Might only be on episode 3 of True Detective s2, but it's framed like a TTRPG campaign which keeps insisting on individual scenes between PC and dm.
Not Dyson related buuuuuttt
PATHFINDER/D&D CHARACTER WOOOAAHHHH
!!TW!!
Emetophobia/Mild body horror
Man TTRPGS are really silly!
The purple character with curly hair belongs to @barks-hideout !! They also wrote the session!
The only character I own is the green guy/rat
waiting to see how long my players take to realize I have three npcs personalities I just cycle through.
Eclipse: a DIY punk TTRPG by @yvepaints
Welcome to Eclipse’s game dev blog!
Eclipse is in extremely early phases. It is not available for purchase anywhere. This pinned post will be updated periodically with the current phase of development.
Current phase: initial design & writing
Game dev blog is live!
Check out @eclipsettrpg for more!
i think it would be pretty sexy of you all to let your dungeon master play one of the many pcs that they’ve made despite knowing they’ll never be able to use them
Tieflings i did for artfight in 2022 and 2023
@slaughtersteeth' s rogue Bayron
and blyadokrill's Jaell !!!
Hi everyone! Me and my girlfriend have made a project on Kickstarter for our first Indie TTRPG. Would you like to give it a try?
It's an Urban Fantasy set in an alternative Europe, where humans and mythical creatures live together.
If I told you about a world where our society lives in harmony with magical creatures, would you believe it?
In ancient times, the human kind coexisted with magic and all of its children. They grew with fairies, devils and other different mythical beings, learning from them how to use this fascinating power. And so witches were born.
However, something went incredibly wrong: religions gave birth to hateful groups, and words as heresy and blasphemy became dangerous. The arcane world was forced to hide itself to survive, becoming part of myths, legends and stories. Fairies created another reality, a place to be free from human law. Devils retired in their homeland. Witches and other creatures had to hide between common people and learn how to survive in this new, hostile world.
And then, when it all became unbearable, war came, a gruesome conflict where the only winner was Death itself. In 1802, a peace offer was made.
This is the story of modern times, where harmony is again part of our society, even if sometimes it’s still fragile. This is a story of an urban fantasy Europe, where creatures we only ever heard about can be our neighbor, and we can be part of them.
Choose who you want to be! We have many options, from the evergreen Witches to different types of Fairies, Devils and Mythical Creatures. And, if you really want to be special, you can always create something new! We have made many playable species, but you can still create your own unique character with our game! After all, there are so many legends and ideas in our world, it would be a shame to not give you the tools to play them.
Write the story with your Game Master session after session, using your creativity to progress the narration. Mix your stats, your magic and your common abilities to create compelling scenes. There are many ways to solve problems (or to create them), so what are you going to do?
You just need a bunch of d8 dices to play, and that’s it!
The world of Children of the First Flame is complicated, with many flaws that reflect real-life ones. We think that it’s important to represent these kinds of topics in our world, even if in a different reality. So, don’t be surprised when you’ll find social battles as a key part of our lore.
Also, this game is unapologetically LGBTQIA+, and we hope it can help to create safe spaces.
We stand against every type of discrimination and oppression, and our work is going to reflect our views.
Unfortunately, we don't have a professional artist on our team now, but if the project succeeds, we are going to hire someone for covers and illustrations.
We don't care if it's easier, we're not going to use any type of AI. We want something made with the passion of an artist, not by a soulless machine that steals from others.
We are not professionals but, if necessary, we prefer to use our drawings, instead of a machine. Hopefully, we’ll have the money to hire artists. We want to work with human souls and see their vision in their art.
This is an independent project without a big budget, but with your help we can make it work!
Link on my bio!
And last but not least, my beloved Abel, the Ghost
Fourth up is the Werewolf, Daisy
Our third member, January, the Hollow
The second member of our group, the Fae, Gail
I made a set of icons for my Monsterhearts 2 group! I'll post these 5 individually
First up is our Vampire, Morana
Last post actually got a couple likes so i guess im posting more art of my ttrpg character Abel <3 here we are, the Weiss Family
Abels death in comic format tehe <3
An alternative of previous post
a ttrpg oc backstory :)
Abel Weiss grew up the first son to a wealthy couple in a nice neighbourhood, he was never a popular child, friends weren't something he ever found ease in making, but he got by.
When it came to late secondary school he met Emeliana, a new girl in town who'd quickly hit it off with most of her classmates, quite the charismatic type. She approached Abel, and a strange relationship spiralled from there.
It was always clear they weren't quite right for each other, they'd constantly spend time together but never seemed that interested in each other. They'd go to parties as a happy pair, but then Abel would sit in the corner grumbling about not wanting to be there, and then Emiliana would bicker back.. and then they'd both be storming out.
It was a hot October evening, the sun sinking behind the canopy of the forest near Emeliana's home, they found themselves curled up in the warmth of her room, and soon disagreeing yet again…
“just- just LEAVE Abel, fuck off"
“I didn't do anything Emile, what the hell is your problem?”
She was antsy, eyes darting to the window and door.
“I said, LEAVE, ABEL”
“... fine, whatever, but I can't keep dealing with your anger issues every five minutes! I love you with everything I have and you treat me like shit.”
“Liar.”
“What?”
“You're a liar…”
“Oh for fucks sake shut u-”
“Get out”
The door slammed, and he left, trotting along the dark street, huffing and kicking at stones, hands buried in pockets, the moon hung low, fog clung to the shine of lamp posts as moths flitted blindly in the distorted rays.
The air wasn't right.
Dread pricked needles deep into his shoulders.
The roads weren't empty.
“Emile are you seriously going to demand I leave then fucking follow m-”
His mouth contorted as his body swirled and laid eyes on her twisting form, tufts of fur pushing through, a painful growl escaping and golden eyes piercing into him making his chest ache, stealing his breath.
“Emile?” He choked on the word, stumbling up the pavement into the grass, backing mindlessly towards the lying shelter of the towering Scots pines and fir plantations.
There was a fear in his words, a genuine longing and worry as her body cruelly shifted and shunted awkwardly toward him, nothing but a snarl matching his cry.
Nails became claws, teeth became fangs. He turned, and ran.
The woods were pitch dark, the only sound his own heartbeat in his ears and howls close behind, the moon's glow through occasional gaps in the branches a respite.
An opening, feet fumbling down a slope barely keeping their placement, the cold glow of water spreading out around him, pebbles crunching under foot fall, teeth sinking, driving, another step denied, the ground and sharp rocks coming up to meet his skull.
Searing pain burning and sizzling, flowing fiercely under piercing panicked eyes, limbs weak and shaken, cut and bruised.
The lick of lips and sniffing of acrid red iron, blood, pooling and mixing.
He pushed himself helplessly to his knees, hands were soaked, skull itching with fiery pain, crimson ichor flooded his fading vision, memories flickered. He swung his head around, almost throwing up from the awful motion, meeting the face of a beast with eyes so familiar.
“Emeliana… please..”
His voice was waning, ached, as he dragged himself against the stones onto his feet, stumbling like a wounded lamb into the ice cold of the lake.
Nowhere to go.
She followed, gaze unbreaking, intently watching his sad attempts. Her form contorted once more as she wadded into the ripples, ratty wolven fur gave way to hazel locks and tear dribbling eyes.
Her brows furrowed, a snarl persisted, his terrified gaze locked with hers of pure yellow rage.
Desperate nails clawed at him, finding hold in wet cloth and skin as balance failed and his form dropped into bloody water.
Hands grasped and pulled, finding purchase around a gasping throat, pushing and squeezing against a flailing expiring body.
His eyes blurred and squinted against pond water as air left him in jittering bubbles, a final search for love and regret in her eyes. Naught remained. Writhing limbs became decadent, hope lost, eyes rolled, the last gasps of life lost under the water.
Light glowed down on her verdant painting of liquid sunset, she stood tall and raised her tainted palms to the moon, rising from the lake onto the stony reed lined banks, trailing her bloodshed into the grass.
Not an ounce of true regret persisted, only gratefulness to the silent drifting corpse.
An actual-play podcast where we’re playing DEAD IN THE WEST, a game of my own creation! Please give a listen and tell me watcha think!
The year is 1886, and the place is Montana. The Great, Mythic Frontier lets out one last stifled gasp before the cold sets in, and the final nail is hammered down into the Old West's coffin. Join RPG Roulette and me for an acyual-play miniseries where Our intrepid players set out into a world of deceit, desperation, and unforgiving winter.
If you want to listen to the podcast elsewhere, check it out here (a rating or review would go a long way!): https://podcasts.apple.com/us/podcast/rpg-roulette/id1403097671
Or here: https://rpg-roulette.simplecast.com/episodes/martingale-ep-1-cold-open
And also Spotify!
If you're interested in DEAD IN THE WEST, you can download or order a hardback copy here: https://deadinthewest.gumroad.com/
If you wanna support RPG Roulette, you can do so here (they’re good lads): https://www.patreon.com/rpgroulette
More episodes soon! Thanks for listening and lemme know your thoughts!
Please Explain Quirks you want me to Add because the Fandom and other wikis are blocked.Im done with all Non Shiketsu Student Minors,Eraser Head, Himiko Toga,Tomura Shigaraki,Jin Bubaigawara/Twice,and Stain The Hero Killer. Most Reaction Durations Have a Reasonable Trigger but in many cases they aren’t selective,but when they do it’s amazing news for controlling.(If you don’t want this Change it From Reaction to Free Action and Add a 1 Point Per Rank Extra). Shie Hassaikai Villains are a Seperate case From MLA and LOV but is a different Category for Heading an arc.
is anyone interested in me posting the various quirks in My Hero Academia as Mutants and Masterminds Effects? I have them all ready I just don’t want to cloud people’s Notifications.(Warning these aren’t fully accurate since Mutants and Masterminds Has Limitations, and Some Quirks will be way cheaper than others.) This is power level 8, the hero high power level for the powers themselves,so a max of 120Pp but is recommended for actually much higher. And some effects might not be fully Flavourful.(Like Todoroki Having a Fire Immunity in addition to the Ice Immunity to reflect using the ice for such(I’ll make it sustained if needed.) I’ll post tommorow I’m currently going to Connecticut from New Jersey. I’m also making a Ua Student Template, Random Quirk Table,and More. If you have any problems please tell. Some Mha Quirks are going to go past PL8 or be very complex(One for All is an alternate effect array and All for One is A Variable Effect Plus Nullify.) Most Quirks will have the innate modifier because not all Mha Nullification is Mutants and Masterminds Standards.(The Mutants and Masterminds Standards could include a persistent nullify on innate like persistent on incurable.)
My Samples So Far:The Starting Class 1-A,Class 1-B,The Big Three,Hitoshi Shinsou,Mei Hatsume,and 2 Members of The League of Villains
Next Up:The rest of the league of villains.
Complications aren’t included unless part of Power’s Points Mechanic, cases like semi-salience of One For All Are Better Handled as Complications than as Actual Pp Costs,Versus Feedback as a Punishment For Mineta or any Mineta inspired player.)
(Not fully accurate,is instead what feels best. Obvious Discrepancies include Todorki Having a Fire Immunity instead of using the ice to counter fire and Literally the Fact That all of Mineta’s Uses for Quirk Are Either Weakened Heavily Or Blown Out of Proportion). Other examples include a lack of support items used.(With Support Items New Devices,Alternate Effects,and More Are Added to these arrays but I’m a teen without access to the Magna so only have the anime to base this on so this most Likely won’t be so accurate even on the base end. I recommend Untapped Potential And Extraordinary Effort for The Anime Feel and Holding Back for Quirk Awakenings and Similar Events.
