Index and Vote #1
evildice
(emotionally stable clown posse)
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It wasn't supposed to happen like this. You even checked the university library, and the few papers you could find about trigger events didn't say anything about weird dreams of being a giant man-eating flying lizard.
Whatever. You have powers. This is your ticket out of mediocrity, and the weird dreams won't get in your way. Nothing will.
Your name is Emily, and you can spit fire.
Notes:
- I'm going to need help running this. Good, in-character write-ins will be very welcome.
- The start of this Quest is right before Emily meets the Undersiders & Faultline.
- Emily is level 1/1. She's going to advance in both classes over time, but right now she has no overt abilities other than her canon power.
- She does not have control over her character build choices: we do. She will just have to deal with the consequences of our choices as best she can.
- The source of her powers is not a Shard.
- For the most part, her abilities are being played straight (not adapted). For example, she is proficient with spears and crossbows, but not guns. Ranks in Drive must be bought cross-class.
- An exception to the above is Knowledge skills. We'll use the Knowledge skills from d20 Modern: http://systemreferencedocuments.org...paper/modern/smack/skillsorder.html#knowledge (replacing Arcana with Parahumans)
- The dragon who occasionally talks to her in her dreams claims to be both magical and from the future. This makes no sense and she thinks he's probably lying, but she doesn't know why.
- This is not a Gamer crossover: loot must be carried manually, she does not get a pop-up with ability score buffs, etc.
- There are no magic items. There is no Use Magic Item skill, nor is there a Spellcraft skill. Anything which requires ranks in Spellcraft, just ignore that requirement.
Whatever. You have powers. This is your ticket out of mediocrity, and the weird dreams won't get in your way. Nothing will.
Your name is Emily, and you can spit fire.
~ Spitfire Quest (Worm x D&D) ~
The rules for Emily are mostly 3.5e, except as noted here.
The rules for everyone else in the setting are mostly d20 Modern.
Emily will receive +1 to two different Ability scores every even level (2, 4, 6, etc.).
Using the 4e HP rules:
- Your base HP is your Constitution score.
- At first level, add your max HD value (+8 because yours is a d8).
- Every level above that, gain a fixed small number of HP based on your HD (+2 because yours is a d8).
- Expect human NPCs to have at least 10 hp each, more if they train harder (+Con) and have combat experience (+level). Brutes have even more, of course.
Using Pathfinder-style consolidated skills:
- Acrobatics as Pathfinder: Tumble, Balance, and Jump
- Athletics (new): Climb, Jump and Swim, plus random Athletic stuff like resolving a sprint
- Perception as Pathfinder: Spot and Listen
- Stealth as Pathfinder: Hide and Move Silently
(Yes, Jump appears twice. This is on purpose. Lung is notable as a Str-based Brute who jumps really high; expect other Brutes to also Jump well.)
Gather Info is an Intelligence base skill, not Charisma. It applies to all sorts of non-academic research: finding opinions on the internet, figuring out what the rumors are and who's behind them, and the like.
Using d20 Modern Knowledge skills even for Emily, because the alternative is dumb, and not dumb in an entertaining way.
Emily's powers are close enough to parahuman powers to interact with them. Dispel magic works against active powers, treating each use as a spell — for example, if Rune has three cars in the air, a dispel magic could knock one of them down.
The Invocation Magical Insight allows you to see active parahuman powers. Passive or unused powers are not visible. Instead of replicating the identify spell, the Invocation can be discharged to identify the powers of a parahuman by touch.
Starting with DC 17, you can find the converted price for any DC by subtracting 8, getting that DC's price, and multiplying by 10. You can repeat this process for extremely high DCs. -16 would be x100, -24 would be x1000, ect.
The rules for everyone else in the setting are mostly d20 Modern.
Emily will receive +1 to two different Ability scores every even level (2, 4, 6, etc.).
Using the 4e HP rules:
- Your base HP is your Constitution score.
- At first level, add your max HD value (+8 because yours is a d8).
