Rooms: 1 Altar, 1 Courtyard, 4 Farmlands, 1 Shack, 1 Statue, 1 Workstation
A bastion of the old druidic nature religions, often centered on runic megaliths and stone circles, a sacred grove is a vast expanse of unmarred and consacrated woodlands either cultivated or generated by nature where very little undergrowth can be found. At the center, usually under the care of one or more druids, a stone temple is built in order to comune with the spirits of nature or to guide initiates in the mysteries of the ancient spirit world traditions.
- The Writer.
Life journal of the surreal everyday happenings in the life and times of those who are part of the VOYAGER mythos and universe. Feel free to reach for any posters through this mean.
Thursday, April 24, 2014
Homebrew Rules & Expansions: Expanded Random Terrain Type List (for Pathfinder's Sandbox Exploration and Kingdom Building Systems)
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| The Writer |
d20 - Terrain
01 - 02 - Forest
03 - 04 - Hill
05 - 06 - Marsh
07 - 08 - Mountain
09 - 10 - Plain
11 - Settlement
12 - Water
13 - River
13 - River
14 - Cavern
15 - Coastline
16 - Tundra
16 - Tundra
17 - Desert
18 - Jungle
19 - Wasteland
20 - As Previous Terrain
Forests, Hills, Marshs, Mountains, Plains, Settlement, Water and Desert terrains are explained properly on the Pathfinder's Ultimate Campaign book. Caverns, Coastlines, Jungles, Rivers, Tundras and Wastelands are explained below.
Cavern
Caverns are vast hollow spaces of earth that expand either inside a mountain or below surface. While many mountains have cavern complexes, a cavern hex represents more the latter variant. Like the settlement hex, a cavern hex usually has another type of terrain "over it" as most caverns go below the surface.
Difficult: A difficult cavern results when it's hollows lead to the heart of a volcano, a geological fault, or to a pressurized gas bubble zone which may make it unstable and prone to collapse. For each hour spent on a difficult cavern, there is a 5% chance of a cave-in hazard.
Feature: A cavern hex feature could be that it sports large hollow spaces big enough to craddle entire underground realms making it an ideal spot for cities belonging to dwarves or any other cave dwelling civilizations. Otherwise, a cavern hex feature could mean it leads to the underdark, thus connecting it, possibly, to another cavern hex with the same feature.
Hunting Ground: A cavern of this kind is, usually, well known among explorers and adventurers as a hot spot for monster hunting as the unusual amount of dangerous creatures has turned it into a sort of natural (or unnatural) dungeon of sorts. The chance of random encounters increase in 20%.
Resource: This cavern contains either a rich vein of a precious metal, a mother load of a certain valuable mineral, or even perhaps a rare fungus or gas that occurs somehow naturally.
Secret: A secret cavern hex may contain either the hidden stash of a dragon, remnants of a long forgotten civilization buried deep within the earth or even a connection to the Plane Of Earth.
Coastline
Coastlines lie as the gateway to seas, wide rivers, or big lakes and, thus, allow for the settling of seafaring settlements. A coastline hex is comprised half of water and half of the previous terrain and, pretty much like a water hex, a coastline water section is not traversable unless the party have some means for water travelling or swim speed.
Difficult: A difficult coastline is usually one comprised mainly of steep cliff with near flat surfaces, making them hard to climb (if not plainly deadly) or rubble areas composed of all sort of sea debris washed ashore by the tide. Due the difficulty navigating this sort of terrain, the party speed is decreased one category.
Feature: This coastline has particularly shallow and crystaline waters, allowing for the colonization of further terrain in the water by using heightened foundations, thus making the available space for settlements increase in 25%.
Hunting Ground: Same as the Water hex, but it also includes land creatures of the previous hex terrain.
Resource: Same as the Water hex, but it might also include amphibious creatures such as sea turtles, seals, otters, or even exotic animals such as platypus.
Secret: The hex may be the repository of unsorted debris of a shipwreck with possible treasure or be a place often visited by mysterious water creatures such as merfolk or sea-elves. On a darker note, it can also be an skum territory, where the cursed servants of the aboleth take shelter, seeking to regain their numbers through methods best not mentioned.
Jungle
A jungle is a rather unusual concentration of overgrown vegetal life which, usually, host a wide arrange of animal life of untammed nature that wage a constant strife for survival as even plants are far more fierce than usual and have developed means to fight down all sorts of predators, turning predators themselves.