And Now Class 1-A:
Koji Koda:Anivoice
Comprehend 2(Animals:Understand,Animals:Understood),
Innate,Subtle 2,Insidious,Feature:Animal Empathy Advantage,and Rapid 1:10Pp Total(4+1+2+1+1+1=10).Minimum Power Level:PL1(Is Under 15 Points so could even have maximum Defenses for PL1)
(I have spent the longest so far on this little pervert’s Powers,sad to admit)(I swear to any Deity Please Link the Damage and Affliction Effects,especially as One at Rank 2 and the other at rank 3.)(As well You May Reduce the Area Rank By 1 For Contagious,as “Sticky Effects” are in the contagious description or do as Many Ranks of Triggered as Possible.
Mineta Minoru:Pop-Off
Selective Shapeable Area 6(Does the distance of Setting the Afflictions for Others) Progressive Cumulative Continuous Extra Condition 2 Limited to 1st and 2nd Degree Affliction 5(Resisted by Parry(To resist versus area dodge),Overcome by Athletics or Acrobatics,Whichever is Higher and Avalible,1st Degree:Hindered,Vulnerable,and Dazed,2nd Degree:Immobile,Defenseless,and Stunned),Innate,Noticeable(It’s Not Just a Given Affliction It’s Literally A Set Trap),Resistible By Athletics or Acrobatics,whichever is lower but is avalible,Penetrating 5,Feedback(The Balls Can be Damaged):70Pp:Minimum PL5(Is 5 Pp Below the Limit and With the First Dynamic Alternate Effect is 3Pp Below the Limit and with the last dynamic alternate effect 1Pp left,for a total of 74/75)
Dynamic Alternate Effect 1:70-2Pp:Continuous Movement 35(Wall Crawling 2,Water Walking 2,Slithering 1 ,Safe Fall 1,Sure-Footed 23,Trackless 6(So all Sense Types)),Feedback(Manifestations of Less than 8 Rounds Of Movement Ago,which then effectively erase the track),(Innate,Noticeable(It’s literally the sticky balls used for this):Minimum PL5(Is 5 Pp Below the Limit and With the First Dynamic Alternate Effect(This one) is 3Pp Below the Limit and with the last dynamic alternate effect 1Pp left,for a total of 74/75.)
Dynamic Alternate Effect 2:70-2p: Selective Shapeable Area 6(Does the distance of Setting the Damage Effects for Others) Alternate Resistance 1(Parry In addition to Dodge for Resisting in Area and Athletics or Acrobatics,whichever is higher to Overcome) Progressive Cumulative Continuous Damage 5,Innate,Noticeable(It’s Not Just a Given Damage It’s Literally A Set Trap),Resistible By Athletics or Acrobatics,whichever is lower,Penetrating 5,Feedback(The Balls Can be Damaged):Minimum PL5(Is 5 Pp Below the Limit and With the First Dynamic Alternate Effect is 3Pp Below the Limit and with the last dynamic alternate effect(This One) 1Pp left, for a total of 74/75.
Katsuki Bakugo:Explosion(Is exactly 120Pp for PL 8 but is Rank 6 For Being So Broad)
Main Effect:110Pp:Progressive Cumulative Continuous Reaction Perception Burst Area 4(But Still starts from self) (Is Around as Long as Keeps On) Selective Penetrating 6 Innate Incurable Damage 6
Dynamic Alternate Effect 1:110-2Pp:Continuous Reaction Affects Others Only(Uses the Close Range as an AOE for affected in this manner) Precise Aquatic Innate Subtle 2 Insidious Flight 26
Dynamic Alternate Effect 2:110-2Pp: Continuous Reaction Precise Aquatic Innate Subtle 2 Insidious Flight 26
Dynamic Alternate Effect 3:110-2Pp: Progressive Cumulative Continuous Reaction Perception Burst Area 4(But Still Starts from Self) Selective Penetrating 6 Innate Incurable Damage 6
Dynamic Alternate Effect 4:110-2Pp:Burst Area 1 (But still starts from self) Selective Perception Cumulative Progressive Extra Condition 4,Limited to 1st and 2nd Degree,Impaired/Disabled Limited to Defenses) Continuous Penetrating 8 Slow(1 Minute Entry And Delay) Resistible by Toughness(So Makes Initial Fortitude then Toughness After) Subtle 2 Innate Incurable Variable Descriptor 2(Any Reasonable Descriptor for the Effect,Only Here for the extra Pp) Affliction 8(1st Degree:Dazed,Hindered,Vulnerable,Impaired, , and Fatigued and 2nd Degree:Stunned,Immobile,Defenseless,Disabled,and Exhausted)
Dynamic Alternate Effect 5:110-2Pp: Burst Area 1 (But is from self in concentrated aura) Selective Perception Cumulative Progressive Extra Condition 4,Limited to 1st and 2nd Degree,Impaired/Disabled Limited to Defenses) Continuous Penetrating 8 Slow(1 Minute Entry And Delay) Resistible by Toughness(So Makes Initial Fortitude then Toughness After) Subtle 2 Innate Incurable Variable Descriptor 2(Any Reasonable Descriptor for the Effect,Only Here for the extra Pp) Affliction 8(1st Degree:Dazed,Hindered,Vulnerable,Impaired, , and Fatigued and 2nd Degree:Stunned,Immobile,Defenseless,Disabled,and Exhausted)
Shoto Todoroki:Half-Cold/Half-Hot:120/120Pp Total but Gives 40Pp
Innate Noticeable Immunity 23:23Pp:Fire Effects(10R),Cold Effects(10R),Own Powers(1R),Critical Hits(2R)
Main Effect:Innate Reaction Broad(Fire and Ice Effects) Continuous Variable 8:97Pp
Ojiro Mashirao:Tail:100Pp So PL7 Minimum with 5Pp Left
Teamwork:1Pp
Benefit:Ambidexterity:1Pp
Favored Environment:Urban:1Pp
Improved Critical(Tail)(16-20)4:4Pp
Innate Permanent Extra Limbs 1:2Pp
Strength 8:16Pp
Alternate Resistance:Dodge Instead of Toughness(So Has To Parry The Attack then Dodge it after with toughness penalties not affecting the attack but instead weakening for Others):8Pp
Penetrating 8 on Strength Damage:8Pp
Multiattack On Strength Damage:8Pp
Standard-Reaction On Strength Damage:24Pp
Innate on Strength Damage:1Pp
Incurable On Strength Damage:1Pp
Split 7 On Strength Damage:7Pp
Reach 1 on Strength Damage:1Pp
8 of Close Combat Advantage:8Pp
Innate Movement 4(Swinging 1,Wall-Crawling 2,Sure-Footed 1):9Pp
Toru Hagakure:Invisibility(This has Literally Been The Cheapest So Far with the Insidious and Precise extras due to The Canon Version Being Very Very Very Limiting):10Pp
Innate Insidious Precise Quirk:Does Not Affect Clothing or Held Items Permanent Visual Concealment 4:10Pp
Yuga Aoyama:Navel Laser:120/120Pp
Support Device:Remove Uncontrollable and Unreliable,and Feedback but add Penetrating 8,Innate,and Incurable,and Innate Immunity 15(Own Powers(1R),Light Powers(10R),Critical Hits(2R),Real Owner of Power’s Powers:32Pp (40*0.8=32)
The Laser Itself:Progressive Cumulative Continuous Perception Move Action Uncontrollable Unreliable Feedback(When Damaged While Active Makes the Feedback Check) Selective Line area 3 (Originating From Self) Damage 8:88Pp
Rikido Sato:Sugar Rush:100PpTotal(16 Strength Because The Max is 16 From Strength Based Damage Limits though if skills were base 18)
Subtle 2 Insidious Growth 16:35Pp
Permanent On 4 Ranks:0Pp
Continuous Reaction on 14 Ranks:24Pp
Fading On 12/16 of the Ranks(Recharges Via Sugar):-12Pp
Penetrating 16 On The Strength:16Pp
Split 15 on the Strength:15Pp
Innate:1Pp
Improved Critical 4 on the Strength:4Pp
Incurable on The Strength:1Pp
Subtle 2 Insidious Permanent Normal Strength Shrinking 4:15Pp
Innate:1Pp
Mezo Shoji:Dupli-Arms:120Pp But Gives 50Pp
Innate (Quirk:Only 4 Parts at a Time) Reaction Continuous Limited to Body Parts Variable 12(Physical Traits)
Kyoka Jiro:Earphone Jack:116/120Pp+4Pp from Device DAE Making 120
Device DAE(Of the Two Effects Included Combined):Sonic Fatigue):This Pp is reduced Since the Device Already Lowered AE Price):116/2Pp+3PP(Personal,Indestructible and Innate) with Removable Making 5*0.8=4:
Affliction 8(1st Degree:Fatigued and Vulnerable,2nd Degree:Exhausted and Defenseless,3rd Degree:Asleep and Dying.):8Pp
Extra Condition:8Pp
Progressive:16Pp
Cumulative:8Pp
Reaction:24Pp
Perception:16Pp
Continuous:24Pp
Selective:8Pp
Burst Area 1:8Pp
Instant Recovery:-8Pp
Subtle 2:2Pp
Insidious:1Pp
Reversible:1Pp
Actual Effects:
Earphone Senses:50Pp
Innate for the Senses:1Pp
Noticeable for the Senses:-1Pp(You can Notice Headphones as Ears)
Accurate Analytical Auditory Senses:6Pp
Ultra-Hearing:1Pp
Fully Counters Concealment Penetrates Concealment Counters Illusion Auditory Senses:11Pp
Auditory Radio:1Pp
Auditory Only But Similtaneous Pre and Post-cognition:8Pp
Auditory Danger Sense:1Pp
Rapid Auditory 6:12Pp
Extended Auditory 5:10Pp
Earphone Access:60Pp
Continuous Reaction All Senses Remote Sensing 7:49Pp
No Conduit:7Pp
Simultaneous:7Pp
Medium:In Contact Area:-7Pp
Innate:1Pp
Subtle 2:2Pp
Insidious:1Pp
Earphone Ears:6Pp
Innate Immunity 5:6Pp(Auditory Powers)
Hanta Sero:Tape:120Pp
Tape Moving:20/120Pp
Innate Noticeable Permanent Movement 10:20Pp(Swinging 1,Safe-Fall 1,Wall-Crawling 2,Sure-Footed 6)
Tape Firing:100/120
Innate Noticeable Selective Line Area 7 Distracting Instant Recovery Progressive Cumulative Continuous Reaction Perception Extra Condition 3 Penetrating 5 Limited to 1st and 2nd Degree Affliction 5:100 Pp
(1st Degree:Vulnerable,Hindered,Dazed,Fatigued)
(2nd Degree: Defenseless,Immobile,Stunned,Exhausted)
Tsuyu Asui:Frog:120Pp
Innate:1Pp
Noticeable:-1Pp
Variable 24(Physical Traits):168Pp:120Pp Given
Slow:-24Pp
Continuous:24Pp
Limited to Animal Traits:-24Pp
Limited to Reptile and Amphibian Traits:-24Pp
Ochako Uraraka:120Pp
Move Object 15:30Pp
Resistible By Dodge:-15Pp(The Resistance Check for People)
Penetrating 15:15Pp
Affects Objects(Instead Affects People):15Pp
Ranged-Perception:15Pp
Sustained-Continuous:15Pp
Subtle:15Pp
Damaging:15Pp
Must Have Contact to Activate The Range is Just For Limits:-15Pp
Limited to Attraction:-15Pp
Precise:1Pp
Incurable:1Pp
Insidious:1Pp
Reversible:1Pp
Throwing Mastery 8:8Pp
Improvised Weapons 8:8Pp
Split 14:14Pp
Affects Insubstantial 2:2Pp
Dimensional 3:3Pp
Alternate Effect 1:Same But Only Repulsion instead of directional limits:1Pp
Alternate Effect 2:Same But Only Up instead of direction limits.:1Pp
Alternate Effect 3:Same But Only Down instead of directional limits.:1Pp
Alternate Effect 4:Same But Limited to Organic Material instead of Directional limits.:1Pp
Alternate Effect 5:Same But Without Affects People Instead of Directional Limits.:1Pp
(Yes this is a copy-paste of Shoto But it is for Good Reason Due to The Two Descriptors Theme)Mina Ashido:Acid:120/120Pp Total but Gives 40Pp
Innate Noticeable Immunity 23:23Pp:Acid Effects(10R),Poison Effects(10R),Own Powers(1R),Critical Hits(2R)
Main Effect:Innate Reaction Broad(Poison and Acid Effects) Continuous Variable 8:97Pp
Ejiiro Kirishima:Hardening:120Pp
A:Innate Noticeable Impervious Reflect Redirect Continuous Protection 8:40Pp(Linked To B and C)
Innate Noticeable Penetrating 8 Continuous B:Enhanced Strength 8:32Pp(Linked to A and C)
C:Innate Noticeable Impervious Reflect Redirect Continuous Enhanced Fortitude 8:40Pp(Linked To A and B)
Permanent Innate Noticeable Impervious Reflect Redirect Enhanced Parry 1:4Pp
Permanent Innate Noticeable Impervious Reflect Redirect Enhanced Dodge 1:4Pp
(I am Not Making Stats for Dark Shadow Until The Minion Stats Project So Sorry,he’s just too Complex for a small sample like this):Tokoyami Fumikage:Dark Shadow:105Pp
Summon 20:40Pp
Innate:1Pp
Sacrifice:1Pp
Mental Link:1Pp
Indifferent:-20Pp
Penetrating 20:20Pp
Close-Perception:40Pp
Slow(Takes Minutes to Activate):-20Pp
Feature:Indifferent Only In Dim Light:1Pp
Hostile:-40Pp
Feedback:-20Pp
Feature:Hostile Only In Darkness:1Pp
Controlled:20Pp
Quirk:Controlled Only In Bright Light:-1Pp
Insidious:1Pp
Responsive:20Pp
Heroic:40Pp
Denki Kaminari:Electrification:115Pp
Total:20+95=115Pp
Electric Protection:20Pp Total:
Innate Immunity 19:Auditory Powers(5R),Own Powers(1R),Critical Hits(2R),Sleep(1R),Electric Powers(10R):20Pp
Electrovariability:95 Pp Total:Gives 45Pp
Reaction Broad(Electric Effects) Continuous Variable 9:108Pp
Side Effect 2 on Electrovariability:Makes A Broad:Intellect and Intellect Skills Simultaneous Progressive Weaken 8(Resisted By Will) and and with a Circumstance Bonus of +5 and Each Turn Continues On Powers does -1 To The Circumstance Bonus(Minimum of -5).(So Makes a Dc 18 Will Check and Has a Max of -8 Power Points from Each Intellect Skill(So Limit of 16 Removed) and The Intellect Stat(Limit of 4 Removed) but Cannot Debilitate either the Intellect Stat or Intellect Skills):-18Pp
Innate on Electrovariability:1Pp
Subtle 2:2Pp
Insidious:1Pp
Feature 1:1Pp:Can’t Debilitate On Side Effect.
