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Wednesday, January 26, 2011

Pulp Era Dragon Age Character

Rolled the following fellow up using the stuff I've worked up so far, and used the Specialist Class from the Dragon Age Forums with a few minor modifications.

Tuesday, January 25, 2011

Dragon Age Pulp NPCs

I did up a couple of NPCs for my Beneath a Shattered Moon setting.    I'll try to do up a few sample characters in the next day or two and post them as well.


Friday, January 21, 2011

Dragon Age Firearms

For my 1936 Alt History setting, I'll be needing firearms.

The attached pic and linked pdf are my initial thoughts on 'generic' firearms.

I tend to lean towards simplicity in dealing with firearms.  These rules are not meant to reflect any reality, they are based off my personal thoughts as GM, as modified by looking at the weapons table in the Dragon Age book.

They have NOT been playtested yet, so they may or may not work well.  If you give them a try, please give me some feedback about how well (or poorly) they may have worked for you, and don't hesitate to make suggestions for improvements.





(a smaller, forum sized image is behind the break)

The last (for now) of the Dragon Age Backgrounds

Magician
You have spent your time studying and practicing magic.

Playing a Magician
If you choose to play a Magician, modify your character as follows:
•  Add 1 to your Magic Ability.  
•  You gain one of the following:
   Cunning (Arcane Lore) or Cunning (Historical Lore)
•  You can speak and read your native language and any three others
•  You also speak and read one of the following languages:
   Atlantean, Sumerian, Aramaic, or Ancient Lemurian
•  Choose the Mystic Class


Magician
2d6 Roll    Benefit
2               +1 Willpower
3-4            Focus: Willpower (Self Discipline)
5               Focus: Cunning (any one lore)
6               Focus: Communication (Performance)
7-8            +1 Cunning
9               Focus: Constitution (Stamina)
10-11        Focus: Cunning (Religious Lore)
12            +1 Communication

========================

Escape Artist
You entertain the crowds with your daring escapes.

Playing a Escape Artist
If you choose to play a Escape Artist, modify your character as follows:
•  Add 1 to your Dexterity  
•  You gain the focus Dexterity (Lockpicking)
•  You can speak and read your native language and any three others
•  Choose the Mystic, Warrior or Expert class
•  You begin play with a set of small lockpicks


Escape Artist
2d6 Roll    Benefit
2               +1 Constitution
3-4            Focus: Dexterity (Acrobatics)
5               +1 Cunning
6               Focus: Dexterity (Legerdemain)
7-8            +1 Perception
9                Focus: Willpower (Self Discipline)
10-11         +1 Willpower
12              Focus: Constitution (Stamina)

