Showing posts with label GoblinBright. Show all posts
Showing posts with label GoblinBright. Show all posts

Adroit

 
I originally wrote the Martial Artist with the intention of adapting Shadowrun's Adept for GoblinBright. However, I didn't immediately do it, and forgot. Classic Wayspell. In moving over the GoblinBright material to the SRD I realized this oversight, so here (a year later) I set to fixing it. 

Also, the numbers are still getting wiggled on the original template. Originally, a template D Martial Artist could modify the cost of a move in their school by 6 (4 for the templates, 1 for being a MA, and 1 for being in school); meaning a move that cost 10 inventory slots would only cost the MA 4. This was suppose to make it so anyone could learn the moves, but could only do one or two at a time, while the Martial Artist had a whole tool bag ready to go. What it ACTUALLY did was confused the drunken players who's math skills were never the strongest to begin with. 

New idea: Cost listed is per level, paid in inventory slots. This level will be the variable within the description, rather than the [cost], [additional], and [total] nonsense. Or whatever it was I called them. Any non Martial Artist can learn a move, but do so at a +2 Cost. 

An Adroit is basically an Martial Artist powered by personal magic. 
 

Adroit 


Several monasteries and legit dojos throughout the world can be found that offer training in the Adroit art. Through hard work and thoughtful meditation, along with years of practice, the Student can learn to focus their spiritual energy into themselves or the world around them and accomplish feats hereto unheard of in the Western world.  

Unfortunately, the most popular training route is a YouTube series by a Pasadena strip mall dojo instructor named Todd Forrester who will "totally teach you to focus your vibe." 

Costs listed are per level, unless otherwise noted. Treat each playlist as a "school." 

TODD FORRESTER'S TOTALLY BADASS GUIDE TO MOVIE AWESOMENESS


1. Wall Run (3/level) 
"This guy was, like, the One, or something, and he was trying to get through a lobby, but dudes were like, 'No, you can't do that' and totally shooting at him. He was all, 'I'm running across the wall, lol." 
While moving at a Run, you may consider 5*[Level] feet of a vertical surface as suitable for running, gravity be damned. You must start your turn on solid ground. 

2. Hawkeye Throw (5/level)
"So, like, the hero dude was all "I don't miss," and the bad guy was "you're definitely going to miss, bro," but then like, he didn't. You just gotta not miss, dude."   
[Level] times per scene, you may treat your Thrown attack as a 1 (hitting the target and doing Critical damage).  

3. Devil Vision (3/level)
"Okay, it's not, like, ACTUALLY a vision, but the dude was all, like, 'I'm blind, and from the Devil's Kitchen' which was in New York City for some reason, and, like, he could still totally see you and know you were there. He may have been THE Devil, I don't know." 
By stopping to focus yourself, listening to the world around you, you may detect movement around you at a range of 10*[level] feet. This is done through detecting changes in air current, barometric pressure, picking up on the slightest noise, etc. As said, it's not an actual vision based ability, Todd Forrester is just an idiot. 

4. Battle Cry (2/level) 
"And he's all like, 'That's just it, I'm always angry, dude' and he gives this gnarl yell, just a big ass yell, and the bad dudes are all, 'Woah, I'm scared of that guy.' And like, there's plenty of pedestrians outside the dojo, in the parking lot, so class outside today, dudes." 
Once per scene, you may give a loud battle cry and force opponents within 20 feet of you to make a Save vs Fear, with a [level] penalty. 

5. Single Bound (4/level)
"Bro could totally, like, leap tall buildings in a single bound, though...all the ones around here are rather short, so let's start there, dude"
You can casually jump 20*[level] feet from an unmoving standing position. 

6. Combat Sense (3/level)
"It's like, when the bad dudes come up on the hero and he's all 'naw, bro.' That's you, dude."  
When surprised, you have a [level]-in-6 chance of acting anyway. 

7. Free Falling (4/level)
"So he's all "I don't need no parachute, bro, I'll just take his." but like, we don't have parachutes to practice with...sooooooooo...we'll just do without?"
When falling from a great height, you can ignore [Level]d6 fall damage. 

8. Traceless Step (6) 
"And the sensei was all 'you gotta walk across this rice paper without leaving a trace, in order to graduate, lil' bro.' Don't worry, though, I won't be that rough on you. I don't even know where to GET paper from." 
By investing the points for this single level skill, you automatically do not leave a trace on any sort of surface (sand, snow, etc), nor do you make a sound while doing so. You also don't set off pressure plates or motion sensors. 

9. Feign Death (4/level)
"Just like that scene from my favorite movie, Highlander 2, where you think they're dead, but, like, surprise!"* 
Taking after the noble opossum, you drop into a light coma for [level] rounds. During this time you register as Dead in all aspects. Heart monitors, thermal detection, general poking and prodding: all report "Dead." During this state you can not perceive the world around you, however aggressive enemies are not likely to bother you. Because you're dead. 