- Every level above that, gain a fixed small number of HP based on your HD (+2 because yours is a d8).
- Expect human NPCs to have at least 10 hp each, more if they train harder (+Con) and have combat experience (+level). Brutes have even more, of course.
Using Pathfinder-style consolidated skills:
- Acrobatics as Pathfinder: Tumble, Balance, and Jump
- Athletics (new): Climb, Jump and Swim, plus random Athletic stuff like resolving a sprint
- Perception as Pathfinder: Spot and Listen
- Stealth as Pathfinder: Hide and Move Silently
(Yes, Jump appears twice. This is on purpose. Lung is notable as a Str-based Brute who jumps really high; expect other Brutes to also Jump well.)
Gather Info is an Intelligence base skill, not Charisma. It applies to all sorts of non-academic research: finding opinions on the internet, figuring out what the rumors are and who's behind them, and the like.
Using d20 Modern Knowledge skills even for Emily, because the alternative is dumb, and not dumb in an entertaining way.
Emily's powers are close enough to parahuman powers to interact with them. Dispel magic works against active powers, treating each use as a spell — for example, if Rune has three cars in the air, a dispel magic could knock one of them down.
The Invocation Magical Insight allows you to see active parahuman powers. Passive or unused powers are not visible. Instead of replicating the identify spell, the Invocation can be discharged to identify the powers of a parahuman by touch.
Code:
DC 2 - $5 DC 42 - $1200000
DC 3 - $12 DC 43 - $1500000
DC 4 - $20 DC 44 - $2000000
DC 5 - $30 DC 45 - $2750000
DC 6 - $40 DC 46 - $3500000
DC 7 - $55 DC 47 - $5000000
DC 8 - $70 DC 48 - $6500000
DC 9 - $90 DC 49 - $9000000
DC 10 - $120 DC 50 - $12000000
DC 11 - $150 DC 51 - $15000000
DC 12 - $200 DC 52 - $20000000
DC 13 - $275 DC 53 - $27500000
DC 14 - $350 DC 54 - $35000000
DC 15 - $500 DC 55 - $50000000
DC 16 - $650 DC 56 - $65000000
DC 17 - $900 DC 57 - $90000000
DC 18 - $1200 DC 58 - $120000000
DC 19 - $1500 DC 59 - $150000000
DC 20 - $2000 DC 60 - $200000000
DC 21 - $2750 DC 61 - $275000000
DC 22 - $3500 DC 62 - $350000000
DC 23 - $5000 DC 63 - $500000000
DC 24 - $6500 DC 64 - $650000000
DC 25 - $9000 DC 65 - $900000000
DC 26 - $12000 DC 66 - $1200000000
DC 27 - $15000 DC 67 - $1500000000
DC 28 - $20000 DC 68 - $2000000000
DC 29 - $27500 DC 69 - $2750000000
DC 30 - $35000 DC 70 - $3500000000
DC 31 - $50000 DC 71 - $5000000000
DC 32 - $65000 DC 72 - $6500000000
DC 33 - $90000 DC 73 - $9000000000
DC 34 - $120000 DC 74 - $12000000000
DC 35 - $150000 DC 75 - $15000000000
DC 36 - $200000 DC 76 - $20000000000
DC 37 - $275000 DC 77 - $27500000000
DC 38 - $350000 DC 78 - $35000000000
DC 39 - $500000 DC 79 - $50000000000
DC 40 - $650000 DC 80 - $65000000000
DC 41 - $900000 DC 81 - $90000000000
Emily Garfunkle ("no relation")
Classes and Levels: Dragonfire Adept 1 // Rogue 1
Str: 8
Dex: 12
Con: 16 (15, +1 L2)
Int: 14
Wis: 10
Cha: 14 (13, +1 L2)
Initiative: +5 (+1 dex, +4 Imp.Init feat)
HP: 27 (16 Con score, +8 class, +2 level, +1 dragontouched feat)
AC: 13 (10 base, +1 dex, +2 natural armor)
Touch: 11
Fort: +4 (2 class, +2 con)
Ref: +3 (2 class, +1 dex)
Will: +2 (2 class, +0 wis)
- Special: +1 to saves vs. Sleep or Paralysis effects (Dragontouched feat)
BAB (medium): +0
Melee: -1 (0 BAB, -1 str)
Ranged: +1 (0 BAB, +1 dex)
Attacks:
- Fist -1 (nonlethal; 1d3 -1; 20/x2; +1d6 sneak attack)
- Fist -5 (lethal; 1d3 -1; 20/x2; +1d6 sneak attack)
- Makeshift sap -2 (nonlethal; 1d4 -1; 20/x2; +1d6 sneak attack)
Breath Weapon (Su) at-will
DC 14 (10 +1 level/2 +3 con)
15 ft. cone, or 30 ft. line
- Fire: 1d6 fire (Reflex half)
- Lightning: 1d6 lightning (Reflex half); line only
- Entangling: deal half damage and Entangle for 1d4 turns. If your breath weapon deals damage, the victim suffers 1d6 damage each turn it spends Entangled.