Tenya Iida:Engine:100Pp
Continuous Reaction Super Speed(The Quickness,Speed,and Enhanced Improved Initiative as 1 Power Combo) 20:100Pp
Innate:1Pp
Noticeable:-1Pp
Momo Yayorozu:Create:100Pp
Creation:100Pp
Create 16:32Pp
Standard-Free:32Pp
Feature 3:Personal,Indestructible,and Summonable As Action For Created Items(Including Equipment).:3Pp
Variable Descriptor 2:For Equipment:2Pp
Wealth 5(For Valuable Item Creation):5Pp
Innate Check Required:Expertise:Chemistry:Dc 10 Feature 1:If Gets above Ranks Required for Chemistry Check No Tiring and Tiring is only initial turn. Feature 1: If Gets above Ranks Required for Chemistry Check No Distracting and distracting is only initial turn. Distracting Tiring Quirk:Subtracts Total Volume Rank of Created Items from Equipment Points Continuous Equipment 8:6Pp(Takes Longer Since Equipment Is More Complex and Way More Expansive in Limits(Like Renovating an Area As a Makeshift Base at The Cost Of Limiting other equipment due to created items.)
Close-Perception:32Pp
Impervious:16Pp
Selective:16Pp
Can’t Trap Others With Create:-16Pp
Proportional:-16Pp
Sustained-Continuous:16Pp
Feature 1:Even if Swaps out as alternate effect keeps the Created Objects Active:1Pp
Check Required:Expertise:Chemistry:Dc 10:-1Pp
Innate:1Pp
Subtle 1(Is Indistinguishable from Normal):1Pp
Tiring:-16Pp
Feature 1:If Gets above Ranks Required for Chemistry Check No Tiring and Tiring is only initial turn.
Distracting:-16Pp
Feature 1: If Gets above Ranks Required for Chemistry Check No Distracting and distracting is only initial turn.
(Though A Gone Quirk Now it’s An Important Part of the Show)Izuku Midoriya:One For All(And The Quirks Contained Within It):120Pp
Stored Strength:Permanent Innate Subtle 2 Insidious Enhanced Impervious Reflect Toughness,Fortitude,Will,Reflect Dodge,and Reflect Parry 8:108Pp
Dynamic Alternate Effect:Smokescreen:Down to 2Pp:Innate Incurable Precise Insidious Perception Penetrating 8 Affects Object Reaction Progressive Simultaneous Weaken 8 Broad(Awareness and All Awareness Skills):108Pp
Dynamic Alternate Effect:Blackwhip:Down to 2Pp:Innate Incurable Subtle 2 Penetrating 8 Perception Continuous Reaction Cumulative Progressive Affliction 8(Fatigued,Exhausted,Dying):108Pp
Dynamic Alternate Effect:Float:Down to 2Pp:Continuous Reaction Flight 26 Subtle 2 Aquatic Insidious:108Pp
Dynamic Alternate Effect:Gear Shift:Down to 2Pp:
Dynamic Alternate Effect:Fa Jin:Down to 2Pp:Innate Incurable Subtle 2 Insidious Move Action Activation Penetrating 8 Perception Continuous Reaction Cumulative Progressive Damage 8:108Pp
Dynamic Alternate Effect:Danger Sense:Down to 2Pp:Innate Subtle 2 Insidious Simaltaneous Senses 52:Danger Sense(All Sense Types+Radio)(6R),Communication Link(The Previous Holders of One For All)(1R),Ranged Olfactory,Mental,and Tactile(3R),Precognition(Limited to of All Future Holders for 2R),Postcognition(Limited to of All Previous Holders for 2R), Low-Light Vision(1R),Infra-vision(1R),Ultra-Hearing(1R),Radius Visual and Mental(4R),Analytical all Sense Types(12R),Accurate Auditory,Olfactory,and Mental(12R),Accurate and Analytical Radio(6R),Radio(1R):108Pp
And Now Onto The Big Three:
Mirio Togata:Permeation:120Pp
Permeating:17Pp(E)
Precise Innate Continuous Reaction Distracting Movement 5,Permeate 3,Wall Climbing 2)(E)
Permeated Flight:7Pp(D)
Innate Subtle 2 Continuous Reaction Distracting Flight 3:12Pp(D)
AE of (D):Same As (D) but Distracting Is Instead Platform(Being Invisible Focus On Avoidance and Not Vulnerability)
Sense Guarding:42Pp(C)
Precise Innate Continuous Reaction Concealment 10(All Non-tactile Senses):42Pp(C)
Insubstantiality:30Pp(B)
Progressive Continuous Reaction Innate Precise Insubstantial 4:30Pp(B)
Permeation Technique:18Pp(A)
Innate Immunity 17:18Pp:Entrapment(5R),Suffocation(2R),Fatigue Effects(5R),Own Powers(1R),Critical Hits(2R),Gravitic Powers(2R):(17R Total)(A)
Nejire Hado:Wave Motion:120Pp
Wave Fire:120Pp
Innate Noticeable Tiring Distracting Cone Area 1 Selective Continuous Reaction Cumulative Progressive Perception Penetrating 8 Damage 8:104Pp
1 DAE:Tiring Innate Noticeable Cone Area 1 Continuous Reaction Cumulative Progressive Penetrating 8 Perception Damage 8:2Pp
2 DAE:Innate Noticeable Distracting Cone Area 1 Continuous Reaction Cumulative Progressive Penetrating 8 Perception Damage 8:2Pp
3 DAE:Innate Noticeable Continuous Reaction Cumulative Progressive Penetrating 8 Perception Damage 8:2Pp
4 DAE:2Pp:Main Effect But Is Affliction(Fatigued,Exhausted,Dying)
5 DAE:2Pp:1 DAE but is Affliction(Fatigued,Exhausted,Dying)
6 DAE:2Pp:2 DAE but is Affliction(Fatigued,Exhausted,Dying)
7 DAE:2Pp:3 DAE But is Affliction(Fatigued,Exhausted,Dying)
8 DAE:2Pp:3 DAE but is Extra Condition Limited to First Degree Affliction (Fatigued and Impaired,Exhausted and Disabled)
Tamaki Amajiki:Manifest:110Pp but Gives 120Pp On Descriptors(Each Rank is 5Pp to Split on Such)(Examples of Complex Changes are Certain Plant Parts,Additional Organs but not body parts,and more.)
Variable 24(Physical Traits):168Pp
Limited to Traits from Animals:-24Pp
Limited to Animals:-24Pp
Limited:Distracting,Tiring, and Fading On Configured Powers Involving Complex Changes:-36Pp
Sustained-Continuous:24Pp
Innate:1Pp
Noticeable:-1Pp
Dynamic Alternate Effect:(Same But Plants):2Pp
And Now Onto Class 1-C’s Only Notable Member:
Hitoshi Shinsou:Brainwashing:Includes the Mimicry Device:120Pp
Mimicry Device:10Pp
Innate Noticeable Feature 10:Cybervox 10:10Pp(Is a +50 Circumstance Bonus for Voice Mimicry to convince for Verbal Response.)
Removable:*0.8Pp:8Pp+ 2 More Pp For Personal and Indestructible,as a total of 10Pp.
Actual Brainwashing:110Pp
Quirk 1:Gives a Resistance Check Whenever Target is Damaged. Feature 1:Target Can Only Get Resistance Check Via Quirk 1 Quirk 2:Requires Actual Response in Addition to The Hearing Innate Incurable Insidious Penetrating 8 Sight Perception Hearing Dependent Continuous Reaction Extra Condition 1 Cumulative Progressive Affliction 8(Entranced and Vulnerable,Compelled and Defenseless,Controlled and Transformed):110Pp
And Now Onto Class 1-H’s Only Notable Member:
Mei Hatsume:Zoom:Just Her Quirk Her Devices are Pure Plot Device and Some Additions are to Justify the Extreme Foresight and Knowledge:120Pp
Innate Noticeable(The Zoom is an Actual Thing Not Just Artistic) Dimensional 3 Senses 117:120Pp:Analytical Radius Visual(4R),Rapid Visual 20(40R),Extended Visual 19(38R),Counters Visual Illusion(2R),Totally Counters Visual Concealment(5R),Penetrates Visual Concealment(4R),Visual Communication Link With Those Using Her Invented Devices(1R),Low-Light Vision(1R),Vision Only Simultaneous Precognition(4R),Vision only simultaneous Postcognition(4R),Ultravision(1R),Infravision(1R),Danger Sense(Vision)(1R),Ranged Visual Detect Powers(2R),Visual Time,Direction,and Distance Sense(3R),Microscopic Vision 4(4R),Visual Mutant Awareness(1R),Visual Tracking(1R)(The Math is -1 To Perception for every 100000000000000000000Feet and the same amount of times as fast receiving.
