What its all about...

As a fan of table top Role Playing Games, and Video Games, not to mention anime I once had a web site that I devoted to creating conversions of the things I liked to a particular game system or another.

Well I'm back and its time to get back to posting and talking about the things I like with others.

Video Games: I will be trying to write reviews for games I play and may even work out conversions of games to table top RPG's for gamers to enjoy, or at least I will give a guiding hand rather than doing all the work myself. Unfortunately the only game system I own is an X-Box 360, and my computer which kind of limits what I can do. Unless some kind soul wants to buy me an X-Box One. :)

Table Top RPG's: I play a few different table top games along with my friends. Sometimes I will write about a game system I have read up on or tried out, and may write up a conversion for agame system. Game systems I typically play are - Hero System (Champions, Fantasy Hero); Star Wars (Fantasy Flight Version, Saga Edition); Savage Worlds, D&D (3.5 Edition, 5th Edition); Pathfinder, and possibly others in the future.

But I look forward to providing folks with some entertainment and to get some discussions going on things I may post (but please keep it civil).

Also please feel free to click on any ads that are on my blog here, doing so really helps me out.

Sunday, October 20, 2019

Current Projects



Figured I'd at least post a status update since I haven't posted anything this month.  So what is on the list for the month?

Borderlands™ Combines The Best In First-person Action - Borderlands, HD Png Download (1000x313), Png Download

To start off, I've been playing a lot of Borderlands 3.  As such it got me to think about large scale RPG projects again, and the fact that I haven't done one in a long time.  So what I will be doing is a conversion of Borderlands using the Starfinder RPG rules.  The rules on weapons is the best suited for the setting, though I will be making a few additions.

As you may suspect, this will take a bit of time to work out.  But it's not all that I've got going on.

I've got my two jobs, the last semester of college, and my website to work on (which will replace the blog).

Oh and I have to find a job that will make use of the shiny degree I'm about to get.

So least to say that I'm pretty busy, and hope you all will understand if updates are a bit slow in coming.

Monday, September 16, 2019

Cypher System Revised Core Rule Book -- Reviewed

     Alright, I've been beating my head on what sort of project to take on next.  However, Monte Cook Games has provided me with what I needed.  For those who didn't know, a few years ago a Kickstarter was made to fund the series of books by Monte Cook Games.  While the Kickstarter was focused on funding a different book, it also had the goal of funding other books.  Notable of this was the Revised Cypher System Core Rulebook.  I helped to fund this Kickstarter and now I am able to see the fruits of my investment.

     Starting off, the book contains a large amount of information, and is not specialized in applying toward other RPG's made by Monte Cook Games.  In this respect I can draw an analogy with Savage Worlds and Hero system in that the Cypher System attempts to be an "catch-all" system for any genre of game you can think of.

     Now in the art of writing, critiquing is comes with talking about what you like, then after that you gotta talk about where you felt it stumbled.

     The book has a lot of information, and provides an interesting alternative other RPG's because of its unique rule set.  You don't have the standard array of ability scores you may have for characters in other RPG's, and instead you have 3 stats:  Might, Speed, and Intellect.  As you take damage, it is applied to one of these stats, reducing its pool of points.  On the other hand, some actions you take will also reduce these pools as well, such as using "effort" to improve on a die roll.

     Character's do level up, and they sort of have "classes" but these are called "types" and are generalizations of certain builds that a character can fall into.  These types are: Warrior, Adept, Explorer, and Speaker.

     Time is given to each genre of play that you can mold your game to, covering Fantasy, Modern, Sci-Fi, Horror, Romance, Superheroes, Post-Apocalyptic, Fairy Tale, and Historical.  Some optional rules are found for each genre as well, such as Horror having optional rules for Shock and Horror Mode.


     The rules are interesting, but you cannot expect to start your game with an array of powers and abilities that you may find in other games.  And even as you progress in level, don't expect to be able to do all the same things that a D&D character can do.  Is this bad, not overtly.  The game seems to want to take a more cinematic or comic book like focus.  The story that the GM weaves is meant to wrap around the characters.  Your playing the heroes after all.  In a superhero game, the story is focused on your characters, not any other characters but yours.

     In all this is an interesting game system, and I feel that it was well worth backing.

     But...but I do have a few problems with the system.

     First issue that I have is that the book is missing a specific walkthrough on making a character.  Now don't get me wrong, there are examples of the different "type" builds that you can do, and they sort of walk you through the process.  But what is lacking is a more comprehensive step-by-step process to making a character.  More over I'd like examples of this process being applied to a character being made in different genres.  Since the different genres add optional rules for characters, you have to sort of figure out how this all applies.

     This is a bit moot however.  With some trial and error you can figure it all out.  Moreover you can easily find examples of fully made characters to reference online, or just hop into a forum and talk the process over with other gamers.

     Another issue that I have, and this is due to my unfamiliarity with using the system, is the scale of power.  Levels going only from 1 to 6 doesn't seem like it's enough to grasp some concepts and broad genres.  For example, can you make a character like Superman?  Or what about characters like Rand Al Thor in a fantasy setting?

     These questions bring a degree of intrigue to my mind.

     I'll have to experiment, learn the rules well enough that I can work with them.  Of course it will mean needing to make a form fillable PDF out of the character sheet in the book.

     Ultimately, I feel that this was a good investment.  but as I'm on the cusp of potentially joining a new gaming group, so in all likelihood we'll be giving this system a try in the future.  I also picked up a bunch of the Numenera books from Humble Bundle, so there's ample chances to game with this system.