===============================

PDF Links


Thursday, January 20, 2011

More Dragon Age Backgrounds

Craftsman
You are skilled at making things.  Whether a carpenter, mason or a mechanic, possibly even an inventor.  
Playing a Craftsman
If you choose to play a Craftsman, modify your character as follows:
•  Add 1 to your Dexterity Ability.  
•  You gain the Focus: Dexterity (Crafting)
•  You can speak and read your native language and any Three others
•  Choose a class.  You can play a Warrior, Mystic or Expert
•  You start with a small set of portable tools in a leather valise
Craftsman
2d6 Roll    Benefit
2               +1 Strength
3-4             Focus: Cunning (Electronics)
5                 Focus: Dexterity (Mechanic)
6                Focus: Cunning (Engineering)
7-8             +1 Cunning
9                 Focus: Cunning (Evaluation)
10-11           Focus: Communication (Bargaining)
12               +1 Perception
=============================
Hunter
You spend a great deal of your time stalking game.  
Playing a Hunter
If you choose to play a Hunter, modify your character as follows:
•  Add 1 to your Perception Ability.  
•  You may choose one of the following:
   Dexterity (Bows) or Perception (Rifles)
•  You can speak and read your native language and any Three others
•  Choose a class.  You can play a Warrior, Mystic or Expert
•  You start with a Hunting Rifle or Bow, depending upon the focus you chose above.
Hunter
2d6 Roll    Benefit
2               +1 Dexterity
3-4            Focus: Cunning (Navigation)
5               Focus: Constitution (Stamina)
6               Focus: Perception (Tracking)
7-8           +1 Constitution
9              Focus: Dexterity (Stealth)
10-11       +1 Cunning
12            Focus: Dexterity (Mechanic)
=============================
Scientist
Theories, Test Tubes, and the search for knowledge.
Playing a Scientist
If you choose to play a Scientist, modify your character as follows:
•  Add 1 to your Cunning Ability.  
•  You gain the focus: Cunning (Scientific Lore)
•  You can speak and read your native language and any Four others
•  Choose a class.  You can play a Warrior, Mystic or Expert
Scientist
2d6 Roll    Benefit
2               +1 Willpower
3-4             Focus: Cunning (Writing)
5               Focus: Cunning (Engineering)
6               Focus: Willpower (Self Discipline)
7-8           +1 Perception
9               Focus: Cunning (Healing)
10-11        Focus: Cunning (Research)
12             +1 Communication
=============================
Occultist
Things man wasn’t meant to know?  But you really do want to know!
Playing a Occultist
If you choose to play a Occultist, modify your character as follows:
•  Add 1 to your Cunning Ability.  
•  You may choose one of the following:
   Cunning (Arcane Lore) or Cunning (Religious Lore)
•  You can speak and read your native language and any Four others
•  Choose a class.  You can play a Warrior, Mystic or Expert
Occultist
2d6 Roll    Benefit
2               +1 Magic Ability
3-4            Focus: Cunning (Research)
5               Focus: Cunning (Poison Lore)
6              +1 Willpower
7-8           Focus: Communication (Deception)
9              Focus: Cunning (Historical Lore)
10-11       +1 Perception
12            Focus: Magic (one school of magic)
Note: When an Occultist gains a focus in a school of magic, he does not get automatic knowledge of how to cast any spells, but he does learn how to recognize those types of spells and could very well (at the GM’s discretion) learn those spells should he run across a means of learning them.
=========================
Charlatan
Con Man, Grifter, Stage Magician or Salesman. . .
Playing a Charlatan
If you choose to play a Charlatan, modify your character as follows:
•  Add 1 to your Communication Ability.  
•  You gain the focus Communication (Deception)
•  You can speak and read your native language and any Five others
•  Choose a class.  You can play a Warrior, Mystic or Expert
Charlatan
2d6 Roll    Benefit
2               +1 Willpower
3-4            Focus: Communication (Etiquette)
5               Focus: Communications (Persuasion OR Seduction)
6               Focus: Dexterity (Legerdemain)
7-8            +1 Dexterity
9               Focus: Perception (Empathy)
10-11        Focus: Cunning (Evaluation)
12            +1 Cunning
===========================================

PDF Download Links:










Friday, January 14, 2011

Dragon Age Backgrounds - Mariners and the Faithful

I mention a couple of new Talents in the roll table for the Person of Faith.  I'll describe those later, after I finish with the Backgrounds.

Person of Faith
Your Faith is your shield and armor.  You believe strongly in something and it strengthens you and protects you.  You may be an ordained minister, a shaman or just a person of strong faith.

Playing a Person of Faith
If you choose to play a Person of Faith, modify your character as follows:
•  Add 1 to your Willpower Ability.
•  Pick one of the following ability focuses:
    Willpower (Faith)
•  You can speak and read your native language and any three others
•  Choose a class.  You can play a Warrior, Mystic or Expert

Person of Faith
2d6 Roll    Benefit

2                +1 Communication
3-4            Talent: Force of Faith
5                Focus: Cunning (Arcane Lore)
6                Focus: Cunning (Religious Lore)
7-8             +1 Cunning
9               Talent: Healing Touch
10-11        Focus: Communication (Persuasion)
12             +1 Constitution

===========================================

Mariner
You are at home on the sea.  You may be a common seaman, a yachtsman, or even a licensed sea captain.  The smell of the air from the deck of a boat or ship is much different than that of a crowded city or even a pristine forest, and it is a smell you know and love.  The sea is a harsh mistress, but she is your mistress.