Difficult: A difficult jungle hex is a place of nightmare where travelers easily get lost and die either by the work of predators or even by the terrible aftermath of an infected wound. Survival skill check DCs increase in 10 and any character who takes damage in the jungle and does not receive magical healing for it within 24 hours has a 5% chance of contracting one of the diseases listed on the table Jungle Infections (Pathfinder Chronicles: Heart Of The Jungle, pag. 6).
Feature: A unusual jungle hex might be comprised of a whole unique and alien flora and fauna not found anywhere else, perhaps throwing back to eras past of the planet being a place where, for some reason, evolution took a different rout or got stuck in a fixed prehistoric age. Massive rainforests of colorfull fungi, thick red bushes the size of houses are all possible due freak of nature, magical misshap, unexpected planar overlap, or perhaps even failed alien terraforming attempts.
Hunting Grounds: An stapple of particularly thick jungles, this hex contains an unusual amount of predators and life forms that have adapted to the fierce struggle of daily survival, making them a bit more daring and dangerous than usual. The chance of random encounters increases in 20%.
Resource: This jungle hex may contain an unusual amount of usable plants either for food or medicine and abundant game for hunting making it a sort of "natural pantry". Checks to get along in the wild receive a +10 bonus when gathering food or water.
Secret: As jungles tend to grow over everything, entire cities might be concealed under the dense canopy, containing unknown secrets from times already forgotten, precious artifacts, or even sealed evils that might be better left dormant.
River
While hexes of most kinds are capable of containing rivers, a river hex is of important highlight as it is likely to be host of an important (or the most important and/or notorious) part a great course of water across the land which, usually, grants the name to the entire course be it by sheer size or by being on an strategical position for either economical exploit, transportation, or perhaps even fluvial warfare.
Difficult: A difficult river hex usually contains a river with such an strong current and broad size that is technically intraversable. Unless having a method to travel through water, this hex is pretty much as untraversable as a water hex. Nevertheless, in contrast with a water hex, a difficult river hex has, usually, such an strong current that it will always send the travelling vessel into a dangerous one-way-direction trek, determined randomly the first time the river hex is encountered.
Feature: On their course, some rivers tend to generate cascades and waterfalls which can be used for a variety of purposes ranging from powering up watermills to concealing secret lairs behind them. In a river hex of this kind, Watermills bonuses are doubled and the cost of Tunnels is reduced by half.
Hunting Ground: Same as Coastline Hex.
Resource: Some rivers are coveted by miners who are looking for gold and other metals that are washed away by the strong currents of a river. A River Hex with resource can support a mine terrain improvement.
Special: Many are the tales across different civilizations regarding the fey creatures that dwell and zealously guard rivers by reasons poorly understood by the mortal races of the material plane. A river hex of this kind has a 25% chance of being the lair of a particularly powerfull fey creature of the lake enviroment who may possess a considerable amount of treasure on it's personal belongings (which may include the posessions of previous adventurers).
Tundra
A tundra is a vast expanse of land (usually flat, but not always) that endures very low temperatures most of the year due variated reasons. Vegetation on tundras is scarce and so is animal life, making it very akin to a desert, thought not as inhospitable as the latter as water is usually readily available, thought food and heat might be a problem.
Difficult: A difficult tundra sports direly low temperatures that are a challenge for life that thrives in and, thus, unprepared characters suffer the normal penalties of being on an area of Severe Cold. Additionally, the party speed is decreased one category.
Feature: The hastened way in which some tundras freeze water make possible the creation of entire cave complexes made out of ice and compacted snow. This natural formations might offer temporal shelter against storms and blizzards as well as an habitable area if the place remains permanently cold enough to allow for the cave to hold it's integrity.
Hunting Ground: While life might be relatively scarce on a tundra, some of the fiercest predators belong to cold enviroments as the struggle for survival is far harder than anywhere else. Chance of random encounters rise in 10%.
Resource: While covered in ice above, some tundras hold liquid water below due thermal sources which can either turned into hotsprings or fishing spots if the trundra has some underground connection to the sea. Also, some tundras are produced the strange occurrence of rhyme fire, an strange type of blue flame that create cold instead of heat, granting an exotic resource for spellcasters interested in cold spells.
