that the safety features, tendency to listen to orders, and so one cut down on CP gains. Besides - Kevin tended to discourage them buying their way out too quickly. He wanted a long head start before he started creating competition for himself.</p>
<p style="text-align:justify;">   Dumbledore felt that such an arrangement should satisfy any parents at the end of the school year - especially if he endorsed it.</p>
<p style="text-align:justify;">   So what else would they need?</p>
<p style="text-align:justify;">   That came out to be a list of the missing, some notes on what Vekxin (Veck Zen?) and the recruiters who came back had been saying, any details on the powers he granted that were available, and any messages from families that were awaiting delivery (preferably in the custody of friends of theirs).</p>
<p style="text-align:justify;">   The first step would be to visit use the Room of Requirement (that way it would be easy to establish the energy-balance to open and could be readily closed off) as a gate-terminus to the Underdark, secure a working space there, set some of the other Thralls on security duty, upgrade a communications-linking spell with Elven High Magic, and let the other kids from Hogwarts try to talk their friends into coming back - and deliver family messages. The first group hadn’t been too badly affected - and even if the missing youngsters were too bound to be willing to listen, they might get more information. If some were willing to come back the group could probably arrange some pickup points. After all, gates were an accepted part of the Underdark’s reality. Any who didn’t want to take Kevin’s pact would have to settle for secondary remote links: they wouldn’t be allowed to risk themselves entering the Underdark. Any kids who weren’t from Hogwarts - or at least didn’t have identifiable relatives - would be sent generic "if you want out" messages</p>
<p style="text-align:justify;">   Dumbledore agreed that that sounded like a reasonable preliminary plan - although he would like semi-regular progress reports.</p>
<p style="text-align:justify;">   The students got the pre-set sales pitch, disclosure, and explanation - along with the note that, in this case, backing out would be possible, that the pact would protect them from most of the usual perils around Hogwarts, and that it would give them the power to have a direct shot at rescuing their friends. Young Malfoy had a few things to say as well...</p>
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<title><![CDATA[Aide mémoire D&amp;D]]></title>
<link>http://planetarrakis.wordpress.com/?p=93</link>
<pubDate>Sun, 06 Jul 2008 17:02:40 +0000</pubDate>
<dc:creator>planetarrakis</dc:creator>
<guid>http://planetarrakis.wordpress.com/?p=93</guid>
<description><![CDATA[
Je me suis fait un petit aide-mémoire, pour régler les principaux cas spéciaux de D&amp;D, versi]]></description>
<content:encoded><![CDATA[<p><a href="http://planetarrakis.files.wordpress.com/2008/07/d20-2.jpg"><img src="http://planetarrakis.wordpress.com/files/2008/07/d20-2.jpg?w=300" alt="" width="300" height="199" class="alignnone size-medium wp-image-97" /></a></p>
<p>Je me suis fait <a href="http://www.scribd.com/doc/3836564/aide-memoire-DD">un petit aide-mémoire</a>, pour régler les principaux cas spéciaux de <strong>D&#38;D</strong>, version 3.5. Attention, c’est un douteux mélange de <strong>d20, dK, SAWO</strong>, et autres joyeusetés piochées sur le net. Disons que ça a avant tout un objectif de simplicité. </p>
<p>En vrac : portée des armes principales, cas spéciaux, (Assommer, Lutter, Parer), règles de poursuite, distances parcourables par jour, etc. </p>
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<title><![CDATA[FA Campaign Log: Session 19. Once more into the Void]]></title>
<link>http://ruscumag.wordpress.com/?p=628</link>
<pubDate>Sat, 05 Jul 2008 21:28:32 +0000</pubDate>
<dc:creator>Thoth</dc:creator>
<guid>http://ruscumag.wordpress.com/?p=628</guid>
<description><![CDATA[   &#8220;Personally, I&#8217;ve always found that the secret of successful adventuring lies in ca]]></description>
<content:encoded><![CDATA[<p style="text-align:justify;"><em>   "Personally, I've always found that the secret of successful adventuring lies in careful forethought, extensive preparation, and knowing when to forget all that and go for random chaos and/or destruction."</em></p>
<p style="text-align:justify;">   After the battle - several dozen phantasms and three steam tanks made for a lengthy one - Arxus identified their unconscious captive: he was an operative from the Mages Guild, and had been looking for children on the streets off and on for some time. He did look a bit different though. Jarvian was annoyed that they weren’t likely to get a ransom for him. Most of the rest were annoyed at the fact that he no longer had a soul either. A hell of a way to reward your servants. Did the guild have no ethics at all?</p>
<p style="text-align:justify;">   Secondarily, the Mirage was in need of serious repairs. One arm was missing, steam output was at 60%, and mobility was severely reduced. Jaiden’s and Raphial’s talents could repair some of the damage (the steam and mobility limitations) but they couldn’t replace missing arm without some fresh materials. Well, it was a good excuse for a trip to the alchemists guild. It looked like mr captive would be staying unconscious until they had some more time.</p>
<p style="text-align:justify;">   They informed the alchemists (fortunately, not much further away) that they needed local reagents for minor rituals, a sizable amount of various alloys, and to see Mr Maxwell Stenson on a private matter.</p>
<p style="text-align:justify;">   Max was a bit surprised when he found that the <em>Holy Guide</em> had sent them to talk about Voidstone - rather than it being another 14-year-old boy wanting a private talk about aphrodisiacs and related potions - but he agreed that the wholesale stealing of souls could not be permitted. It was just that Voidstone was very dangerous stuff. It was an antimass of concentrated negative energy and it was draining to even carry for too long whether or not it was properly set.</p>
<p style="text-align:justify;">   Marty looked into permanent alchemical enhancements while he was there, but found that they tended to destabilize the bodies internal chemistry so that you needed more and more daily doses of potions to survive. He settled for picking up some healing potions (5 that healed 4d8+20) even though they wouldn’t work everywhere.</p>
<p style="text-align:justify;">   The alchemists did need more Voidstone (supplies were very short at the moment) although even they didn’t know the source. They liked all kinds of exotic materials and textbooks on sciences from other lands as well.</p>
<p style="text-align:justify;">   Unfortunately, about then, a small delegation from the mages guild (including one of their major magi) turned up, making demands (for massive amounts of gold for free), issuing threats of death, claiming that they had government backing, and evidently quite impervious to reason; they weren’t interested in input from anyone else. The group considered sneaking out - but they might already have been detected and they didn’t want to abandon the helpful alchemists. The mages had some protective spells running, but they seemed to actually be here, so after a quick telep