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  Rappan Athuk and DungeonSlayers
Posted by: Kersus - 08-07-2018, 06:36 AM - Forum: ə SCHWA - No Replies

I posted over here: http://furiouslyeclectic.com/comment/242#comment-242

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  Da Bears
Posted by: Oedipussy Rex - 07-10-2018, 03:23 PM - Forum: ə SCHWA - Replies (1)

Bear Hug - When a monster with this attack succeeds with all main attacks in a single Turn – both claw attacks by a bear, for example – the victim is now in a Bear Hug. The Bear Hug attack is against only the Defense score, ignoring any armor (although magical bonuses still apply – use a die of Rank equal to the bonus). The attack also allows monsters with a bite attack to make such an attack each Turn that also ignores armor. Victims cannot make any mêlée or ranged attacks until breaking free (see Grapple, Ə, pg 32), but can cast spells motionlessly (Ə, pg 17).

Black Bear
S: d3
W: d10 / d2x2 / d2 bite
A: d4
D: 2
H: 40
Size: Large
Special: Bear Hug d2

A bear. That's black.


Brown Bear
S: d4
W: d12 / d3x2 / d2 bite
A: d6
D: 2
H: 50
Size: Large
Special: Bear Hug d3

A bear. That's brown.


Cave Bear
S: d6
W: d8 / d2x2 / d3 bite
A: d6
D: 2
H: 30
Size: M
Special: Bear Hug d1, see description

A bear. That's cave. No, that's not right. They live in caves. Although smaller than their brethren, Cave Bear's jaws are capable of crushing rocks. When making bite attacks, they receive a +2 bonus to Warrior on the attack roll.

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  Danmachi SCHWA
Posted by: Kersus - 05-04-2018, 06:18 AM - Forum: ə SCHWA - No Replies

I watched and quite enjoyed https://www.youtube.com/watch?v=80EIjDsoTwA and am in the middle of https://www.youtube.com/watch?v=N_aYGg7yxW8

The latter I'm watching subtitled on Amazon Prime while the former I did fully watch dubbed on YouTube. I even bought the first two Light Novels that are the original source material and a fair amount deeper.

As I watch Sword Oratoria, which ends up being more serious than the original series although it runs parallel instead of afterwards, I see more potential for a tongue & cheek RPG.

There are some flaws with it as written but the premise, races, deities, guild, etc could all become a decent RPG setting. Not sure about the Dungeon without major changes although a mega dungeon ala Zagyg or Rappan might work.

Why am I posting this here? Well, even though Tri-Stat(BESM) is Anime based, the more I watch, the more SCHWA seems the only way to replicate the actual play of the game. While the LNs have a built in RPG system and the Anime a slightly different and less workable system, it's essentially broken down into Warrior and Sorcerer abilities with characters that balance out the two or pursue more growth in one of them. It also has Chain-Casting (sort of) although in this case it may be preferable to have two types of spells - instant and chants.

Anyway, it's all just some messy thoughts in my head.



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  Bog Beast
Posted by: Oedipussy Rex - 01-11-2018, 09:06 PM - Forum: ə SCHWA - No Replies

Huh. I don't have a thread just for monsters. Oh well.

Bog Beast
S: d20
W: d4
A: d16
Defense: 3+d8
Health: 20
Size: M to H
Special: Terror (See Description)

The Bog Beast is a medium or large or maybe huge humanoid or quadruped or spider or something. Whatever it is, it's scary as hell. Anyone within an Adventure Turn of a Bog Beast will feel a general unease, noticing vague movements in the Beast's direction; sudden puffs of air at the back of the neck on a still day; or a suffocating stillness while the branches in the trees bend from the wind. When a Bog Beast is in combat range, characters must make an opposed Sorcerer roll or run away in blind terror. Those who make the roll must still run away but do so with an awareness of their surroundings. Only if the Resist is greater than twice the Bog Beast's roll may a character stand his ground, but he must continue making Resists each Combat Turn.

The Bog Beast never attacks. It stays in the shadows or grass or deeper waters being really unnerving and dreadful, depending on the dangers of the bog to take care trespassers. Once a Beast sets upon a party, it will stay on their tail until the party exits the bog or one succumbs to it (the bog), which is to say someone dies.

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  Rituals
Posted by: Oedipussy Rex - 05-04-2017, 08:45 PM - Forum: ə SCHWA - No Replies

Rituals are spells that are (almost always) cast outside of an adventure, usually for the purpose of creating something magical. Creating a scroll or Staff, and summoning a Familiar are all Rituals. Needless to say, yet I find myself saying it, the time necessary to cast a Ritual is 1 Turn. Whether that Turn is Combat, Adventure, or Travel is completely up to the GM. 

As can be inferred from the Creating Scrolls section of Ə-OH and the descriptions of Familiar and Creating Magical Staves, Rituals are expensive, whether in the form of coin, Character Points' and/or some other commoditable.

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  Immobilize
Posted by: Oedipussy Rex - 05-04-2017, 06:55 PM - Forum: ə SCHWA - No Replies

Immobilize
 Spell Base: 0
 Min. Rank: d4
 Resist: No/See below

Inanimate, non-sentient object touched cannot be moved for 1 Combat Turn per PoS. Sentient creatures are allowed a Resist if the item is in their possession.

