Tuesday, December 14, 2010

Gaming in 2011

So... it has been suggested that I run a D&D game in the near future. I'm pretty excited about the idea. It's going to have to be after the first of the year, though. There's a lot going on in my life that's preventing me from running anything before The Holidays have come and gone. That being said, here's what I'm looking at for running:

  1. Rules: Pathfinder - This is what I consider to be the best update of the good ol' D&D rules. While I've had fun playing in D&D 4th ed, it doesn't fit my style of running and storytelling. I have a lot of personal issues with 4th ed as a DM, but I shall not go into them here.

  2. Characters: Anything reasonable will be accepted.

  3. Setting: I'm actually going to use the default Pathfinder setting. Though, this may change in time, I'm going to kinda be lazy this time around with the setting.

  4. The games: I'm actually wanting to run an Adventure Path. These little pieces of beauty are an entire campaign that takes the players from level 1 to level 20.


And there's where the crux of this post is going. I am looking for input for the players as to which Adventure Path they would most be interested in. Here is the link to the Adventure Paths page at paizo.com:

Adventure Paths

Look over these paths, let me know what you think you'd be most interested in playing in? And if you have character concepts that you're interested in playing, we can start discussing those, as well. No rush, though.

Friday, December 10, 2010

Archive: Some Star Wars Kung-Fu

I am a huge fan of Asian styled adventures. I love kung-fu movies, Kaiju flicks, and Hong Kong action films. I also play a lot of Legends of the Five Rings. That all being said, I've for years played with the idea of Asian themed Star Wars adventures. It just kinda makes sense. There is no question that there is a lot of the same Chinese and Japanese styling to the Jedi and Sith. Originally, these were posted at saga-edition.com's forums, then a number of them were reposted on my other site norcastleabbey.com. Now, I've decided to consolidate them all onto this one post.  So, that being said, allow me to present some Star Wars Kung-Fu ideas. They were written from the PoV of a holocron.


Torun'calyta
"Ah, yes, I have heard of Torun'calyta, the Slave's Style. I'm impressed that you are interested in such a maneuverable style. It is not the most physically powerful of paths of unarmed combat, but what it lacks in damage it makes up for in elegance and innovation. Sacrificing strength for grace, this unusual style is specializes more on the art aspect than on the martial.
While some of the specifics of the origin of this style are lost to the ages, it is known that it was developed actually by female Twi'lek slaves sometime early in the formation of the Galactic Republic. Obviously, not permitted to use weapons or wear armor, a group of the slaves chose to find a way to fight back against their masters, while keeping their fomenting rebellion hidden. Masking their training in an elaborate and beautiful dance, the mock "combat dances" entertained their masters, all the while allowing them to train and perfect their skills.
While the details of where the rebellion occurred, or against whom a group of female twi'leks were able to rebel against successfully has been lost to time, it is know that it was successful. The style called Torun'calyta (The Dance of Freedom) has spread throughout the stars. There are some places that teaching this art is considered illegal, if not treasonous. Of course, the style can be taught to any species and any gender, there is something to be said about the form of a female twi'lek mistress of Torun'calyta as they move across the floor. What? Because I am long passed you think I am lifeless?"

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Torun'calyta Talent Tree
This Talent Tree is meant for a character of any class that has taken at least the Martial Arts I feat.

  • Dancing Defense - Your dance-like movements keep your opponent guessing where you're going to actually end up, making it harder to hit you. When wearing no armor, you can add your Charisma modifier to your Reflex defense as a dodge bonus. A situation that would make you lose your Dexterity bonus to Reflex Defense (if any) also makes you lose the benefits of this talent. Prerequisite: Dodge, Martial Arts I, Torun'calyta Beginner

  • Torun'calyta Beginner - Torun'calyta is an acrobatic style with many spinning strikes. When making an unarmed strike, you may make an additional attack in the same round. Each attack takes a -2 penalty on each attack roll, as you are sacrificing precision for speed. This penalty affects all attacks you are entitled to in a round. If you have the Double Attack Feat, and chose to use this ability, your first attack would be at a -2, the second would be at -2, and the third would be at -7. Prerequisite: Martial Arts I

  • Torun'calyta Intermediate- The spinning and unorthodox movement of a student of Torun'calyta has caught more than opponent off guard. Once per combat, you may make a Feint as a standard action, using Acrobatics instead of Deception. If the feint is successful, you may make an immediate attack as part of the action. In order to do so, though, you must move at least 1 square. Prerequisite: Martial Arts I, Martial Arts II, Torun'calyta Beginner

  • Torun'calyta Master- A true Master When making an unarmed strike , you may make additional attacks in the same round, taking a -2 penalty to the attack on the first two attacks, and then an additional, cumulative -2 on each additional attack beyond the second. The attack bonus, though, cannot be negative. Thus a martial artist with an attack of +10 would take 2 attacks a +8 each, then one at +6, one at +4, one at +2, and a final attack at +0, for a total of 6 attacks. These attacks do not gain the usual bonus to damage from Strength (if any), as you are not only sacrificing accuracy, but also force behind a flurry of blows. Prerequisites: Martial Arts I, Martial Arts II, Martial Arts III, Torun'calyta Beginner, Torun'calyta Intermediate