Secret: Things of all sorts may lie frozen inside the ice floes and permafrost present on a tundra, ranging from sunken ships of the past, to creatures from bygone eras. In addition, some tundras might host natural (or unnatural) portals to either the Cold Elemental Plane or even to planes of such an unearthly cold as Cania, one of the layers of Baator.
Wasteland
While any sort of terrain might have a an unforgiving aspect to it's nature, a wasteland is, possibly, among the most hostile and rejectfull to life. Either posessing a soil that has been blighted by overuse or contamination, a wasteland is a place that isn't welcoming of normal life or nature, making it a harsh enviroment even for animals and plants accostumed to the direness of extreme terrains such as deserts.
Difficult: As it's very own nature wasn't bad enough, a difficult wasteland hex is a place that actively strives to erradicate all life. Either due excesive contamination or by chances of nature, noxious fume plumes are a common part of the landscape. Characters crossing this hex have to make an hourly Fortitude Save against a DC of 18 or be affected as if in contact with the Burnt Othur Fumes inhaled poison. Optionally, a wasteland can be an dead magic/power zone, assolated by arkane or psychic storms, rendering spellcasters powerless.
Feature: Stranger even, some wastelands generate not because of bad chemical despoil or composition of the ground or air, but rather due having a planar openning to the Plane Of Metal which life, anathema to organic forms, steadily replaces all with it's own unique iron based nature. Plains of natural iron or copper hexagons, fields of razor sharp plants, and strange creatures that seem in between arthropods and robots spontaneously generate in this alien ecosystem. Due the unique planar energy of sites like this, constructs which lack the fast healing ability gain the ability to naturally heal while in this hex as long as they are primarily composed of metal. Constructs of other kinds are unnaffected.
Hunting Ground: As normal life cannot usually thrive in a wasteland, only the hardiest kinds of beings can populate places like this, which can mean a hunting ground wasteland has become such due being the breeding ground of several unnatural creatures such as undead, aberrations, and even perhaps rogue constructs. The chance for random encounters with the aforementioned creatures increases in 10%.
Resource: While a normal wasteland is termed as such due it's almost absolute lack of natural resources of any kind, savvy alchemists and spellcasters might found in the strange viles coursing through it's lands or the noxious fumes siphoning from it's vents substances, catalysts and compounds invaluable resources that, thought dangerous to obtain, may repay the risk with their worth on gold pieces. In other cases, when the waste is linked to the Plane Of Metal, construct makers might derive inspiration and insight from the local unnatural fauna and flora as well as resources, reducing the costs in 50%.
Secret: Unique and surreal, some wastelands are not generated by chemical or organic pollution but rather by "temporal pollution". Wastelands of this sort suffer a distorted flow of time and events on them might transpire not only at slowed or accelerated paces but even backwards or, worst, into alternative timelines making it more that easy for travelers to get lost forever in time loops or in worlds that are similar to their own, yet not exactly their own. Nevertheless, chronomasters and spellcasters with a keen insight of the way time flows can use places such as these as a means to effortlessly travel across time if carefully taking the appropiate measures.
- The Writer.
Monday, April 21, 2014
Homebrew Rules & Expansions: School (Building Conversion for Pathfinder's Kingdom Building System)
Cost: 6 BP/2 months.
Lots: 1
Population Increase: 50
Minimum Settlement Type: Village
Kingdom: Economy +1, Loyalty +1
Limit: Adjacent to Library.
Upgrade To: Academy
Settlement: Crime -1, Lore +1, Society +1
A place for educating children and young adults, the school grants it's students the basics of reading and writing in the main common language as well as minimal insight on arithmetic, history, nature, civility, and basical trades such as carpentry and stonemasonry. As it ingrains urbanism in the younger generations and grants easier means for the masses to access simple but steady jobs, it reduces the tendency of local population to resort to thievery and crime as a means of survival.
- The Writer.
Lots: 1
Population Increase: 50
Minimum Settlement Type: Village
Kingdom: Economy +1, Loyalty +1
Limit: Adjacent to Library.
Upgrade To: Academy
Settlement: Crime -1, Lore +1, Society +1
A place for educating children and young adults, the school grants it's students the basics of reading and writing in the main common language as well as minimal insight on arithmetic, history, nature, civility, and basical trades such as carpentry and stonemasonry. As it ingrains urbanism in the younger generations and grants easier means for the masses to access simple but steady jobs, it reduces the tendency of local population to resort to thievery and crime as a means of survival.