Modifiers:
+2 for 1 Adventure Turn/Pos
+6 for 1 Travel Turn/PoS
+4 to Immobilize an object in the caster's sight

Warning: Make sure the object you want to immobilize isn't something you might want to move in the near future.

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  Vita Dilatio
Posted by: Oedipussy Rex - 05-03-2017, 08:46 PM - Forum: ə SCHWA - No Replies

Vita Dilatio
Spell Base: 8
Min. Rank: d20
Resist: See below

Places living creature in state of suspended animation for a number of Combat Turns equal to the PoS, requiring no air, sustenance, or anything required to live. Unwilling creatures are allowed a Resist. Damage done to someone in suspended animation has no effect until the spell expires at which time all the accumulated damage hits at once.

If cast on a character immediately after he reaches 0 Health but before he would have his next Turn (no Resist as dead people cannot Resist), death is held off for a number of Turns equal to the Points of Success of the casting (technically making it a Mora Mortem spell) during which others can attempt to Heal him, first healing the (non-existent) negative Health. If the spell ends without the character being Healed back to positive Health, the once only-mostly dead character is now fully dead. Note: A Potion of Tasty Numminess cannot be used as the character is in suspended animation and cannot swallow. Also note: Another Vita Dilatio spell cannot be cast on an animationly suspended person.

Modifiers:
+4/+1R: Increase the duration to 1 Adventure Turn per PoS
+8/+2R: Increase the duration to 1 Travel Turn/PoS

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  Cunctation
Posted by: Oedipussy Rex - 04-28-2017, 05:29 PM - Forum: ə SCHWA - No Replies

So apparently either I didn't actually hit Post Thread or something weird happened with the forum software.

Anyway.


Cunctation
Spell Base: 6
Min. Rank: d16
Resist: No

The successful casting of Cunctation is immediately followed with the casting of another spell. Assuming success, the effects of the second spell is delayed for a number of Combat Turns equal to the Points of Success of Cunctation.

Modifiers:
+4 to delay 1 Adventure Turns per PoS
+8 to delay 1 Travel Turn per PoS
+4/2R to hold the delayed spell until a trigger situation occurs, determined at the time of casting Cunctation. If 1 Travel Turn/PoS has elapsed without a trigger, the delayed spell dissipates. This does not count as a spell failure.

Notes:
*Failing Cunctation means the second spell cannot be cast.
*Failing the spell to be delayed means Cunctation has nothing to be delayed.
*If a spell is not cast immediately after Cunctation, Cunctation dissipates. This does not count as a spell failure.
*In comp-sci terms, Cunctation is cast absolutely, not relatively. A player may say, "I cast Lightning Bolt 60 feet in front of me," but that's using relative terms to describe an absolute location. So if a character casts a Cunctated Lightning Bolt "60 feet in front of him," then moves to that location 60' in front of him during the delay, he'll be hit by a Lightning Bolt. A player may want to cast a Cunctated Create Meal spell with "when I stop for a mid-afternoon snack" as a trigger with the intention of having a nice mid-afternoon snack during his ride. Unfortunately, come mid-afternoon, the only ones enjoying a nice mid-afternoon snack are the ants, rats, and other sundry scavengers back where the spell was cast.
*Exception to the previous: if the Cunctated spell requires a specific target (person touched, for example), then the spell affects the target even if it has moved.

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  Gaze Attacks
Posted by: Oedipussy Rex - 03-06-2017, 11:42 PM - Forum: ə SCHWA - Replies (1)

First off, Gygax was a damn, dirty liar. One, Basilisks and and Cockatrice don't turn flesh to stone with their gaze; they just simply kill. Two, Gorgons aren't "bull-like creatures covered with thick metal scales." They are three sisters -- Medusa, Stheno, and Euryale, daughters of Phorcys and Ceto. Three, Medusa is an individual (see previous sentence), not a species, and had boar's tusks and wings.

But this is a fantasy game, not a treatise on comparative mythology, and while I try to stay relatively close to the source material, the Gorgons, and Medusa in particular, pose a bit of a problem for me because I also try to avoid anything even remotely theological. So what do I do about the daughter of two primordial sea gods who was raped by Poseidon on the altar in the temple of Athena because of her beauty, particularly her golden tresses, and was, in one of the earliest accounts of blaming the victim, cursed by Athena with her horrible visage and venomous snakes for hair. And, you know, just for good measure, let's curse her sisters, too. That'll teach that promiscuous slut.

I'll be getting back to that later. For now:

A "Gaze Attack" isn't an attack in that there is no active agency in it. The Game Master doesn't declare, "The monster Gazes at you." Just like a Stench Beast doesn't "Stench at you." (Of course, now I'll have to write up a Stench Beach. And a Fetor Fiend. And Miasma Critter. And Funk Varmint.) A Gaze Attack is eye contact with a monster for which a Bad Thing™ happens. An Adventure Resist is required to indicate that no such eye contact was actually made for every (Combat) Turn that the character continues to look at, around, near, or even face in the general direction of, the monster. If the Resist fails, the Bad Thing™ occurs. Reversible Bad Things™ require a Cure spell beating the original Resist plus the Degree of Failure to undo said Bad Thing™.

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  RPG Geek
Posted by: Kersus - 08-12-2016, 11:01 PM - Forum: ə SCHWA - Replies (2)

SCHWA is now at https://www.rpggeek.com/rpg/37247/e-schw...-adventure with the two linked items.

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