Tag Archives: template

Detective Template

Breathing World FH Nameplate

Want to play Sherlock Holmes, or any of a dozen other awesome detectives? Here is the template for you.

Detective Template

Adventurer Template

Breathing World FH Nameplate

If you want to play Indiana Jones, Lara Croft, or Rick O’Connell, this is the template for you!

Adventurer Template

Gnome template.

Breathing World FH NameplateI held out for a long time. Now, here is the gnome for Fictive Hack. What inspired me to go ahead and flesh them out and make them available for play? I was looking at the Tomb of the Trog Mummies, and it had gnomes in it. (I plan to adapt my Old School Hack material to Fictive Hack, and this one is on the list.)

Plus, I figured out how to make them faithful to how they are usually portrayed, in several sources at once, without contradiction. I think I got a good cohesive vision of them based on the premise that they are fey weirdos.

Gnome

Demon Hunter template.

Breathing World FH Nameplate

Here is a template for demon hunters. It is not for women only, as the inspirational source material is. This was done for Ravensgate, Kristy’s Gothic fantasy setting. It is based on the Claymore anime series.

Demon Hunter Template

Claymore, anime

Deadly Princesses

Breathing World FH Nameplate

Reynaldo Madriñan made up a pair of D&D classes (Battle Princess, Murder Princess) for Barovania. I asked if I could adapt them for Fictive Hack for the Breathing World. He said yes. So here you go.

Murder Princess Template      Battle Princess Template

I think he is totally tuned into the Old School vibe of taking a rule chassis and bolting on things that flavor it to what you want to do. It’s not about pedantic argument and dissection of rules so much as grabbing a system, tricking it out, and roaring on to good time with your friends. Go Rey!

Okay, some system does go with this pair of templates.  If a Murder Princess is converted, or a Battle Princess loses faith, they can switch to the other template and cash out class templates, picking new ones from the other template. That’s it, the whole rule addition. =)

What do you think?

Seasoned by Years

Fictive Hack

As I wandered the internets, I found a post here about a Curmudgeon class. Love the ideas! Sooner or later, in all my games, I get around to rules for aging characters. In the more permissive atmosphere of Fictive Hack, it should not be all about penalties; instead, with some penalties, you get some perhaps better-than-average talents.

Now, for Fictive Hack, I can make this a template. You can have a character who starts as an old person, with no other templates, adding cross-template skills with levels. Or, you can take this as an overlay template, slowing leveling but drawing from a wide range of experience.

If Shaun thinks this is cool, I’ll add it to Spender.

Seasoned by Years Template

gandalf

Druid Template

So Jack talks about druids briefly here. He also has a delightful druid spell here that I used. Behold my version of the druid template for Fictive Hack in the World Between.

Druid

Black Warlock: Template and Grimore

So Jack Shear mentions his Black Warlocks here.

Here is my version for Fictive Hack. I made it both a template and a grimore.

Black Warlock

Fictive Hack Mages

So mages are different than wizards. I wanted to see what it would look like to try to get closer to the D&D wizard in Old School Hack. Rather than re-tool my wizards, I made up some mages. I think I’m going to swap out wizards in the World Between and substitute mages.

Here is the .pdf with the whole shebang in it. Mage

In my survey (with six participants) I learned that people want to see the information that is in the .pdfs out on the blog as well. So, this week we will unpack that .pdf into my blogspace. Here we go! First, the template.

Mage

The Mage is a student of the arcane, aligned with white (good), red (neutral), or the dreaded black robes.

Inherent—Arcane Fuel
Magic requires fuel. When you study your spellbook once between periods of at least six hours of rest, you get 1 Awesome Point per your level that can only be used for spellcasting that day (it does not accumulate over time). Also, if you run out of Awesome Points, as a focus action you can burn 1 Wound to gain 3 more.

Limitation—Unhampered Movement
This limitation has an effect on the game rules! If you wear armor, it restricts the flow of energy through and around you for casting spells. Add 1 Awesome Point cost that does not count towards leveling, per maximum soak of your armor, for each spell cast.