Playing a Mariner
If you choose to play a Mariner, modify your character as follows:
•  Add 1 to your Constitution Ability.
•  Pick one of the following ability focuses:
    Constitution (Sailing) or Cunning (Navigation)
•  You can speak and read your native language and any three others
•  Choose a class.  You can play a Warrior, Mystic or Expert

Mariner
2d6 Roll    Benefit

2                +1 Dexterity
3-4             Focus: Constitution (Rowing)
5                +1 Strength
6               Focus: Strength (Climbing)
7-8           Focus: Dexterity (Acrobatics)
9              +1 Perception
10-11        Focus: Dexterity (Brawling or Light Blades)
12             Focus: Cunning (Cultural Lore)


=======================================


PDF Links:

Person of Faith
Mariner

Dragon Age Backgrounds - Part 2

I've done up my second batch of Backgrounds for the Alt History 1936 setting I'm working on.
Download links for the pdf files at the end of the post.

Swell
You are among the privileged.  Whether you were born with a silver spoon in your mouth, or have earned your fortune the hard way, you are among those fortunate few who include nobility and captains of industry.

Playing a Swell
If you choose to play a Swell, modify your character as follows:
•  Add 1 to your Communication Ability. 
•  Pick one of the following ability focuses:
    Communication (Persuasion) or Cunning (Heraldry)
•  You can speak and read your native language and any three others
•  Choose a class.  You can play a Warrior, Mystic or Expert
•  You start with five times your rolled funds.

Swell
2d6 Roll    Benefit

2               Focus: Communication (Gambling)
3-4            +1 Constitution
5               Focus: Cunning (Trade Lore)
6               Focus: Cunning (Evaluation)
7-8           +1 Willpower
9              Focus: Dexterity (Riding)
10-11       +1 Cunning
12            Focus: Cunning (Cultural Lore)





=====================================

Burglar
You are a master of breaking and entering.  Whether you retrieve objects stolen by others or are a gentleman cracksman or a common thief, locks have a way of bending to your skill.

Playing a Burglar
If you choose to play a Burglar, modify your character as follows:
•  Add 1 to your Dexterity Ability.  Deftness of touch is essential
•  Pick one of the following ability focuses:
    Dexterity (Lock Picking) or Cunning (Evaluation)
•  You can speak and read your native language and any Three others
•  Choose a class.  You can play a Warrior, Mystic or Expert
•  You start with a set of lockpicking tools and an additional 1d6 x $10 in funds.

Burglar
2d6 Roll    Benefit

 2                +1 Cunning
3-4            Focus: Communication (Deception)
5               Focus: Dexterity (Legerdemain)
6               +1 Perception
7-8            Focus: Willpower (Self Discipline)
9               Focus: Dexterity (Traps)
10-11        +1 Strength
12             Focus: Perception (Searching)


==========================================


Pilot
You are a dashing master of an air vehicle.  Whether it is an airplane, a dirigible or a rocket ship, you are at home in the air.

Playing a Pilot
If you choose to play a Pilot, modify your character as follows:
•  Add 1 to your Dexterity Ability.  Being able to maneuver your vehicle quickly comes in handy
•  Pick one of the following ability focuses:
    Dexterity (Piloting) or Cunning (Navigation)
•  You can speak and read your native language and any two others
•  Choose a class.  You can play a Warrior, Mystic or Expert
•  You start with a vehicle, you may choose from a biplane, a hot air balloon or a small dirigible.  Your vehicle is 2d6-2 years old and you still owe 1d6-1 years worth of  payments on it.    You start with 1/2 the normal starting funds (round up)

Pilot
2d6 Roll    Benefit

2                Focus: Communication (Seduction or Gambling)
3-4            +1 Cunning
5               Focus: Dexterity (Mechanic)
6               Focus: Cunning (Cartography)
7-8            +1 Perception
9               Focus: Willpower (Courage)
10-11        Focus: Dexterity (Brawling)
12             +1 Willpower


=======================================


Driver
You are a master of the ground vehicle.  Perhaps you run ‘shine, or race professionally, perhaps you drive a truck and make sure that peoples products get to them on time.  You are proud of your machine, and consider it to be part of your family.

