Wednesday, August 26, 2015

The Fall Season



1. Starting in September, this blog is going to new posts every two weeks and for special occasions.  This is mainly to have more time to pursue other activities and to work on other, more pertinent issues involving DRev's future.

2. I'm preparing a survey to those that follow this blog to see what you want.

do you want:

i.   New Races/Related Race Material:  I think ultimately we have a breadth of races, but if there is something you want to see, let me know.
ii.  Relic Road Show:  Do you like seeing the repackaging of common attractions as places of magic.
iii. New Monsters:  I love monsters and I love building them.  we're still stewing on the metric we use, but will be more then happy to let loose if inspired.
iv.  New Builds:  I love builds and as specified in an earlier blog, found them as a great way to balance the complexity with the system while still allowing easy models to know what your playing.
v.   Rules Spotlights:  If you want clarification on a particular ruleset of additional info, let me know. :)
vi.  Dimensional Gauntlets:  I can create a small location that has it's own unique elements due to it's dimensional nature.
vii. Fluff Text:  If there is a particular region you want more of, let me know. :)

I will try to get the survey out in September and would love feedback when I do so.

3. The following holidays I see having merit for the purposes of this blog:
i.    Labour day (Sept 7th, Monday).
ii.   International talk like a Pirate Day (Sept 19th, Saturday)
iii.  Canadian Thanksgiving (Oct 12, Monday)
iv.   Halloween (Oct 31, Saturday)
v.    Remembrance Day (Nov 11, Wednesday)
vi.   Krampus Day/Day of the Ninja - (Dec 5th, Saturday) - see below
vii.  Christmas/Boxing day (Dec 25/26, Friday, Saturday)
viii. New Years Day (Jan 1, Friday)

Feel free to suggest themes for these particular days and I'll see what you can come up with.  If you also have a particular day that would be fun to post stuff for, let me know as well.

4. the 6th book of the Dark Revelations - The Role Playing Game will be coming out on December 5th.  Called "the Book of Progress", it will be the book that shows robots, cyborgs and similar stuff.  
It is still in development, but should be easily ready by this time.

If your interested in seeing a preview copy and providing feedback, please let me know via email.

5. If you are or know anybody whom does reviews of rpg material, please let me know.  I welcome any and all feedback. :)

6. After the 6th book is done, I'm at a cross roads of what to do next.
some ideas include the following.
i. Do adventure paths (I have 5-6 ideas I'd love to flesh out):  These include Atlas' Reach (or when the love boat goes tragically wrong), Worm eaters (or dealing with the vampire kingdoms along the coast of the St. Lawrence), the kingdom of conflict (caladornia and the struggle between it's past and future)
ii. World/region books: the big ones are south america (dinosaurs), Africa (bug world mixed with some ideas that were part of my failed rifts Africa 2 project), Asia (Japan and China have solid ideas for a base and have some serious conceptual ideas for Russia, India and Indonesia as well), and Australia (gene clans vieing for control of a hostile continent)

7. I also want to confirm if using a d20 base or ogl base is the way to continue with this project?  I don't really want to create a new system from scratch, but would be willing to consider re-purposing a game with an ogl or easy game licence. 

Contenders include, but are not limited to, the following: 13th age, Apocalypse world, fate, Numumera, savage worlds, and the action system.  If Dungeons and Dragons 5e comes out with an ogl after this post, this will be considered as well.

8. I'm seriously considering trying to get my books on onebook (ex. rpgdrivetrhu).  However, I have little familiarity with it and would love to talk to those that have had experiences before jumping into it.  

The main bottleneck is I don't want to charge for these until I know I can line up the right people to enhance the overall design, get solid feedback and get an art budget.

If your also familiar with other aggregates, let me know. :)

9. Finally, I would like to announce project Helper Monkey.  If you are an aspiring game designer, blogger or have a podcast and would love help or know somebody that does, feel free to contact me. 

I'm currently stuck in Edmonton Alberta Canada, but am willing to use electronic means to assist in any way I can.  

*********************************************
Ultimately, I'd love to run a kickstarter for this project in the fall of 2016, but crossing what I call "the pay line" is something I'm wary of without the comfort of support.

Feel Free to send feedback via twitter, email or face book as it help with the times to come.

