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Friday, January 24, 2014

40k with Traveller rules

I really wish that Games Workshop had used the Traveller rulesystem for Dark Heresy. It is a much better system, and with the Central Supply Catalogue, a lot of 40k weapons are done (generically, of course).

In any case, has anyone posted a conversion anywhere on the web?

Tuesday, January 21, 2014

Bushi d6 - Kamizan


Kamizan

Kamizan is literally “God Mountain”. A large temple to the kami resides here, and the mountain is considered holy throughout the entire island.  The kami of the mountain is named Orizen, and he is worshipped along with the other kami at the temple located here.
Most people of the Empire go on a pilgrimage to Kamizan at least once in their life. A steep stairway goes up near the top of the mountain, from which a grand vista of the area can be seen. 

The priests keep the area in good repair. Services are held daily, and many monks train here in both religious and martial skills. The Temple is very well defended, as most of the monks double as soldiers.  

It is said that the oni would dearly love to desecrate the temple and kill all of the people here, but it seems that none of their underground tunnels connect to the area.
It is said that if anyone is foolish enough to attack the temple, that Orizen himself may shake the earth and swallow up their army.

Saturday, January 18, 2014

Bushi d6 - skill specializatons



Here's the list of specializations I have so far. I've also changed the skill list a bit from even yesterday's post. Any suggestions would be appreciated, especially for skills with only 2 or 3 specialization suggestsions. 

Sample Specializations 

Athletics: Jumping, Running, Swimming.
Command: Military, Summoned Beings.
Crafts: Bowyer, Carpenter, Leatherworker, Smith.
Diplomacy: Address Superiors Correctly, Fast-Talk, Seduce.
Etiquette: Courtly Manners, Tea Ceremony.
Lift: Laborer, Escape.
Lore: Bakemono, Ghosts, History, Naga, Neko, Nezumi, Oni, Saru.
Magic: Magic History, Recognize Spell Effects, Recognize Powerful Sorcerer.
Medicine: Diagnose Disease, Diagnose Poison, Know Cure.
Riding: Animal Care, Trick Riding.
Search: Find Hidden Door, Find Traps, Spot Ambush.
Stamina: Need Less Sleep, Work Extended Periods.
Stealth: Ambush, Hide in Shadows, Tail Enemy.
Streetwise: Know Local Gangs, Underworld Friends.
Tracking: Animals, Men.

Friday, January 17, 2014

Bushi d6 - skills


Skill List

Might: Axe/Mace*, Brawling (Yawara, Tode, or Sumo)*, Knife*, Lift, Smithing, Stamina, Pole Arm*, Sword*

Agility: Athletics, Bow*, Dodge*, Pickpocket, Stealth, Throwing*

Wit: Crafts, Lore, Magic, Medicine, Search, Tracking

Charm: Command, Diplomacy, Etiquette, Riding, Seduce, Streetwise 
* = Combat skills are not allowed specializations. 

Skill Specializations 
Specializations are focused aspects of a skill. For example, Crafts specializations might include Smithing and Carpentry. One skill die can be spent to gain three specialty dice. Combat skills don’t have specializations. 

Example: A character with a Charm of 3D chooses Tea Ceremony as her Specialty of Etiquette. She spends one skill die in it, but records it as Tea Ceremony 6D on her character sheet. She has an Etiquette skill of only 3D. This is the only time the 2D skill limit can be exceeded during character creation. 

Languages 
Characters know one language for every die they have in Wit. Player characters should probably choose Imperial as their first language.

Available languages: Imperial, Naga, Neko, Nezumi, Saru, Bakemano, and Oni.

Imperial serves as the common tongue for the civilized races, while Bakemano is the common tongue of monsters. Neko was often used in historical official documents.


Thursday, January 16, 2014

Bushi d6 - Martial Arts

I'm using the grab, throw, escape rules from Fantasy d6. Here are the martial arts that will be available. (Thanks to Tedankhamen for the basic gist).

Skill: Strength: Brawling (pick Yawara, Tode, or Sumo).


Martial Arts

Samurai all train in some form of martial arts. Unarmed attacks inflict the users Strength as damage.


Yawara (grappling, submission, throwing, joint locks and rope-work). User gains +1D to all grabs and escapes.

Tode (punching and kicking; ascribed mystical qualities and the martial art of villains). User gains +1D to all unarmed damage. User can also leap 10 feet and attack.

Sumo (pushing, grappling and throwing, used by commoners in brawls). User suffers no penalty to knock down an opponent and gains +1 to rolls to regain his feet if he is prone or knocked down. 

Wednesday, January 15, 2014

Bushi d6 - Sorcerer's Tools


As with anything, this is subject to change. 

If anyone has some cool ideas to replace the Cloak and Staff, I'd love to hear them. They may stay, but something more in keeping with Japanese myth would be great.

Sorcerer’s Tools
Some special enchanted items are of use only to those capable of using spells. Activating the bonus granted by an item does not count as an action. When found as treasure, a sorcerer must attune the item before he can use it. This requires the passing of three days while keeping the item close. 

The Cloak grants +2D to the Sorcery skill test required to use the Cloud Chariot and Teleport spells.
The Magic Mirror (Makyoh) grants +2D to the Sorcery skill test required to use the Beast Tongue and Charm spells.
The Turtle Shell grants +2D to the Sorcery skill test required to use the Clairvoyance and Divination spells.
Prayer Strips (Ofuda) grant +1D to any Sorcery skill test when used for the spell inscribed upon them. They burn away when used.
The Spell Staff grants +1D to Sorcery once per day.