Wednesday, December 2, 2015

Time and Relative Dimension in Space Existence Remover


I was mining this Wikipedia of 'Doctor Who Items' for super-science artifacts and/or magical item ideas, came across the entry for the 'President's Gauntlet', which states that "if a person is destroyed by it, their timeline vanishes as well, leaving no memory of them".

This could be pretty cool... Maybe the victim must be touched by the gauntlet, gets a Save, but a Fail causes the target to completely disappear, leaving the Party confused about what they are doing, standing around with weapons in hand, with no apparent foe present.  Might be a way for a particularly generous - or difficult! - DM to give the Party an 'out' when confronted by an overwhelming foe.  Of course, if the foe never existed... it's not worth any XP, and never accumulated any treasure.  Beats Total Party Kill, don't it?  No memory of ever encountering the target remains.
"When did I use my Invisibility Potion?"  "Why am I down to half HP?" 

Would definitely require some limitation, possibly a very small number of charges, or use only once/year, or even a one-shot.  Could possibly take different forms: a lidded box which contains a mystery which cannot be viewed, or has a big red button on top, or a crystal dagger which emits a prismatic cone, maybe a weapon which changes form every day...

Tuesday, November 24, 2015

Like getting a new Magic Item, every day



Weapons of Change are found in the hands of devotees of the Gods of Chaos, Trickery, Illusion.  Although typically of exceptional bonus, they have the unusual property of changing form each day, becoming a different weapon every 24 hrs.  The wielder always retains their normal chances To Hit, regardless of weapon type.

Weapon/Damage
1. Three Darts (1d3ea)
2. Dagger (1d4)
3. Short Sword (1d6)
4. Mace (1d6)
5. Hand Axe (1d6)
6. Long Sword (1d8)
7. Spear (1d8)
8. Flail (1d8)
9. Battle Axe (1d8)
10. Polearm (1d10)
11. Great Sword (1d12)
12. Something Weird

Weird Ones/Damage, Special
1. 'Two by Four' board w/rusty nails (1d4, tetanus?)
2. Two Hollow Steel Fists (1d4, two attacks)
3. Steel Chain Bola (1d4, Save or become entangled)
4. Flexible Steel Whip (1d4, may disarm at distance)
5. Barbed Trident (1d6, telescoping, does additional 1d4 damage, no bonus, when withdrawn at end of round)
6. Nunchucks (1d4, gets Special Attacks as numbers 2,3, and 4, above)
(7.) Something Inappropriately Over the Top, like a pearl-handled revolver, or a light saber
(8.) Roll Again, result is a plastic or wooden 'toy' version of the result, very gaudy, does only the Bonus as damage; no damage dice are rolled, no Special Attacks

  UNRELATED LINK of the DAY: http://kingskeller.tumblr.com/archive

Thursday, August 20, 2015

'Regeneration', Gallifrey Style




 “Regeneration is a biological ability exhibited by Time Lords, a race of fictional humanoids originating on the planet Gallifrey, in the long running British science fiction television series Doctor Who. This process allows a Time Lord who is old or mortally wounded to undergo a transformation into a new physical form and a somewhat different personality.” - Wikipedia

As well as being an ingenious way to script-in a new actor for the lead role in the longest running SciFi franchise in history, 'Regeneration', Gallifrey style, could be a fun option/item for RPG gaming.  In the series, Regeneration is an innate ability of the Time Lords, but it could also be introduced in the form of an artifact, spell, potion...  However it enters the game, the effect appears to engulf the recipient in a fiery yellow mist, which causes a transformation into an entirely new body.  Memory is retained, although the personality may be altered, to some degree.

In game terms, exposure to Regeneration mist while 'at death's door' (or possibly within 10 rounds of death?), causes a character to be completely reborn:
- XP Level and XP points are retained, but there is a chance that Class is altered
- Ability Scores may be retained, but possibly shuffled, if Class changes, or completely re-rolled
- HP total is re-rolled, as per Class
- Outward appearance, apparent age, possibly even gender is changed
- Alignment is unaffected
-A period of 'adjustment' is needed, possibly expressed as a 'minus' or 'disadvantage' to action rolls, Saves, etc, until the recipient is once again 'comfortable in their own skin'

...Alas, 'Algar the Barbarian' is no longer with The Party, but hey, adventuring with Algar the Wizard might be a hoot!