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User:Quincy/Quincy's Workshop

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Quincy's Workshop[edit]

This is where I shall conduct my own research and experiments. Quincy (talk) 17:32, 1 November 2018 (MDT)

Age Chart (D100)[edit]

  • 1-10: Young (7 + 1d8 years of age)
  • 11-50: Adult (15 + 1d10 years of age)
  • 51-80: Mature Adult (25 + 1d10 years of age)
  • 81-90: Middle Age (34 + 1d16 years of age)
  • 91-100: Old Age (50 + 1d50 years of age)

Mega-Damage Chart[edit]

Normal Scale: Infantry forces; most personal weapons
Mega-Scale: Tank; Most heavy weapons
Heavy Mega-Scale: Warship; Very heavy weapons
Super-Heavy Mega-Scale: ?; Exotic heavy weapons

Armor Type Vs. Normal
Attacks
Vs. Mega-Scale
Attacks
Vs. Heavy
Mega-Scale
Attacks
Vs. Super-Heavy
Mega-Scale
Attacks
Normal X1 Damage X5 Damage X10 Damage X20 Damage
MS X1/2 Damage X1 Damage X5 Damage X10 Damage
HMS X1/5 Damage X1/2 Damage X1 Damage X5 Damage
SHMS X1/10 Damage X1/5 Damage X1/2 Damage X1 Damage

Coinage[edit]

Value Coin
0.5 ½¢ Half-Cent
Penny
Two-Cent
Nickel
10¢ Dime
25¢ Quarter
50¢ Half-Dollar
$1 Dollar (Silver)
$2.50 Quarter Eagle
$5 Half-Eagle
$10 Eagle (Gold - 26 weigh 1 lb.)
$20 Double Eagle
$50 Half Union
$100 Union (Platinum)
$200 Double Union
$500 Half Continental
$1,000 Continental (Mithril)

Miscellaneous Damage Severity By Level[edit]

Character
Level
Setback Dangerous Deadly
1-4 1d10 2d10 4d10
5-10 2d10 4d10 10d10
11-16 4d10 10d10 18d10
17-20 10d10 18d10 24d10
21-24 18d10 24d10 30d10
25-30 24d10 30d10 40d10

Speed Chart[edit]

Score Modifier
1 −25 ft.
2–3 −20 ft.
4–5 −15 ft.
6–7 −10 ft.
8–9 −5 ft.
10–11 +0
12–13 +5 ft.
14–15 +10 ft.
16–17 +15 ft.
18–19 +20 ft.
20–21 +25 ft.
22–23 +30 ft.
24–25 +35 ft.
26–27 +40 ft.
28–29 +45 ft.
30 +50 ft.

Variant Speed Rules. 1 point of Speed = 1 yard/turn. Normals have SPD 10 = 10 yards/30 ft. per round. This is nicer because with this system SPD 20 = exactly twice as fast as SPD 10. Assume points of SPD and running speed (in MPH) is a 1:1 conversion, this makes math easier too. Speed is not soft-capped at 20, nor is it hard-capped at 30 - SPD can be raised without an upper limit.

Ship Classifications[edit]

Size Comments
Tiny Fighter Your typical fighter craft
Tiny Bomber Pretty much a heavier fighter
Small Corvette Small, cheap, and wimpy
Medium Frigate Fragile but can punch far above its weight
Large Cruiser Good all-arounder
Large Light Carrier Carries small craft
Huge Destroyer Fast for its size and TOUGH
Huge Carrier Lightly armed and armored, carries lots of smaller ships
Explodes if you so much as sneeze at it.
Gargantuan Superdestroyer Pretty much what it says
Colossal Battleship I bet ur mum is dead

Alignments[edit]

  1. Fanatical Good
  2. Orderly Good
  3. Neutral Good
  4. Moderately Good
  5. Discordant Good
  6. Fanatical Orderly
  7. Orderly Neutral
  8. Fanatical Neutral
  9. Discordant Neutral
  10. Neutral
  11. Fanatical Neutral
  12. Moderately Neutral
  13. Fanatical Discordant
  14. Fanatical Evil
  15. Orderly Evil
  16. Neutral Evil
  17. Discordant Evil
  18. Moderately Evil
  19. Amoral/"No Alignment"
  20. Insane

Large[edit]

(Racename) stand ____ feet tall and average about ____ in weight. Your size is Large. (Racename) can wield Large-sized weapons (DMG p. 278). Your unarmed strikes are Large-sized weapons as well; as such the damage of your unarmed strikes is doubled. Your reach is 10 feet. Your carrying capacity is your Strength score multiplied by 150. It is harder for you to find cover; where a Medium creature would find total cover, you might only receive three-quarters cover; where a Medium creature finds three-quarters cover, you might only receive half cover; and where a Medium creature finds half cover, you find none (DM's adjucation).

