Sunday, January 31, 2010

Antherus, Part One (Generic Game Setting)

Introduction: One of my favorite styles of games is to play people who have been displaced in time, space, and dimensions. My favorite Saturday morning shows were Dungeons And Dragons and Land Of The Lost. Then came Army Of Darkness and Sliders. So the idea to this world is to create a world in which these kinds of displaced people can come to to find out how they would survive and see if they could find their way home, or even stay. This is primarily created to mix super heroes with a swords and sorcery setting, but many other kinds of characters can be brought here through some sort of means, and usually an accident. But the focus will be on superheroes. The systems used will be for Palladium, DC Heroes, and Aberrant d20.

HISTORY OF ANTHERUS


The history of Antherus is not a long one. The citizens are refugees from a previous world that had been destroyed in an Apocalypse when a flight of thousands upon thousands of dragons ravaged the entire world. One man, Michael Antherus, created a gateway to this world and brought the survivors here. Over a course of 775 years, the survivors prospered in a harsh land.

The history of the world begins with one man, one Michael Antherus, for which the world is named after. He was the son of a wealthy Merchant who wanted the world for his son. As a child Michael started having visions of a world on fire, and then spontaneous bursts of magic would happen with random effects. When he accidentally turned his mother into a Gerbil, his father sent him to the Wizard’s guild.

When he finished his apprenticeship at the Wizard’s Guild, he graduated with the highest marks possible, until it was learned that he was not a Wizard but instead was able to produce magical effects spontaneously. He was cast out because of the jealousy of the Wizards who could only learn by route. Still, he’d learned enough and he began to search the world for the meaning of his visions that had plagued him

He found a Seer at a temple who gave him his answers. Then he began to search for a way to save anybody he could. Along the way he met his Shaper friend, Fujit DeNuryn. Fujit was a Psionicist who could create any matter he wanted, and was much sought after by rulers and other nobles to make entire castles for them and vastly increase their personal wealth and power. So he spent much of his life in hiding.

They became friends when they joined forces to help eliminate the threat of Kobolds who had cursed a town in order to drive out the people there. They shared many adventures. And together, they found the means to create a magical gateway to another world. And they began to make preparations for the time that the world would be destroyed in fire.

He took it to the Wizard’s council, and even with the evidence he brought to them, they would not accept his word. Eventually he created the gateway which will lead him and the survivors to Antherus.

Wednesday, January 27, 2010

HOUSE RULES FOR D20 GAMES

These are the rules that I use for any d20 game. For the most part one should create a character as normal. They may roll randomly, use a 32-point buy, or choose these scores: 17, 15, 14, 12, 12, 10. If they choose to roll randomly they may roll 5d6 for each score and discard the lowest die.

Cost of 32 point buy.

ABILITY SCORE COST
8 COST 0
9 COST 1
10 COST 2
11 COST 3
12 COST 4
13 COST 5
14 COST 6
15 COST 8
16 COST 10
17 COST 13
18 COST 16

BASE SAVES.

A player may choose either a defense option or an offense option. They get to choose in which saves their base saves
A defense option has better saves but lesser attack bonuses, an offense option has lesser save and Each save bonus must be assigned to a saving throw category.

For example, Steven chooses the defense option. He puts base save one into Fortitude, base save 2 in Reflex, and base save 3 into Willpower.

Once assigned, the placing never changes.

Note: For saves, some d20 games have classes that only go up to level 10. For the base save, the table only go up to level ten. For prestige classes, they only go to the maximum level of the prestige class.



SKILLS.

A character may choose 10 skills for their character class skills. These skills cost one skill point per rank. All others cost 2 skill points per rank. The maximum rank level in each skill is equal to character level plus three, and any non-class skill is equal to half that score. For example, a 4th level character can have a maxi rank of 8 skill ranks in their class skills but only 4 skill ranks in their non skill class,

A character starts out with 32 skill points plus Intelligence modifier at first level. Every level after that starting at level 2 they get 8 plus their Intelligence modifier

CLASS

A player may choose a class if they so desire. They get the benefits of the class they choose. However, some classes require other classes. For example, in Urban Arcana d20, those classes were designed to be used with the d20 Modern beginning classes. For Dungeons and Dragons, this is not necessary unless they wish to qualify for a prestige class.

FEATS

All human characters get to start out with two feats. All non-human characters get one feat.

IMPORTANT: These rules cover all d20 games, and supplant the rules in all d20 games. For example, in Dungeons And Dragons, you should use the Base Save Options and choose either offense Option or Defense Option for their saves and put them where they want.



BASE SAVE PROGRESSION TABLES: DEFENSE OPTION
BASE SAVE 1
LEVEL BONUS
1 – 2 BONUS +0
3 – 5 BONUS +1
6 - 8BONUS +2
9 – 11 BONUS +3
12 – 14BONUS +4
15 – 17 BONUS+5
18 – 20 BONUS+6

BASE SAVES 2 AND 3

LEVEL BONUS

1 BONUS +2
2 – 3 BONUS +3
4 – 5 BONUS +4
6 – 7 BONUS +5
8 – 9 BONUS +6
10 – 11 BONUS+7
12 – 13 BONUS+8
14 – 15 BONUS+9
1 6 – 17BONUS +10
18 – 19 BONUS+11
20 BONUS +12

BASE ATTACK BONUS

LEVEL BONUS

1 BONUS +0
2 – 3 BONUS +1
4 - 5 BONUS +2
6 – 7 BONUS +3
8 – 9 BONUS +4
10 – 11BONUS +5
12 – 13BONUS +6/+1
14 – 15 BONUS+7/+2
16 – 17 BONUS+8/+3
18 – 19 BONUS+9/+4
20 +10/+5

BASE SAVE PROGRESSION TABLES: OFFENSE OPTION

BASE SAVES 1 AND 2

LEVEL BONUS
1 – 2 BONUS +0
3 – 5 BONUS +1
6 - 8BONUS +2
9 – 11 BONUS+3
12 – 14 BONUS+4
15 – 17BONUS +5
18 – 20 BONUS+6

BASE SAVE 3
LEVEL BONUS
1 BONUS +2
2 – 3 BONUS +3
4 – 5 BONUS +4
6 – 7 BONUS +5
8 – 9 BONUS +6
10 – 11 BONUS+7
12 – 13 BONUS+8
14 – 15 BONUS+9
16 – 17BONUS +10
18 – 19 BONUS+11
20 +12

BASE ATTACK BONUS

LEVEL BONUS
1 BONUS +1
2 BONUS +2
3 – 4 BONUS+3
5 BONUS +4
6 BONUS +5
7 – 8 BONUS+6/+1
9 BONUS +7/+2
10 BONUS +8/+3
11 - 12 BONUS+9/+4
13 BONUS +10/+5
14 BONUS +11 +6 +1
15 - 16 BONUS+12 +7 +2
17 BONUS +13 +8 +5
18 BONUS +14 +9 +4
19 – 20 BONUS +15 +10 +5