10. Adrenaline Spike (5/level)
"They say it's like, bullet time, or something, cameras, I don't know, but like, now you can do it too, dude."
Allows for an additional [level] actions per round this is activated. However, you also take 1d6 Nonlethal damage per round used. 

11. Monkey Snatches Plum (6/level) 
"These two dudes were fighting, right? Doing some sweet Kung-Fu and one was all 'what's in your pockets? lol lmao' and just took the dudes coins out of his pocket. Pretty funny stuff, dude."
When passing a successful melee Attack check by 5, and while being within reach of the target, you may make an additional Combat Maneuver to view [level] items on their person, and select which to take. Can also be used to sneakily add things to their inventory. 

12. Wolverine Healing (6/level) 
"So the bad dudes were all, like, 'rattattattat - there's a million holes in you, bro.' But, then, like, the dude was all 'grrrr, I'm a wolverine, mate' (which is like a wolf or something?) and then he totally healed all the gunshot holes." 
While this form is active, you heal [level] HP per round. Does not count as Magical healing. 


TODD FORRESTER'S TOTALLY BADASS GUIDE TO PUNCHING SHIT


1. Air Punch (3/level) 
"When, like, you wanna punch a dude, but he's way over there - THAT's when you gotta look deep inside yourself, and realize, truly, just how much you want to punch that dude way over there" 
By sending out a rush of air (from your...fists? I guess? However airbenders do it. This is airbending.) you can punch someone up to 5*[level+1] feet away. 

2. Fire Strike (2/level)
"It also works for lighting your cigs off of, dude." 
You add an additional [level]d4 Fire damage to your attacks. 

3. Ice Punch (2/level) 
"It'll chill your drinks in a pinch, bro."
You add an additional [level]d4 Cryo damage to your attacks. 

4. Ground Pound (4/level) 
"If you're surrounded by assholes, and like, you can't hit them all at once, just hit the ground, dude. Hit the ground. But, like, hard." 
By punching the ground you force everyone with a 5*[level] foot radius to Save vs Trip or fall prone. 

5. Ghost Punch (2/level) 
"Just because they're, like, not corporeal doesn't mean, like, you can't punch them, man." 
You're able to both see and punch spirits, doing [level]d4 damage.

6. Missile Punching (3/level)
"The best defense is a good offense, dude, so, like, just punch the bullet, dude."  
 You may reduce incoming ranged attacks by [level]. Should you reduce the attack to 0, you also catch the projectile. 

7. Knock Back (3/level) 
"Sometimes, you just gotta get a dude outta your face, you know, bro?"
Target must Save are be knocked back 5*[level] feet. Should the target hit a solid surface they take damage equal to (remaining feet/5)d4. 

8. M80 Grasp (3/level)
"We all get drunk, or stoned, and forget we're holding a lit M80 at one point or another. It's nothing to be embarrassed about, dude." 
While holding something within the palm of your hand, you may ignore [level]d6 worth of damage caused by it. 

9. Penetrating Strike (4/level) 
"Sometimes, like, a dude's wearing too much, and your blows just aren't hurting them, right? Then, like, you just got to hit harder to get through the armor, you know?" 
Ignores [level] worth of a targets DR, representing you punching harder. 

10. Killing Hands (3/level) 
"My hands are, like, lethal weapons, bro. Totally got to register them at the court house."  
For every [level] you invest, your unarmed damage becomes lethal and moves up the chain by one. Remember, unarmed damage starts at d4 and is nonlethal. (d4>d6>d8>d10>d12>d20) 

11. Pain Relief (4/level) 
"Sometimes, you'll be, like, too hung over or your buddy will be, like, too shot to continue, but you gotta just push through the pain, dude. Wait, no, you gotta PUNCH through the pain, man, totally."
Through focusing your vibe, you're able to heal your targets. Through punching. You restore [level]d6 points of HP to a target for 30 minutes. Counts as magical healing. (Reminder: Targets can only be effected by magical healing once per sun across the horizon.) 

12. Chaotic Punch (5/level) 
"One time, there was this Halloween party, and I was macking on this chick, right? Totally into me. Then this nerd in a top hat and cape came up and start talking to her. Like, bro? C'mon, dude. I don't care if your her boyfriend. Anyway, I said 'never again', you know, bro?"
A successful unarmed attack disrupts a casters magical energies, bestowing [level] extra dice onto the magic user's casting. These dice are only rolled to determine Mishaps and Dooms. Effects last for a scene or until the Magic User takes a round to make a Save to recenter themselves. Levels are considered "locked" until the effect ends.




* That's right. Todd Forrester's favorite movie is Highlander 2. He's THAT kind of person. 

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Elven Hacker


While the True Elves sing the physical world into existence, your ancestors lost that ability when they descended into this world. You though, with research, practice, and a little luck, have found a way to mimic the lost ability - but for the digital domain. 


While you’re referred to as a “Hacker,” you don’t really know technology any better than the average nobody. You don’t really need to, as you can simply ask devices to work for you. What’s RAM? A male sheep. And cookies are the things you eat. Why’s everyone always yelling about them?