Armor Piercing[edit]

Attacks with weapons or ammunition with the armor piercing trait are quite effective against armor, by either burning straight through it or passing through unsealed areas. Targets with natural armor or worn armor take a penalty to AC against armor piercing attacks determined by referencing their AC against the following table:

AC AC Penalty
12-13 −1
14-15 −2
16-17 −3
18-19 −4
20+ −5

Armor Piercing Variant[edit]

Attacks with weapons or ammunition with the armor piercing trait are quite effective against armor, by either burning straight through it or passing through unsealed areas. Targets with natural armor or worn armor take a penalty to DR against armor piercing attacks determined by referencing their DR against the following table:

DR DR Penalty
2-3 −1
4-5 −2
6-7 −3
8-9 −4
10+ −5

Body Build Chart[edit]

D10 Die Roll Body Type Modifications
1 Extremely Skinny -33% Weight; -2 STR; -2 CON; +2 DEX; +4 SPD
2 Skinny -16% Weight; -1 STR, -1 CON, +1 DEX; +2 SPD
3-6 Average No modifications
7 Muscular +10% Weight; +1 STR, +1 CON
8 Very Muscular +20% Weight; +2 STR, +2 CON
9 Overweight +50% Weight; -3 SPD; -1 DEX
10 Obese (Very Fat) +100% Weight; -6 SPD; -2 DEX; +1 DR (Natural Armor)
Die Roll Frame
1 Xtra-Small (Male: 4'10/Female: 4'4)
2-3 Small (Male: 5'4/Female: 4'10)
4-9 Average (Male: 5'10/Female: 5'4)
10-11 Large (Male: 6'4/Female:5'10)
12 Xtra-Large (Male: 6'10/Female: 6'4)

Lineage[edit]

  • Outlaw
  • Common/Serf
  • Middle Class
  • Religious Class
  • Warrior Class
  • Nobility

Leadership[edit]

Level Cohort Level
1 1
2 1
3 2
4 2
5 3
6 4
7 4
8 5
9 6
10 6
11 7
12 8
13 8
14 9
15 10
16 10
17 11
18 12
19 12
20 13

Leadership:Mustering Abilities[edit]

Level Troop Strength
1-4 20
5-8 80
9-12 240
13-16 640
17-20 1600

Overland Random Encounters[edit]

Roll every hour of travel "off the beaten path", every two hours of travel on secondary roads/trails, and every four hours of travel on main roads. Base odds are 1/8 during the day, 2/8 during the night, except in woodlands, marshes, or jungle, in which case the odds are 2/8 during the day and 4/8 during the night. Also double for "wild-natured", giant, or exceptionally hazardous terrain. If woodlands, marsh, or jungle is also wild, giant, or exceptionally hazardous, odds are 3/8 during the day and 6/8 during the night.

The reasoning for the reduced rate of encounters on roads comes from a combination of lacking cover for ambushes and the fact that better-traveled areas have authorities keeping the peace; hence monsters/banditry etc. are reluctant to attack.

Appearance (APP) Chart[edit]

Score Modifier Description
1 -5 Monstrous looks. The character is so indescribably and bizarrely ugly that she looks more like a supernatural monster than a member of his or her race.
2–3 −4 Hideous, probably horrifically maimed or deformed. Most people will flinch or even scream and run away at the sight.
4–5 −3 Very ugly. Looks disgusting and inspires revulsion.
6–7 −2 Pretty ugly but still tolerable by most standards.
8–9 −1 Low average looks. Rough around the edges but not too bad.
10–11 +0 Average looks.
12–13 +1 Fair to better than average looks. OK but nothing special.
14–15 +2 Definitely nice looking.
16–17 +3 Exceptionally good looking. Easily stands out in a crowd.
18–19 +4 Very handsome or beautiful.
20–21 +5 Stunningly good looking. Inspires jealousy all around.
22–23 +6 Dreamlike, one-in-a-million beauty.
24–25 +7 Ideal, perfect specimen of his or her race.
26–27 +8 Supernaturally beautiful.
28–29 +9 A god or goddess.
30 +10 The most beautiful thing in the universe.