- The Writer.
Heroes Of Might & Magic - Empires At War: El Lamento De Un Corazón De Hierro
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| 00M-9 Chariot |
Marchando, marchando sin cesar,
caminamos sin duda ni pesar
a destrucción profana, a lamento sin escucha
pues para el eldar, la muerte ha sido decretada
sin misericordia o pecado, pero con priza mucha
el exterminio es la sentencia dada.
Una vez mas, me torno instrumento de muerte
pues para una como yo no hay otra suerte
mas que seguir los dictamenes de tiranos despiadados
quienes vidas negocian como juego de lanzar dados.
Ah, corona de espinas en mi cien
otorgandome status de lidereza sin ningun bien
pues ni reino ni trono poseo
mas tinieblas y muerte es, para mi suerte, todo lo que veo.
¡Oh, su majestad de las profundidades!
¡Con atrevimiento apelo a vuestras esquivas bondades!
¡Devolved el corazón azul a mi pecho!
¡Libradme de la autoría de otro terrible hecho!
Pero es inutil ya, pues mis palabras la luz jamas veran
enterradas en donde la luz no llega están
y encerrada me encuentro en mi propio cuerpo
usada por otros impunemente cual descartable harapo
pues condenada he sido a portar una mascara de temple ferrea
testigo mudo de horrores e injusticias con resistencia terrea.
Pero, ¿es esta lluvia sobre mi rostro el llanto compadecido del cielo?
¿Es acaso que seré apartada de este mundo y de su triste y gris velo?
Nací para llevar reinos a la ruina y armadas a la gloria
borrando civilizaciones y naciones de toda memoria
Pero hoy son mis tropas las que flaquean y huyen por sus vidas
mientras las flechas me atraviezan y mis manos miran al cielo estrechadas.
El peso de este corazón finalmente me abandona
y es una sonrisa la que rompe mi máscara de porcelana.
Hoy, de esta corona de espinas, he sido liberada.
Hoy, del peso del horror de mis actos, he sido relevada.
-"Gracias..."
00M-9 Chariot
Sunday, April 6, 2014
Homebrew Rules & Expansions: Metal Furnace (New Improvement for Pathfinder's Kingdom Building System)
A facility designed to process raw ore and metal into refined alloys for further use and crafting of tools, weapondry and mechanical parts. Can only be built if adjacent to a hex with Sawmill and a hex with a Mine. Nevertheless, the byproduct of the refinement of metals and alloys tends to bring a good deal of contamination, ruining most of the surrounding ecosystems.Hex Share: Only with settlements.
Terrain: Plains
Effect: Economy +1, earn +1 BP per turn with collecting taxes during the Income Phase. +1 Unrest if created on a hex with a non-artificial race settlement. Survival checks to gather food and water for sustenance made on this Hex automatically fail. Artificial races army consumption decrease in 1 BP. +1 DC when dealing with the Crop Failure Event if adjacent to a Hex with a Farm Improvement.
Cost: 6 BP
Upgrade 1: 12 BP. Economy +2, earn +2 BP per turn when collecting taxes during the Income Phase. Artificial races army consumption decrease in 2 BP. +2 DC when dealing with the Crop Failure Event if adjacent to a Hex with a Farm Improvement. Hex is rendered blighted.
Upgrade 2: 18 BP. Economy +3, earn +3 BP per turn when collecting taxes during the Income Phase, +1 Defense. Artificial races army consumption decrease in 3 BP. +3 DC when dealing with the Crop Failure Event if adjacent to a Hex with a Farm Improvement. Hex is permanently blighted changing it's type to a standard Wasteland and can only be restored by special means.
The Writer.
Sunday, March 2, 2014
Mourning With A Star
It had taken me eternity to reach this place, but here I was. In a way, I never thought it was going to be so easy and, still, it feels as if I wasn't here, but I am. There is, nevertheless, a sensible lack for a sense of acomplishment. I am simply here. I can see the promising stars of many colors in the sky, and the misty blue clouds on the floor, roiling around my legs, making it all the more ethereal. It's a cool sensation. Not as in the expression, but like in the literal sense. As I bend my knees to touch the myst, I can feel the gentle coolness of it. And, yet, the most ethereal thing of all, would be the only source of objectivity in this place: the very reason for which I have traveled across the entire known universe into the realm of the forgotten. Perhaps you are wondering, at this point, why someone like me would take such pains only to visit someone of so little trascendence in the grand events of the cosmos. Perhaps you are fancying there is big and overarching reason behind this, something related to a great adventure or the safety of cosmos as we know it. The truth, however, is far more bleak and simpler: I, simply, didn't had any other place to go.