Thanks all. :)


edit:
Just to make it easy for everybody involved
drevrpg@gmail.com
Dark Revelations Twitter Account
Dark Revelation's Facebook Page

Tuesday, August 25, 2015

Blood Worm

You may never be able to go into the garden again after seeing a worm this big. The fact it is dripping with blood only makes it worse

Gargantuan Vermin

CR
10 (3,200 Xp)
Alignment
Neutral
Initiative
+0
Senses
Low Light Vision, Blindsense 10 foot, Tremorsense  130 feet, Perception +9
Languages
Vermin Communications
Defenses
AC
24 (-4 size, +18 Natural); Flat-footed 24,
Touch 6)
HP
157 (15d4+45)
Saves
+14 Fort, +9 Ref, +6 Will
Auras
Hindering Terrain (Pinning)
Defensive Abilities
Carapace, Hardness 2, Fast Healing 5
Combat
Space/Reach
20 feet/15 feet
Speed
70 feet, 35 feet burrowing
BAB
+11
CMB/CMD
+21/31
Attack
+13 Bite (2d8+6)
Full Attack
+13/+8 Bite (2d8+6)
Special Attacks
Blood Pool, Blood Slime, Consumption Healing, Ferocity, Swallow Whole, Toughness, Trample
Abilities and Other
Abilities Str Dex Con Int Wis Cha
23
10
13
8
13
6
+6
0
5
-1
1
-2
Carrying Capacity (light/med/hv)
1840/3680/7360 lbs
Feats
Burrowing-Improved, Fling, Grab-Improved, Improved cmb (Bullsrush/overrun, Grapple), Massive Hit, Natural Attack-Enhanced, Powerful Charge, Speed-Improved
Skills
Athletics +19, Perception +9
Environment
Any, but congregates along the St. Lawrence River.
Groups
Solitary when it gets to this size.

 




 

Combat Options



  • This creature can bullsrush/overrun or grapple without provoking an attack of opportunity. 
  •  When just under the ground (less than 5 feet, has cover), the creature can make bull rush, overrun, and trample attacks while remaining under the ground.
  •  This creature adds +5 to damage on a charge.
  •  As a single standard action the creature may use your CMB to make a melee attack
  •  Whenever you make a successful critical melee attack against a target that is the same size as you or smaller, that target is knocked 5 feet back, and falls prone.
  • The creature may throw any item it can normally lift, and is at least one size category less than the creature.   The item has a throw range increment of 50 feet

Feature Details

Swallow Whole/Blood Pool Format: swallow whole (2d8+9 acid damage, AC 19, 15 hp); • 
When the creature makes a successful primary natural attack, it may make a free combat maneuver check against the target (creature’s CMB vs. target’s CMD) as an improved grapple.  Furthermore While swallowed whole a target is considered staggered and must hold their breath while in the creature’s stomach.  They are also treated as underwater for the purposes of other effects.

Blood Slime (Ex) (150 feet, Ref 17; recharge 1d4 rounds)
The Blood Worm can spray an extreme alkaloid poison.  If those within the area affect fail their reflex save, they need to make a fortitude save at DC 22. Failure means the target is blinded for 1d4 rounds.  It has a secondary effect of causing the target to get the cowering condition for 1d4 minutes afterwards.

Consumption Healing (Ex); Consumption Healing 3d6+2:  The creature can heal each time another creature within its reach is
killed or destroyed.

Ferocity (Ex): A creature with ferocity remains conscious and can continue fighting even if its hit point total is below 0.

Hindering Aura (Ex): The Blood worm drips a mess of blood mixed with other chemicals that creates extreme difficult terrain 10 feet around the worm.

Trample (Ex) (2d8+9, Ref DC 18):
The creature makes a full round action to use this feature.  For full details see Dark Revelations – Book of Danger

Tactics

While generally docile, A Full Adult Blood Worm is a terror to behold when agitated.  It will try to eat whatever irritates it and will spray toxic blood compound if it cannot reach its target.

Knowledge

Appearance: This looks like an oversized earthworm with a gaping maw at one end.  It’s crisscrossed with blood vessels
Common:  They are a big worm that was most likely catapulted to our earth during the times of revelations.
Unusual: The various vampire cities (dubbed the eternal cities) along the St. Lawrence raise these as a food staple (their blood is similar to human). They build concrete enclosures filled with dirt to raise them by the thousands.  Despite its necessity, it is an insult to call a vampire a “worm eater” as it denotes low social standing.

Reveal with Knowledge check: Knowledge (Nature), Handle
Animal at +5 DC. DC 20: common knowledge, tactics, speed,
normal attacks, and senses. DC 25: unusual knowledge, special
attacks and feats.

Treasure

3,650 GB; The mixture of blood and meat is considered a staple for vampires and 8 exotic food points can be obtained from the carcass.