     If you have the chance, check out the free preview PDF of the game book.  Make your own decision.  But, ultimately, I think that it's worth the buy.











Saturday, August 10, 2019

Crafting Dice Box Vers. 2



Hi folks, so this post is all about my latest crafting project, a new dice box.  Now this wasn't too difficult of a job, but I did run into a few issues...namely my measuring was off in a few spots so I got creative in how I dealt with it.

To start, I got all I needed from Joann Fabrics.  As you may know they have a bunch of premade boxes, so it was a matter of just picking one.  I happened to like the box they had with a lip on the lid.

I also bought a bag of balsa wood to augment my build.  Now for those who don't know, balsa wood is a very light weight wood, and is like working with foam.  You can cut it with a knife, and considering my limited work space it was what I decided on getting.  Though in the future I'd suggest getting a better crafting wood.

The first thing I did was increase the lip on the lid of the box.  In the image above you can see that I started working on that.  Now I put quite some effort in strengthening the balsa wood here.

  • First I sanded where I used contact cement to glue sticks in place, once it was all dry I did some sanding.
  • Then I used a glue stick to fill in cracks, and help seal the wood.
  • Later I used some wood putty to smooth over cracks.
With the outside done I began planning out the interior.  Now I initially thought I would stain just the outside of the box and leave the inside as it was.  But if there is one common problem I run into it is that I can measure and cut as perfectly as I can, and I'll still be off in my measurements.

I'm certain it has something to do with Math and I not liking each other.

But luckily for me my measurements weren't too off, just off enough to irritate me.

Now in my previous dice box I used felt for the lid and the bottom of the large box, but I figured I'd do something different this time.  I got some foam with adhesive backs, and some cork board (which we happened to have some of).  

I made some dividers with the balsa wood, and wrapped what I needed in foam, I then cut some foam for the bottom of the box where the divided areas would be.

This is where I ran into some trouble.  For my larger dividing wall, I miss judged where to cut the foam.  So when I put the bottom foam in for the main section you could see where the seem was.  In the storage areas this isn't really noticeable.

Well the solution I came up with was to use some wooden dowels and glue them into place to from some runners on the inside of the box.  I then used wood putty to try and smooth out the dowels where they met the wood side of the box.  Unfortunately, the putty didn't exactly blend in.  So I sanded and made the choice to stain the main section of the box, not the smaller pockets.

Once that was all done I got some other foam that I had, cut out spots for the storage sections, and realized that I needed an arm or something to prop the lid open if I needed.  Well I improvised.  I cut a wooden dowel in half, used some thick paper, and wound it around the dowel.  With some super glue I rolled the paper up and let the glue dry to make a holder that I glued half way on one dowel and then the other part would just slide in to form the whole prop.  I also used some extra foam to make some stops for the collapsing pole to fit in and not roll around when the box is open.

In all, the box turned out well.  I may decorate the outside or even add a bit more cork to the rolling tray.  Hell, I'm even thinking of using some of the balsa wood to make a dice tower to store inside the box and clip to the lip of the box when in use.













So, what do you think?  Not too bad, doesn't take up alot of room like the previous one where it was like having a book always open.

One section holds all the vials of my mini-dice, a second section for maybe a miniature or two, or tokens, or something else.  The main section will hold my chosen dice, like my metal dice.

That's it for now!

I've recently gotten my hands on Pathfinder 2nd Edition and I need time to read and comprehend the system.  After all, folks are going to want some conversions for it.






Wednesday, July 24, 2019

Getting into Tabletop Role Playing Games (RPG's) - What you should know.

     I've noticed that recently there has been an increase in people posting about D&D and how to get into it.  However it's important to remember that there are other tabletop RPG's out there besides Dungeons & Dragons.

     Now, D&D is a great jump on point for people.  It benefits from being the most widely known RPG out there, and it is the longest running at that (well so far as I'm aware).  Tabletop gaming isn't limited to just D&D.  So if you have an interested playing tabletop games - whether with friends or your family, here is what you need to know.


Getting Going

Step 01:  Know Your Game

     The first thing you want to do is research your tabletop RPG's.  To start with this you will want to think about just how complex you want your RPG to be.  Many tabletop gamers can classify their RPG's into a typical 3 levels of difficulty.

  • Easy
  • Medium
  • Hard

     Difficulty comes in the form of learning curve and complexity of its rules.  D&D 5e would likely fall into the Easy category.  It's not difficult to learn and the rules are not too complex, which is why it is a great leap on point for many people.  By contrast, Starfinder would likely fall into the medium category.

     AndHero System is in the Hard category.  For this system it is considered this fore one fact alone, the complexity of its character creation.  Don't get me wrong, I enjoy Hero System just for the fact that I can make any character I can imagine, but it takes a long time to make a character (a few days if you know what you're doing).
a game like

     Research is very important for new players.  Part of this process starts by reaching out to the gaming community (via Twitter, or Facebook for example) and ask questions.  Most tabletop gamers who have been playing for more than a few years will know of not just the more popular and well known games, but possibly even more obscure ones as well.

     For a beginner you really should keep yourself in the easy category though.  Starting off easy is nothing to be ashamed of and it will help you to get on the train of what you can expect in other RPG's.