Reputation[edit]

  • -1000: Vile (At this level: Permanent +2 bonus to Charisma and Charisma maximum)
  • -500: Monstrous (At this level: Frightful presence)
  • -200: Wicked (At this level: Permanent +2 bonus to Charisma and Charisma maximum)
  • -100: Notorious (At this level: Leadership bonus)
  • -50: Scandalous (At this level: Leadership bonus)
  • -20: Despicable
  • -10: Deplorable
  • -5: Disgraceful
  • -1: Dubious
  • 0: Who?
  • +1: Decent
  • +5: Respectable
  • +10: Admirable
  • +20: Honorable
  • +50: Prominent (At this level: Leadership bonus)
  • +100: Prestigious (At this level: Leadership bonus)
  • +200: Heroic (At this level: Permanent +2 bonus to Charisma and Charisma maximum)
  • +500: Magnificent (At this level: Awesome Presence)
  • +1,000: Legendary (At this level: Permanent +2 bonus to Charisma and Charisma maximum)

Advantages/Disadvantages System[edit]

  • Attribute Bonus (+2): +2 STR, DEX, CON, INT, WIS, or CHA [10 pts]
  • Attribute Bonus (+4): +2 STR, DEX, CON, INT, WIS, or CHA [20 pts]
  • Attribute Bonus (+6): +2 STR, DEX, CON, INT, WIS, or CHA [30 pts]
  • Attribute Bonus (+8): +2 STR, DEX, CON, INT, WIS, or CHA [40 pts]
  • Attribute Bonus (+10): +2 STR, DEX, CON, INT, WIS, or CHA [50 pts]
  • Aura of Power (+1): +1 mana/level
  • Aura of Power (+2): +2 mana/level
  • Aura of Power (+3): +3 mana/level
  • Aura of Power (+4): +4 mana/level
  • Flare (10 yd radius stun effect; DC = 8 + prof + con bonus; 1/long rest at 1st level, 2/long rest at 5th, 3/long rest at 11th, 4/long rest at 17th)
  • Fleet of Foot (+5): +5 SPD
  • Fleet of Foot (+10): +10 SPD
  • Inner Strength (+1): +1 HP/level
  • Inner Strength (+2): +2 HP/level
  • Inner Strength (+3): +3 HP/level
  • Inner Strength (+4): +4 HP/level
  • Lifelong Goal: +1 to +4 to all tasks relating to completion of lifelong goal [10 pts]
  • Natural Armor (DEF 11 + Dex; DR 1)
  • Natural Armor (DEF 12 + Dex; DR 2)
  • Natural Armor (DEF 13 + Dex; DR 3)
  • Natural Armor (DEF 14 + Dex; DR 4)
  • Natural Armor (DEF 15 + Dex; DR 5)
  • Natural Melee Attack (I): 1d4 damage [10 pts]
  • Natural Melee Attack (II): 1d6 damage [15 pts]
  • Natural Melee Attack (III): 1d8 damage [20 pts]
  • Natural Melee Attack (IV): 1d10 damage [25 pts]
  • Natural Melee Attack (V): 2d6 damage [30 pts]
  • Natural Melee Attack (VI): 2d8 damage [35 pts]
  • Natural Melee Attack (VII): 2d10 damage [40 pts]
  • Natural Ranged Attack (I): 1d4 damage, Range 100/300 [20 pts]
  • Natural Ranged Attack (II): 1d6 damage, Range 100/300 [25 pts]
  • Natural Ranged Attack (III): 1d8 damage, Range 100/300 [30 pts]
  • Natural Ranged Attack (IV): 1d10 damage, Range 100/300 [35 pts]
  • Natural Ranged Attack (V): 2d6 damage, Range 100/300 [40 pts]
  • Natural Ranged Attack (VI): 2d8 damage, Range 100/300 [45 pts]
  • Natural Ranged Attack (VII): 2d10 damage, Range 100/300 [50 pts]
  • Weapon Master (+1): +1 to attack and damage rolls [10 pts]
  • Weapon Master (+2): +2 to attack and damage rolls [20 pts]
  • Weapon Master (+3): +3 to attack and damage rolls [30 pts]

Proficiency Levels:[edit]

0: You are proficient with zero weapons like a typical CIVILIAN.
1: You are proficient with four simple weapons.
2: You are proficient with all simple weapons.
3: You are proficient with all simple weapons and four martial weapons.
4: You are proficient with all martial weapons.
5?: You are proficient with all martial weapons and four exotic weapons.
6?: You are proficient with all exotic weapons.

High and Low Open-Ended rolls[edit]

If the result of a d20 is 1, roll again and subtract 20 from the result. If the result is a 20, roll again and add 20 to the result.