Elven Hacker

Requirement: Elven template A


  1. Digital Song, Perceive the Realm Digital, +2 Songs

  2. Network Step, +2 Songs

  3. The Road Goes Ever On, +2 Songs


Digital Song

Whereas your elven cousins in the real world are able to sing the physical world into existence, you are able to alter the digital world through your song. Your songs mimic the abilities of a Hackers Warez, and you'll be choosing from the same list for now. Gain a number of song dice equal to your Elven Hacker Templates.  These work/are just like the standard GLoG Magic Dice: Whenever you roll 4-6 on the song dice, you lose that dice until refreshed the next day.  


Faults and Snowcrashes still apply and are detailed at the bottom. I should rename them something singing related, but I won’t. I know nothing about singing. 


You need no gear to perform these songs, but you obviously need to be able to speak. 


Perceive the Realm Digital

You are a creature of the physical realm, able to gaze down into the digital. This sounds cooler than it actually is. Basically what this means is you are able to perceive AR without additional gear or implants. Big annoying advertisements, roaming AI, device HUDs - all are visible to you. 


Also, you’re able to speak with devices. You just do that now. All the time, if you want. Devices usually have an attitude based on their purpose, however, and for unfamiliar devices you’ll need to make a vibe check (reaction check) to see if they’re even remotely friendly. 


Network Step

As an Elf, you’re able to step up briefly into the True World to short cut your way across the Physical World. As an Elf Hacker, once per session you’re able to step down briefly into the Digital World to shortcut your way across the Physical World, moving 1 node per template across a network you have access to. 


The Road Goes Ever On

Should you (when you) die, make one final Charisma check. On a success your personality gets embedded on a nearby device, and you can rewrite as an AI bound to that device. Think along the lines of “Really Good Dog” but more “Really Good Gun” or “Really Good Vizzy.” If you succeed by 10 or more, you get to choose the device. If you fail, well, you’re finally free of this nonsense. 


Faults

  1. Wrong Lyrics - Dice only return to your pool on a 1-2 for 24 hours.

  2. Forgotten Lyrics - Cannot sing anymore songs for 1d6 rounds while remembering the proper lyrics. .

  3. Headache - You suffer 1d6 damage from severe headaches.  

  4. Intrusive Thought - A stray thought keeps distracting you. Lose a song slot for 24 hours.

  5. A Bit Flat - Whatever you just sang was horrible. Just awful. You’re now Deaf for 1d6 rounds.

  6. You Look Silly Doing It - Take 1d6 Charisma damage


Snowcrash

  1. Talking Fast - It worked for Sid McCray, maybe it’ll work for you. You can not speak for 72 hours.

  2. Better Make it a Full Week - You can not speak for 1 week. 

  3. Bit Your Tongue - Well, it was more of a chomp than a bite. Mute permanently. 

  4. Wait, What? - You completely forget the words to the song you just sung, and will need to relearn it.  

  5. Monster of Your Own Design - You’ve sung something horrible into existence. A powerful AI has been created and immediately gone rogue. And it hates you. So. Very. Much. 

  6. Terrifying Visions- I don’t know how you done it, but you sung yourself back into the True World. Don’t worry though, you return 24 hours later at the same location, dripping with DMT and incoherently blathering about the terrible fractal visions you saw.  You’ll never sing again out of pure terror. 


Learning Songs

Where Hackers can simply purchase new Warez (or trade favors), in order to learn a song you’re going to have to do some research and practice. Spend a number of days equal to the number of songs you know + 1 in study, spending 1000 Soviet Ruble (the new currency standard) a day for beer, drugs, and broken electronics, afterwhich make a Charisma check. A successful check means a successfully learned song, with every additional 1000 Ruble spent providing a +1 to the check. 


Song::Befuddle
Device is unable to record new data to memory for [sum] minutes. Save negates. 

Song::Blind
Visual sensors on a device fail for [sum] minutes. Save negates. 

Song::Charm
Device treats you as an approved user for [sum] minutes. Save negates. 

Song::Deafen
Audio sensors on a device fail for [sum] minutes. Save negates. 

Song::Loop
Device (usually a camera) replays the last [dice] rounds as output until reset. Save negates. 

Song::Summon Digital Assistant 

You are able to bind an AI to your service for [Sum] days. 


The assistant acts independently, however it will always follow your commands to the best of its ability and you are able to instantly communicate with it when within 100 ft of it. It’s not exactly telepathy, but it might as well be. With concentration, you may experience any sensory data the assistant is experiencing, however this does leave you, yourself, effectively blind and deaf for the duration. Also, when within 100ft of you, the assistant can use any song you know, based on the highest dice rolled: 1-2, 1 song dice; 3-4, 2 song dice; 5-6, 3 song dice. 


The assistant stays around until destroyed or dismissed, however it does not count against your follower limit. You can’t have more than one assistant at a time. 






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