Languages:
- English (native)
- Spanish (int bonus)
- Mandarin (int bonus)
Gear:
- Backpack
- Winslow janitor's keys (duplicate)
- Lock pick set
- Small hand-held mirror
- $30
- 2 gp
Contacts:
- Johnny Green, locksmith and fence near Archer's Bridge.
Skills: 11/level (8 base, +1 human, + 2 int); x4 at 1st level
Proficiencies:
- Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Rogues are proficient with light armor, but not with shields.
- Dragonfire Adept Invocations are subject to arcane spell failure from wearing armor or a shield.
Human: (+1 Skillpoint/level, +1 feat)
Level 1:
- Sneak Attack +1d6
- Breath Weapon 1d6 (fire)
- Trapfinding
- Skill points (11 skills, 4 points each): Acrobatics, Bluff, Diplomacy, Disable Device, Disguise, Gather Info, Know:Local, Perception, Sense Motive, Sleight of Hand, Stealth
- Invocation (least): Beguiling Influence - gain +6 to Bluff, Diplomacy and Intimidate checks for 24 hours.
- Feat: Entangling Exhalation
- Human feat: Improved Initiative
- Dragonfire bonus feat: Dragontouched (+1 HP; +1 to Perception and Search checks; +1 to saves vs. Paralysis or Sleep)
Level 2:
- Breath Effect: Lightning breath
- Ability boost: +1 Con, +1 Cha
- Skill points (11 points): +5 Open Locks, +1 each: Acrobatics, Bluff, Kn:Streetwise, Sense Motive, Stealth, Intimidate
Classes and Levels: Dragonfire Adept 1 // Rogue 1
Str: 8
Dex: 12
Con: 16 (15, +1 L2)
Int: 14
Wis: 10
Cha: 14 (13, +1 L2)
Initiative: +5 (+1 dex, +4 Imp.Init feat)
HP: 27 (16 Con score, +8 class, +2 level, +1 dragontouched feat)
AC: 13 (10 base, +1 dex, +2 natural armor)
Touch: 11
Fort: +4 (2 class, +2 con)
Ref: +3 (2 class, +1 dex)
Will: +2 (2 class, +0 wis)
- Special: +1 to saves vs. Sleep or Paralysis effects (Dragontouched feat)
BAB (medium): +0
Melee: -1 (0 BAB, -1 str)
Ranged: +1 (0 BAB, +1 dex)
Attacks:
- Fist -1 (nonlethal; 1d3 -1; 20/x2; +1d6 sneak attack)
- Fist -5 (lethal; 1d3 -1; 20/x2; +1d6 sneak attack)
- Makeshift sap -2 (nonlethal; 1d4 -1; 20/x2; +1d6 sneak attack)
Breath Weapon (Su) at-will
DC 14 (10 +1 level/2 +3 con)
15 ft. cone, or 30 ft. line
- Fire: 1d6 fire (Reflex half)
- Lightning: 1d6 lightning (Reflex half); line only
- Entangling: deal half damage and Entangle for 1d4 turns. If your breath weapon deals damage, the victim suffers 1d6 damage each turn it spends Entangled.
