I was sorting through a pile of old papers and came across these items. I may have posted them previously however I'm too lazy to check. Obviously I was watching an infamous show around this time.
Magical Items:
Energy Bow (Use Warrior instead of Sorcerer for Powers): Power 1 Magic Dart; Power 2 Ensnaring Net
Griffin Shield (Warrior roll to use Power): Shield
Javelin Staff: Doubles jump distance, d3/d6 Human only, must have at least Adventurer d10
Hat of Many Things: Similar to Wand of Wonder
Cloak of Now You See Me, Now You Don't: Invisibility
Thunder Club: +2 d3/d6 Earthquake Power; Usable by Humans, Dwarfs, Orcs, Halflings
At least that's what I could make out from my scratchings.
When did you start writing SCHWA? I think I have papers and conversions from back then. Can it be so long ago?
Kersus Wrote:When did you start writing SCHWA?
Mid-2010. I really need to get to work on
ə-OH if I want to have something for the 5th anniversary.
(03-29-2015, 02:03 PM)Oedipussy Rex Wrote: [ -> ]Kersus Wrote:When did you start writing SCHWA?
Mid-2010. I really need to get to work on ə-OH if I want to have something for the 5th anniversary.
Not
ə-OH, I've already written
ə-OH. I meant
ə-HUH. And it doesn't look like it's going to happen.
Lack of motivation, lack of ideas, lack of free time, lack of interest, lack of ... . Take your pick. Any will do.
Someday.
I need to relearn the game. It came so easy at first. I even converted an adventure on the fly once. My brain just doesn't retain anything without concentrated repetition.
It is such a nice Beer & Pretzels RPG with more depth than something like KAMB. You also have great skill at writing. Everyone who i've seen read through it laughed their ass off with the humour.
What will SCHWA-HUH be about?
Original thoughts were toward a more "magical" book with a greater focus on spells, magic items, and more non-adventuring stuff.
In-quote commenting alert
(03-11-2015, 07:48 AM)Kersus Wrote: [ -> ]I was sorting through a pile of old papers and came across these items. I may have posted them previously however I'm too lazy to check. Obviously I was watching an infamous show around this time.
I saw very little of the D&D cartoon. It was- bad. Just bad.
Magical Items:
Energy Bow (Use Warrior instead of Sorcerer for Powers): Power 1 Magic Dart; Power 2 Ensnaring Net
Yeeahhh. No.
Griffin Shield (Warrior roll to use Power): Shield
This has potential.
Javelin Staff: Doubles jump distance, d3/d6 Human only, must have at least Adventurer d10
As does this one if I ever get around to writing rules for jumping.
Hat of Many Things: Similar to Wand of Wonder
I'd make it more like the Boxes of Random Storage. Or maybe Bullwinkle's magic hat
Cloak of Now You See Me, Now You Don't: Invisibility
Thunder Club: +2 d3/d6 Earthquake Power; Usable by Humans, Dwarfs, Orcs, Halflings
Also Half-Ogres. The +2 applies to the HO's current effectiveness with a club. As for the power, instead of "Earthquake Power", the power might be either the club when struck on the ground creates a shock-wave that stuns everyone in its area of effect, or it acts similar to the Strike spell when used against non-living items. To active, the power word is "Bam, Bam!" and call it Club of Rubble
So here's my version of your Griffin Shield.
Shields of Shield - Once an Adventure Turn (a day, if not using Ə-OH Turns) these magical shields, emblazoned with a shield, in addition to acting as shields, can be powered (roll on Adventure to beat 0) to provide protection against both physical and magical attacks, per the Shield spell. Regular-sized Shields are +2 (add d4-1 to the character's Defense. Remember: shields are a bonus to Defense and add one less than the roll) and absorbs d3 Damage per PoS of the activation. Large Shields are only +1 (d4/d6), but absorb d6/PoS.