Saturday, January 12, 2008

SilCORE Calculation Sheet

SilCORE is copyright Dream Pod Nine, www.dp9.com.

This calculation sheet is designed to be about as accurate as possible to the SilCORE system and vehicle design rules.

Features:
  • Character database
  • Character sheet output from database
  • Vehicle database
  • Vehicle output from database
  • Vehicle Weapon database
  • Personal Weapon database
  • Auto-calculation of formulas
  • Combination "robotics" sheet that allows you to combine vehicle and character creation rules
  • Accommodates up to 25 skills per character
  • Accommodates personal, vehicle, large, very large, and gigantic scales
  • 8 systems per vehicle entry (with automatic statistics on the print sheets)
  • 4 weapons per character entry(with automatic statistics on the print sheets)

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Monday, July 09, 2007

Maps

Well, we are chugging along at the Maps. Bloodfell is done, and so is the Deep.


Maps by =Arcandio on deviantART

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Tuesday, July 03, 2007

Introducing the CONTEMPLATOR excel CS!

Yeah, so I've spent a while working on a microsoft excel spreadsheet character sheet for all my games. It autocalcs a lot of stuff so that I can get characters cranked out with the full details really fast. I'm presenting the first version here. I'll update it as I get more kinks worked out.

Download The ZIP

Features List

  • Up to ten classes
    • Calculates skill points based on Int and class, including x4 at first level
    • Calculates save totals based on class stats, with misc and magic mods
    • Calculates total stats based on base, racial, and magical bonuses
    • Calculates stat modifiers using simple math (works on lighter versions of spreadsheet)
    • Space for number of feats and sources
    • Space for up to ten different spellcasting classes (though you'll need to copy paste the Spells and Spellcasting sheets for each class)
    • Either take average Hp (including max at first level) Or put in your rolled HP
    • Space for type, size, height, weight, name, player, and subtypes
    • Autocalculates Base Attack Bonus, Grapple, and has space for 4 main attacks and 3 off hand attacks
    • Space, description, notes and source for Feats and Class Features
  • Equipment Page
    • Totals equipment cost
    • Calculates AC based on equipment
      • includes flat footed and touch
    • Space for descriptions of equipment
    • Each equipment slot already designated for you (Use Magic Item Compendium to fill all your equipment slots!)
  • Space for XP, Gold (also tells you your total worth and debt), action points, mana, Power points, and spell levels
  • Skills Page
    • Auto calculates skills based on ranks (supports class and cross class skill ranks) Misc modifiers and stats
    • All Core skills, plus several others from Exodia and various WoTC books (Such as Martial Lore and Autohypnosis)
  • Spells and Spellcasting Sheet
    • Calculates bonus spells based on your stat (no limit! find out how many spells your deities and epic characters have!)
    • expandable beyond 9th level for characters with Epic Spellcasting or Divine Spellcasting
    • Space for spells per day, spells known, and domain spells
    • Spell List Page has Spell, Level, Metamagic (and level modifier) Auto Save DC, Spell Group (Group spells for easy look up, buffs, attacks and so on), Description, number prepared, duration and casting time, and most importantly a Reference column so you can go straight to the source!
    • Spell List page is sortable by any column
  • Turing Sheet
    • Input 4 boxes and be done with turning!
    • Calculates turning check and Damage with ease
    • Number of Turn Attempts per day
    • Simple explanation of how turning actually works
  • Powers and Manifesting Sheet
    • Power point totals and Powers Known for each class
    • Power List is sortable like the Spell List
  • Maneuvers Sheet
    • Maneuvers Known
    • Maneuvers Readied
    • Stances Known and Active
  • Should work on Windows Mobile Documents to Go (I have it on my Moto Q, but that was before the Protection phase. Please email me if it doesn't work on your program)
Feel free to distribute this file to your friends!
I spent a lot of time on this, so please don't go telling people you made it.

The name of the thing dates back to one of the characters I made with it. I sent the chr to Volk to use the sheet, but he mistook the name of the chr (and the file) as the name of this awesome new D&D tool I 'd created. So it stuck.

If you have problems, questions, or feedback, send it to us at Gmail.

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Friday, June 08, 2007

A New Game

Arcandio.com is now beginning work on another new project. This top secret document is a new game system, but all we can tell you is that it is designed to make roleplaying fast and simple.

Arcandio.com may be contacting people about Alpha Testing of this new game in the near future, and may be doing open Beta testing after that. Keep an eye on your email.

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Sunday, May 06, 2007

BESM and Comics

Alright everybody. I've spent last night and this afternoon building and tuning a new website page for Arcandio.com. Its for a new comic I will be attempting. Yes, I said attempting. I seem to be unable to hold myself to a comic for very long. This new site will allow me to update it really really frequently (Daily basically) but with only a frame or two, so that I dont get burnt out, but can get into a routine of doing it. Right now, I'm struggling for a plot line. It shouldn't be too hard, I'll just dig through some old story ideas.