Languages:
- English (native)
- Spanish (int bonus)
- Mandarin (int bonus)
Gear:
- Backpack
- Winslow janitor's keys (duplicate)
- Lock pick set
- Small hand-held mirror
- $30
- 2 gp
Contacts:
- Johnny Green, locksmith and fence near Archer's Bridge.
Skills: 11/level (8 base, +1 human, + 2 int); x4 at 1st level
+6 Acrobatics (5 ranks, +1 dex)
+1 Athletics (-1 str, +2 synergy)
+2 Appraise (+2 int)
+8 / +14 Bluff (5 ranks, +3 cha)
+2 Computer Use (cc; +2 int)
+3 Concentration (+3 con)
+2 Craft (+2 int)
+2 Decipher Script (+2 int)
- Demolitions (cc; int; trained only)
+11 / +17 Diplomacy (4 ranks, +3 cha, +4 synergy)
+6 Disable Device (4 ranks, +2 int)
+9 Disguise (4 ranks, +3 cha, +2 synergy)
+1 Drive (cc; +1 dex)
+1 Escape Artist (+1 dex)
+2 Forgery (+2 int)
+0 Gamble (cc; +0 wis)
+8 Gather Information (4 ranks, +2 int, +2 synergy)
+3 Handle Animal (cc; +3 cha)
+6 / +12 Intimidate (1 rank, +3 cha, +2 synergy)
- Knowledge: Art
- Knowledge: Behavioral Science
- Knowledge: Business
- Knowledge: Civics
- Knowledge: Current Events
- Knowledge: Parahumans
- Knowledge: Physical Sciences
- Knowledge: Pop Culture
+7 Knowledge: Streetwise (5 ranks, +2 int)
- Knowledge: Tactics
- Knowledge: Technology
- Knowledge: Theology & Philosophy
+6 Open Lock (5 ranks, +1 dex)
+5 Perception (4 ranks, +0 wis, +1 feat)
+3 Perform (+3 cha)
- Pilot (cc; dex; trained only)
+0 Profession (+0 wis)
- Repair (cc; int; trained only)
+3 Search (+2 int, +1 feat)
+5 Sense Motive (5 ranks, +0 wis)
+7 Sleight of Hand (4 ranks, +1 dex, +2 synergy)
Speak Language
+6 Stealth (5 ranks, +1 dex)
+0 Survival (cc; +0 wis)
+0 Treat Injury (cc; +0 wis)
+1 Use Rope (+1 dex)
+1 Athletics (-1 str, +2 synergy)
+2 Appraise (+2 int)
+8 / +14 Bluff (5 ranks, +3 cha)
+2 Computer Use (cc; +2 int)
+3 Concentration (+3 con)
+2 Craft (+2 int)
+2 Decipher Script (+2 int)
- Demolitions (cc; int; trained only)
+11 / +17 Diplomacy (4 ranks, +3 cha, +4 synergy)
+6 Disable Device (4 ranks, +2 int)
+9 Disguise (4 ranks, +3 cha, +2 synergy)
+1 Drive (cc; +1 dex)
+1 Escape Artist (+1 dex)
+2 Forgery (+2 int)
+0 Gamble (cc; +0 wis)
+8 Gather Information (4 ranks, +2 int, +2 synergy)
+3 Handle Animal (cc; +3 cha)
+6 / +12 Intimidate (1 rank, +3 cha, +2 synergy)
- Knowledge: Art
- Knowledge: Behavioral Science
- Knowledge: Business
- Knowledge: Civics
- Knowledge: Current Events
- Knowledge: Parahumans
- Knowledge: Physical Sciences
- Knowledge: Pop Culture
+7 Knowledge: Streetwise (5 ranks, +2 int)
- Knowledge: Tactics
- Knowledge: Technology
- Knowledge: Theology & Philosophy
+6 Open Lock (5 ranks, +1 dex)
+5 Perception (4 ranks, +0 wis, +1 feat)
+3 Perform (+3 cha)
- Pilot (cc; dex; trained only)
+0 Profession (+0 wis)
- Repair (cc; int; trained only)
+3 Search (+2 int, +1 feat)
+5 Sense Motive (5 ranks, +0 wis)
+7 Sleight of Hand (4 ranks, +1 dex, +2 synergy)
Speak Language
+6 Stealth (5 ranks, +1 dex)
+0 Survival (cc; +0 wis)
+0 Treat Injury (cc; +0 wis)
+1 Use Rope (+1 dex)
Proficiencies:
- Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Rogues are proficient with light armor, but not with shields.