Playing a Driver
If you choose to play a Driver, modify your character as follows:
•  Add 1 to your Dexterity Ability.  Being able to maneuver your vehicle quickly comes in handy
•  Pick one of the following ability focuses:
    Dexterity (Driving) or Cunning (Navigation)
•  You can speak and read your native language and any two others
•  Choose a class.  You can play a Warrior, Mystic or Expert
•  You start with a vehicle, you may choose from a motorcycle, a car or a pickup truck.  Your vehicle is 2d6-2 years old and you still owe 1d6-1 years worth of  payments on it.    You start with 1/2 the normal starting funds (round up)

Driver
2d6 Roll    Benefit

2              +1 Communication
3-4           Focus: Dexterity (Mechanic)
5              Focus: Cunning (Cultural Lore)
6              +1 Perception
7-8           Focus: Cunning (Trade Lore)
9              Focus: Perception (Seeing)
10-11      +1Cunning
12            Focus: Communication (Bargaining)


=======================================


Laborer
You may work in a factory, on the docks or just do odd jobs.  You work hard and earn your pay.  You may envy those with comfortable offices, or it is possible that  you may pity them due to their apparent lack of freedom.

Playing a Laborer
If you choose to play a Laborer, modify your character as follows:
•  Add 1 to your Strength Ability.  Lifting and Moving things is part of your daily routine
•  Pick one of the following ability focuses:
    Strength (Might) or Constitution (Stamina)
•  You can speak and read your native language and any two others
•  Choose a class.  You can play a Warrior or Expert

Laborer
2d6 Roll    Benefit
2                +1 Dexterity
3-4            Focus: Constitution (Drinking)
5               Focus: Communication (Gambling)
6               +1 Constitution
7-8            Focus: Dexterity (Brawling)
9               Focus: Strength (Intimidation)
10-11        Focus: Dexterity (Driving)
12             +1 Perception


====================================

PDF Download Links:
Swell
Burglar
Pilot
Driver
Laborer

Thursday, January 13, 2011

Call of Cthulhu Investigator Sheet

One of our group has expressed an interest in running some Modern CoC after our current Mutants & Masterminds campaign ends, and I enjoy making character sheets.

My group also likes landscape orientation on their character sheets, and that's how I tend to make them.

This is a link to my CoC Modern Character Sheet

Dragon Age Backgrounds

My first four backgrounds

Detective
You may be a police officer, a government agent or a private eye. Either way, you spend your time looking for clues and following the trails to which they point.

Playing a Detective
If you choose to play a Detective, modify your character as follows:
• Add 1 to your Perception Ability. It helps to be aware of your surroundings.
• Pick one of the following ability focuses:
Communication (Investigation) or Perception (Searching)
• You can speak and read your native language and any two others
• Choose a class. You can play a Warrior, Expert or Mystic

Detective
2d6 Roll       Benefit
2                  +1 Strength
3-4              Focus: Communication (Persuasion)
5                 Focus: Dexterity (Lock Picking)
6                +1 Cunning
7-8             Focus: Strength (Bludgeons)
9                Focus: Perception (choice of Sidearms)
10-11         Focus: Dexterity (Brawling)
12              +1 Communication


==================================

Professor
A scholar by trade or desire, you are a person for whom knowledge is an unquenchable thirst. You may be a teacher or a researcher, or just an average Joe who spends a great deal of time in the library.

