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A combat scene with sharp objects and nasty magic blasts falling around doesn’t usually result in a tidy or safe place. Unexpected events can happen. For example:

  • Smashing an opponent’s head with a morningstar might result in a spray of blood that might blind the character.

  • A freezing effect inside a cave might turn the fungi and ooze on the rocks unnaturally slippery.

  • A specific kind of energy inside a temple might activate some trap mechanism.

  • A fire blast inside a forest might ignite the highly flammable oil on the leaves of the local trees.

  • A bludgeoning attack on a disarmed/defenseless attack may smash not only the enemies’ head but the highly valuable artifact he magically hid inside his skull.

  • A missing arrow crushed a hive of venomous bees, pierced a box filled with poisonous gas, or the side of a humongous creature that resembled the wall of a cave.

Minor terrain obstacles for during combat:

  • Shallow pothole
  • Gopher/Rabbit hole
  • Tall and/or heavy grass
  • Small shrubbery
  • Small fire
  • Campfire
  • Bonfire
  • Smoldering firepit
  • Flaming oil patch
  • Unlit oil patch
  • Shallow mud
  • Deep mud
  • Black/Slippery ice
  • Thin ice
  • Puddle
  • Thornbush
  • Corpse
  • Old, dusty corpse
  • Pebbles/Gravel
  • Loose rubble
  • Dusty patch
  • Breaking plank/step/tile
  • Lava
  • Shallow water
  • Deeper water
  • Running water/river
  • Low ceiling
  • Distracting glare
  • Slippery muck
  • Wobbly footing

http://www.roleplayingtips.com/articles/conversation_skills_in_an_action_game.php

I suggest a simple change to conversation-based skills. When one of these skills is used, the GM should determine a difficulty and make a skill roll immediately. The GM should not use the results of this skill roll to determine the success or failure of the attempt. Instead, take the skill roll and base the tone of the conversation and the initial reaction of the NPC on that roll. A successful skill roll means the NPC is favorably disposed to the PC, or is caught off-guard by the character, and might have useful information. A failed roll mean the NPC is wary, has no information, or is downright hostile. After this initial roll, the player’s role-playing skills will determine the outcome of the encounter.


from http://www.roleplayingtips.com/articles/drama_doubloons.php

Drama Doubloons

Drama Doubloons {DD} will be awarded to any Character who commits a selfless act or brave deed that can only be called Heroic. Likewise Drama Doubloons can be offered to an evil aligned character who performs a particularly vile act. They can be used at the player’s discretion to perform amazing often otherwise impossible acts, or to advance their character’s profile. The GM will receive one Drama Doubloon per PC as well as one Drama Doubloon for each Drama Doubloon spent by the PCs. A player may not hold more than 20 Drama Doubloons; The GM may not hold more than 40.

On his turn, before the success or failure of an action, a player can announce he is spending a DD to help accomplish the action. This may involve adding 1d4 per DD, to their roll. This cannot be stacked with the Panache Feat nor added to damage.

If used with an attack roll, and the attack roll would have succeeded without the DD, the attack is upgraded to an automatic Critical.

One DD may be spent after a roll to add 1d4 per DD to the roll. This cannot be stacked with the Panache Feat nor added to damage.

One DD may be spent to re-roll any failed roll. The second roll may not be re-rolled.

One DD may be spent to “Take 10” on any roll that normally does not allow for a “Take 10”.

One DD may be spent to “Take 20” on a roll that normally allows a “Take 10”

A player or GM may spend a DD to purchase a called shot.

One DD may be spent to activate a Hubris/Flaw or a Virtue/Wile.

If used when a character is being attacked; one DD can be spent to add a +1d20 “Luck Bonus” to the Armor Class or a Saving Throw. If used with a saving throw for half damage or partial effect, and the save would have succeeded without the DD, then he takes no damage or ill effects at all.