Also, I'm working up an idea for another BESM game this summer, If I have time. The idea is based heavily on Elfen Lied. My thoughts right now are pitting the players as Diclonius against Humanity. Yeah, this time, humans are the bad guys. Still fleshing that one out too.

I've got a lot of stuff to think about these days. I have several unfinished ideas cropping up as you can see, but I plan to have a lot of this stuff finished and ready by the end of the semester.

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Monday, April 30, 2007

Chronicles of the Realm: Terminus Zol

I'm figuring out a little more about the game I'm going to run in the Realm this summer. At least one of them.
It sounds crazy, but I know I can make it work.

I'm going to dish out artifacts at first level.

It sounds like a hopeless ploy to lure players in, but considering how many people I have on this list, its not about that. Its about power. And when to use it.

The premise is as follows. Characters get gear. Player Characters get good gear. Player Characters in epic stories should get epic story gear.

Each player, after deep discussion about background, concept, identity and so on, will be given a specially crafted magic item of unbelievable power. The stipulation? It almost kills him or her every time its used.

The example I thought up was a man who keeps his left arm wrapped up and never uses it to fight with. But when he unveils it (Possibly the coolest part of the scenario) He kills people. Simple as that. Some kind of death touch effect with an effectively ridiculous DC.

How will this NOT unbalance the game Arc? Well, I never said it would unbalance the game. The trick is, that each item will have a trigger, or rather, the characters will have triggers, similar to the limit break philosophy of Final Fantasy VII. You can't really use the item until its Do or Die time. Then, the encounter is completed (whether or not the player wins) and experience is dished out based on the story, not necessarily based on the CR of the monster involved. That way, I can actually throw huge creatures and adversaries at the characters, and they'll be able (and willing) to handle them.

Obviously, key parts of the game would be as follows:

  • Hiding the items until they're needed
  • Using the possibility of of their use as a very convincing threat
  • Heightening the character's reputations, while keeping levels low, allowing for a more dynamic power structure
  • A strong tie that binds the PCs together, preventing (or limiting) PC conflict
  • Keeping the players the absolute stars
  • Carefully crafting each interaction between the characters, PC and NPC alike
  • Slotting the game nicely into the Realm's background
  • Creating a system for building such potent items for use in other GM's games
  • Exploring more territory, social dynamics, class and race options specific to the Realm
  • Creation of new material for the Realm
The name is a working title.

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Friday, April 27, 2007

It Works!!!

Alright, I've managed to plummet from a post every week to about 3 posts a semester. I plan on using Arcandio.com over the summer to keep people in contact with my stuff and to talk about RPGs.

In other news, I have facebook now, at a friend's request and I've started an RPG group for the Stevens Point area. Its called SP RPG if people are interested.

As for the Realm and what I'm doing this summer, I plan on running at least one game, which is already full with people from the Shirow campaign. I'm not even sure what that game will be about. So far my ideas range from a Psi campaign in the Realm to Heroes of Battle type stuff. We'll see. I'll have to wrangle everyone and see what people think. Maybe we'll even vote.

I'm taking an independent study to map every country of the Realm. There are 89 countries. It could take a while. The class is whenever I can work on it so long as I accomplish my goals. The point is to create simple maps of every country so that a player can easily look up where a few cities are in each country. They'll probably be pen and ink.

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Thursday, March 22, 2007

Long Time Off

Well, Its been kind of a while. I don't expect anybody much noticed (the site traffic is what mathematics calls "null" as far as I can tell) and thats my fault. I should be updating regularly if I want people to visit. Well, here's my update.

The last episode, I had just started this semester. It was a long and hectic weekend. I thought it would end. Nope. I've been working my ass off this semester, with hardly enough time to accomplish what I have been, which is almost as much as I need to.

PointCon 007 was largely a success. I ran my usual Shirow game, set in the Realm, and I ran a SilCore game I called Seven Deadly Sins, set in victorian england.

I also ran the LARP, which was a Spycraft Lite sort of thing, card based, using 1d20 as the mechanic. It was pretty intense fun for everyone, though it was definitely high tension most of the time.

Here's something I'm banging together just to keep myself occupied and get my mind out of exodia for a few minutes before I get back to writing. Its a story starter that can work in any pseudo-historical setting, as well as science fiction.

This is never easy. Hardly anybody ever believes me. Its just too insane for people to imagine.
I’ve seen wars like no man alive. I participated in Desert Storm and Desert Shield. I was in Viet Nam. I sniped at Stalingrad. I was a confederate. I killed men for Richard the Lionhearted, Charlemagne, the first Emperor of Japan. I wore the armor of the Byzantines, the Romans, the Minoans.
I shed blood before they invented metal weapons.
I used my bare hands to hunt food in Africa.