Yantra> [Walking towards the girl and speaking softly] Eh... Hello? ... [Looking away with a troubled smile] Am I... interrupting?
Starlla> [!] ... [Leaning away from the telescope and looking at Yantra] Hello. I'm sorry: I was watching the stars. [Looking up at the sky] Aren't they beautifull tonight?
Yantra> [Looking up as well] Aren't they always beautyful? ... Aren't they... [intaking some air as to contain a weeping spasm] the most beautyful thing ever? So far away... and yet... always granting us the light of their hope and warmth... And yet... [looking down for a brief moment before looking upwards again] ... there are persons who believe the cosmos isn't made of love... [closing his eyes and shaking his head slightly]
Starlla> [Turning to look at Yantra excited] Yes! [OwO] That's what I always tell people! ... [7_7] But people do not seem to understand... [owo] Yet you seem to do so well. ... [?][ó.o][Looking at Yantra curiously] Do we know each other? Forgive me: I remember the name of each star in the night sky even asleep, but I tend to forget the name of people so easily. [ó.ò]
Yantra> [Smiling resignedly] T-That's alright. Besides, I am someone who tends to be forgotten quite often, so is okay if you couldn't remember me. I'm nobody important, after all, so is okay. ... Ehm... [Shifting his eyes rather nervously] Can I sitt next to you? I-I promise I will not bother your star watching.
Starlla> Oh, sure! [Readjusting her telescope and getting back into watching position on the telescope chair] I don't get bothered easily, so don't worry. It's more the other way around: I tend to bother people a lot, so people is always upset with me. It's like I don't get people and people don't get me, so is best for someone like me to... [adjusting her telescope] ... remain here. Here, I can't bother anybody. Here... it's just me... and the stars. Here... nothing else matters.
And there was silence. As I satt, leaning my back against the stout structure of the telescope's support which reflected light on it's polished golden surface with a soft and diffuse halo, giving it a dream-like look, I felt somehow refreshed yet, at the same time, even more unimportant than when I came. It was no surprize, for I knew things were going to be like this, yet I wanted to come here, perhaps to bask a bit on her undisturbability, on her capacity of keeping eternal and pure. Untouched, unmarred, unchanged across time and space. The ultimate expression of a longing soul who had became one with her dream. This was her heaven: an eternal nightscape where to starwatch for all eternity. A one-dimensional paradise for a single minded heart and, yet, there was nothing wrong with it. On it's simplicity laid it's beauty. Nevertheless, for such a paradise, I was but a sore thumb, something completely out of place. And yet, in an utter display of egoism, I dared to make a most ungratefull request.
Yantra> [Speaking on a very soft voice] Do you mind if a cry for a while? I promise to not be too loud...
Starlla> [Leaning back from her telescope to look at Yantra at her feet] Why do you want to cry? Do you hurt somewhere?
Yantra> Yes... [touching his chest] ... my heart hurts.
Starlla> ... [Looking at the sky] *Sigh*... W-When a star enters the end of it's sequence, i-it liberates a lot of gamma rays a-a-and plasma flares, s-so... eh... I mean... eh... [Covering her face with a hand] *Ugh* I'm sorry, I... I just don't know... I-I just don't understand people... [Looking away] A-All I know about are stars... s-so... p-please, just do whatever you want... and don't let me bother you... [!]
Yantra> *Sniff*... [Letting the tears fall down silently]
Starlla> [ó_ò] oh... geez... [Scratching her head nervously] I did it again, right? I said something awfull...
Yantra> [Almost whispering with a cracked voice] No, dear... [cleaning himself a bit with a tissue] ... you didn't said anything awfull at all. *Sniff* Besides... I know you aren't good at getting people... *sniff* [Smiling resignedly] ... so it's okay.
Starlla> ... [Getting off from her telescope and sitting next to Yantra, yet looking at the horizon] See? I don't get people! Why in the world would you come to me knowing this?! I-I don't know what to do!
Yantra> [Smiling resignedly] And that's fine because you don't need to do anything. *Sniff* In fact, that's the very reason why I came here...