One DD may be spent to make something work in a way the rules normally do not allow {i.e. popping open a lock in the middle of combat by banging on it just right, firing an arrow, or throwing one’s sword to cut the bonds of a bound ally in the middle of a fight, or not only disarming a foe, but sending the weapon sailing into the hand of a nearby ally}. Actions allowed at the GM’s discretion.

“Rollin’ the Bonez”: If an action or die roll determines the character will fall below ½ con points or die, a DD may be used to “Roll the Bonez”. The GM determines the outcome from the “Bonez Chart” (ranging from a Disfiguring Scar to a Gruesome & Horrible Death) the character takes no wounds, but passes out and is assumed dead by any attacking party.

If an action or die roll determines the character will die, two DDs may be used to purchase a “Kat’s Life”. A “Kat’s Life” negates the death of the character and reduces the current wounds / damage by half {round up}. A “Kat’s Life” may only be used Nine times. Each “Kat’s Life” purchased after the first costs one additional DD. Cannot be used against a Coop De Grace.

Two DDs may be spent to purchase one Skill Point. Up to the maximum of four skill points at each Character’s level up.

DDs may be traded for one extra Feat at twice the character’s current level per feat; a character may buy a maximum of four feats. May only be used once per character level. A Skill may be purchased as a permanent Class Skill for the same expenditure.


Rollin’ the Bonez

The character passes out and is assumed dead by any attacking party. Other players must perform a spot check of DC 10 or a search check of DC 8 to notice that the character is still living. Do not disclose the affects until the battle is resolved. For all rolls involving the option of left or right roll again: odds right, evens left.

“The Bonez tell me nothing!” (no damage)

Impressive Facial Scar: Both suave and rakish. +2 to charisma.

Battle Scars: Neither particularly suave nor ugly, this mesh of scars gives the impression that you have seen a lot of fights. +1 to reputation. Severe Scar: Nasty and memorable. 2 to diplomacy, +1 to reputation & intimidate.

“The Bonez tell me nothing!” (no damage)

Disfiguring Scar: Powder burns, deep wide cuts, flayed skin. -2 to commonality, +2 to reputation & intimidate.

Hideous Scar: Worse than merely disfiguring, these are Hideous; missing nose, ear, part of your face -3 to commonality, +2 to reputation, Frightening Countenance.

Throat wound: You can no longer speak above a horse whisper. +2 to any skill where a disturbing voice could be useful. Then again you can no longer shout.

Loss of an eye: -4 to all spot checks. Hopefully this is your first, otherwise

“The Bonez tell me nothing!” (no damage)

Develops a limp: -5 to speed, -2 to climb, jump, tumble, & balance. However you now have an impressive swagger. +1 to charisma.

Loss of a leg: -10 to speed, -5 to climb, swim, jump, ride, tumble, balance, move silently & reflex save. +2 to reputation.

Loss of a finger: Roll a d10: 1&2 thumb, 3&4 index finger, 5&6 middle finger, 7&8 ring finger, 9&10 pinky. If more than 2 fingers lost -1 to craft, disable device, forgery, slight of hand and use rope.

Loss of your passive hand: -2 circumstance bonus to attacks with two handed weapons, climb, craft, disable device, escape artist and use rope.

“The Bonez tell me nothing!” (no damage)

Loss of your dominant hand: -4 circumstance bonus to attacks with two handed weapons, climb, craft, disable device, escape artist, forgery, open lock, slight of hand and use rope.

Serious wound: DC 15. If failed 2 to con, may be regained in 1d4 months.

Really Serious wound: DC 15. If failed 3 to con, may be regained in 2d4 months.

Especially Serious wound: DC 16. If failed 4 to con, may be regained in 2d4 months.

“The Bonez demand more!!!” (roll on the Brain Bonez or roll a d8)

Loss of your passive arm: -5 to climb, craft, disable device, escape artist and use rope.

Loss of your dominant arm: -10 to climb, craft, disable device, escape artist, forgery, open lock, slight of hand and use rope.