I fill in the “other” circle on job applications.

That movie with Tom Cruise… Interview with a Vampire. I liked that one.

Some people call me Adam. Or Cain. Much older than that.

I am protean. I change. I evolve. I adapt.

I thought I was the last one when I buried my friend in the middle ages. But the others are like me. And I’ve never noticed them until now.


Also, some news on Exodia: The Realm.
*I'm considering changing the name of the Campaign setting book. I'm not sure I can, or would want to share the name of a potent Yu Gi Oh card.
*Volk convinced me (passively) to include a few new basic classes in the book. So far, they are the skyblade and the Arcaster. I'm thinking about a third, probably rogue area type.
*Drawings for the races have come along mostly in good form. I'm almost half way done with them all, and I'll be done by the end of the semester.

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Monday, February 05, 2007

Anarchic Weekend +4

Wow. I'm going to attempt to recount my weekend here. I may stumble, but I'll use Google Calendar to help me remember.
THURSDAY: Homework, writing, planning for Shirow, working out some stuff for BESM.
FRIDAY: More writing, more homework, plot for FNG complete, Friday Night Gaming, Introduction of Volk's character, Shirow's assassination and aftermath, journey to the Magia for her resurrection. Late movie, I think.
SATURDAY: Wake up, eat and go to game an hour later, Beek's Ptolus. Game game, return to Apartment, eat, hour later, BESM starts. BESM goes until 2am or so, then its WoW until about 3-4. then sleep. (yes, count them, about 3 hours of NON game time ALL of saturday)
SUNDAY: Wake up, heckling for more BESM, half hearted attempt to arrange a BESM reunion, only hours after. Failed. Half of reading complete.
MONDAY: Other half of reading complete. Change Shirow's domain Travel to Magic.

Phew. Sure I forgot something in there. what a weekend.

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Sunday, January 14, 2007

Continuing Work

Well, work continues on the video game Zach and I are working on. Our direction so far is a 3d, isometric fantasy RPG based on an entirely new world. New background, new races, new everything. We're trying to take nothing from previous culture or mythology. We've got little scraps here and there, but they're connected in a very different way from the usual fantasy setting. Anyway, I'll post some of the concept work at a later juncture. I've been working on races and worldbuilding tonight, shooting for between 7-10 races.

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Monday, January 08, 2007

On Macros and Warlocks

Wow. well, WoW is what I mean. macros in World of Warcraft are pretty sweet. I'm starting to get into doing some more complicated stuff with them. I had a brief idea to try to write an Addon, but I don't think its worth it, I don't even have an idea.

Next Topic: Complete Mage. Lalage Amatifa, the Lyric Thaumaturge on page 69 is hawt. Really sweet picture of her belting out a tune. On a similar note, I'm still not so sure about the balance of the Warlock. it seems to me that between the Invocations and Eldritch blast, we've got the class abilities covered for a d6/cleric BAB class done. Everything else seems like extras that push it beyond the norm. The other thing is that the warlock is capable of ridiculous damage over time. Now, this may seem a little like WoW talking, but imagine a sorcerer and a warlock who battle an army all day. Though the sorcerer can last for a good number of rounds, the warlock can throw a blast every round, effectively all day.

So what do the numbers look like? Well, we need a +4 to get 9th level spells, and we're looking at a Sor20, so we have something like: 6/7/7/7/7/6/6/6/6. Lets imagine an ideal scenario of damage dice. We'll imagine that each spell does max damage to the cap, (Page 36 DMG 3.5) of d6s (to make things easy). So after a lot of addition, we come to about 925 d6 worth of damage.

After only 103 rounds, the Warlock has tallied 927 d6. It took the Sorcerer only 64 rounds to break 925, but after that, the sorcerer is relying solely on melee. Good luck on that one, Sorcerer. 10 rounds a minute, 60 minutes in an hour, and 8 hours in a shift (imagining that they battle for only 8 hours) we get 4800 rounds in 8 hours. Racing the warlock and the sorcerer, the sorcerer has 925d6 damage, while the warlock has 43,200d6 in 8 hours.

What does this all mean? I don't really know, it just seems that the warlock sticks it to the other spellcasters, damage-wise. However, it takes them almost twice as long to catch up. Overall, it seems that the warlock is a little unbalanced, though not necessarily outright "better" than the other spellcasters. It seems to need some tweaking to bring it around to a more reasonable form. Using their abilities any number of times per day seems a little... off to me. But I'll keep looking at it. If you've got an opinion, lay it on me.

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