Step 02:  Get Your Gear

Just 1 of 3 different core rule books for the
Star Wars RPG by Fantasy Flight Games.
     Tabletop gaming can be an expensive hobby to really get into, depending on the game and the degree by which you want to be involved.  A war game, like Warhammer, will cost you a small fortune to play (since it is specifically a miniature based war game).  Unless you plan on running a game, for the most part you'll ever only really need one book.

     Before you even buy your book, got to the website for the company that makes the RPG.  You'll find that some companies offer up some free basic rules that give you an opportunity see some basics on how the game is played.  Not everyone does this though, so keep that in mind.

     Starting out, expect to spend roughly around $80 (this is a high estimate on purpose) on your materials for getting started.  But only spend money when you are ready to jump into a game system.  Do not spend money until you are ready.  I've heard people complain about spending money on getting into a game system and then turn around and balk at how much money they waisted.

     They did not do their research.

     Books will often run you around $20 for a PDF copy where it is offered (Paizo, who makes Pathfinder & Starfinder offers PDF copies of their books, as does Hero Games).

     A physical copy of a book is also nice to have, though they will cost you more, and depending on where you buy it the book can cost you between $20 and $50 bucks (maybe more depending on the system and the publisher).  Always look for either a Player's Handbook, or Core Rule Book.  These are the two most common names for the book types that get you started in games.

     Your next expenditure will be on dice.  There are some very nice dice out there, and the rest of your budget can easily go to these.

     Now you only really need 1 of each die type, but it's better if you have a lot more.  I advise getting yourself some dice grab bags, bags of a random assortment of for "x" amount will give you a large number of all the dice you'll need.  Sure they may not match up, but it's ok, you're just starting out.

     You can get tubes of dice sets which gives you one of each type of dice, and the prices often start at around $12, and they go up from there.  And if your willing to spend even more money, you can get some very nice metal or even stone dice to use.  If your using just d6's (a six sided dice) then you can get some cheap ones in the grocery store in a pack of 6.

     But can you really play a game with only one of each die type?  Yes...but in some cases more dice are far better.  If your playing D&D, and have to roll 5d8 (five, eight sided dice) then it can be a bit time consuming to roll your 1d8 a total of 5 times.  In general, if you can get about six of each die type then your good to go, even if you may need a few more dice beyond this.

     And that is it!  You got a book, and you got some dice.  But wait...you live in a place where there's not a lot of people around?

     Your covered.  As long as you got an internet connection, and a webcam (for communication) you can play online with people via a virtual tabletop.  There's several programs available, and I strongly suggest talking to other gamers on what they recommend.  Expect this to tack on another expenditure in order to make use of it.

     Of course, read the book before you start gaming.  Make a few practice characters to help you familiarize yourself with the process.

Step 03:  Get Your Group

     And here we are at the most important junction in your start as a tabletop gamer - finding a group.  Each group is going to be different.  You may get along well with your first group, but you also could end up being asked to leave just because you don't really get on with them.  Playing the game with close friends and family is one great way to get around this...but if your family is like mine then there will be a passing, vague interest in RPG's but it may only extend to just watching or talking about playing, but never getting around to it.

     This process can be even more difficult if you're planning on gaming online.

Communication is Key

     Your new, so be upfront with this in any group you join.  You'll get help if you don't understand something, and be sure to ask questions if your confused.  Also, you must be open minded to taking critiques.  It's not easy, but keep in mind that you learn through critiques.  If you have a habit that is kind of annoying to other players, it would be good to know about it so you can work at avoiding that habit.

     Now I know what your thinking, "I don't want to get my feelings hurt, or lose my temper."

     Look, critiques can hurt your feelings and this is mainly due to the fact that most people don't know how to offer up helpful critiques.  Critiques are about building a person up, making what they can do better - NOT about tearing the apart!  As an amature writer I can attest to this.

     And sure, you could lose your temper.  If you get pushed to this - walk away.  Don't respond, don't let your emotions get the better of you and lash out.  Step away and calm down.  If your told something particularly harmful or hateful, still walk away.  And when you come back talk to the Game Master (GM) about what just happened.

     And if it comes down to it, leave.  Some groups will be filled with just friends and maybe one or all of them will be assholes, or immature teens who have yet to gain any maturity for acting like adults.

     Regardless, be ready to walk away.  Your not going to fit with every group, and that is ok.  This is why gaming online is a viable option these days for when you can't find a group locally.

     But as I said, communication is key.  Work with the people in your group.  Learn the groups rules, and pay attention as best you can.

Remember Rule #01

     Just what is rule one?

     Rule one is the most important rule in all games.  It is a rule that some people in a group can forget.

     Have Fun

     Some players, and even GM's, take their games too seriously.  Game time should be more about being with friends than it is playing the game.  The game is there, it is important, but in my personal opinion a game day is about spending time with friends.

     This is an important rule that not just new players should be mindful of, but it is a rule that long time gamers need to remember.  And to this end I'm going to address you long time players and GM's now.  Joking around, breaking character, a bit of meta-gaming, sure it breaks immersion and takes time away from the game.  But the people you game with should be your friends.  You should allow a some of this to go on.  If your focused on a player doing one thing while others talk a bit with themselves then don't lose your cool over it.

     I cannot stress this rule enough for everyone.  Have fun, be friends first before you be rule lawyers.


Step 04:  Get On With It

Monty Python jokes aside, you probably still have some questions.  So below I'm going to try an answer a few that you may have.