Weathered: You have seen too much of life at its harshest, too many storms at sea, too many battles that you have barley survived. -1 to dexterity, strength and -2 to constitution. You are not yet dead +2 to reputation!

Worn: Life has not been kind to you. Too many years of battle, disease and abuse have demanded their sacrifice. -2 to dexterity, strength and -4 to constitution. But, by god, you may still have a little more fight left. +4 to reputation.

Mortal wound: must be attended by a doctor, DC 19. If failed death.

Dramatic Death: Your death will long be remembered and be celebrated in story & song.

Gruesome and Horrible Demise: Your demise will be spoken of in dark whispers and remembered with a quiet shudder.

“The Bonez tell me nothing!” (no damage) Brain Bonez

1-2. Strange Quirk: You have developed a personal “tick” such as an odd swagger to your walk, or a distinctive way of speaking. +1 to reputation

3-4. Compulsive Disorder: You acquire a mannerism you continually repeat. Such as persistently sharpening your cutlass or shouting “I am not a dog!” +2 to intimidate, -2 to hide and move silently.

5-6. Mild Phobia: You develop a slight irrational fear of something. When confronted by the thing that you fear, make a Will Save, DC 15. Success means you gain a + 1 Circumstance Bonus to all attack rolls, failure means you become shaken until you leave the presence of whatever is causing your fear. See Phobia List for examples.

7-8. Depression: Your experiences have left you world weary and somewhat bereft of hope. You tend to see the gloomy side of every situation and aren’t particularly fun to be around. -2 Charisma.

9-10. Kleptomania: You can’t resist taking small objects that have no particular value. Whenever you can steal a small object, without being noticed, make a Will Save; DC 15. Failure means you attempt to pocket the item. Sleight of Hand is now a class skill for you, however, you must do your best to keep the condition a secret from every one around you and if you are ever caught, you’ll deny it till your dying breath.

11-12. Mild Delusions: You believe things that simply aren’t true or perceive things that aren’t there, such as you are invincible. Make a Will Save; DC 10 or your delusions start kicking in.

13-14. Phobia: You develop a strong irrational fear of something. When confronted by the thing or condition that you fear, make a Will Save, DC 15. Success means that you are merely shaken, while failure means that you are frightened until you leave the presence of whatever is causing your fear. See Phobia List for examples.

15-16. Paranoia: They’re out to get you, you’re sure of it. You aren’t quite certain who they are, so you’re always watching to catch them at it. You trust no one. Whenever any stimulus occurs that could set off your paranoia, make a Will Save; DC 15. Success means that you can act, normally, but you have to do your best to “keep an eye” on whatever it was that set you off. Failure means that you are shaken and you loudly, publicly accuse your “enemies” of their “deceptions.”

17-18. Megalomania: The time has at last come for you to embrace your great destiny. The weak willed fools that once held you back must either be killed or showed to a place at your feet where they can be your lackeys. Only you have the foresight and the will to govern. All others are merely pawns, to be used and discarded at your whims. You get a +2 bonus to Will Saves and a +2 bonus to Intelligence. You must make a Will Save; DC 20 in order to tolerate orders of any kind, from anybody.

  1. Major Phobia: You develop a completely irrational fear of some horrible thing. Anyone that doesn’t share your fear is, potentially, a lunatic or inhumanly brave. You actively go out of your way to avoid any situation that you reasonably suspect may expose you to the source of your phobia. Whenever confronted by the thing you fear, make a Will Save; DC 15. Success means that you are only frightened, while failure means that you are panicked until you leave the presence of whatever is causing your fear. See Phobia List for examples.

  2. Powerful Delusions: You believe things that are blatantly untrue and perceive many things that aren’t there. Your delusions are eternally present, in one form or another. You have to make a Will Save with a DC 25 to even catch a glimpse of the “real” world or remain lucid for a brief time. Failure means you’re lost in your delusions and unreachable outside of their context for a few hours. Example: You’re an ancient dragon and you cannot understand why your “fiery breath” wasn’t more effective in stopping those horde robbers.