Starlla> [ô.o] Huh? [Looking at Yantra genuinely surprized]
Yantra> [Looking at the horizon] You see... *sniff* ... I'm about to loose something that is very dear to me. I tried my best to keep it, but I can no longer do it. I was... *sniff* ... pretty much hopeless. That's why I came here: because you are my hope.
Starlla> Me?! How?! [ô_o]
Yantra> [úwu] ... [Turning to look at Starlla with a gentle but sad smile] Because you are the proof that not all dreams need to be lost... that... [Slowly turning to look at the stars] ... now and then, some dreams are meant to be forever. ... [Closing his eyes] I came here to mourn my dream... because yours is... alive forever... and that, dear, grants the hope that, one day... *sniff*... I might become one with my dream... just like you did. *Sniff*
Starlla> ... W-Would it make you upset if I hug you right now? [ó.ò]
Yantra> No, dear... *sniff*... By all means, it would not... *sniff* [Hugging Starlla gently and tight]
And the tears flowed like rivers, as in a proper mourning. There I was, seeking consolation on the most unprepared entity of the universe, but I cared not. All my heart desired was a proper mourning and, even in all her akwardness, she gave it to me as the living dream she was for who would be more proper to mourn a dying dream than a living dream? I couldn't ask for a better wittness nor better unspoken words of passing. That's all I needed, that's all I had.
- Seemos Yantra
BGM: Unmei No Ko-Tachi Shoujo, Mawaru Penguindrum OST #7
Yantra> [Walking towards the girl and speaking softly] Eh... Hello? ... [Looking away with a troubled smile] Am I... interrupting?
Starlla> [!] ... [Leaning away from the telescope and looking at Yantra] Hello. I'm sorry: I was watching the stars. [Looking up at the sky] Aren't they beautifull tonight?
Yantra> [Looking up as well] Aren't they always beautyful? ... Aren't they... [intaking some air as to contain a weeping spasm] the most beautyful thing ever? So far away... and yet... always granting us the light of their hope and warmth... And yet... [looking down for a brief moment before looking upwards again] ... there are persons who believe the cosmos isn't made of love... [closing his eyes and shaking his head slightly]
Starlla> [Turning to look at Yantra excited] Yes! [OwO] That's what I always tell people! ... [7_7] But people do not seem to understand... [owo] Yet you seem to do so well. ... [?][ó.o][Looking at Yantra curiously] Do we know each other? Forgive me: I remember the name of each star in the night sky even asleep, but I tend to forget the name of people so easily. [ó.ò]
Yantra> [Smiling resignedly] T-That's alright. Besides, I am someone who tends to be forgotten quite often, so is okay if you couldn't remember me. I'm nobody important, after all, so is okay. ... Ehm... [Shifting his eyes rather nervously] Can I sitt next to you? I-I promise I will not bother your star watching.
Starlla> Oh, sure! [Readjusting her telescope and getting back into watching position on the telescope chair] I don't get bothered easily, so don't worry. It's more the other way around: I tend to bother people a lot, so people is always upset with me. It's like I don't get people and people don't get me, so is best for someone like me to... [adjusting her telescope] ... remain here. Here, I can't bother anybody. Here... it's just me... and the stars. Here... nothing else matters.
And there was silence. As I satt, leaning my back against the stout structure of the telescope's support which reflected light on it's polished golden surface with a soft and diffuse halo, giving it a dream-like look, I felt somehow refreshed yet, at the same time, even more unimportant than when I came. It was no surprize, for I knew things were going to be like this, yet I wanted to come here, perhaps to bask a bit on her undisturbability, on her capacity of keeping eternal and pure. Untouched, unmarred, unchanged across time and space. The ultimate expression of a longing soul who had became one with her dream. This was her heaven: an eternal nightscape where to starwatch for all eternity. A one-dimensional paradise for a single minded heart and, yet, there was nothing wrong with it. On it's simplicity laid it's beauty. Nevertheless, for such a paradise, I was but a sore thumb, something completely out of place. And yet, in an utter display of egoism, I dared to make a most ungratefull request.
Yantra> [Speaking on a very soft voice] Do you mind if a cry for a while? I promise to not be too loud...
Starlla> [Leaning back from her telescope to look at Yantra at her feet] Why do you want to cry? Do you hurt somewhere?
Yantra> Yes... [touching his chest] ... my heart hurts.