Kad'verd
Centuries before traveling the stars, the people that would become known as the Mandalorians were, even then, master warriors. One of the traditions that has survived to this day is Kad'verd. This is a hand to hand style that incorporates not only hand strikes and kicks, but also the use of a melee weapon. It is dangerous in the proper hands, as a warrior of this style can make unexpected strikes and combat multiple opponents all with the prowess of a katarn.
Kad'verd (or Blade Fighter in Mando'a) is a nearly lost art from eons past in Mandalorian combat. A flexible style meant to keep a warrior in the heart of the battle, able to attack his opponent with all the tools at his disposal.


  • Kad'verd Novice - When fighting with a small or medium slashing weapon in one hand, and nothing in the other, you may make an unarmed strike with the free hand as if you had the Two-Weapon Fighting feat. Also, gain a +1 competency bonus to damage with the off handed strike. Prerequisites: Martial Arts 1, Weapon Proficiency (Advanced Melee Weapons, or Exotic Slashing Weapon)

  • Kad'verd Expert - When an opponent attempts to attack your slashing weapon or to disarm the said same weapon, you gain an immediate attack of opportunity against the opponent. This attack must be made with the free hand, and must be an unarmed strike. This attack is in addition to any attacks of opportunity that these attempts may normally cause. Also, if an opponent attempts to make a grapple attempt against you and fails, you gain an immediate attack of opportunity against them using your slashing weapon. Prerequisites: Martial Arts 2, Kad'verd Novice

  • Kad'sa'kom Kom'sa'kad (Blade as Fist Fist as Blade) - Any feat that applies to a slashing weapon; such as Dual Strike, Weapon Focus; also applies to your unarmed strikes. Also, any talent has Martial Arts I, II, or III as a prerequisite can also be applied while wielding a slashing weapon. Prerequisites: Martial Arts 2, Kad'verd Novice, Kad'verd Expert.


Nhul-Shtul Wrestling
The origins of Nhul-Shtuk is lost to history. The fact that the name translates in the ancient Sith tongue to "Nothing Forbidden" hints to sinister origins, but it has spread through a number of warrior traditions on numerous planets that the truth of the matter cannot be deciphered. This is a very in-your-face style of Martial Art. Brawlers, thugs, and others that like to get in close, and take their opponent down in the most brutal fashion possible often study at least some minor aspects of this style.
While many Martial Arts are considered "graceful" or "beautiful" this one is practical and forceful. Students of this style often spend their first years learning this style bloodied, broken and bruised before becoming good enough to return the punishment.


  • Nhul-Shtul Novice - You have learned the basics of close combat among the students of Nhul-Shtul. By spending two swift actions in a round, you may choose to gain either a +2 bonus to damage on a single armed strike, or gain a +2 bonus to attempt tin initiate a grapple. This bonus to grapple stacks with the Expert Grappler talent from the Brawler Talent Tree. Prerequisites: Martial Arts 1, Str. 13.

  • Nhul-Shtul Acolyte - If you successfully use the Novice Talent of this style to gain the +2 bonus to damage and successfully hit your opponent, you may attempt to begin a grapple as a free action. This grapple provokes no attacks of opportunity, and gains the +2 bonus to attempt to initiate a grapple, as provided by Novice Talent. Prerequisites: Nhul-Shtul Novice.

  • Nhul-Shtul Fighter - When attacking a prone opponent, your strength modifier is doubled for damage. Your critical threat range is increased by one when attacking a prone or helpless opponent. This ability may not be used with an ability that increases the number of attacks. If your opponent is immune to Critical Hits (such as a droid) and you would have inflicted a critical hit, instead you deal an additional +2 to damage. Prerequisites: Nhul-Shtul Acolyte, Martial Arts II

  • Nhul-Shtul Master - If you successfully grapple an opponent, you may make a trip attack as a free action. The trip provokes no attack of opportunity. You may choose to follow your opponent, maintaining the grapple, and going prone as well, or you may choose to release the grapple as a free action, and remain standing over them in the same square. Prerequisites: Nhul-Shtul Fighter

  • Nhul-Shtul Lord - Your unarmed strike critical modifiers are increased by one. Also, when grappling, you may choose to deal regular damage, or forgo damage and forcing your opponent to go down one on the Condition Chart. Prerequisites: Nhul-Shtul Master, Martial Arts III

Archive: Finding Direction (A Star Wars Saga Edition Idea)

OK, so this is going to diverge a bit from the usual Macross: Sanctuary focus that I've been on lately. Why is that? It might have something to do with the Saga Edition transfusion I was given in the form of all the remain SW:SE books I hadn't gotten yet as gifts for my Birthday. As anyone that knows me, I do struggle a little with the ADD (Attention Deficit Dis... Oh, look! A squirrel!)(Not to be confused with AD&D, which is something I still struggle with... I mean THAC0, really?). So, while I've been thinking and fermenting Sanctuary ideas in my head, I've been looking through a lot of the Saga Edition books lately.
What's nice about the later Star Wars books was the whole introduction of new ideas, like Hazards and Skill Challenges.  They also are pretty good about hitting off on some of the more "exotic" aspects of the Star Wars Expanded Universe. So, I've had many a chance to flip through the books, do some reading, listen to music, and watch some anime with a hundred and one thoughts going through my head. One of these thoughts started to coalesce into what I have written below.

