ChickenPixel
u/ChickenPixel
Looking for a PBtA system that is geared towards combining magic and the vibe of an 80s movie into one package. My players want to play a greaser, a stoner, and a bookworm. I want the setting to take place in a future version of our DnD world, where Waterdeep is now New York. Magic is still prevalent but now incorporated into things like the World Wide Weave, or Sending Stone Cellphones. We want to be able to tell stories about worrying about the exam, juggling social circles, and discovering who these characters are as they wrestle with their identities in a sleepy, out of the way town. It needs to be able to handle scuffles and small combats, but in a narrative way.
I've seen systems t
I'm looking forward to running a Hyperlanes game once my current game wraps up, and I was disappointed to see that there wasn't a sci-fi d20 sheet with the exception of some Star Wars related material. In light of that, I've been looking for other character sheets that are supported by Roll20 that would fit the bill.
Main thing is a character sheet that allows for the addition/removal of skills for more appropriate ones. i.e. consolidating Arcana and Nature into a Science skill, and removing the prior two to avoid confusion for one of my newer players.
Bare minimum would be a sheet that has a separate section for stats and bio, as I quite like how the DnD 5e sheet lets you hide character t
I remember reading about this in a book as a kid, in the You Wouldn't Want To Be a _____ series.
Apparently there was some sort of multi-day exam wherein scribes would be locked in a room for 3-4 days, and were expected to reproduce all unique characters in the more than 50,000 character language. Not sure if that number is accurate, but you get the idea. Lots of memorization for them.
The other details I remember was that the scribe had to provide their own food, ink, and parchment. And that the stakes and cost was so high, that they would oftentimes write a cheat sheet on the inside of their clothes to help them with some of the tricker characters.
Currently looking for ideas on rounding out the stats and magic items this character gets with the rules the DM has laid out for us. Below is what I have so far for her, in terms of both mechanics and story. For clarification, this is a second character that will be making a cameo as my Warlock 11 takes a break from the campaign to pursue some magical study and try to get buddy-buddy with an NPC from her past, so this will be in an already in progress game.
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Stats: Leaning towards a typical Rogue build, with high DEX and CHA, with INT being a minimum of 13 to allow for subclassing. Most spells used will be ut
After pitching an idea to my tabletop group, I'm now scouring around looking for a system that could be used to run a campaign set in a modern day urban fantasy story. Think any 80s movie with your different highschool cliches, meets a slice of life with fantasy creatures, meets a teen drama about growing up and finding your place in the world.
To this end I'm looking for a system that has some basic features.
- Similarity to DnD 5e, as that's the system everyone else has played. Don't want to force my players to re-learn an entirely new system. Roll20 support is also good!
- Non-Lethal options. With the setting, all the PCs will likely be highschool/young adults. I'd like to avoid having
I'm trying to set up a tabletop game for some friends themed around MLP, and while I have a general overview knowledge of the show I lack details. Any sort of information about sites/forums/archives that go over the different aspects of the background of the show would be greatly appreciated.
At the moment I'm trying to figure out the ramifications of if magic was "turned off" or ponies were made to forget it existed. I feel it would make a good overarching storyline for the villain of my campaign to be working towards shutting down all magic, while still making sure the country wasn't plunged into a dark age by funding alternative foundations other than magic.
So yeah. If you know of a go
So, I have an idea for a Wild Magic Sorcerer character in a oneshot my friend will be running. Basically ransom chance (mostly bad luck) incarnate helping the other players. I'm looking for spells/items that could help add to the sense of things being up to chance for this character. A few utility spells would also be helpful, just so I can pull my weight when things get serious.
If it helps at all, his background involces him being a charlatan health potion seller with a pension for making card wagers and cheesing on his taxes.
So, I've recently started running games in Roll20, and have started to run into trouble when searching for themes songs to play when a name NPC of enemy enters the scene during RP, or changes their attack patterns in combat. Does anyone have some suggestions for how to go about finding songs that fit the personality and tone of a character, or any guidelines on what type of music to avoid while doing this?
So, a brief explanation. I'm running a bunch of oneshots that will have a grand overarching story, with new characters each session following their own micro story. (Think Unforgotten Realms)
However, I intend to have NPCs carry over, but the first boss battle was a trainwreck storywise. After about 7 hours, the party got to the final boss, who had been built up, and who would have a lot of banter to solidify her character and personality.
I realize my poor time management left the fought to start at midnight, and I needed to wrap it up ASAP. A "round" of handwaving rules and ignoring the turn order later, ALL the enemies were beat. The boss got off one quip, and hit 1 guy for minimal dama
This was an old cartoon I watched back in my early years. I can remember the following details of the show.
It centered around a group of four or five kids that were courier, each one having a unique personal vehicle (skates, scooter, skateboard, etc.). The antagonists were some sort of rival delivery service that employed identical clones, and used proper delivery vans. Episodes would consist of some sort of delivery, with the antagonists intervening to steal the package from the group.
The main baddie of the series was some sort of robot/businessman, though I can't remember which one exactly. The antagonist also had a comedic relief lackey that was a toaster,
I was inspired to make a RPG setting based on a recently released game, Katana Zero. As part of this, I want to incorperate a reroll mechanic that lets players mimic the main character's ability to 'replay' a situation if he dies.
For context, I will be using a modified version of Cyberpunk 2020's Interlock system. I'm planning on having each reroll cost 5-8 humanity points, which would directly lower the PC's social skills. The idea being that each death makes them lose a bit of their mental state.
The second part would tie directly into the story, as individuals with this power need a specific drug to have this effect. Withdraw can lead to fourth wall breaking halucinations, time "glitc
I'm going to be running an SCP themed campaign with the Call of Cthulhu 7e rule system soon (I know Delta Green Exists, but I'm working with what I've got). I'm considering allowing my players to use amnestics, SCP's in universe memory wipe solution, to allow them to negate sanity loss if they so choose. However, in an effort to balance this, I thought it would be a good idea to limit such players to not improve skills that were used during the period the amnestic made them forget. The idea being that because they don't remember what they did in the time period, they wouldn't be able to get better.
Now, is this a good idea, or would this break the point of having a sanity syst
As the title says, I'm working on a guide to be able to send to my players to see if they're interested in the setting, as well as to print off so they can consult later in play. I'm going for a tone that is somewhere between FoundationLOL, and the more clinical tone that SCPs have come to be known for. This is purely because I know half of my players will be unable to resist goofing around at some point.
But tone aside, I'd love to hear thoughts or criticism about the initial draft of the guide. Right now I've covered a few basic roles that players can use, and I'll be adding a Terms section they can reference when is use SCP specific terminology. Suggestions for additional s