Q.  
     Do I have to dress up?

A.
     Yes, you must wear cloths.  However, cosplay, is not required.  Some people in some groups do like dressing up a bit, but if that's not for you then that's ok.  But there is one noteworthy exception: LARPing.

     Ok, get your laughing out now...you good?

     LARPing stands for Live Action Role Playing.  Think of it as being in a theater troupe, except that there is no script and you are expected to act the part of your RPG character.  This is actually a good way to see if your a capable actor...just don't expect to land a role.


Q.
     I heard that D&D is for devil worshipers, is that true?

A.
     [sigh]

     NO.  Let's clear up this bit of slander now.  If you do your research you'll learn that many years ago, D&D was just another victim of the whole "leads to satan" bible thumping debacle that was going around.  Rock music was made by the devil before this.  Look, it's just not true at all.

     Sure, D&D has "gods" in it, but so too do many other fantasy novels and movies.  It's not you who actually worships Thor, Odin, or any other fictional deity.  It is the character, the make-believe being whom is limited to your imagination and a piece of paper.

     Moreover there is not a single shred of evidence that this is true or that RPG's drive you to do evil and/or inhuman things.  What you will find instead are instances where a mentally unstable person, who just happened to have an interest in an RPG, (Vampire the Masquerade is an example), did something morally reprehensible.

     The sham movie, Mazes & Monsters, was made based off of this sort of BS and was allegedly based on a real event...but it wasn't.  Look it up, Tom Hanks was in it.

Q.
     What level GM are you?

A.
     Should I sigh again?  This is an old rumor spread by people who don't get, or want to get RPG's.  Game masters, or GM's, or DM's (Dungeon Masters), or Storytellers do not have levels.  It's not like you're going to walk into Comic Con and see a table where you, as a GM, can level up.

     Instead it's best to think of a GM as possessing a skill level akin to one's job skills.

  • Beginner:  Their just starting out, so bear with them please.
  • Intermediate:  They've run a few games and the people like what's been dolled out.  They have a decent grip on what they are doing, but may have difficulty with player thrown monkey wrenches.
  • Experience:  They have been running games for a year or two.  They know what needs to be done, and how to handle things when players through monkey wrenches at their story.  It's also important to know that they also feel like they can continue to improve.
  • Veteran:  A veteran GM is someone who has an established method of running games.  They've been doing this for many years, and know many different tricks.  They also may be a bit set in their ways, and open mindedness to trying new things may require some thoughtful explanation on your part.

     As you can see, this is more of a generalization, and even then it's not overtly a fair one.  Some beginner GM's may well be fantastic out the gate.  While some veteran GM's may well be more like beginners, but the best that a group has had for a long while.


Q.
     Someone in the group I joined is always losing their temper over things that happen, or when the dice aren't going their way - what should I do?

A.
     This can be troubling, and can ruin a game for everyone.  The best thing you can do is talk to the GM and find out about this problem.  It could be that this is the only outbreak of this sort of thing and that the person has just been having a bad day (or week).

     But this may not be the first outbreak of temper.  If this isn't the first time then you definitely need to talk to your GM.  But if it keeps up regardless of how many times it happens - walk out.  Nothing is changing, so you may as well make a statement.  Other folks may well join in.  But if you come back and there's no apology or attempt to change then it is likely time to join a different group.



Well that's it for now folks.  I'd have something else, but college is in session and I am actually working on a new dice box project, but again that pesky thing called time isn't always on my side.





Saturday, June 22, 2019

D&D 5E Original Character Class: The Mancer

YES, I finally finished it.  After this it will be a long break from doing stuff for 5th Edition.  I'll be needing time to work on the upcoming semester of college work, and to work on getting a job as a web designer.  I'll also be changing the blog a bit, and I'll be working on a full website for my work instead of the blog for my postings.


Mancer
Pyromancer, image by SANTTOS!

Electricity swirls about him, coursing along his arms and glittering in his eyes, but he is not the target, he is like a lightning rod, a battery, he is the source of the power.

She is the heart of heat, the flame is her blanket, her comforter.  She is passion, and fury, she is the fire, and she is never cold or hot.

Mancers are beings born with something extra, something special that allows them to tap into an elemental power, to channel it at will and manipulate it in whatever way they see fit.  Mancers typically channel only one particular element, and this helps denote what type of mancer they are, such as an electro-mancer, flame-mancer, ice-mancer, wind-mancer, and earth-mancer.

Born to Power
Mancers are born with the ability to generate and manipulate a particular elemental force.  They learn to wield their powers alone, with an innate talent that other wielders of magical power would envy.  How they learn, how they train can vary.  The power of the mancer rarely deviates, rarely growing beyond one elemental capability.

The power that mancers embody is not limited to just what they can expel in the form of bolts of fire, or lightning.  Some can sheath their body in protective flames, sense the tremors in the air, or even become the lightning.  While their power range is focused, and limited to a degree, their power is quite potent and not the limit of their capabilities.

Mastery of the Elements
Mancers are capable warriors, not scholars of magic but still innately capable of wielding their own particular elemental aspects with impunity.

There are some magic users who do possess innate mancer capabilities, and there are also mancers who learn to broaden their capabilities by learning to wield spells.  While there are some that feel that mancers are no better or worse than warlocks, they would be mistaken.

When a mancer ventures out into the world they do so to further their mastery, to sharpen their mind and powers upon the stone of experience.  Those who are mancers use their powers on a near constant basis, a constant exercise like how one would lift weights.