And Now Onto Class 1-B
Kosei Tsubaraba:Solid Air:120Pp
Manifest Air:100Pp
Precise Innate Subtle 2 Stationary Simultaneous(So can have multiple Creates of Items Active Instead of Just One) Movable Continuous Selective Burst Area 1 Creations Selective Areas Impervious Proportional Perception Reaction Create 8:100Pp
Air Armor:20Pp
Innate Immunity 19:Air Effects(10R),Suffocation(2R),Own Powers(1R),All Environmental Conditions(5R),Copies of Own Posers(1R):20Pp
Kojiro Bondo:Cemendine:120Pp
Self Guard:14Pp
Innate Immunity 13:Entrapment Effects(5R),Critical Hits(2R),Own Powers(1R),Pressure(1R):14Pp
Cement Excretion:106Pp
Innate Incurable Penetrating 8 Limited to 1st and 2nd Degree Burst Area 1(So creates the liquid around self and the liquid stays there even if the person doesn’t but a lack of concentration represents it drying.) Selective Instant Recovery Continuous Reaction Extra Condition 2 Cumulative Progressive Affliction 8(Hindered,Vulnerable,Dazed:Immobile,Defenseless,Stunned):106Pp
Sen Kaibara:Gyrate:120Pp
Burrowing Hands:26Pp
Innate Continuous Penetrating Reaction Burrowing 6:25Pp
AE:25-1Pp:Innate Continuous Reaction Swimming 8
Drill Speed:31Pp
Innate Continuous Reaction Super-Speed 6:31Pp
Gyrating Improvement:49Pp+14Pp of Alternate Effects
Innate Permanent Enhanced Strength 8:17Pp:17/49
Penetrating On Enhanced Strength 8:8Pp:25/49
Multi-attack on Enhanced Strength:8Pp:33/49
Close-Ranged On Enhanced Strength Damage:8Pp:41/49
Variable Descriptor 1(Aura) on Enhanced Strength Damage(Kinetic,Gravitic,and Similar Descriptors):1Pp:42/49
Split 3 on Enhanced Strength Damage:3Pp:45/49
Incurable,Subtle 2,and Insidious on Enhanced Strength Damage:4Pp:49/49
15Pp Of Alternate Effects For Gyrating Improvement
DAE 1:Permanent Innate Impervious Reflect Redirect Enhanced Toughness 8:33-2Pp
DAE 2: Permanent Innate Impervious Reflect Redirect Enhanced Fortitude 8:33-2Pp
DAE 3: Permanent Innate Impervious Reflect Redirect Enhanced Dodge 8:33-2Pp
DAE 4: Permanent Innate Impervious Reflect Redirect Enhanced Parry 8:33-2Pp
DAE 5: Permanent Innate Impervious Reflect Redirect Enhanced Will 8:33-2Pp
DAE 6: Innate Permanent Enhanced Agility 8 and Enhanced Stamina 8:33-2Pp
DAE 7: Innate Permanent Enhanced Fighting and Enhanced Dexterity 8:33-2Pp
Yosetsu Awase:Weld:120Pp
Welding Touch:120Pp
Accurate 4 Subtle 2 Innate Incurable Selective Burst Area 1 Shapeable Area 1 Penetrating 8 Continuous Slow(1 Minute) Extra Condition 2 Cumulative Affects Objects(Like Vehicles Which is Why it matters) Variable Condition 2(So All Degrees) Limited(Needs Contact With Both The Affected and The “Glue” for it) Progressive Affliction 8:120Pp:120/120Pp(Any 3 Conditions,Any 3 Conditions,Any 3 Conditions.)
Setsuna Tokage:Lizard Tail Splitter:120Pp
Anatomical Seperation:81Pp
Summon 4:8Pp:8/81Pp
Mental Link:1Pp:9/81Pp
Innate:1Pp:10/81Pp
Sacrifice:1Pp:11/81Pp
Sustained-Continuous:4Pp:15/81Pp
Standard-Reaction:12Pp:27/81Pp
Close-Perception:12Pp:39/81Pp
Responsive:4Pp:43/81Pp
Feedback:-4Pp:39/81Pp
Controlled:4Pp:43/81Pp
Multiple Minions 5:40Pp:83/81Pp
Side Effect 1(If Is Successful Loses Use of Separated Part):-4Pp:79/81Pp
Subtle 2:2Pp:81/81Pp
Anatomical Flight:39Pp
Innate Aquatic Subtle 2 Insidious Permanent Flight 17:39Pp:39/39Pp
Reiko Yanagi:Poltergeist:120Pp
Poltergeist:114Pp+3 Dynamic Alternate Effects(6Pp)
Innate Precise Selective Burst Area 4 Damaging Subtle Continuous Reaction Perception Move Object 8:114Pp
Dynamic Alternate Effect 1:Same As Main But Burst Area 3 and Penetrating 8.:114-2Pp
Dynamic Alternate Effect 2:Same as First but Burst Area 2,Improvised Weapons 4,and Throwing Mastery 4.:114-2Pp
Dynamic Alternate Effect 3:Same as Second But Burst Area 1,Improvised Weapons 8,and Throwing Mastery 8.:114-2Pp
Itsuka Kendo:Big Fist:120Pp
Big Fist Strike(Is Multiple Powers As One Without Using Alternate Effects:116Pp
Innate Reaction Continuous Elongation 7:22Pp(22/116)
Innate Reaction Continuous Enhanced Ability:Strength 7:29Pp(51/116)
Innate Reaction Continuous Impervious Reflect Redirect Enhanced Defense:Parry 7:43Pp(94/116)
Innate Reaction Continuous Enhanced Advantage:Close Combat 7:22Pp(116/116)
Big Fist Guarding:4Pp
Innate Immunity 3:Own Powers(1R),Critical Hits(2R):4Pp(4/4Pp)
Pony Tsunotori:Horn Cannon:120Pp Total
Horn Manifestation:120Pp
Summon 5:10Pp
Standard-Reaction:15Pp
Controlled:5Pp
Responsive:5Pp
Sustained-Continuous:5Pp
Horde:5Pp
Fading(Is the Powers of The Summoned Each time their Turn Comes Up past their first action):-5Pp
Multiple Minions 7(128 Minions):70Pp
Innate:1Pp
Mental Link:1Pp
Sacrifice:1Pp
Subtle 2:2Pp
Insidious:1Pp
Reversible:1Pp
Feature:No Vulnerability From Horde.:1Pp
Feature:Can Command Up To 4 At Once:1Pp
Feature:The Command is In addition to their actual turn:1Pp
Kinoko Komori:Mushroom:6PpTotal
Mushroom Burst:114Pp+3 Dynamic Alternate Effects at 2Pp Each
Continuous Selective Slow(1 Minute) (Light 2,Visibility 2,Impede Movement 2,Heat 2,Cold 2 so 6Pp/Rank) Environment 10:110Pp
Innate:1Pp
Subtle 2:2Pp
Reversible:1Pp
Dynamic Alternate Effects 1:114-2Pp:
Penetrating 8 Variable Condition 2(All Degrees) Selective Burst Area 4(Sets The Grown Area) Cumulative Progressive Continuous Slow(1Minute) Affliction 8:112Pp(Any Condition:Any Condition:Any Condition)
Innate:1Pp
Incurable:1Pp
Dynamic Alternate Effect 2:114-2Pp:Penetrating 4 Variable Condition 2(All Degrees) Selective Burst Area 12(Sets The Grown Area) Extra Condition 6 Cumulative Progressive Continuous Slow(1 Minute) Affliction:112Pp(Any Up to 6 Conditions:Any Up to 6 Conditions:Any Up to 6 Conditions)
Innate:1Pp
Incurable:1Pp
Dynamic Alternate Effect 3:114-2Pp:Penetrating 2 Variable Condition 2(All Degrees) Selective Burst Area 13(Sets The Grown Area) Shapeable Area 13 Line Area 13 Extra Condition 8 Cumulative Progressive Continuous Slow(1 Minute) Affliction:114 (Any Up to 8 Conditions:Any Up to 8 Conditions:Any Up to 8 Conditions)
Togaru Kamakiri:Razor Sharp:120Pp
Penetrating 8 Burst Area 1 Selective Ranged Reaction Cumulative Progressive Continuous Damage 8:112Pp
Innate:1Pp
Incurable:1Pp
Insidious:1Pp
Reversible:1Pp
Accurate 4:4Pp
Hiryu Rin:Scales:120Pp
Scale Armour:84/120Pp
A:Innate Noticeable Impervious Reflect Redirect Continuous Protection 6:30Pp(Linked To B and C):30/120
B:Innate Noticeable Penetrating 6 Continuous Enhanced Strength 6:24Pp (Linked to A and C):54/120
C:Innate Noticeable Impervious Reflect Redirect Continuous Enhanced Fortitude 6:30Pp(Linked To A and B):84/120
Scale Guard:32Pp
A2:Permanent Innate Noticeable Impervious Reflect Redirect Enhanced Parry 3:12Pp:96:120(Linked to B2)
B2:Permanent Innate Noticeable Impervious Reflect Redirect Enhanced Dodge
3:12Pp:108/120Pp(Linked To A2)
Alternate Effects:
DAE 1 for A,B,and C:84-2Pp:Large Scale Bomb:Split 7 Penetrating 8 Innate Subtle 2 Insidious Reversible Progressive Cumulative Continuous Slow(1 Minute) Burst Area 1 Selective Damage 8:
DAE 2 for A,B,and C:84-2Pp:Small Scale Bomb:Split 3 Penetrating 4 Innate Progressive Cumulative Continuous Reaction Selective Perception Shapeable Area 2 Cloud Area 2 Burst Area 2 Damage 4:84Pp
DAE 3 for A,B,and C:84-2Pp:Scatter Scale Bomb:Split 1 Penetrating 2 Innate Progressive Cumulative Continuous Reaction Selective Perception Shapeable Area 9 Cloud Area 9 Burst Area 9 Damage 2:84Pp
DAE 1 for A2 and B2:40-2Pp:Scale Repeater:Penetrating 1 Innate Subtle 2 Insidious Progressive Cumulative Reaction Continuous Selective Cloud Area 8 Burst Area 8 Shapeable Area 8 Damage 1:40Pp
DAE 2 for A2 and B2:40-2Pp:Scales: Penetrating 1 Innate Subtle 2 Insidious Progressive Cumulative Reaction Continuous Selective Cloud Area 8 Burst Area 8 Shapeable Area 8 Extra Condition 1 Limited to First and 2nd Degree Affliction 1:40Pp(Fatigued and Vulnerable,Exhausted and Defenseless)
DAE 3 for A2 and B2:40-2Pp:Scales: Penetrating 1 Innate Subtle 2 Insidious Progressive Cumulative Reaction Continuous Selective Cloud Area 8 Burst Area 8 Shapeable Area 8 Extra Condition 1 Limited to First and 2nd Degree Affliction 1:40Pp(Fatigued And Hindered,Exhausted and Immobile)
Shiahai Kuroiro:Black:120Pp
Shadow Blending:23Pp
Precise Innate Insidious Limited to In Shadows/Dim Light/Darkness Blending Continuous Reaction Concealment 10(All Senses):23Pp:23/120Pp
Shadow Meld:26Pp
Precise Innate Limited to In Shadows/Dim Light/Darkness Continuous Reaction Progressive Insubstantial 4:26Pp:49/120Pp
Shadow Speed:25Pp
Innate Continuous Limited to Within Shadows Super-Speed 8(Power Group of Speed,Quickness,and Enhanced Improved Initiative):25Pp:74/120Pp
Shadow Senses:6Pp
Innate Senses 5:6Pp:(Low-Light Vision(1R),Darkvision(1R),Counters Illusion(Visual)(2R):80/120Pp
Shadow Eyes:40Pp
Innate Noticeable(Sees Obvious Watching Eyes) All Senses Simultaneous No Conduit Medium of In Shadows/Darkness/Dim Light Continuous Reaction 5:40Pp:120/120Pp
Yui Kodai:Size:120Pp
Main Effect:Innate Feature:Can Delay Growth Via Sustaining or Concentrating to Reverse or Stop Continuous Reaction Affects Objects Affects Others Continuous Feature 14:Maintains Normal Dodge,Parry,and Stealth Growth 14:98-2Pp:116/120
Dynamic Alternate Effect 1:116-2Pp:Innate Feature:Can Delay Growth Via Sustaining or Concentrating to Reverse or Stop Continuous Reaction Affects Objects Affects Others Continuous Normal Strength Shrinking 14:2Pp:118/120
Dynamic Alternate Effect 2:116-2Pp:Innate Subtle 2 Insidious Enhanced Trait 104:Parry 8,Dodge 8,Fortitude 8,Toughness 8,Ranged Combat Advantage 8,Close Combat Advantage 8,Improvised Weapons 8,Throwing Mastery 8,Improved Criticals On all 6 Possible(24R),Takedown 2,All-Out Attack,Defensive Attack,Teamwork,Improved Grab,Improved Disarm,Improved Hold,Strength 8:120/120Pp
Manga Fukidashi:Comic:120Pp:Gives 100Pp
Comic Manifestation:120Pp
(Sound Effect Powers)Variable 20:140Pp:140/120
Limited to One-Word Sounds:-20Pp:120/120
Sense-Dependent:Hearing:-20Pp:100/120
Sustained-Continuous:20Pp:120/120
Innate:1Pp:121/120
(Even the Most Subtle of Manifested Power have the Obvious Onomatopoeia) Noticeable:-1Pp:120/120
Jurota Shishida:15Pp
Beast Formation:15Pp
Innate Subtle 2(So Can’t Be Detected Since is Fully Real) Continuous Reaction Morph 1(Just Beast Form):10Pp:10/15
Metamorph 5:5Pp:15/15Pp(Beast Form and 4 Mixed Forms(I’d Do 50/50,25/75,75/25,and Near Complete form Since Base is Already the Near-Incomplete Of Remaining Pp,you design them just like dark shadow I’m only doing so much for each student.)
