Destiny for the Genesys RPG

A few weeks ago, I ran a one-shot using Fantasy Flight Games’ Genesys RPG set in the world of the Destiny video games.  This session can be seen here:

I  had a few folks ask about the stats I used for that session, so here they are. My apologies for the delay in sharing these (clearly I got a lot of Threat on my roll for “post stats”).

Hunter

Hunter 1
Brawn 2, Agility 5, Intellect 2, Cunning 4, Willpower 3, Presence 3
Wounds 12, Strain 13, Soak 3, Defence 2 (both melee and ranged)
Skills: Athletics 1, Computer 1, Cool 2, Coordination 3, Deception 3, Discipline 2, Perception 1, Pilot: Planetary 1, Resilience 1, Skulduggery 2, Stealth 3, Survival 3, Vigilance 2
Combat: Brawl 2, Melee 2, Ranged – Light 4, Ranged – Heavy 3
Talents: Hamstring Shot, Quick Draw, Swift, Rapid Reaction, Dual Wielder, Fan the Hammer, Heightened Awareness, Dodge, Eagle Eyes
Class Weapons: Arc Grenade: DMG 8, Crit 4, Ranged-Light, Medium Range, Blast 6, Stun
Fist of Havoc: DMG 10, Crit 4, Brawl, Blast 10, Short Range, Stun
Shock Fist: DMG 8, Crit 3, Brawl, Engaged Range, Disorient 2

Titan

Titan 2
Brawn 5, Agility 3, Intellect 2, Cunning 2, Willpower 4, Presence 3
Wounds 21, Strain 12, Soak 7, Defence 0 (both melee and ranged)
Skills: Athletics 3, Cool 3, Coordination 2, Discipline 1, Leadership 3, Medicine 1, Perception 2, Pilot: Planetary 2, Resilience 3, Stealth 1, Survival 1, Vigilance 2
Combat: Brawl 4, Gunnery 2, Ranged – Light 3, Ranged – Heavy 2
Talents: Durable 2, Coordinated Assault 2, Lucky Strike, Heroic Will, Grenadier
Class Weapons: Solar Grenade: DMG 8, Crit 3, Ranged – Light, Short Range, Blast 2, Burn 2
Golden Gun: DMG 15, Crit 2, Ranged – Light, Extreme Range, Ignore Range Penalties, Burn 2
Combat Knife: DMG 5, Crit 2, Brawl, Engaged Range, Pierce 2, Vicious 3

Warlock

The Warlock
Brawn 2, Agility 3, Intellect 5, Cunning 2, Willpower 3, Presence 4
Wounds 10, Strain 19, Soak 2, Defence 2 (both melee and ranged)
Skills: Coercion 3, Computer 3, Cool 1, Lore 3, Mechanic 3, Medicine 3, Perception 2, Pilot: Planetary 1, Resilience 1, Skulduggery 2, Stealth 2, Survival 1, Vigilance 2
Combat: Brawl 2, Gunnery 2, Ranged – Light 3, Ranged – Heavy 3
Talents: Second Wind, Side Step 2, Scathing Tirade, Natural (Computers and Lore)
Class Weapons: Void Grenade: DMG 8, Crit 4, Ranged – Light, Short Range, Blast 4, Ensnare 2
Nova Bomb: DMG 10, Crit 3, Ranged – Light, Medium Range, Blast 10, Breach
Void Touch: DMG 10, Crit 2, Brawl, Engaged Range, Breach, Knockdown, Slow 1

For weapons, I gave each player an Auto Rifle to start (DMG 7, Crit 4, Ranged – Light, Medium Range, Linked 1).

For random weapon traits, I used the gear chart out of Edge of the Empire’s Special Modifications, and for random armor traits, I used the gear chart out of Force and Destiny’s Keeping the Peace.

To determine which weapon is found in an engram, I rolled on the following chart:
1 – Auto Rifle (see above)
2 – Fusion Rifle (as Plasma Cannon, Genesys, pg 184)
3 – Hand Cannon (as Plasma Pistol, but Vicious 2, Disorient instead of Burn, Genesys, pg 184)
4 – Machine Gun (as Assault Cannon, Genesys, pg 184)
5 – Pulse Rifle (as Slug Rifle with Accurate 2, Genesys, pg 184)
6 – Sword (as Great Sword with Breach, Genesys, pg 144)
7 – Sniper Rifle (as Gauss Rifle, pg 175)
8 – Shotgun (as Shotgun, pg 166)
9 – Scout Rifle (as Slug Rifle with Pierce 2 and Crit 3, Genesys, pg 184)
10 – Rocket Launcher (as Rocket Launcher, Genesys, pg 166)

Finally, for powers, I had each character start with 10 Light, and they could spend 5 Light to use their Grenade or Melee powers, or 10 Light to use their “super” (Golden Gun, Fist of Havoc, or Nova Bomb).  They regenerated Light by either killing targets (1 per non-minion kill, 1 per four minions downed) or by resting for an hour (which would restore 5, I think).

I was also going to allow the Players to improvise “Light” effects using the Magic Rules in the Genesys core rulebook, but we never got to that in the one-shot.