Creating a Mancer
There are only a few important pieces of information that need to be considered for the character’s background: What element is your focus, and are you about the brute power you can bring to bear or are you one for finesse?  Do you use your power to stamp out evil where you find it, or are you keen on subjugation?  What set you on the path of adventure in the first place?

Do you wield only your powers, or have you taken time to develop more martial skills to supplement them?  But these weapons are merely tools, and possibly ways through which you can channel your powers.


Quick Build
You can make a mancer quickly by following these suggestions.  First off, Wisdom should be the highest ability score, followed by Dexterity or Strength.  No one background is a particular perfect fit since mancer’s can be found in any background.  Finally, choose an elemental aspect that suits the character’s method of fighting, namely are they a long-range type or melee type combatant.

CLASS FEATURES
As a mancer, you gain the following class features.

Hit Points
Hit Dice:  1d8 per mancer level
Hit Points at 1st Level:  8 + your Constitution Modifier
Hit Points at Higher Levels:  1d8 (or 5) + your Constitution Modifier per mancer level after 1st

Proficiencies
Armor:  Light armor
Weapons: Simple weapons
Tools: Choose 1 tool that you are proficient with.

Saving Throws: Intelligence, Wisdom
Skills:  Choose two skills from Animal Handling, History, Medicine, Nature, Stealth, Survival.


Equipment
You start with the following equipment, in addition to the equipment granted by your background:
·         (a) any simple weapon or (b) short sword
·         (a) explorer’s pack or (b) dungeoneer’s pack
·         Leather armor, and one dagger


MANCERY FOCUS
At 1st level, you must choose the direction in which your mancer powers will grow.  Select one of the following options:
·         Cryomancer:  Your powers involve the cold.  All of your powers gain the “COLD” damage type.  As a cryomancer you gain resistance to cold damage.  Additionally, you are perfectly at home in cold environments and suffer no debilitating effects from a cold environment.  Thus, you could spend an hour swimming in a frozen lake and be perfectly healthy when you were done.
·         Pyromancer:  Your powers involve the heat.  All of your powers gain the “FIRE” damage type.  As a pyromancer you gain resistance to fire damage.  Additionally, you are perfectly at home in hot environments and suffer no debilitating effects from a hot environment.  Thus, you could spend hours in a desert and the heat wouldn’t affect you in the slightest (though you would still need to eat and drink normally).
·         Earthmancer:  Your powers involve the kinetics.  All of your powers gain the “FORCE” damage type.  As an earthmancer you gain resistance to force damage.  Additionally, when moving in environments where your movement would be hampered or impeded (such as a slippery slope) then you are able to move/act normally, suffering no disadvantage to your actions.  Thus, if you would not be hampered by slippery surfaces like mud, but you can still be entangled, or held.
·         Voltmancer:  Your powers involve lightning or electricity.  All of your powers gain the “LIGHTNING” damage type.  As a voltmancer you gain resistance to lightning damage.  Additionally, you are often fuller of energy than most, and need less time to recuperate.  As such, a short rest for you is 30 minutes instead of 1 hour.  A long rest is 6 hours instead of 8 hours.  You also have advantage on saving throws against spells/powers that would put you to sleep.
·         Windmancer:  Your powers involve the wind and air.  All of your powers involve using the wind/air, but it is important to note that this is not a normal damage subtype.  Your attacks can be either Force or Thunder based.  You can choose between the two damage subtypes when you use the attack.  Force damage has the benefit of normal range.  Thunder damage has half the range, is louder, but can push target back at least 10ft.  In addition to this you are able to hold your breath 2x longer than normal, and survive suffocation for the same increased length of time.  Thus if the character has a CON of 14, they can hold their breath for 6 minutes, and if they start to suffocate then they have 4 rounds to get to the surface.

NOTE 1:  Necromancers are not apart of the Mancer class, this is due to the nature of what a necromancer is, how their own powers/spells work, and that they stand as an antithesis to what real mancers are – walking embodiments of the forces of nature, not abominations of that nature.

NOTE 2:  Damage resistance from the class does not stack with racial damage resistance (though powers/spells may allow for stacking), if one is present (like with Dragonborn).  Instead of loosing out on this benefit, the character gains Damage Reduction, reducing damage of their elemental type by 3pt.


MANCERY POWERS
At 1st level, mancers gain a limited number of special powers.  These powers work in a similar respect to spells but are not spells in and of themselves (the use of a counter spell would still work).  You know one minor power, and one major power.  You also gain an elementally focused use of the “Prestidigitation” spell.  When using this you don’t need a verbal component for the spell, or it’s material aspect (if one would have normally been needed).  Additionally, the things that you can do with he spell are now limited to what would be possible with your elemental focus.  For example, you could create a dancing figure of fire or ice instead of cleaning a 1x1ft area.