The Compass of the Wanderer
Sometimes great mysteries come in small packages. The Compass of the Wanderer is an ancient astronav compass dating back to the earliest days of the Republic. It has a rich dark wood out casing, masterfully carved, and inlaid with gold and lapis lazuli. Inside it has a standard magnetic compass, an artistic representation of the Galaxy inside the cover, and a holo-projector that creates a starmap with appropriate astrogation coordinates. There is, though, no input device for the compass, though. You hold it in your hand, open it, and the information appears. The coordinates are not always to the same location, and does not always lead to a place with a know hyperspace beacon or route. It is claimed that it points the bearer to either their hearts desire, or in the direction towards their destiny.
How it works and where it came from are a mystery lost to the annuls of time. The first appearance of the compass was at the beginning of the first outward expansion to the Expansionist Region. The Duros explorer Choro Polumbix is reported to have used this in his very successful travels, finding a number of habitable worlds. Throughout it's history it has been found in the hands of daring scouts, wandering Jedi, and more than a few rogues and scoundrels. The most famous of the holders of the Compass is the infamous pirate captain Jax Sparrix, who's exploits are now the thing of legend and holovids.
Possessing the Compass of the Wanderer gives the holder the chance to make a Use the Force check (DC 25). This check can be performed even if you are not trained in Use the Force. If the check succeeds, the compass creates a clear set of coordinates that will help the character achieve their destiny or lead them to their heart's desire (Gamemaster's choice). A failure of within 10 of the target will give a more general location, like a star system or cluster of star systems, instead of the exact planet. A failure of more than 10 causes the compass to just spin, with no defined setting.  Spending a Force Point when you make this check gives a +10 bonus, instead of the usual benefits of spending a Force Point. Spending a Destiny Point causes the compass to function without failure or the need of a roll. Additionally, if you posses the farseeing Force power, you may use this power as though you are familiar with the location.
The Blastsword of Captain Jax Sparrix
Heirloom Item
Despite the few nicks and chips along the blade, this ancient blastsword is in amazing condition. This weapon has the appearance of a noble lord's side arm, and is believed to have once belonged to some prince or king located in the Outer Rim or Unknown Regions. It is best known as the favored weapon of the pirate captain Jax Sparrix.
Sparrix was one of many early space pirates that plied the space lanes through the early days of the Republic. While some pirates fostered reputations of bloodshed and ruthelessness, Sparrix was known more for his charisma and flexible moral code. He was the closest thing to the swashbucklers of holovid fame, and may have been the basis of a number of pirate tall tales that are still told today. He preferred ion weapons, disabling ships and guards, and making sure that the robbery and hostage situations were kept as pleasant and light-hearted as possible.
His traditional sidearm, his blastsword,  was modified to produce both a stun blast as well as the standard lethal blast for the versatility of disabling instead of killing. The blade was also laced with cortosis to defend against the lightsabers of pirate hunting Jedi.
Yes, I know... not my most original ideas, but I kinda like the beginning concepts here. This is what I get for a playlist with all the Pirates of the Caribbean soundtracks.

Archive: Of Mecha and Martial Arts (aka The Mecha-Fu Hustle) Part 2!

So... the next step that I'm looking at with this campaign setting is making sure that the Martial Arts do not completely unbalance a character's build. That being said, I will be instituting a bit more than "Replace you existing OCC Hand to Hand and lose a couple of skills" that is normally the process for upgrading hand to hand in most Palladium books.
I've looked through the Rifters, Robotech and Rift rule books, and I think the best choice is going to be to do some OCC Related Skill limiting. Basically, if a character has a martial art as in place of the standard Hand to Hand skill, then they will only get half of the available OCC Related Skills. There are some Martial Arts that may actually take up ALL the OCC Related Skills, though. Any of the  skill heavy martial arts, like Ninjitsu, would be subject to this.
Common sense is something else I am considering with this game set up. Some abilities and strikes are just not going to be able to be used while in a mecha. I'm sorry, but a Veritech is not a good channel for Chi. No mecha sized chi balls, no mecha based Atemi attacks, and definitely no mecha Dim Mak! Those are just examples, though. I believe in trying to maintain a bit of sanity, from time to time.
I'm thinking of putting together a list of the different styles of martial arts available, but I'm not sure if that would be such a good idea, just yet.