Playing a Professor
If you choose to play a Professor, modify your character as follows:
• Add 1 to your Cunning Ability. You have brains and know how to use them.
• Pick one of the following ability focuses:
Cunning (Research) or Willpower (Self Discipline)
• You can speak and read your native language and any three others
• Choose a class. You can play a Warrior, Expert or Mystic

Professor
2d6 Roll        Benefit
2                    +1 Dexterity
3-4                 Focus: Communication (Investigation)
5                    Focus: Cunning (any One Lore)
6                    +1 Communication
7-8                Focus: Perception (Empathy)
9                   Focus: Willpower (Faith)
10-11            +1 Willpower
12                 Focus: Cunning (Cartography)

=========================================

Entertainer
You are a professional performer. Whether a singer in a smoky lounge or an actor of stage and screen, you have made your life providing entertainment for others

Playing an Entertainer
If you choose to play an Entertainer, modify your character as follows:
• Add 1 to your Communication Ability. You have to be able to get others to understand the purpose of your performance
• Pick one of the following ability focuses:
Communication (Performance) or Cunning (Cultural Lore)
• You can speak and read your native language and any two others
• Choose a class. You can play a Warrior, Expert or Mystic

Entertainer
2d6 Roll       Benefit
2                   +1 Cunning
3-4               Focus: Communication (Seduction)
5                  Focus: Cunning (Writing)
6                 +1 Dexterity
7-8              Focus: Dexterity (Dueling)
9                 Focus: Dexterity (Legerdemain)
10-11          +1 Perception
12               Focus: Communication (Disguise)


=================================

Wanderer
Sometimes referred to as Hobos or Drifters, the Wanderer is a person who has indulged in a serious case of wanderlust in his life, either by desire or necessity.

Playing a Wanderer
If you choose to play a wanderer, modify your character as follows:
• Add 1 to your Constitution Ability. It takes fortitude to face the challenges of living on the road.
• Pick one of the following ability focuses:
Constitution (Stamina) or Cunning (Navigation)
• You can speak and read your native language and any two others
• Choose a class. You can play a Warrior, Expert or Mystic

Wanderer
2d6 Roll     Benefit
2                 +1 Strength
3-4              Focus: Communication (Persuasion)
5                 Focus: Constitution (Drinking)
6                +1 Communication
7-8             Focus: Dexterity (Legerdemain)
9                Focus: Cunning (Cultural Lore)
10-11          +1 Perception
12              Focus: Perception (choose a sense)


Detective

Professor

Entertainer

Wanderer

found this one too

This was a rough idea for a world to replace Akurta

Tuesday, January 11, 2011

Beneath the Shattered Moon Maps - Part 1

I did a rough map of North and South America and a bit of detail of North America.  I used maps from Eduplace and then used Photoshop and Illustrator on them.   I'll post some 'historical' details a bit farther down the road, plus maps of the other continents.   I like to get my maps at least roughly squared away before I start listing the history, plus doing it this way, it often inspires certain ideas that I may not have thought of previously.

First, the map of North and South America



A close up map of the North American Continent, dominated by the North American Confederation, listing all the member provinces in black.  Areas listed in red are not members of the Confederation.


Monday, January 10, 2011

The Cape - My Impressions

My wife and I watched the 2 hour premiere of the new superhero show on NBC last night.  The Cape was quite entertaining to both of us and I just wanted to make a few comments here.   I'll try to avoid any obvious spoilers that haven't been shown on the commercials already, and I will put a section below that has the obvious spoilers.

Firstly, I'm pleased that we have a superhero show with someone wearing some type of costume.  I've been watching and mostly enjoying 'No Ordinary Family' but Jimbo really needs to cover that very distinctive puss and bald noggin, especially since most of the local cops know who he is :D

The show is broken up into obvious scenes and to me, gave a good comic-book feel.    The villains are interesting, I didn't see any obvious super powers from any of the villains, although they all had some freakish feel to them.  They also had something of a Dick Tracy feel, and this is not a bad thing from my point of view.

Overall, I'm very pleased with their opening volley and I look forward to seeing more episodes of this show.

Spoilers . . . Nah, I'm not gonna put any.  Go watch it, it's worth taking two hours to enjoy yourself

Friday, January 7, 2011

My Desk

We added an Imac to my desktop today to function as a server machine for our plotters. .. This is what my work area now looks like . . .