Mancer powers make use of the characters Wisdom modifier for attack rolls and saving throws.
Spell save DC = 8 + your prof. bonus + your WIS mod.
Spell Attack Mod. = your prof. bonus + your WIS mod.
·         Minor Power:  A minor power is like a cantrip and does 1d8 damage and gains +1d8 damage at levels 5, 11, and 17.  The range of the attack is dependent upon the damage type (below).  Unless noted in the aspects below, these powers make use of a normal Spell Attack roll.
o   Cryo:  Creates a beam of cold that has a range of 60ft.  Target’s speed is reduced by 10ft. (Like the Ray of Frost spell).  This can also be used to create a 10ft x 10ft section of ice on a surface that imposes a slippery condition and force targets moving through the area to make a Dexterity save to do so safely (if they fail the save, they are rendered prone).
o   Pyro:  Creates a beam of fire that has a range of 60ft.  Flammable objects will ignite if they aren’t being carried/worn.
o   Earth:  Creates a bullet of stone that has a range of 120ft, dealing either bludgeoning, or piercing damage (one or the other, your choice when the power is used).  The attack made with this is fast and gives a +1 to attack rolls made.
o   Volt:  Creates a crackling line of lightning that has a range of 60ft.  If there is an opponent that is adjacent to the initial target then the lightning can jump to them, forcing them to make a DEX save.  If they fail, they take half the damage of the attack.  If the succeed they take no damage.
o   Wind:  Creates an attack that is difficult for enemies to perceive as you’re working with one of the fundamental forces of nature.  The attack affects a 5ft x 5ft square area and requires the target to make a CON save as they find the wind ripping at them dealing force damage.  If they make the save, they take no damage.
o   Melee Use:  While these minor powers are meant to be used at a range, you can also choose to use your elemental powers in melee combat.  The melee attack is sheathed in the element, and while it doesn’t deal additional damage, it does allow you to affix your elemental damage type to the attack and use it for determining if the attack can overcome a target’s resistances or capitalize on their vulnerabilities.  Also, the secondary effect being applied with your melee attack, but only once per attack action.  Thus if you can make multiple melee attacks on your turn you apply the secondary effect only 1 time.
·         Major Power (Enhancers):  These are like leveled spells, far stronger applications of one’s base minor power.  These are essentially enhancements that you can use a limited number of times on your minor power.  These enhancements, called enhancers, change your damage, as well as changing how the power may function.
o   Burst:  Increase damage by +2 dice.  The attack forces targets that are within a 10ft x10ft square area to make a DEX save.  If failed, they take full damage, and if they succeed, they take half damage.  If the attack already affects an area it adds to the area.
o   Trauma:  The attack’s effect lingers a while dealing additional damage.  The power changes to affect only 1 target (if it does not already do so).  The attack deals an additional +1 die of damage when it hits.  The target then must make a CON save.  If the target fails, roll a 1d4, for a number of turns, starting on the player’s following turn, the target takes 1d6 damage until the effect ends (though each time the target would suffer damage they can make a CON save to cancel the damage (if they fail the effect continues).
o   Wrap:  Increase damage by +2 dice.  The attack affects a number of individual 5ft spaces (what 1 character occupies) equal to the user’s WIS modifier +2.  These spaces must be used adjacently (a diagonal use uses 2 spaces) but can be molded to fit any space you need.  This can help in avoiding hurting an ally, or to affect the area surrounding yourself.  The wrap does not have to originate in space in front of you but can be targeted on anyone/thing up to 30ft away.  The opponent must make a DEX Save.  If they succeed in their save they  take half damage.
o   Boost:  Increase the damage by +2 dice.  Range is increased by 60ft.
o   Obstacle:  The nature of this is dependent upon the elemental source.  This creates a barrier that obstructs a 10ft line and is 10ft high made of the elemental source.  The obstacle has HP equal to the user’s WIS modifier x their caster level.  When the obstacle is hit/touched the victim the takes the base damage.  Physical obstacles (ice, & earth have spikes), but can be climbed at a disadvantage, while energy obstacles (fire, electric, & wind) have no physical substance, and if one attempts to pass through it, they take damage a second time with no save.  This obstacle can be created within 30ft of the character (overriding any previous ranges for the base minor power).
o   Trap:  By imbuing a 5ft area with elemental energy you can create a trap to be triggered under certain desired events.  If you can see the spot you can trigger the trap when you want to, other wise you can state a desired, but simple, outcome for triggering the trap.  Such an event could be when a being steps in the spot, or when if they pass under it, by it, or if they have a weapon drawn while in the space.  Once a trap is set it lasts a number of minutes equal to the users WIS modifier x2.
o   Fan:  Increase damage by 2 dice. The attack can be caused to fan across an area.  This creates a 15ft cone effect, forcing opponents in the area to make a DEX save.  If they fail, they take full damage, though if they succeed, they take only half damage.
o   Torrent:  Increase damage by 2 dice.  The attack is poured out across an area.  This creates a 30ft line effect, forcing opponents in the area to make a DEX save.  If they fail, the take full damage, though if they succeed, they take only half damage.
o   Empower:  This is like an improved use of the character’s base melee use of their powers.  Here your weapon is considered magical and has a more pronounced elemental effect.  Your weapon also deals 1d6 additional damage of your elemental type.  The empowerment lasts a number of turns equal to your WIS modifier +1.  The effect ends at the end of the last turn of its use.
o   Elemental Armor:  You can sheath yourself in your elemental type.  This can create spikes on your body or a sheath of the energy you wield.  You gain +1 AC, and any melee attack that hits you triggers a response from your elemental armor, dealing 1d6 of your elemental damage to the target automatically (they get no save), though this triggered effect only occurs for 1 attack from the opponent.  If the opponent can make multiple attacks, then they trigger the response only 1 time.  Elemental Armor lasts a number of turns equal to your WIS modifier +1.

At level 1 you gain the full use of the minor aspects of your powers, plus you may choose 2 Major effects that you wish to know how to use.  Every 3 levels you can choose 1 new major effect to use.