Fatigue Points[edit]

Maximum FP = 4x your Constitution score. Missing a meal costs you 1 FP (you need 3 meals/day). Humans need 2 quarts of water per day, which is doubled in hot climates and tripled in the heat of the desert. You can get by on less than that if you drink at least half your recommended amount, but it still costs you 1 FP/8 hours. Going with less than half your water requirements costs you 2 FP/8 hours, and at the end of the day you must make a Constitution check (DC = 5, +5 for every previous save) or lose one hit die's worth of maximum hit dice. Thus, you lose 9 FP/day of going without food and water.

3/4 FP to max FP: Fine 1/2 FP to 3/4 FP: disadvantage on ability checks 1/4 FP to 1/2 FP: Speed halved less than 1/4 FP: disadvantage on attack rolls and saving throws 0 FP: DC 5 Constitution check, +5 every hour thereafter, to avoid falling unconscious. Every 1 FP thereafter comes off your maximum HP on a 1:1 basis.

Random Special Abilities[edit]

1d10

  • 1-4: One ability
  • 5-7: Two abilities
  • 8-9: Three abilities
  • 10: Four abilities

The average is two.

Spellcasting DC[edit]

  • Cantrip: DC 10
  • 1st-level spell: DC 12
  • 2nd-level spell: DC 13
  • 3rd-level spell: DC 15
  • 4th-level spell: DC 16
  • 5th-level spell: DC 18
  • 6th-level spell: DC 20
  • 7th-level spell: DC 21
  • 8th-level spell: DC 22
  • 9th-level spell: DC 23
  • 10th-level spell: DC 25
  • 11th-level spell: DC 28
  • 12th-level spell: DC 30
  • Failure by 1-4: Minor blunder
  • Failure by 5+: Major catastrophe

Virtues Chart[edit]

# Virtue Meaning
1 Chastity Purity; absence from deviant sexual conduct
2 Temperance Moderation and restraint
3 Charity Benevolence; Generosity; Self-sacrifice
4 Diligence Due carefulness; Work ethic
5 Patience The ability to endure difficult circumstances (e.g. delay)
6 Kindness Pleasantness; Consideration of others
7 Humility Recognition of self in relation to God; Balance between pride and indulgent self-deprecation
8 Valor Acting rightly in the face of opposition and shame; Truly Righteous Fury; Balance between injustice and wrath

Vices Chart[edit]

# Vice Meaning
1 Lust Impure desire; immoral sexual acts
2 Gluttony Overindulgence; Wastefulness
3 Greed Inordinate longing for material things
4 Sloth Failure to do things one should do
5 Wrath Anger, rage, and hatred; Vengeance without justice
6 Envy Covetousness; Unhappiness wrought by others happiness
7 Pride Hubris; Forgetting one's own lack of divinity
8 Despair Feeling sorrow for or denial of spiritual goodness (Nihilism); Hopelessness

Unarmed Strike[edit]

Level:

  • 1-4: 1d4 (2d4 Expertise)
  • 5-10: 1d6 (2d6 Expertise)
  • 11-16: 1d8 (2d8 Expertise)
  • 17-20: 1d10 (2d10 Expertise)
  • 21-24: 1d12 (2d12 Expertise)
  • 25-30: 2d8 (4d8 Expertise)

Sweeps & Throws:

Level:

  • 1-4: 1 + Str damage, Push 5 feet & knock prone
  • 5-10: 1d4 + Str damage, Push 5 feet & knock prone
  • 11-16: 1d4 + Str damage, Push 10 feet & knock prone
  • 17-20: 1d6 + Str damage, Push 10 feet & knock prone
  • 21-24: 1d6 + Str damage, Push 15 feet & knock prone
  • 25-30: 1d8 + Str damage, Push 15 feet & knock prone

Serrated Weapons[edit]

Exotic Melee Weapons Cost Damage Weight Properties
Serrated Dagger 8 gp 1d4 1 lb. Bleed, finesse, light, thrown (range 20/60)
Serrated Shortsword 40 gp 1d6 2 lb. Bleed, finesse, light
Serrated Scimitar 100 gp 1d6 2 lb. Bleed, finesse, light
Serrated Longsword 60 gp 1d8 3 lb. Bleed, versatile (1d10)
Serrated Greatsword 200 gp 2d6 6 lb. Bleed, heavy, two-Handed
Bleed

A creature that you damage with a serrated weapon bleeds profusely, taking slashing damage equal to your proficiency bonus at the end of its next turn.

Human Traits[edit]

It's hard to make generalizations about humans, but your human character has these traits.

A human character possesses the following traits:
Ability Score Increase. Your ability scores each increase by 1.
Ages. Humans reach adulthood in their late teens and live less than a century.
Alignment. Humans tend toward no particular alignment. The best and the worst are found among them.
Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Skills. You gain proficiency in one skill of your choice.
Feat. You gain one feat of your choice.
Languages. You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.