Signature Items: Spell book with 5 spells (not including 5 base spells). Starting Coin: 3d10 gold x5.

Talents (The base 5 talents do not require components to cast.)

  • Arcane Protection.** Rested. Focus action. Foes are -3 to hit you for an hour. This protection can be sacrificed to reduce incoming damage by 1 Wound. This stacks with armor. This spell only works on the caster. When this spell is active, you do not get 2 Awesome Points for fighting without armor.
  • Counter-Spell.** Rested. Cast during the defend/protect phase, this spell allows you to intercept any magic cast in your arena or an adjacent arena. Both the one you intercept and you roll 1d10 and add your level to the roll. On a tie, they cancel each other out. If you get a higher success, the spell is cancelled and the other spellcaster takes 1 Wound. If you lose, the spell works and you take 1 Wound.
  • Detect Magic.** Rested. Focus action. Detect any enchantments or magical influences in your arena. Get a general sense of the kind of enchantment; divine, arcane, innate, extradimensional, and so on. This spell gives no information on whether it is dangerous or helpful, or what the enchantment does. You can choose to reveal magic to your eyes only, or make the objects stand out to everyone.
  • Mystic Attack.** Arena. During the Shoot phase, attack any target you can see in your arena or an adjacent arena. Attack with 1d10+Level to hit, inflicting 1 Wound.
  • Read Magic.** Rested. Focus action. Read and/or use texts written in the language of magic. Lasts about an hour.

 

Kender Template

So here we go with a Kender template… Kender

Kender

Kender look like elfin children who favor topknots. They are full of sayings. Like, “A house is a place to see when you’re at home on the road,” and “Money is for those who haven’t got a sense of humor.”

 Attribute Maximums

Awareness

Brawn

Charm

Commitment

Cunning

Daring

10

5

8

5

8

10

Inherent—Fearless

You cannot be intimidated with non-magical means. If you are intimidated using magical means, and get a roll, then you count as rolling a 10. If there is an effect that automatically works against you, it doesn’t, unless the DM gives you up to 3 Awesome Points.

 Limitation—Short, Size and Attention Span

Worse than size alone, the chipper enthusiasm and wonder of your people get you stereotyped as childish. You can focus when it’s important. The thing is, it is so seldom important…

  • You can carry 2 fewer loads than your Brawn.

 Signature Items: Outfit with pouches, brightly colored leggings, a hoopak (staff with a sling built into the top, can act as reach and ranged weapon and also be twirled to make an undulating whistle). Starting Coin: 3d10 silver.

Talents

Disarming Charm.** Constant. When someone is angry with you, prattle an explanation for how it happened (shading and bending the truth where necessary) or offer your best cute expression. NPCs must then relent and lose their anger with you, unless they spend up to 3 Awesome Points (that you get.) PCs can be as angry as they want, so you better back this up with some eyelash batting.

Duck!** Arena. You can spend 1 Awesome Point to reduce an incoming attack roll by 2.

Idle Hands.** Constant. When you leave a place, you usually take some of it with you. Test Cunning—the result is the value of what you lifted from the place you just left. It can be in copper, silver, or gold, depending on the surroundings. If objects are more appropriate, you’ve got 1d5. To avoid accidentally wandering off with valuables, spend 1 Awesome Point (before rolling value) and tell the DM you behaved yourself. The DM can feed the Bowl to have victims notice the theft.

Nimble and Brazen.** Constant. Your fearlessness has escalated to getting in the way of danger. Count as rolling a 10 on Daring for climbing, impeding or escaping impediment, and reflex rolls.

Pouch Expert.** Constant. You carry lots of small things that interest you. You also cultivate a collection, like a hobby; this can be maps, keys, odd coins, marbles, or some other relatively common type of object. You can carry a load of stuff in these pouches without counting towards encumbrance, distributed all over your small frame. For this purpose, you get 1 free Awesome Point per your level to spend per session producing stuff from your pouches.