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Showing posts with the label playbook

Boilerplate Robot Playbook

I couldn't help it. I made a playbook for a robot. This is built on  +Patrick Wetmore 's Robot class , and +Stan Rydzewski 's  upgrade variations for that class. Boilerplate Fantasy Robot

Boilerplate Errata

(part one of who knows how many) Turns out I left out armor pricing from the Boilerplate playbooks! I'll update them, but until then, here's the information: Armor Shield (+1 AC) 10 gp Helmet (+1 AC) 10 gp Leather Armor (+2 AC) 15 gp Mail Armor (+4 AC) 30 gp Plate Armor (+6 AC) 50 gp EDIT: Okay, armor has been added to all the playbooks, and a few other errors have been fixed up. Please let me know if you spot any others!

Boilerplate Illusionist Playbook

Now that I have the documents set up for these playbooks , it's pretty easy to put out more. Here's an Illusionist class, based on the conceit of the Delving Deeper Illusionist —namely, that an Illusionist is a charlatan who imitates magical effects. Boilerplate Fantasy Illusionist I'm pretty happy with the "spell" selection. Each one strikes me as useful, distinct, and allowing for just the tiniest sliver of credence. The problem is: Where do Illusionist characters get new spells? MU's and Elves are motivated to adventure in order to find new spells, and Clerics gotta smite to please their gods. But how do you tie Illusionist trick advancement to adventuring? • An Illusionists Guild that will only sell new training for extortionate prices? • Seed adventures with points of inspiration that help an Illusionist discover new tricks? Eugh, neither of these quite does it for me. Well, I don't have to solve this problem until someone

Boilerplate Fantasy Playbooks

Once in a while I do something I think might actually be useful. These playbooks should greatly speed up chargen, especially for new or young players. Ask the player what kind of character they want to play, hand them the appropriate packet, and then answer any questions that come up. You should be done in about five minutes. Boilerplate Fantasy Cleric Boilerplate Fantasy Fighter Boilerplate Fantasy Magic User Boilerplate Fantasy Thief Boilerplate Fantasy Dwarf Boilerplate Fantasy Elf Boilerplate Fantasy Halfling NOTES They are mostly S&W Whitebox, but with bits of Holmes and OSR-gestalt. And I couldn't help but fiddle a smidge. It's a compulsion. Some eccentricities from standard OD&D: The S&W single Saving Throw and Ascending AC are used. The demi-humans have different prime attributes. For no particular reason. Fighters get Backgrounds based off of the "Backgrounds for Human Characters" sheet from Ze

Random Table: Patron Diety

I'm working on some playbooks for quick character generation for a group a kids in an effort to keep chargen to five or ten minutes. I'm using S&W Whitebox, with bits of Holmes and whatnot tucked in here or there. There should be just enough fluff to give the characters some distinction without everyone mulling for half an hour about what makes their guy special. Wizards are differentiated by randomly selected spells; fighters roll for backgrounds. Clerics don't get spells at first level, so they needed something. Like a patron deity. Roll 5 d20s to generate a patron deity. 1 Arn- -azee The Burning… …Bull… …of Ancestors. 2 Bur- -ex The Quiet… …Mother/Father… …of The Sun. 3 Col- -gam The Rebellious… …Frog… …of Legend. 4 Dre- -hys The Angry… …Thunder… …of Sleep and Dreams. 5 Ens- -isos The Shining… …Wa

BtW Playbook: The Satyr

William Bradley Satyr Playbook PDF Here's my playbook for generating satyr characters in Beyond the Wall. I started doing straight translations of my various B/X satyr classes, but decided they weren't quite the right tone for BtW, and pretty much started from scratch. Let me know what you think, and, as always, suggestions and corrections are appreciated.

Resource: BtW: Blank Character Playbook

Sarah Stillwell, 1904 One of the best things about  Beyond the Wall  is the character creation process, which is based on playbooks. They generate your stats, your history, and your village. They establish relationships between both PCs and NPCs. And they allow you to have your OSR cake and it eat, too. You get to be a class purist  and  model as many and varied types of characters as you like. There are only three actual classes:  Warrior, Mage,  and Rogue.  The playbooks allow you to dress these mechanically straight-forward classes up in different clothes. An archer and a barroom brawler and a knight might all be Warriors, but you can make a different playbook for each, and they will feel very different. People have been doing this with D&D Fighters for a long time, but it's very satisfying to be able to meaningfully specialize your spell-caster without having to write a brand new spell list. The Mage can be a classic wizard, cleric, druid, witch, elf, or an