MANCERY POINTS
Mancers can use their major powers a limited number of times via a pool of points.  This number is based upon the character’s level (see the progression table).  When a major power is used it ticks off 1 point.  Initially, at low levels, characters can only use one major power at a time.  These points recover fully once a long rest is taken.  A short rest recovers a bit of power as well, but this is limited to the character’s WIS modifier (at least 1 point is recovered after a short rest).


ELEMENTAL SAVANT
At 2nd level you are particularly adapt at dealing with your particular element.  If you’re ever the target of a spell of your elemental type that requires a saving throw you have advantage on those saves.  If the save is for half damage, this combines with your existing resistance to the elemental type and you take no damage instead.


ELEMENTAL MASTERY
At 3rd level you set down a path of mastering your elemental abilities.  You can choose one path of mastery to specialize in:  Soul Mastery, Pole-Star Mastery.  Your mastery grants you features at 3rd level and again at 6th, 10th, and 14th level.  These masteries are further explained later.


ABILITY SCORE IMPROVEMENT
At 4th level the character gains the same ability score improvements that all classes have.  This is repeated at at 8th, 12th, 16th, and 19th level.


IMPROVED MAJOR POWERS
At 7th level you possess an increased ability to wield your enhancers to make your major powers.  These improvements increase the cost of the major power by 2pts.  You can only add one improvement to your major powers at a time.  At level 10 you can add two improvements onto the power.  At level 14 you can add a third, and at level 18 you can add a fourth.
·         Die Type:  The die type is increased from d6’s to d8’s (if already a d8, increase to a d10).  You also may add +1 die to the damage the power deals.
·         Range or Area Of Effect:  Double the area that the power will affect when used.  Thus, if it affects 15ft cone it will instead affect a 30ft cone.  In the case of range at which the power can be used, the distance is also doubled.  Note that you can only use one or the other, not both (not yet at least).
·         Modifier/Score:  If the enhancer has a static bonus that it grants then the number is increased by +1 (for example: a +1 would become a +2).  If a score is generated (like hit points) then the number granted is increased by 5.
·         Duration:  If the power has a duration then the length of that duration is doubled.


ELEMENTAL ABSORPTION
At 9th level you learn to wield your elemental powers to temporarily boost your health.  When you use the power, for a number of turns equal to your WIS modifier +1, you can absorb damage of your chosen elemental type (in the case of being able to choose between 2 damage types, you must choose one that this will apply to at the moment).  When you take damage from the elemental source you can roll 1d10, damage is reduced by this amount and you gain an equivalent number of temporary HP equal to this.  If you already possess an ability to reduce damage the dice are rolled anyway to simply absorb the damage.  This absorption is not cumulative, but refreshes, replacing a previous total with a new total if the new total is higher than the previous amount.  This temporary HP lasts for 5 minutes or until expended.


ELEMENTAL IMMUNITY
At 17th level your elemental powers start reaching their apex.  You gain immunity to damage of the type of your powers.  Note that if your chosen elemental power possesses 2 damage types, your immunity extends to only 1 of those damage types.


ELEMENTAL FORM
At 20th level you can assume the form of an Elemental, though with your vastly stronger powers.  While in this form the character gains the following traits, and just one of the accompanying elemental traits that corresponds to your chosen elemental type:
·         Damage Resistances:  Bludgeoning, Piercing, & Slashing from nonmagical weapons.
·         Damage Immunities:  Poison, and your base elemental type.
·         Condition Immunities:  Exhaustion, Paralyzed, Petrified, Poisoned, Unconscious
·         Senses:  Darkvision 60ft
·         Cryo:  You gain the ice equivalent of the Fire Elemental’s “Fire Form” only you deal Cold damage instead of fire damage.  You are also susceptible to Fire and take an extra die of damage from Fire sources like the “Water Susceptibility” of the Fire Elemental.  If moving in water, you freeze the water around you in a 30ft radius.  Creatures in this radius must make a STR save to break free of the ice and must in turn make a DEX save to move along the icy surface.  You can move freely through ice and water without your speed being impacted.  Also, if underwater you do not need to breath.  You may also travel through ice as if it weren’t there, leaving no trace of your passage.
·         Pyro:  You possess the Fire Elemental’s “Fire Form, Illumination, & Water Susceptibility” traits.  You have condition immunities to being grappled and made prone.
·         Earth:  You gain the Earth Elemental’s “Earth Glide, and Siege Monster” traits.  You also can burrow up to 30ft.
·         Volt:  You possess an “Electric Form” that is the same as the “Fire Form” except that targets don’t catch fire.  You gain Damage Resistance to fire and can teleport up to 90ft away.  You also gain the “Illumination” trait from the Fire Elemental.
·         Wind:  You possess the Air Elemental’s “Air Form, & Whirlwind Attack” traits.  The saving throw of the Whirlwind attack is based off that of your powers.  This still has a recharge in place in order to use it again.  You also gain Damage Resistance to lightning & thunder.  You have condition immunities to being grappled and made prone.  You also possess flying up to 90ft.

This elemental form cannot be maintained indefinitely, however.  The form can only be assumed once per day (recovered after a long rest), and you can remain in this form for up to half your level in hours.



ELEMENTAL MASTERY
Upon reaching 3rd level the character gains access to one of two forms of elemental mastery.  These forms of mastery are Soul Mastery, and Pole-Star Mastery.  Each elemental mastery is noted below.  You gain a feature from your form of mastery at level 3, then again at levels 6, 10, and 14.

