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RPG Class Generator

Chaoticshiny has two new generators out. A Rune Generator and an RPG Class Generator.

I love the idea of a Rune generator, even though I do not draw very well. I may use it to inspire the psionic combat chart...

Of great interest, though is the RPG Class Generator. In a sense, it reminds me of the Pars Fortuna rules. I don't know how flexible the ACKS system would be to this kind of treatment, but it makes some great results. Here's the first generated results I got. (Yes, I chose 4 classes.)

This class predominantly features exploring skills, aiding allies, offensive fighting and rituals. They are poor at cultural skills, crafting skills and agility. This class is associated with those from a specific background.

This class is best at speedy movement, cultural skills, battlefield control and a specific nature skill and is also capable with heavy weapons. They have no talent for magical melee combat, healing, physical ranged combat and wisdom. They draw power from the elements. They have one of several signature weapons.

This class is best at cultural skills, defensive fighting, charisma and exploring skills. They are especially bad at stealth, magical melee combat and physical strength. The class is restricted by philosophy.

This class is best at stealth. They are weak at a specific physical skill and cultural skills. They are better known for their non-combat skills.

Nothing hits me strongly about these first four. The first one makes me think of a spell-wielding Ranger. The third makes me think of a cross between a warlord and an invoker and thus more interesting. Let's try another roll:

This class is good at healing. They are weak at rituals, magical area effects, battlefield control and physical strength. They are best known for a specific skill. Certain subclasses are associated with certain philosophies.

A healer class. I guess you could say that this would be the exact opposite of a necromancer. (Vivamancer?)

This class is good at dealing with metaphysical entities. They are especially bad at mechanical skills, exploring skills and heavy weapons. They have a signature weapon. The class is associated with a particular race.

Metaphysical entities, eh? I think of metaphysical entities as things like Entropy, Chaos, Order, Life, Death, etc. It could be a specific type of mage or a meta-cleric. Meta-cleric meaning that no specific gods are invoked, but more of a metaphysical reality. Very Hindi in flavor...

This class is best at cultural skills. They are especially bad at a specific social skill, exotic weapons and rituals. The class has subclasses which can vary widely in their abilities based on region of origin.

Cultural skills. I have to figure out what that would mean.

This class is good at a specific nature skill, a specific physical skill and defensive fighting and is also capable with speedy movement and physical skills. They are not very capable with fighting multiple opponents, battlefield control and intelligence. Progression beyond a certain point requires an ordeal. They have a signature fighting style.

I don't know why this makes me think of a monk, but with an animal companion or totem of some sort.

Happy rolling!

ACKS Plans

Some time ago, I was working on a my own RPG Heartbreaker called Andras. With several campaigns over multiple rulesets, I was looking for a common game to convert them to.

Then, I found ACKS. It is probably the closest thing to the amalgam of B/X, AD&D, Spelljammer and Rules Cyclopedia I played with my high school group. Half of all the game worlds I've done are forms of that high school rule set. The other half are either d20-ish or Savage Worlds.

So, I set out to create a toolset that would allow me to fairly quickly create a bunch of ACKS material to share. I discovered Markdown and various Markdown editors and began to write. I thought that by using Markdown, I could save time writing. After everything was written in Markdown, I could convert it to odt files (with pandoc) and put it in LibreOffice to compile into a Master Document. From there, Calibre would churn out eBooks in various formats and Scribus would help me with the PDF.

After a month of trying to get Markdown, Textile and other markup scripts to work for me, I've discovered that it is just easier to use LibreOffice to begin with. OSR games have lots of tables. Markup languages either do not allow easy typing of tables, or do not have an app that allows a quick preview of what you're writing. Being dyslexic, I need that visual feedback to make sure the table itself is formed correctly. (LibreOffice can do spell checking.)

So, now I am back to setting up templates and Autotext entries in LibreOffice. I used mail merge to build the list of psionic powers. The psionic class has been typed up (with all tables except the one for psionic combat.) After tonight or tomorrow night, all of that should be in place.

So I apologize for the delay in releasing the ACKS Psionicist. I have been working the entire time, just on the wrong things. So it's time for content, content, content. The only interruption will be getting the Player's Companion and making sure the class fits into the system well enough.

Feel free to follow Sycarion Diversions on Google Plus. I've gotten help from two folks there to come up with name titles, explain psionic combat and talk about how the psionicist class got its XP Progression.

Aiming for Memorial Day for the Psionicist and Kelyn of Ilrion. Then Tiezerekan  or Tanah-Con-Ranh by the end of the summer.

Curse You Google Plus!

I'm finding that I spend so much time reading on G+ that I am not really posting. When someone asked about the ACKS psionics thing that I was working on, I spent a lot of time writing there instead of here. In fairness, the spreadsheets I need to finish seem to have somehow migrated off my Thumb drive onto my work computer.

Still, the point is, I've spent several hours I don't really have reading on G+. Not a complaint, just an admission of my ADD.

So for the ACKS Psionicist Class, a few things:

  • Point-based system.
  • Magic does not equal psionics. In other words, psionics are not just another form of magic.
  • There are wild talents, but almost 98% of the individuals with a wild talent become a psionicist because...
  • ...there is a game reason to be a psionicist. Mages must have a gift to cast spells - you have it or you don't.
  • Wild talents are treated like proficiencies.
  • No multi-classing with a psionicist.
  • Powers from OD&D and Dragon#24 are included, but there are new powers, too. The choices of power reinforce the assumed campaign premise for their existence, so they may seem a bit odd.
  • What? No psionic blast? How will the phrenic scourge inspire fear the hearts of adventurers? The answer is that it will be really, really nasty.
  • Powers do not have levels like spells. Yes, there are ritual powers.
  • Psionic combat is different.
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