- Dragonfire Adept Invocations are subject to arcane spell failure from wearing armor or a shield.
Human: (+1 Skillpoint/level, +1 feat)
Level 1:
- Sneak Attack +1d6
- Breath Weapon 1d6 (fire)
- Trapfinding
- Skill points (11 skills, 4 points each): Acrobatics, Bluff, Diplomacy, Disable Device, Disguise, Gather Info, Know:Local, Perception, Sense Motive, Sleight of Hand, Stealth
- Invocation (least): Beguiling Influence - gain +6 to Bluff, Diplomacy and Intimidate checks for 24 hours.
- Feat: Entangling Exhalation
- Human feat: Improved Initiative
- Dragonfire bonus feat: Dragontouched (+1 HP; +1 to Perception and Search checks; +1 to saves vs. Paralysis or Sleep)
Level 2:
- Breath Effect: Lightning breath
- Ability boost: +1 Con, +1 Cha
- Skill points (11 points): +5 Open Locks, +1 each: Acrobatics, Bluff, Kn:Streetwise, Sense Motive, Stealth, Intimidate
ENTANGLING EXHALATION [Breath] (from Races of the Dragon)
Prerequisites: Dragonblood subtype, breath weapon
Benefit: When you use your breath weapon, you can choose to enmesh all creatures in its area instead of producing its normal effect. Your breath weapon deals only half its normal damage; however, any creature that takes damage from your breath weapon becomes entangled and takes an extra 1d6 points of damage, of the same energy type as normally dealt by your breath weapon, each round at the start of your turn. This effect lasts for 1d4 rounds.
Prerequisites: Dragonblood subtype, breath weapon
Benefit: When you use your breath weapon, you can choose to enmesh all creatures in its area instead of producing its normal effect. Your breath weapon deals only half its normal damage; however, any creature that takes damage from your breath weapon becomes entangled and takes an extra 1d6 points of damage, of the same energy type as normally dealt by your breath weapon, each round at the start of your turn. This effect lasts for 1d4 rounds.
Notes:
- I'm going to need help running this. Good, in-character write-ins will be very welcome.
- The start of this Quest is right before Emily meets the Undersiders & Faultline.
- Emily is level 1/1. She's going to advance in both classes over time, but right now she has no overt abilities other than her canon power.
- She does not have control over her character build choices: we do. She will just have to deal with the consequences of our choices as best she can.
- The source of her powers is not a Shard.
- For the most part, her abilities are being played straight (not adapted). For example, she is proficient with spears and crossbows, but not guns. Ranks in Drive must be bought cross-class.
- An exception to the above is Knowledge skills. We'll use the Knowledge skills from d20 Modern: http://systemreferencedocuments.org...paper/modern/smack/skillsorder.html#knowledge (replacing Arcana with Parahumans)
- The dragon who occasionally talks to her in her dreams claims to be both magical and from the future. This makes no sense and she thinks he's probably lying, but she doesn't know why.
- This is not a Gamer crossover: loot must be carried manually, she does not get a pop-up with ability score buffs, etc.
- There are no magic items. There is no Use Magic Item skill, nor is there a Spellcraft skill. Anything which requires ranks in Spellcraft, just ignore that requirement.
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