SOUL MASTERY
To be a mancer is to have mastery over a single element, but there are some who gain mastery over another element, the souls of all living things.  A soul-mancer can manipulate the spirits of things, enhance them, or even harm them.

SPIRIT SIGHT
At 3rd level you gain the following features.
o   Darkvision:  If you do not already possess the ability, you gain Darkvision as if you were an elf.
o   Spiritvision:  You are able to see the hidden world, the world within the world.  With 10 minutes of meditation you are able to make use of the following combination of spells, Detect Magic, and See Invisibility spells.  This requires concentration for up to 10 minutes.  While this is active you can, with an Insight roll, determine a person’s alignment (DC being 8 + The target’s Wisdom Save Bonus).  If your skill roll is successful you are able to discern the exact alignment of the target.  If you fail, then the target’s alignment remains marred and difficult to discern.  You cannot try this skill use again on the same target within a 10-minute period of time.  When using spiritvision there is no outward sign of you doing so unless someone is using Detect Magic, or also possess the Spirit Sight ability.

SOUL MENDING/SEVERING
At 6th level you gain the ability to mend and sever.
o   Mending:  You are able to use your mancery points to allow you to heal the wounds of a target that is not yourself.  You must be able to touch the target you intend to heal.  1 point allows you to heal 1d8 HP, +1 per WIS mod of the target (not your own).  Each additional point spent allows you to heal an additional die.  The number of dice you may use for healing is limited to your proficiency bonus.  This can be used to heal any living thing, not undead, or fiend targets.  You may also use this in the same capacity as the lesser restoration spell or the remove curse spell (point cost is equal to the spell level).
o   Severing:  This functions in an opposing maner to mending.  Instead of healing, you inflict harm upon the very soul of the target.  You roll the same dice for damage as you would for mending, expending your mancery points in the same manner, although there is no WIS bonus to damage done.  The damage type of this is considered radiant.  You also must succeed in a melee attack roll first in order to deal damage to a target.  Additionally, this can also be used in the same manner as to how a cleric can Turn Undead as the cleric ability, and you can Destroy Undead as per the cleric ability at 5th level.  The mancery points you expend to turn undead is 1 per undead that you wish to turn.  For destroying undead, the effect is the same as that of the cleric when an undead fails their save and is of a certain CR; however, you use your level in the place of the cleric level.
o   Influence:  Your mancery powers allow you to influence the mind of others through manipulation of their soul.  When engaging a target or group of targets in conversation where you are attempting to sway their mind or influence their actions, you may expend 3 mancer points to get advantage on your skill roll attempts, though you must concentrate to maintain the effect (it lasts so long as you concentrate or 1 hour, which ever comes first).  If the character is not proficient in the appropriate skill, they are needing to use they can expand 2 mancer points to gain temporary proficiency in the skill.  Thus, for a total of 5 points you get to make use of both aspects of this at the same time.  Note that you are not mind controlling, or charming the target, instead you are in sync with their thoughts, and emotions through your connection with their soul.

ASCENDING SPIRIT
At 10th level you gain the ability to lift the spirits of your friends and allies, bolstering their resolve and strengthening them.  After this ability is used the character must take a short or long rest before they can use this ability again.  The character and any ally with in 60ft of the character gains advantage on one chosen saving throw, immunity to fear, and +1 to attack rolls, and a +1d4 to damage rolls.  The benefits of this last for 1 hour.

BRILLIANT SOUL
At 14th level you possess the ability to project the power of your spirit in a powerful manner that can cause fear or awe in those that look upon you.  Those that seek to do you harm gain disadvantage on their attack rolls against you, and your allies, so long as they can see you, gain advantage on their saving throws.  The effects of this lasts for 1 minute and cannot be used again until a short or long rest is taken.


POLE-STAR MASTERY
Those that take up the path of the Pole-Star have aligned themselves with a greater power, and the power of a star burns with in them.

CELESTIAL FORCE
At 3rd level you gain the following:
·         In addition to your elemental type you gain the addition of Radiance.
·         You can cast the cantrip, Light at will.
·         You have resistance to Radiant damage.
·         Additionally, you have advantage on Survival rolls when attempting to navigate.

STAR FIRE
At 6th level you gain the ability to project a small, but deadly fraction of star fire.  When you project star fire it is as a “Torrent” major power.  Damage is radiant/fire damage, but there is one additional issue that Star Fire imposes on those struck by it, they may not apply Magic Resistance (if they possess it) against star fire.  The mancer point cost for using star fire is +1 to what is currently mixed into the power.  Star fire cannot be extinguished with water, and thus it can be used underwater.  Combustible materials will catch fire from this.

CELESTIAL AURA
At 10th level you can exude a powerful aura that can harm anyone who dares to attack you, regardless of means.  On your turn, you can expend 1 mancer point per 1d8 of damage you wish to deal.  When targets succeed in an attack roll against the PC they must make a CON save.  If they fail the save, they take the damage.  If they succeed, they take no damage.  The effect can be maintained until the start of your next turn.

SOLAR FLARE
At 14th level you gain the ability to unleash a deadly solar flare.  This is a more powerful version of the Star Fire Ability.  It is a major power build that makes use of the Wrap major power build instead of the torrent.  Damage dice is increased by 2, the number of 5ft spaces affects is doubled, but the attack always originates from the user.  Other than this the power has the same benefits as Star Fire.  There is no additional mancer point cost, but the power can only be used once, recovering it’s use after a long rest.