Nirengeki Shoda:Twin Impact:120Pp:Gives 60Pp
Innate Noticeable(Pretty Obvious Once Stored) Broad(Powers) Continuous Secondary Effect(On Powers Chosen not Variable Itself) Variable 12:120Pp
Tetsutetsu Tetsutetsu:Steel:120Pp
A:Innate Noticeable Impervious Reflect Redirect Continuous Protection 10:48Pp(Linked To B and C):48/120
Innate Noticeable Penetrating 8 Continuous B:Enhanced Strength 10:40Pp(Linked to A and C):88/120
C:Innate Noticeable Impervious Reflect Redirect Continuous Enhanced Fortitude 10:50Pp(Linked To A and B):138/120
Permanent Innate Noticeable Impervious Reflect Redirect Enhanced Parry 1:4Pp:144/120
Permanent Innate Noticeable Impervious Reflect Redirect Enhanced Dodge 1:4Pp:148/120
All Source:Iron:-32Pp:116/120
First Dynamic Alternate Effect Of All 116Pp:116-2Pp:118/120:Innate Immunity Continuous Source:Iron Immunity 115:Toughness Effects(80R),Fortitude Effects(30R),Critical Hits(2R),Own Powers(1R),Suffocation(2R)
Second Dynamic Alternate Effect Of All 116Pp:116-2Pp:120/120: Innate Immunity Continuous Source:Iron Immunity 115:Dodge Effects(40R),Parry Effects(40R),Will Effects(30R),Critical Hits(2R),Own Powers(1R),Suffocation(2R)
Ibara Shiozaki:Vines:120Pp:Gives 120Pp
Innate Noticeable Slow Continuous Variable(Physical Traits) 24:168Pp
Limited to Plant Effects:-24Pp
Limited to Vine Effects:-24Pp
Juzo Honenuki:Softening:120Pp:Gives 85Pp
Innate Slow Continuous Variable(Kinetic and Gravitic Powers) 17:120Pp
Affects Only Objects(Is on All The Powers):0Pp
Neito Monoma:Copy:120Pp but Gives 60Pp
Main Effect 1:24Pp
Innate:1Pp:1/24
Immunity 23:23Pp:24/24
Own Powers(As in Copied Powers When Used By self)(1R)
Critical Hits(2R)
Copied Powers from their owners(20R)
Main Effect 2:96Pp
Variable 12:84Pp:84/96Pp(Gives 60Pp(The Flaws are Pre Included))
Innate:1Pp:85/96Pp
Quirk:Different People’s Powers Must Be Alternate Effects of Each-other(Different Powers Can Be Mixed Together Between People But Not as Both.):-1Pp:84/96Pp
Fading(On Copied Powers):-12Pp:72/96Pp
Requires Target/s Within Perception Range to Copy:-12Pp:60/96Pp
Perception To Close Limits:-24Pp:36/96Pp
Multi-Attack:12Pp:48/96Pp
Selective:12Pp:60/96Pp
Broad(Other’s Powers):12Pp:72/96Pp
Standard-Move Action(Move Action Since Takes Effort But not The Full Effort Of A Standard Action,Plus Gives a Second Chance:12Pp:84/96Pp
Sustained-Continuous:12Pp:96/96Pp
I Now Only Have Pro Heroes and The League Of Villains Left But don’t have those web archives yet. Also First Here’s a Warning on Quirks Not Getting Converted due to being Pure Plot Device.:All for One(It’s pretty Obvious why because it’s Unlimited(Unlike One for All) and Causes Horrible Change.),and New Order(The 2 Rules Get Either Overpowered or Very Rule-breaking), and Please Suggest any Other PLX style quirks.
But here’s a League Of Villains Sample of Request by My Brother.As Villains 2-4 Power Levels Above (10-12 PL) is Possible,hence these having a Limit of 150-180Pp
(Current LOV Leader)Tomura Shigaraki/Tenko Shimura:Decay:180Pp
Decaying Fingers:166Pp
Main Effect:Incurable Subtle 2 Precise(Like On Weaken But which Conditions) Innate Accurate 7 Continuous Reaction Progressive Cumulative Close Alternate Resistance(Toughness) Extra Condition 1 Variable Condition 2 Penetrating 10 Affliction 10:162Pp:162/180Pp
(Weaken is Already Cumulative Hence it’s Not There)Dynamic Alternate Effect 1:162-2Pp:164/180Pp:Subtle 2 Affects Insubstantial 2 Incurable Precise Innate Accurate 7 Continuous Reaction Progressive Broad(Defenses) Simultaneous Selective Close Alternate Resistance(Toughness) Penetrating 10 Affects Objects Affliction 10:162Pp
Dynamic Alternate Effect 2:162-2Pp:166/180Pp:Accurate 5 Innate Subtle 2 Reaction Continuous 5-Point/Rank Transform 14 Limited to Into Ash:162Pp
Dynamic Alternate Effect:162-2Pp:168/18Pp:Incurable Subtle 2 Precise(Like On Weaken But which Conditions) Innate Accurate 7 Continuous Selective Burst Area 1 Contagious Progressive Cumulative Close Alternate Resistance(Toughness) Extra Condition 1 Variable Condition 2 Penetrating 10 Affliction 10:162Pp
Decay Protection:12Pp
Innate Immunity 11 All Environments(5R),Own Powers(1R),Tactile Effects(5R):14Pp:180/180Pp
Himiko Toga:Transform:50Pp(So Has 130Pp Left if PL 12 or 100Pp if PL 10 for Metamorphing.)
Blood Transformation:13Pp
Morph 4(Any Form):20Pp
Quick Change 2:2Pp
Innate:1Pp
Subtle 2:2Pp(Not Noticeable Until Does Something Obviously Wrong)
Sustained-Continuous:4Pp
Free-Slow(1 Hour):-12Pp
Limited:Requires The Sources Form Or Form’s Blood:-4Pp
Metamorph 36:36Pp(36 Different Possible Statistical Formes)
Feature 1:Can Combine Metamorph Forms Via Powers of Totals:1Pp
(Yes these copies have the ability for free so the paranoia is even in Stat Block)Jin Bubaigawara/Twice:Liquid Copy:180Pp
Quirk 1:The 64 Is Down To A Limit of 35 since only 36 Jin’s Max. Innate Feature 1:The Copies Can Be Sources of New Copies. Quirk 2:The copies Can activate It. Slow(1 Minute) Permanent(Once A Copy is Created They Can’t Be Stopped) Horde Indifferent Heroic Multiple Minions 6(64-36 Minions) Summon 12:180Pp:180/180Pp
Shie Hassaikai Villains:
(Besides Stain This Has Been The Most Interesting Conversion and 2 DAE Left)(Current Leader Of Shie Hassaikai)Kai Chisaki/Overhaul:Overhaul:180Pp
Overhaul:150Pp(150/180Pp,The Other 30 is GM Power Freeplay (Most Likely Just Device equipment fusions Like the quirk erasing bullets and the like)
Main Effect:Accurate 5 Precise Reversible Incurable Innate Accurate 10(Multi-attack Only) Line Area 1(For Larger Multi-attack Arcs) Penetrating 14 Limited:Only Affects Objects and Not Nonliving Creatures Selective Multi-attack Free Action Limited:Reforming and Destruction Only Transform(Any Item into Any Item) 14:140Pp:140/180Pp
Dynamic Alternate Effect 1: Accurate 5 Precise Reversible Incurable Innate Accurate 10(Multi-attack Only) Line Area 2 Resistible By Toughness(Because Makes Attack Roll Then Resistance Check) Penetrating 14 Limited:Only Affects Nonliving Creatures and Not Objects Selective Multi-attack Free Action Limited: Reforming and Destruction Only Transform(Any Item into Any Item) 140-2Pp:142/150Pp
Dynamic Alternate Effect 2: Accurate 5 Precise Reversible Incurable Innate Accurate 10(Multi-attack Only) Limited To Living Creatures Alternate Resistance(Toughness)(0-Cost) Line Area 1(For Increased Multiattack Arc) Extra Condition 1 Instant Recovery Penetrating 14 Continuous Progressive Cumulative Multi-attack Affliction 14(Dazed and Vulnerable,Stunned and Defenseless,Incapacitated and Transformed (Though Instant Recovery Makes An Item With one of The Abilities of The Transformed instead of transforming,which stays even after Instant Recovery,with the Transformed also Getting Bruised Each Round Up to the stamina score,creating another item,the Bruise being Normally Curable instead of being Instantly Removed or Incurable.)):140-2Pp:144/150Pp
Dynamic Alternate Effect 3:Accurate 5 Precise Reversible Incurable Innate Accurate 10(Multi-attack Only) Limited To Nonliving Creatures Alternate Resistance(Toughness)(0-Cost) Line Area 1(For Increased Multi-attack Arc) Extra Condition 1 Instant Recovery Penetrating 14 Continuous Progressive Cumulative Multi-attack Affliction 14(Dazed and Vulnerable,Stunned and Defenseless,Incapacitated and Transformed(Though Instant Recovery Makes An Item With one of The Abilities of The Transformed instead of transforming,which stays even after Instant Recovery,with the Transformed also Getting Bruised Each Round Up to the stamina score,creating another item,the Bruise being Normally Curable instead of being Instantly Removed or Incurable.)):140-2Pp:146/150Pp
Dynamic Alternate 4:
Line Area 3(For Multi-Attack Arc) Affects Objects(Can Incorporate Objects While Removing the Resistances as A Side Effect) Accurate 4 Innate Feature:Can Incorporate Into Summon While Already Active Summon Via Spare Power Points(Most Likely Via Alternate or Dynamic Alternate Effects) Accurate 14(Multi-Attack Only) Selective Multi-Attack Limited:Resistible By Toughness Limited:Self and Composite Target Disappear Permanent(Can’t End Once Successful) Free Action Limited:Must Make Contested Toughness Checks to Maintain Control on Summon(Isn’t Controlled or Responsive is Just Operated As Character) Feedback Heroic Summon 16:140-2Pp:148/150Pp
Dynamic Alternate 5:
Line Area 3(For Multi-attack Arc) Affects Objects(Can Incorporate Objects While Removing the Resistances as A Side Effect) Accurate 4 Innate Feature:Can Incorporate Into Summon while Already Active Via Spare Power Points(Most Likely For Alternate or Dynamic Alternate Effects) Accurate 12(Multi-Attack Only) Selective Multi-Attack Limited:Resistible By Will Limited:Self and Composite Target Disappear Permanent(Can’t End Once Successful) Free Action Limited:Must Make Contested Will Checks to Maintain Control on Summon(Isn’t Controlled or Responsive is Just Operated As Character) Feedback Heroic Summon 16:140-2Pp:150/150Pp
(The forms are separately Made and Due to Feature can Incorporate As well)
MLA Villains:
(Leader)Rikiya Yotsubashi/Re-Destro:Stress:180Pp
Stress Manifest:180Pp
Continuous Growth 16:Limited to When Feeling Negative Emotions:36Pp
Continuous Enhanced Dexterity and Agility 9 Each:Limited to When Feeling Negative Emotions:36Pp
Continuous Enhanced Dodge and Parry 18:Limited to When Feeling Negative Emotions:36Pp
Continuous Enhanced Fortitude and Will 9 Each:18Pp
Continuous Enhanced Fighting 9:18Pp
Continuous Super-Speed(The Composite Power of Quickness,Speed,and The Enhanced Initiative Advantage at 3Pp/Rank,4Pp/Rank as Continuous) 9:36Pp
Non League,Non MLA Villains:
(This has been my favorite to do so far) Chizome Akaguro/Stain the Hero Killer:Bloodcurdle:180Pp but PL 14 Limits From Bane Though otherwise PL 12.