Starlla> ... [Looking at the sky] *Sigh*... W-When a star enters the end of it's sequence, i-it liberates a lot of gamma rays a-a-and plasma flares, s-so... eh... I mean... eh... [Covering her face with a hand] *Ugh* I'm sorry, I... I just don't know... I-I just don't understand people... [Looking away] A-All I know about are stars... s-so... p-please, just do whatever you want... and don't let me bother you... [!]
Yantra> *Sniff*... [Letting the tears fall down silently]
Starlla> [ó_ò] oh... geez... [Scratching her head nervously] I did it again, right? I said something awfull...
Yantra> [Almost whispering with a cracked voice] No, dear... [cleaning himself a bit with a tissue] ... you didn't said anything awfull at all. *Sniff* Besides... I know you aren't good at getting people... *sniff* [Smiling resignedly] ... so it's okay.
Starlla> ... [Getting off from her telescope and sitting next to Yantra, yet looking at the horizon] See? I don't get people! Why in the world would you come to me knowing this?! I-I don't know what to do!
Yantra> [Smiling resignedly] And that's fine because you don't need to do anything. *Sniff* In fact, that's the very reason why I came here...
Starlla> [ô.o] Huh? [Looking at Yantra genuinely surprized]
Yantra> [Looking at the horizon] You see... *sniff* ... I'm about to loose something that is very dear to me. I tried my best to keep it, but I can no longer do it. I was... *sniff* ... pretty much hopeless. That's why I came here: because you are my hope.
Starlla> Me?! How?! [ô_o]
Yantra> [úwu] ... [Turning to look at Starlla with a gentle but sad smile] Because you are the proof that not all dreams need to be lost... that... [Slowly turning to look at the stars] ... now and then, some dreams are meant to be forever. ... [Closing his eyes] I came here to mourn my dream... because yours is... alive forever... and that, dear, grants the hope that, one day... *sniff*... I might become one with my dream... just like you did. *Sniff*
Starlla> ... W-Would it make you upset if I hug you right now? [ó.ò]
Yantra> No, dear... *sniff*... By all means, it would not... *sniff* [Hugging Starlla gently and tight]
And the tears flowed like rivers, as in a proper mourning. There I was, seeking consolation on the most unprepared entity of the universe, but I cared not. All my heart desired was a proper mourning and, even in all her akwardness, she gave it to me as the living dream she was for who would be more proper to mourn a dying dream than a living dream? I couldn't ask for a better wittness nor better unspoken words of passing. That's all I needed, that's all I had.
- Seemos Yantra
BGM: Unmei No Ko-Tachi Shoujo, Mawaru Penguindrum OST #7
Sunday, January 12, 2014
Homebrew Rules & Expansions: Training (for Pathfinder's Downtime System)
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| The Writer |
The idea behind the class progressions is to grant characters a sort of "heroical identity" and a "role" on the party, but such a concept ceases to work too well when the party in question is reduced to 3 or less players. With versatility becoming more and more necesary, the downside of cross-classing and loosing such indentity for the sake of filling in the gaps becomes a sort of "sure sentence" eventually. In my humble opinion, this shouldn't be the case ever. A Wizard should be able to brave the world with the same ease as a Fighter and, thus, no player should feel pushed to roleplay a character they do not like simply because said character is rather "useless" on it's own or without a particular team member. Some would argue that a Wizard can learn to swing a sword at 1st. Lvl. by using a Feat, and that's true. Nevertheless, that also means the said Wizard will have to endure, with it's meager HP, until 3rd. Lvl. before being able to catch some other Feat that might grant him or her better battle oriented focus, and it's fine but, we are talking about a character with, probably, an INT score of 18 (at the par with Einstein), and you tell me he can't learn how to swing a sword or even a broad spectrum of weapons like a meat-headed Fighter? It sounds ridiculuous to me but there is a simple reason behind this: game balance. The designers of D&D and Pathfinder have in mind the events that they host, not all the bazillion posibilities of homebrew gaming, in which campaigns may last REALLY long and where battle may not be as common or often. And, is fine: it is our duty to take care of that aspect.