Tuesday, August 18, 2015

Roadbug Follies

An adventure for those stuck in traffic.


*******************************
Mayor Larry has a problem.

He has always had big dreams for Ed Town and restoring it to its former glories.

He hired a third party contractor to fix the long suffering roads of Ed-Town.

But there is a problem.

The company he hired: Western Alliance Street Preparations (or W.A.S.P. for Short), was so cheap he couldn’t resist giving them the contract.

As a result, he didn’t know he hired a bee people engineering core until it’s too late.

They themselves aren't the problem.  They actually have a good reputation in the field.

However, the road bugs they were using to prepare are running amuck all over Ed-town.  They are blocking off roads using resin walls Willy-nilly, not putting up proper signs (scent markers aren’t good enough) and putting trees in the middle of roads.

The Bee people have lost control of the road bugs and are scrambling to find out why.

They have one week before the   starts and the civic council is getting worried.

Enter the Player Characters.

They have been hired to slow down the road bug menace and to find out why they are no longer finding orders.

Potential Twists:

1.       Doctor D has psychically taken over the minds of the road bugs and is using it to redesign the town to direct its inhabitants where his radio signals is strongest.
2.       The harvesters have infected the road bugs with a pheromone that has overridden the bee people control.
3.       This was W.A.S.P.s intention all along; they are taking over the town for the colony! 

                             Road Bug

You see a man sized beetle, that seems intent in flattening a road.  Their shells are a bright combination of yellow and orange.
Medium Vermin
CR
7 (3,200 Xp)
Alignment
Neutral
Initiative
+5
Senses
Blindsense 10 feet, Low light vision, Tremorsense 100 feet, Perception +5
Languages
Vermin Communications
Defenses
AC
18 (+1 dex, +7 natural armor); flatfooted ac 17, touch ac 10
HP
49 (11d4+22)
Defensive Abilities
Fast Healing 3,
Combat
Space/Reach
5 feet / 5 feet
Speed
40 feet; burrow 20 feet; climb 20 feet
BAB
+7
CMB/CMD
+12/23
Attack
+11 Bite (1d8+8)
Full Attack
+11 Bite (1d8+8)
Special Attacks
Pack Tactics, Gloop attack (pinning effect; 50 foot cone;  +8 to Att, recharges in 1d4 rounds)
Abilities and Other
Abilities
Str
Dex
Con
Int
Wis
Cha
18
13
15
---
8
6
4
1
2
---
-1
-2
Carrying Capacity (light/med/hv)
90/180/360 lbs.
Feats
All-terrain, Improved Initiative, Savage Strike, Speed-Improved, Toughness, Vicious Striking
Skills
Acrobatics +5, Athletics +8, Perception +3, Stealth +5
Environment
Any, but usually found in plains and urban areas
Groups
Solitary or a lovely of 2 (CR 9), 4 (CR 11) and 8 (CR 13)



































Combat Options
·          When Flanking an opponent, the road bug gets +4 to attack as long as it adjacent/next to the same enemy as an ally (i.e. providing flanking even if not in normal flanking position).

Feature Details
Gloop Attack (Ex):  The Road bug sprays a resin that is used to fill in gaps of roads and to create barriers.  It can be used as a weapon as needed.
·          Creatures are pinned for 1 minute or until they escape; any new application replaces the old one.
·          Targets may cut their way out with an attack that does damage equal to CMB check that trapped them in a single attack roll.
·          The Road bug can choose to spray a square and create a square of difficult terrain that can be destroyed if 10 hp are done to the square.
Tactics
·          While the Road bug usually doesn’t fight, if it does, it releases pheromones to get other Road bugs to join.  They attempt to surround, spray and entrap the opponent, and then use their powerful jaws to remove the target.


Knowledge
Appearance: a man sized beetle that has a yellow and orange painted shell that looks suspiciously like a safety vest.
Common:  They are surprisingly easy to train for a specific task to ensure proper road structure.  Wild road bugs create huge hives using their gloop and natural materials.
Unusual: Road Bugs are a common “domestic bug” on the African Continent and are used by all the major factions to ensure good travel routes
Secret:  The Road Crews of the Cybercult hate these guys and often consider any action against them “pest control.”

Reveal with Knowledge check: Knowledge (Nature), Handle
Animal at +5 DC. DC 17: common knowledge, tactics, speed,
normal attacks, and senses. DC 22: unusual knowledge, special
attacks and feats.  DC 27: Secret Knowledge

Treasure
The goop glad of each road bug is worth 1,750 GB as a road repair chemical compound.