Bloodcurdling Taste:180Pp
Quirk:8 Of Period On O,6 Of Period On A,4 Of Period On AB,2 Of Period On B Feature 1/2:This Limit is On Once Third Degree is Reached not first and second. Feature 2/2:Can Slow Down The Speed to Minutes,Hours,or Days Accurate 8 Variable Descriptor 2 Innate Subtle 2 Incurable Insidious Precise(So Can Pick What Conditions) Progressive Cumulative Continuous Reaction Penetrating 8 Limited to Targets With Blood and Needs Blood Sample Limited to Bruised,Staggered,Dying,Incapacitated or Weakened Targets Extra Condition 2 Affliction 8:113Pp(Dazed,Hindered,and Vulnerable,Stunned,Immobile,And Defenseless,Paralyzed,Immersion and Unaware):113/180Pp
(Includes penetrating in cost but not bane and 1 Less Accurate Rank)Same But 2 Ranks For Any Non O Blood Type(That’s a Bane of -1Pp/Rank Though Being Less than 1/2 Excluded):21Pp:134/180Pp
(Includes penetrating in cost but not bane and 1 Less Accurate Rank)Same But 2 Ranks For Any Non O,Non A Blood Type(That’s a Bane of -1Pp/Rank Due to Being At 1/2):21Pp:155/180Pp
(Includes penetrating in cost but not bane and 1 More Accurate Rank)Same But 2 Ranks For Any Non O,Non A,Non AB Blood Type(That’s a Bane of -1Pp/Rank Though Higher than 1/2) and Affects Insubstantial 2,where Blood is what matters instead of tangible blood.:25Pp:180/180Pp
Pro Heroes,Mainly Ua Teachers:They Actually Reach the Villain PL as An Actual Match:
(Class 1-A Teacher) Shouta Aizawa/Eraser Head:Erasure:180Pp:PL 12 Hero
Erasure:180Pp
Persistent (Ignores Innate) Insidious Precise Innate Limited:Requires Eye Contact to be maintained while active Sight Based Reaction Perception Alternate Resistance(Toughness) Broad(Mutant Powers) Simultaneous Line Area 2(Moves With Targets) Continuous Effortless Selective Nullify 12:172Pp/172/180Pp
Dynamic Alternate Effect 1:172-2Pp:Same But Shapeable Area 2 Instead of Line Area 2:174/180Pp
Dynamic Alternate Effect 2:172-2Pp:Same But Cloud Area 2 Instead Of Line Area 2:176/180Pp
Dynamic Alternate Effect 3:172-2Pp:Same But Burst Area 2 Instead of Line area 2 178/180Pp
Dynamic Alternate Effect 4:172-2Pp:Same But Reflect And Redirect Instead of Line area 2 180/180Pp
(Class 1-B Teacher)Sejiiro Kan/Vlad King:Blood Control:180Pp:PL 12 Hero
Blood Manipulation:180Pp (90+90=180Pp)
Main Effect 1:Innate Noticeable(It’s even more obvious then normal,being Blood Manifested) Impervious Selective Feedback Free Action Perception Proportional Moveable Continuous Create 12:84Pp:84/180Pp
Dynamic Alternate Effect 1A:36-2Pp:86/180Pp: Innate Noticeable Permanent Limited to Physical Damage Reflect Redirect Impervious Enhanced Dodge 12
Dynamic Alternate Effect 2A:36-2Pp:88/180Pp: Innate Noticeable Permanent Limited to Energy Damage Reflect Redirect Impervious Enhanced Dodge 12
Dynamic Alternate Effect 3A:36-2Pp:90/180Pp:Innate Noticeable Persistent Regeneration 18
Main Effect 2:84Pp:174/180Pp:Innate Accurate 8 Incurable reversible Accurate 2(Multi-Attack Only) Selective Multi-Attack Cumulative Penetrating 8 Continuous Ranged Extra Condition 1 Limited to 1st and 2nd Degree Affliction 8(Hindered and Vulnerable,Immobile and Defenseless)
Dynamic Alternate Effect 1B:36-2Pp:176:180Pp: Innate Noticeable Permanent Limited to Physical Damage Reflect Redirect Impervious Enhanced Parry 12
Dynamic Alternate Effect 2B:36-2Pp:178/180Pp: Innate Noticeable Permanent Limited to Energy Damage Reflect Redirect Impervious Enhanced Parry 12
Dynamic Alternate Effect 3B:36-2Pp:180/180Pp:Persistent Stabilizing Feature 2:Energizing Can’t Cause Fatigue Or Exhaustion,it just cures it. Innate Noticeable Limited to Creatures With Blood(Not Stamina) Affects Objects Energizing Restorative Temporary Healing 8
Nomu Quirks:(PL 6-10 Instead of 8-12)
Nomu Template:50Pp,No PL Adjustment due to these Only Being The Necessary Traits except for the 2Pp for Critical Hits which Doesn’t Matter.
No Stamina Intellect, or Presence:-30Pp
Innate Noticeable Immunity 80:80Pp:Will Effects(30R),Fortitude Effects(30R),Life Support(10R),Aging(1R),Sleep(1R),Own Powers(1R),Critical Hits(2R),Interaction Skills(5R)
USJ Nomu:Ultra Regeneration:40Pp(50-90Pp)(To PL6 on The Template):
Innate Noticeable Regeneration 40:40Pp(So Removes Up -4 Penalty Every Round)
Winged Nomu:Wings:40Pp(50-90Pp)(To PL 6 On The Template):
Continuous Reaction Precise Innate Subtle 2 Distracting Winged Flight 18:40Pp
(Why this Section:It’s Interesting to look at also Trigger is Literally Superpower viagra it’s confirmed it’s an ED Pill in this Magna((Referring to My Hero Academia:Vigilantes) so Super-Viagra(Trigger) and Quirk Erasing Bullets from Only the Main Show will Feature Here too)Mha Vigilantes Series Quirks:
(Might have instead written down the name of the Main Magna Character with the Same Last Name and Quirk) (This Is Heavily Exaggerated Beyond Belief Just Like I did For Mei Hatsume’s Zoom because it was to be on Par Points Wise(Definitely Not Power Level Wise Unless Sight Is Really Really Important) and Mineta(Since Anything Other than that mess wouldn’t do what he’s actually done while still being playable since Mineta’s a Gag Character.))
Namosa Tsukauchi:No Name Given:110Pp/180Pp:PL 12 Hero(Officer)
Lie Sense:110Pp
Innate:1Pp:1/110Pp
Subtle 2:2Pp:3/110Pp
Feature 1:Insight Instead of Perception:4/110Pp
Senses 106:106Pp:110/110Pp
Detect:Lies:(Ranged and Auditory Based)(2/106R)(104R Left)
Awareness:Recent Liars:(Auditory Based)(1/106R)(103R Left)
Danger Sense(Auditory)(1/96R)(92R Left)
Counters all Concealment Penetrates All Concealment Counters Illusion,Radius,Analytical,Acute,and Accurate for Auditory(29/106R)(73R Left)
Ranged Danger Sense(1/106R)(72R Left)
Rapid 18(Auditory as a whole so 2 Ranks Per Rank). 2*18=36)(36R Left)
Extended 18(Auditory as a whole so 2 Ranks Per Rank). (2*18=36)(0R Left)
Also A Power Level X Sample:Also Includes a Way to Match OFA To AFO Power Level Wise:
Though the All for One Quirk and One for All Quirk Are Counterparts in the Show In M&M they couldn’t be more different regarding Power Levels,with one being virtually Unlimited(Power Level X) or One Which By Lore Standards Is Unlimited is Quantifiable.(To Make It Match Make Each Alternate Effect Seperate and Have the Ranks Be 2X,where X is the User Number, So Rank 20 At The Point Of Izuku Midoriya(This is Just To Catch Up Not For Any Other Battles so It could even be an Exclusive Heroic Feat(Not Extra Effort Since that Can be Done without A Hero Point but the effect that gives an advantage so that it always requires the point even if it is much stronger than an advantage and Flavorfully,Including For Descriptors A Power Stunt.(Heroic Feat is for the Until End Of Scene Duration and the Name)(Even If Only Stored Strength and The Post and Pre Cognition Work For Before Midoriya along with the User’s Powers if they have any.)
The 2 Quirks For Both:Can’t Take One for All or Another Power Inherited Lore-wise and Can Only End Nullification With Touch as well.
The 2 Features for Both:Can Give All For One to Another if One for All Was Recently Transferred Between Owners.(Keep the Same Ability Logs,Not to Be Confused With Giving X=1 or Other Weak Versions of All For One without actually losing the Power).Traits Of Dead who were previously nullified still qualify.
All For One:25X+5Pp(So An X=1 AFO is a 30Pp Menace with 5 Variable Pp from Nullified Powers not including ones given to minions which is Separate 5’s But Only 5 Per Person While as It goes up it gets crazy and at X=7 180Pp for 35Pp,So Every 30Pp is 5Pp but -5Pp Each Additional Hence 210Pp if Pure 30Pp Per 5 Pp as 35 Becomes 180Pp for 35.)
