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Showing posts with label wilderlands. Show all posts
Showing posts with label wilderlands. Show all posts

Sunday, October 17, 2010

Elves for Mazes and Minotaurs (Revised)

Made a few changes based on comments. Elves are warriors with some magical ability. Their spells are geared towards combat, and elves lag behind specialized mages in total power.

ELVES      (Specialist Class)
Primary Attributes: Skill and Wits

Gender: Elves can be male or female, as they treat both genders equally. Elves follow Apollo or Artemis.

Basic Hits = 10

Deadly Aim: Elves know how to target the weak spots of animals and similar creatures: they add their Skill mod to their damage rolls when using any missile weapon against Beasts or Monsters.

Elfin Magic: Elves use Elfin Magic, which aids them in combat.

Weapon of Choice: Bow or Sword.

Level Benefits : Each level beyond the first gives an Elf +2 Hits, +2 Power Points, +1 to Luck and +2 to Skill, Wits or Will (player’s choice).

Possessions: Elves start with a dagger, a sword and a missile weapon (bow + 12 arrows). Their starting wealth is 3D6 x 5 silver pieces.

Restrictions: Elves may wear any type of armor.

Elfin Magic:

Elfin Magic = Skill mod + Wits mod

Mystic Strength = 12 + Elfin Magic

Starting Power = 4 + Wits mod

Power Recovery: Elves recover power by meditating within a forest. Each hour of meditation will restore a number of Power Points equal to the character’s level.

Elfin Magic

Magnitude 1: Mystic Arrow
This spell grants the Elf the ability to hit creatures affected only by magic when using a bow. This affect lasts for (1d6 + the elf's Elfin Magic) rounds.

Magnitude 2: Armor of the Oak
This spell grants the Elf bark-like skin. He receives +2 to his EDC. Elves benefiting from this spell may not wear a breastplate or helmet. Elves suffer no encumbrance penalty for this spell. This spell takes effect during the elf’s missile phase. It lasts for a number of combat rounds equal to (1D6 + the elf’s Elfin Magic).

Magnitude 3: Evergreen Spirit
This spell allows an Elf to instantly heal the wounds of the injured. Each use of this spell restores a number of Hits equal to (1D6 + the elf’s Elfin Magic) to the wounded being.

Friday, October 15, 2010

Halflings for Mazes and Minotaurs


HALFLINGS
Primary Attributes: Wits and Luck
Gender: Halflings may be either male or female.
Basic Hits = 10

Thievery: Halflings excel at hiding, sneaking, finding traps and, well, thieving. In game terms, all these skills are reflected by a special Thievery bonus equal to the sum of their Luck mod and Wits mod. See chapter IV (Adventuring) for more details.

Evasion: Halflings are also very good at dodging blows and add their Wits mod to their melee EDC (unless taken by surprise or wearing a breastplate).

Small Size: Halflings are Small, and receive bonuses and penalties as a Small creature.

Weapon of Choice: Dagger, thrown knife or sling.

Level Benefits: Each level beyond the first gives a Halfling +2 Hits, +1 to Luck and +2 to Wits, Will or Skill (player’s choice).

Possessions: Dagger and 3D6 x 5 silver pieces.

Restrictions: Halflings may wear any type of armor but usually choose not to do so, since encumbrance directly affects their stealth and agility.

Thursday, October 14, 2010

Elfs for Mazes and Minotaurs

Check the October 17th post for a revised Elf class. This is just a place-holder for the comments now.

Wednesday, October 13, 2010

Dwarfs for Mazes and Minotaurs

Here's my version of Dwarfs for the Wilderlands. Please let me know what you think. I'm not sure if it's balanced against the other classes or not, though I think it's pretty close.


DWARFS
Primary Attributes: Might and Will 
Gender: All Dwarf adventurers are male.
Basic Hits: 12

Battle Might: Dwarfs add their Might mod to their damage when using their dwarven melee weapons.

Dwarf Toughness: Dwarfs add their Will modifier to their EDC against melee attacks.

Magic Resistant: Dwarfs add +1 to their Mystic Fortitude.

Slow Runner: Dwarfs have a base movement of 40’ per combat round.

Weapon of Choice: Any dwarven weapon (treat as barbarian weapons). Most Dwarfs prefer axes.

Level Benefits: Each level beyond the first gives a Dwarf +4 Hits, +1 to Luck and +2 to Might, Will or Skill (player’s choice).

Possessions: Dwarven weapon, dagger, helmet, breastplate, and 3D6 x 100 silver pieces.


Tuesday, October 12, 2010

Mazes, Minotaurs, and the Wilderlands

I'm thinking that the Wilderlands might be a good place to use for the M&M game. The setting is pretty uncivilized compared to many other fantasy worlds, and it has a big minotaur maze and Amazons already included. The hardest part will be porting stuff in. I don't know if anyone has made classes for elfs or dwarfs yet, but I might take a shot at making my own.

I can definitely see the CSIO as a Greek City State, with some fantasy touches. Not sure if I'd leave Viridistan as Greek, or maybe make it Persian or even Stygian. Lots of stuff to think about. If anyone else has already done this, feel free to post a link.

Monday, March 8, 2010

Bad news - AGP closing

AGP Closing

Adventure Games Publishing is closing. James Mishler has been producing some very good Wilderlands material. I know I bought almost all of it. I wish things had worked out better for him. It does confirm my belief that unless you are really lucky, or have a hot product, you really can't make money selling rpg's, which is too bad. I'd love for James and everyone else to be able to make a nice wage just producing game material. If I thought it was even remotely viable, I would have gotten into the field myself. Luckily, I make a fair wage doing geology work.