Based on the Retraining option presented on Ultimate Campaign from Pathfinder, I present here an alternative system that will allow characters of all classes to make use of their spare time to not only replace stuff they do not like but to also ADD new stuff that they would not, otherwise, gain through their normal class progressions as a means to satisfy the need for that special class feature or feat you are looking for without compromising too much your entire character concept by taking too many disparate classes only to get the abilities you want. Of course this, by no mean, replaces a normal character progression and imposses high costs and a palpable limitation, thought it might help to tweak greatly a character concept in order to take it one step closer to it's original idea.
Pretty much like in the Retraining rules, Training costs a general amount of GP equal to 30 x (Character Lvl. x3) x the amount of days the training takes. While the amount can be paid on a day by day basis, interruption of the training ruins the entire attempt. A new attempt can be made after a number of days equal to half the training time rounded down. Certain trainings require the assistance of another character and, while it is possible to train a few of such things without assistance, the required time is doubled, but not the GP cost. Additionally, some abilities consume a Class Feature Slot, of which each class level has 7. Most classes start with several class features listed on their 1st. Level chart, thus meaning they have less free slots as each new External Class Feature gained consumes a Class Feature Slot. Once all slots are occupied, no new Class Features can be learned on that level and a character CANNOT trade a Class Feature of it's main class for an External Class Feature. If you gain a level on a class that grants you a Class Feature you have as an External Class Feature, the new version replaces the older and that Class Feature Slot is freed. Something similar happens with Feats, where each character has 4 Feat Slots per level and the same rules for External Class Features apply as required.
Ability Score Increase.- Increasing an Ability Score takes 15 days of Downtime. Success grants an increase of +1 in one Ability Score of your choice, but you can only gain this benefit once for every 4 HD you have. This training does not count towards the Class Feature Slot limit.
External Class Feature.- Gaining a Class Feature that doesn't belongs to your class progression takes an amount of time equal to 15 days x the level in which the Class Feature is originally gained on it's original class. In order to learn the Class Feature, you must train with a character at least 4 class levels above the level in which the Class Feature is gained and you must have the character level in which the Class Feature is gained on it's original class. Class Features gained in this way consume 1 Class Feature Slot and have only 50% of their original power, duration, and usefullness if they belong to a class with which your main class have synergy (as stated on the table Retraining Synergies on Ultimate Combat), otherwise, they only have 25% of their values. Class Features gained in this way DO NOT progress with the gaining of levels as they would normally do and, in order to make them progress, you first require to "Master" them by training them further spending half of the original GP prize but the same time again for those at 50% of their value, and 3 times more for those at 25% (each new finished time gaining a respective 25% boost update). Each of these "Updates" consumes A NEW Class Feature Slot and the process must be repeated entirely the next time you want to "level up" an External Class Feature. This secondary training can be done without assistance. Class features that are "upgraded versions" of older Class Features on a class progression cannot be learned in this way: the entire chain must be respected. Additionally, if by chance, reduction or unsuittable Ability Scores, the output (be it damage, time, area, etc) of a particular External Class Feature is less than 1, you failed to learn the External Class Feature and both the time and GP is wasted.
Additional Feats.- Gaining an Additional Feat takes an amount of time equal to 15 days and an extra amount of days if the Feat requirements would make it only possible at a certain character level, in which case would be 15 x (the required level x 3). In order to learn the Feat, you must train with a character that possess the Feat in question and you must fullfill all the requirements specified for the Feat. In the case the Feat requirements demand a character to belong to a certain class, you can train the Feat as an External Class Feature instead, applying the rules of External Class Feature training and, thus, consuming Class Feature Slots. A character posses 4 Feat slots per level and cannot train more than this, specially if some Class Feature (like the Fighter Bonus Feat) has already taken some of those slots (as in the case of a Human Fighter, for example, which would receive 3 feats and, thus, could only train 1 additional feat).
Additional Skill Ranks.- Gaining Additional Skill Ranks takes 15 days and you gain an amount of ranks equal to your INT Bonus (minimum of 1). You can also turn any Skill into a Class Skill by spending 1 Class Feature Slot per Class Skill converted and you can only do it once per level.
Other Training Options & Notes.- It is possible to replace the GP cost of training through other types of capital by paying the equivalent costs as stated on Ultimate Campaign. Also, it is possible to train any sort of Feat or Class Feature without the assistance of another character by using a written guide or source, making the process only 50% longer instead of double the time. Nevertheless, it is impossible to train any Class Feature or Feat that would require levels BEYOND Lvl. 5 of any class without the assistance of a character of the appropiate class and level.
The Writer.
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