Continuous(Is because Continuous For Nullified is Lasts Until Turned Off) Alternate Resistance(Toughness)(Toughness Because Nomu Still Hold a Quirk Even if Lifeless So Without Will or Fortitude) Free Action Perception Limited to Powers that Don’t Defend Against their Own Powers.(Such as Fire Immunity for a Fire User isn’t Take-able But Fire immunity for a Psychic is.) Limited to Close Range Effortless Broad(Powers) Simultaneous Innate Persistent(Can go Past Innate) Selective(Can Choose Which Powers in Addition to Which People are Nullified) Precise Penetrating X Nullify X:12X+3Pp
Linked To:
Quirk:Variable Effects Given to Another Can’t be Used By Self. Feature:All Targets have Seperate Variable Pools instead of Taking from yours. Innate Precise(Chooses which Nullified Traits are and aren’t copied and what parts(Mutant Descriptor Is Added No Matter What If Given or Kept to someone other than the original owner or The Current Holder of All For One) Affects Others(Separate Time Limits) Penetrating X Perception(Resisted By Fortitude) Limited To Touch Continuous Free Action Variable(Currently Nullified Traits) X:13X+2Pp
I've read all the stuff you've written about the megadungeon and some of Alexandrian's posts on it, and I think the stuff about wandering monsters and restocking rooms is absolute gold. Do you have any advice on designing dungeon crawl puzzles and traps, or maybe an example of your favorites or go-tos? Everything I find is either the classic "anything can be a puzzle" non-answer or kinda lackluster. I've had some success looking at the Book of Traps supplement for 3.5e d&d, but it feels like advice for puzzle design is a bit thin on the ground.
I'll talk about traps first, then puzzles.
My favourite traps are situation traps. When the party triggers a situation trap, there's no immediate threat to their lives, there's no damage, but the triggering of the trap somehow fundamentally changes the situation and makes it more dangerous. In my big megadungeon post I mentioned an example of one of these: the party triggered a trap that rotated a room, dumping them in a new wing of the dungeon and triggering a long, terrified escape. I love traps like this because a lot of the best and most fun dungeon gameplay happens when the party is pushed to their limits and put in desperate positions. But smart play mostly means trying to avoid those situations. Traps like these create more opportunities for those types of moments.
Probably the simplest situation trap is the classic portcullis trap. The party is walking down a hallway and steps on a trapped floor panel or trips a tripwire or whatever, dropping a portcullis in the middle of the hall. But it doesn't drop in front of the triggerer, it drops a short distance behind, likely splitting the party on opposite sides. You can combine this with an ambush for a good time, but even without it, in a system where lifting a portcullis is non-trivial this becomes a whole situation.
Another one of these I've really enjoyed using is showing the party an extremely deadly monster, something they'd struggle to fight even in the best of circumstances, behind a magic barrier or something where it can't get to them. Later, deeper in the dungeon, they trigger a trap that they can hear cause the magical barrier to drop. No immediate threat, but suddenly the rest of the delve becomes incredibly tense.
The basic structure of a situation trap is that the trigger should fundamentally change the circumstances in a way that is notably more dangerous, but not imminent. The fun for the players is that it immediately becomes a problem for them to start working on. I tend to design these by thinking of fucked up situations and then trying to come up with a mechanical pretense to trigger them. Generally, if I can't think of how I would handle the new situation, it's too harsh, but if I think the players would knowingly trigger it, it's not harsh enough. Also don't invest too much energy into designing these, or you'll be tempted to try to hard to get the players to trigger them. Teleportation and portcullis traps are such classic examples of this in part because they're very low effort to design, so if the players thwart them, no worries.
The second big category of traps I enjoy are set piece traps. These are the big, dramatic traps that pose an imminent threat but are more complex than saving throw vs damage. The room is slowly filling with sand, the statue is rotating and shooting lasers out of its eyes, the floor is slowly turning upside down over a deadly pit, etc.
I think these are fairly easy to design. You have some kind of peril, which is easy to brainstorm (tip: think of things that kill people) in some configuration that is imminently but not instantly lethal. And then you let the players interact with it to try to stop it. I would usually try to make sure you can think of at least a couple of ways to interact with it, but as long as you are clear on what the actual mechanism is, these will usually suggest themselves. Block the sand spouts, cover the statue's eyes, jam the motor rotating the floor, etc.
One thing that I do value doing with these traps is telegraphing them. If the statue is going to rotate and shoot lasers, I'll describe groove marks along the wall, and perhaps with investigation the players will determine that they were burned into the wall. Reckless players can be surprised by these, but cautious players should usually have a sense when they're about to trigger a big trap and what. Usually I'll describe the mechanisms for these as sufficiently complex and deeply built into the construction that they can't be disabled by a basic thieving skills check, but if they can describe a way around the trigger, I'll certainly let them roll for it.
My last big category of traps is simple traps, the ones with a basic trigger (a trapped floor panel, opening a drawer, walking through a beam of light) and a basic effect (a pit opens, a poison needle shoots out, the room gets fireballed) that you get a saving throw against. I still think these are okay, but I think using them effectively depends on how you're using them. Any time I'm using a simple trap, the question I am asking is, what is this accomplishing?
Sometimes they're just there for verisimilitude. In a standard dungeon game setting, sometimes it just feels like "obviously this guy would have a trap on this drawer." In these cases, the trap is there to be found and disabled. I'm not expecting it to trigger. This can give me leave to make the trap really nasty. I'm a big fan of petrification traps in dungeons for example (getting back to where you left the statue of Morningwood the Elf with a Stone to Flesh scroll is a great little sidequest.) But the trap is nasty so the thief can feel good for disabling it. On the rare chance someone gets hit by one of these, it should always provoke a reaction of, "Ugh, yes, obviously that was trapped and I should have anticipated that." Not surprise.
The second way I tend to use these is as setting. The existence of these traps tends to say something about the location and it's denizens. The traps associated with Tucker's Kobolds are great examples of these. Pit traps that can support the weight of a kobold but not a human, trip wires above a kobold's height, trapped hallways that kobolds can avoid via tiny crawlspaces, these speak to the defenses of the kobolds and the way they make the space their own. When deploying traps this way, they're often not meant to be a challenge on their own. If the party is passing through a kobold warren without kobolds, they likely won't trigger any traps, and once they've described how they're proceeding (using poles etc.) I probably wouldn't even roll, I'd just assume they handle them competently. But during a fight these become an active component. And before a fight, they foreshadow the locations' inhabitants. Designing for this use case basically starts by thinking about how the dungeon inhabitants would fortify their space against their enemies and the mechanizing it in a handful of simple ways. Usually it's a good starting point to think of what traps the trap-makers could ignore. What's unique about them? Are they unusually small or large, can they fly, are they immune to poison or fire, etc.
The third way is to set tone, and in this approach I use these very sparingly. Sometimes you want to establish the dungeon as a place that hates you, a place that you should not be, and traps can be a great way to do that. But bogging the game down to a constant crawl of extreme caution isn't desirable. Throwing a handful of simple traps (some of them already triggered and expended, as set dressing) can establish this tone and reward caution without being too disruptive to play. And besides, if I really want to establish a dangerous tone, set piece traps are often more fun for this.
I've covered loosely how I come up with all of these, but in terms of extant examples, there are a few good sources I know. OSR blogs used to have a ton of these, some of which are still around. I won't link any specific ones for... OSR reasons... but if you search for OSR traps you'll find examples. Pathfinder 2e's hazards are also good for these, I especially enjoy their complex traps for set piece traps, and they tend to be conceptually pretty easy to port to other games. I wish more of them were available on AoN. I get the full list from foundry and there's some real winners in there. If Paizo published a full on Bestiary-type book of these I would buy it in a heartbeat.
This has gotten long, so I think I will cover puzzles separately in a reblog of this once I get a chance to write my thoughts down.
Hi! Maybe you've said it before, but do you know of a good resource to learn the basics of mega dungeon design? Is there any like, guidebooks or something you would reccomend? There seems to be a lot to keep in mind
There are a few different guides I've seen over the years, and I mostly think that they're not very good. For instance, 2nd edition AD&D had a Dungeon Builder's Guidebook, and I went and glanced at my copy to see if I could recommend it here, and I don't think there's much of value in here? I've also seen some bloggers try to lay out some ideas and develop megadungeons of their own. Some of these have looked good! And some of them... had different philosophies to the ones that I would have gone with.
That said, I shan't leave you without anything useful.
The first thing I'm going to call out is that your dungeon is going to change and evolve as you run it. And I don't just mean in terms of how play evolves the space, you're going to end up making changes as you go. In fact, early versions of the DMG basically state that you only really need to have one floor ahead of your players done. Wings of the dungeon further from your players can be a rough sketch of how spaces relate to each other, and if they're a cul-de-sac they don't really need anything at all besides that they exist. Factions, similarly, can be developed as things go on. You only really need to know how they relate to the parts of the dungeon the players can get to early on. I also really like developing factions as play continues. It's not unusual for me to introduce new factions in the progress of play, especially if the players do something that might cause that.
The second thing is this: only do the parts you're excited about. Steal or generate the rest. This may be an odd thing to say, as a girl who has been posting nonstop about megadungeons for weeks now, but I don't actually like making dungeons very much. I like running them, but the actual dungeon creation is kind of a chore. There are great tools for this, though. Atelier Clandestine includes a megadungeon generator in their sandbox generator that I hear is quite good. The last time I made a megadungeon from scratch, huge chunks of it were just Dyson Logos maps stitched together, with only a handful of rooms I made from scratch, either as connectors or specific weird things I wanted. Similarly, for initially stocking rooms, I'll often use random tables to figure stuff out. A bunch of these are from old G+ OSR blogs and stuff like that, but if you go looking for roll tables of weird stuff for dungeons, you'll find a lot of interesting stuff.
The third thing is to just iterate. Start with a vague sketch of the dungeon. What are the zones and how do they connect? What are the general factions, and what do they want? Then, in passes, make it more specific. Fill in one area, flesh out one faction, populate some rooms. As you're doing thing, think about how they interconnect and interrelate. When you decide something about one faction, that'll inform relationships to the other. When you iterate the layout of one zone, that'll inform its connections to others, etc. And you'll keep doing this iteration as you run the dungeon, it really never stops.
Finally, here's a checklist of stuff I like to make sure I'm thinking about. But it's your dungeon, so I would highly encourage figuring out what your own checklist looks like.
Zones. How are they distinct from each other, and what do they have for players and NPCs to want? I'm happiest when I could describe a room to my players and they can know what zone it's in just from the description.
Factions. Who are they, and what do they want? I find these work best when allying with any one faction implies causing tension with at least one other, and when there are no factions with whom allying is completely uncomplicatedly good.
Connections. How do different parts of the dungeon connect, and what are some interesting connections? Things like shortcuts that can be unlocked, one way connections, unconventional connections, ones that require unusual forms of movement to use, or special powers.
Cool stuff. Both in terms of cool stuff to use, and cool problems to overcome. Loot falls in this category, as well as big cool things to interact with in the dungeon. Here's an apparatus that permanently polymorphs anyone who goes inside. Here's a circle that fully heals anyone who enters at the cost of aging you a random amount. Here's a powerful treasure in a box submerged in a lake of acid. Stuff for the players to play with and come back to.
As long as I have those things I'm happy, so as I'm iterating I'll look at my list and see if there's anything I need to add or spice up. And then once I'm at the table, I'll often find I want to make changes and I'll tune things between sessions. Nothing is set until the players have observed it, so if I find my players are coming up to a wing of the dungeon and I'm not happy with how I expect it'll play out, I can always change it.
what's an OSR? it's a game that's kinda like old-school D&D. or is old-school D&D. or is compatible with old-school D&D. an OSR game generally has some or all of the following principles:
low character power with highly lethal combat. in old-school D&D a 1st-level fighter has d8 hit points and a longsword does d8 damage, and you die at 0HP. this is not to ensure characters die all the time but to emphasize the next bullet point:
emphasis on creative problem solving. most situations cannot be solved by straightforward use of your abilities (such as charging into every situation with swords drawn, if a fighter), so the game tests lateral, outside-the-box thinking.
emphasis on diegetic progression. spells are found, not obtained automatically on level-up. you get XP by finding gold more than killing monsters. most of your cool abilities come from magic items. making alliances & hiring followers is encouraged.
focus on managing inventory, resources, risk, and time. the players are constantly faced with meaningful decisions; this is the heart of the game.
very sandbox-oriented. the focus on creative problem solving means the game must be accommodating to players taking a course of action the GM didn't plan for. use lots of random tables to generate emergent story. some elements of new simulationism.
high tactical transparency, i.e., the optimal course of action is rarely system-specific, and ideally very possible for a new player to intuit.
usually semi-compatible with old D&D, but not always. usually rules-lite, but not always.
what does the OSR mostly NOT do?
focus on character builds. these change the focus too much to be on the rules than the fiction, can create situations where stuff everyone should be able to do is an ability locked to one class, and impede tactical transparency.
resolve everything with a die roll. combat uses dice to be scary, unpredictable and most importantly not your default course of action. everything else should bring up dice rarely - dice are your plan B when your plan A fails. the best plans need no dice.
use linear storytelling or put players into a writer/GM role. linear storytelling gets in the way of the decision-making so core to the playstyle; letting players write details into the setting is mutually exclusive with them discovering it.
rules for everything. 400 pages of crunch is worse at simulating a believable world than the GM and players' shared understanding. OSR games rely constantly on GM ruling.
mostly still applies to all the above. making your system a "pure" OSR game comes second to doing what's best for your game.
old-school D&D - or old school essentials or basic fantasy or swords & wizardry, which are old D&D's mechanics repackaged with quality-of-life tweaks (and the upside of not giving WOTC your money) - are usually the go-to when recommending someone's first OSR game. they're actually not my first pick, though!
PROS:
very complete, with more robust rules than a lot of the lighter games on this list.
100% compatibility: most OSR adventures are statted for old school essentials. converting them to other OSR systems is usually simple, but not 1-for-1.
easier to find games for. anyone interested in the OSR space knows what old school essentials is.
CONS:
jank. these games largely still have weird saves, level limits for non-humans, some still have descending AC, etc etc. it's not that bad but it is there
i hate thief skills. lots of essential dungeoneering actions are locked to the thief class as abilities, with abysmally low success chances. this is stuff i prefer being handled without a roll. thieves in this system suck and make everyone else worse at dungeon crawling by existing.
there's just lots of really cool shit in other systems i'm about to go into that you just don't get here
this is a 7-page super-lightweight system that boils everything down to just the essentials.
rolling a character takes like 5 minutes. roll stats, roll gear, roll traits, go. done. it's great.
characters are defined entirely by stats and gear, no classes. wanna be a fighter, have high strength and carry a big sword and armor. wanna be a wizard, have high intelligence and fill your inventory with spells. item slots are elegant and pretty limited.
initiative is instant: roll d6. 1-3, monsters go first. 4-6, PCs go first. swingy, but god it is so smooth and shaves like the most boring 5 minutes off of every combat
monsters are so very elegant. old D&D gives monsters a "hit dice" rating to determine their HP, e.g. a 3HD monster rolls 3d8 for hit points. knave takes this number (HD) and uses it for attack rolls and saves (aside from exceptionally bad/good saves), so a knave statblock looks something like this.
spells are all one or two sentences long & extremely easy to remember.
7 pages is so light. i have the system basically memorized.
DOWNSIDES: there's no dungeon crawling rules (standard for meatier OSR games & something i consider essential) and no real bestiary, though the second point isn't a huge deal cause they're so easy to make. it also kinda assumes you already know how to run OSR games, so there's very little real advice or guidance.
KNAVE HACKS
knave 1e is in creative commons & comes with an editable word doc for you to publish with modifications, so there's a ton of variants (there was a spreadsheet of them somewhere, but i can't find it).
Grave is a favorite - i'm two years into a grave campaign and it's fantastic. it's a dark-souls-y version of knave with some really elegant innovations.
you have a set number of deaths before you for-reals die, as every character plays an undead as is dark souls tradition. makes it good for OSR beginners! being able to tell when you're close to your final death is really good - it lets you emotionally prepare for losing your character & raises the stakes more the more you die. (though honestly you should probably cut the number of extra deaths in half, it's super generous)
XP and gold are combined into one resource, souls. legendary creatures drop big souls you can make into magic items. this has ended up being the coolest thing in my current campaign. my players love finding powerful souls to make into magic items it's so fun
uses preset packages of stats/gear instead of knave's rolled ones, filling the role of more traditional character classes. has the wonderful side effect of not making you get stuck with low stats cause you rolled bad one time.
you have stamina equal to your empty item slots. you spend stamina on spells if you're a caster, or free maneuvers (on top of your attack at no action cost) if you're not. it's super elegant.
there's 3 classes of spells: wizardry for intelligence, holy magic for wisdom, and witch stuff for charisma. nice and intuitive.
there's a page of 50 magic items each a couple sentences long. this PDF is worth it just for the magic items.
DOWNSIDE: see the downsides for knave 1e. all still apply.
i enjoyed grave so much i made a variant of it with the dark souls bits removed (and some dungeon crawl rules added!) to use for my standard fantasy campaigns.
sadly knave 2e is not purchasable yet (i backed it on kickstarter so i have access, though). but when it comes out i highly recommend it.
much larger and denser than knave 1e. it finally has dungeon crawling rules, it has GM and player guidance, everything is refined and the layout is so so nice and readable.
combat is a bit more interesting than 1e. you can break your weapon against an enemy to deal max damage. you get a free maneuver on high attack rolls.
there's rules for stuff like alchemy, warfare, building a base. it all kicks ass.
there are so many goddamn tables. i rifle through it anytime i need inspiration.
DOWNSIDES: some of the new rules are a little untested & wonky. introducing randomness into how often your rations spoil or your lights go out can cause issues.
you play tiny little mice! in a world full of big dangerous things that want to eat mice. cat = dragon. you get it. what more could you want
the mouse thing is just super intuitive. you get the dynamic between you and the big scary lethal world. fantastic OSR game to introduce kids
nice and robust ruleset; nothing feels missing
tons of super nice GM stuff! faction rules, tools for rolling up hexcrawls and dungeons, plenty of tables
super clean readable layout. font isn't too small to avoid being intimidating. guidance is really nice and clear.
combat is autohit. super fast & lethal.
100% free
look mausritter is just. good. i wanna run it so bad someday
sort of a middle ground between OSR stuff and 5e. paid version here free version here
lots of classes, at least in the paid version. the free version comes with just the warrior, expert and mage. there's feats and more of a focus on builds than most OSR games. if you like more mechanical build variety than a typical OSR game, this is a great game for you!
extremely good multiclassing. y'know how in most games if you just mash together two classes you think are cool you'll end up with a total mess? not here! every combo is viable and works fine! easily the best multiclassing of any game i've touched
an absurd amount of GM stuff and tables. easily more than any of the other stuff i've praised for also having them. but personally i haven't dug into them as much, so i can't really comment on them
skills the way modern D&D has them. you roll dice and try to beat a target number. i don't tend to like rolled skills, but most people do, so if that's your thing WWN has them
DOWNSIDES
the layout is terrible. everything is a huge wall of text with very little use of bold text or bullet points to draw attention to the important bits. the table of contents has like 15 things in it for a 400-page book! i couldn't find any of the paid-version-exclusive classes for like a month after i bought it! looking up rules is a nightmare.
the way the default setting handles "evil races" is like an exaggerated parody of all the problematic aspects of how D&D handles it. like, it wants so bad for you to have an excuse to genocide sentient free-willed people. but at least the default setting is easy to chuck in the trash
the goal of this system is to take all of the crazy gonzo moments people remember playing old-school D&D in their childhood and turn all of that up to 11 while cutting the stuff that doesn't add to that. i think a lot of its innovations have ended up kind of standard in newer OSR stuff (like fighters getting maneuvers with their attacks), but it still has more to offer.
the funnel: you start the game with four randomly rolled dipshit peasants that you then throw into a meatgrinder to get horribly killed. you pick one of the survivors to be your 1st-level character.
maneuvers: fighters roll an extra die with each attack that gets bigger as you level. if it's a 3 or higher, you get to do a cool thing on top of your attack. pretty standard for OSR games, but this game popularized it!
crit tables: fighters also get more crits and nastier crits as they level. every crit, you roll on the crit table. maybe you chop off a dude's arm. maybe you just knock them over. maybe you shatter their shield. it's very cool
spell tables: i don't really like roll-to-cast mechanics, generally. but DCC goes so all-in on roll-to-cast that it still looks fun as hell to watch. you cast a fireball and maybe it goes how you want. or maybe you explode, or you nuke everything in a half-mile radius, or from now on you permanently ignite flammable materials you touch, or whatever. casters just have to put up with turning into a weird mutated mess across a campaign
there's no dungeon crawl rules, no encumbrance - this game is all about the big over-the-top wacky shit, and is not really interested in the more down-to-earth number crunching. it's more in the you-die-hilariously-all-the-time area of OSR than the you-avoid-death-through-clever-play area. not really my thing but the system knows exactly what it wants to be and i respect it
this one is mine! as the author i'm not qualified to tell you what isn't good about my system, so just assume it's worse than i make it sound, but here's a bunch of the selling points
semi-random character creation where you flip back and forth between rolling dice and getting your own input. roll stats, pick ancestry. pick starting gear kit, roll different dice based on which kit you picked. etc etc. stats are random but all equally viable (no rolling incredibly low or high stats). every time i run this game the character creation is a hit. seriously go roll up a character it'll sell you on the whole thing
you start out a lot stronger than a standard OSR character but grow way more slowly. i don't like 4th-level characters being 4 times as strong as 1st-level ones; HP never gets that high. emphasis is more on diegetic progression instead.
way too many subsystems for alchemy, crafting, strongholds, warfare, renown, rituals, likes 9 pages of magic items, a whole subsystem for becoming a cleric mid-campaign. i couldn't help myself i love this shit
in my current campaign we had a player permanently sacrifice some max HP to become a necromancer after deliberating on whether that's a good idea for like thirty seconds, which instantly made me think my necromancy system is a success
also free
(in rough order of size)
Moonhill Garden (by Emiel Boven): look at this. look at it! this is like the best template for a little dungeon in an OSR game. all of the little factions are tied together. this would be a great oneshot to introduce people to an OSR system with.
A gathering of blades (by Ben Milton): a system-neutral, one-page sandbox. i ran this for an iron halberd game and it went super well. lasted like 7 sessions. highly recommend.
The Waking of Willowby Hall (by Ben Milton): a single dungeon with a million things going on. it's super chaotic with half a dozen different factions crashing into each other and a big angry goose. highly recommend, especially for kids
The Black Wyrm of Brandonsford (by Chance Dudinack): small sandbox with a fun fairytale vibe and a very fleshed-out little town. and a big nasty dragon.
Evils of Illmire (by Zack Wolf): this is a very dense, entire campaign's worth of hexcrawl in a very compact package for like $5. it doesn't do anything particularly new, but the value-for-money is absurd and it's a really good template for how to do a sandbox if you're used to 5e adventures
if anything here is unclear or intrigues you, send me asks! i love helping people get into OSR games. i'll link frequently asked questions here if i get any.
daily pose challenge from my brother @lord-nitekon, so i decided to draw our two oc's joshing around, figured they work with one another in our stories my bard would have played a prank on him and got caught and this is the end result
My brother is trying to motivate me and gave me a pose challenge, he is gonna send me a pose daily that I have to use. so today i decided to use the first pose to draw my persona Valdo Udvardy, a Gnome bard right before he casts sleep or as his broken common would say "the laying of heads for temporary death!"
I decided to revisit a ttrpg character of mine, Quinoa, who is a firbolg barbarian, he's very chill until he is not. i originally went for a slim tall barbarian look but my brother said he should be bigger, so i decided to go with a slim thick look lol i like it, here is the progression and flat colors
New character concept, a half demon(tiefling for you D&D folks) named Bedlam, I chose four arms instead of horns and cloven feet instead of a tail, he's a thief/rogue . Lately after I draw a character I've been enjoying drawing them in what I call my "children's book style" but it's basically chibi lol
Meet the artist 2024 - my first attempt at doing one of these!