I had no hard-and-fast rules for their Ghost, but would allow them to improv whatever “hacking” or other effects they came up with.

I hope you find this useful!

Kevin “the Dungeon Muser” Madison

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Destiny for the Genesys RPG

Gaming Calendar for 2018

Howdy All,

In an effort to structure the material I will be posting on my YouTube channel in the coming year, I have put together the following calendar for the first six months-ish of 2018.

  • Wednesday, January 3rd – Traveller – Character Creation
  • Friday, January 5th – Review of Conan: Adventures in an Age Undreamed Of
  • Wednesday, January 10th – Blood & Bone – Character Creation
  • Friday, January 12th – D&D 4th Edition – Scales of War – Session 6
  • Wednesday, January 17th – Traveller – Session 1
  • Friday, January 19th – Review of DC Adventures
  • Wednesday, January 24th – Blood & Bone – One-Shot
  • Friday, January 26th – D&D 4th Edition – Scales of War – Session 7
  • Wednesday, January 31st – Traveller – Session 2
  • Friday, February 2nd – Review: Delta Green Agent’s Handbook
  • Wednesday, February 7th – Savage Worlds – Deadlands: Noir – Character Creation
  • Friday, February 9th – D&D 4th Edition – Scales of War – Session 8
  • Wednesday, February 14th – Traveller – Session 3
  • Friday, February 16th – Review of Call of Cthulhu 7th Edition
  • Wednesday, February 21st – Savage Worlds – Deadlands: Noir – Session 1
  • Friday, February 23rd – D&D 4th Edition – Scales of War – Session 9
  • Wednesday, February 28th – Traveller – Session 4
  • Friday, March 2nd – Review of Blood & Bone
  • Wednesday, March 7th – Savage Worlds – Deadlands: Noir – Session 2
  • Friday, March 9th – D&D 4th Edition – Scales of War – Session 10
  • Wednesday, March 14th – Traveller – Session 5
  • Friday, March 16th – Review – Traveller 2nd Edition (Mongoose)
  • Wednesday, March 21st – Savage Worlds – Rifts – Character Creation
  • Friday, March 23rd – D&D 4th Edition – Scales of War – Session 11
  • Wednesday, March 28th – Traveller – Session 6
  • Friday, March 30th – Review of Savage Worlds Deluxe Core Rules
  • Wednesday, April 4th – Savage Worlds – Rifts – Session 1
  • Friday, April 6th – D&D 4th Edition – Scales of War – Session 12
  • Wednesday,  April 11th – Traveller – Session 7
  • Friday, April 13th – Review of Night’s Black Agents
  • Wednesday, April 18th – Savage Worlds – Rifts – Session 2
  • Friday, April 20th – D&D 4th Edition – Scales of War – Session 13
  • Wednesday, April 25th – Traveller – Session 8
  • Friday, April 27th – Review of Savage Worlds: Savage Rifts
  • Wednesday, May 2nd – Twilight 2000 – Character Creation
  • Friday, May 4th – D&D 4th Edition – Scales of War – Session 14
  • Wednesday, May 9th – Traveller – Session 9
  • Friday, May 11th – Review of Traveller – The Pirates of Drinax
  • Wednesday, May 16th – Twilight 2000 – Session 1
  • Friday, May 18th – D&D 4th Edition – Scales of War – Session 15
  • Wednesday, May 23rd – Traveller – Session 10
  • Friday, May 25th – Review of Traveller: Highguard
  • Wednesday, May 30th – Twilight 2000 Session 2
  • Friday, June 1st (my birthday!) – D&D 4th Edition – Scales of War – Session 16
  • Wednesday, June 6th – Traveller – Session 11
  • Saturday, June 9th – 16 HOUR GAMING MARATHON!!!!
  • Wednesday, June 13th – Savage Worlds Weird War II – One Shot

That’s what I have planned for the first few months of the year…and I cannot wait to it to start.

Cheers,

Kevin

Gaming Calendar for 2018

Night’s Black Agents – Random Character Generation

A couple weeks back, my buddy Jeff and I created a character for a solo Night’s Black Agents campaign that we are running.

Jeff came up with a random backstory for his character, to help determine his starting abilities.

With his blessings, I am happy to share his system here:

Rough rules for Night’s Black Agent random mission character generation.

I used this to create the mission and complication.

First, you randomly roll a Mission.

Then you start answering the questions and using a combination of choosing abilities that make sense for that mission and randomly rolling them and fitting them in.

After you get a feel for the mission you roll a complication and repeat the step of adding abilities. Either specifically or randomly.

  1. Assassination Who are you to kill? Why do they want them dead? What difficulties are there?
  2. Escort Who are you protecting? Where do you have to take them? How are you travelling?
  3. Info Gathering What do you need to find out? Who or What has the information?
  4. Pick Up What are you retrieving? Who is giving it to you? Where do you need to go to get it?
  5. Rescue Who are you rescuing? Who has them or Why do they need rescuing?
  6. Sabotage What are you destroying? Why do they want it destroyed? What difficulties are there?
  7. Smuggling What are you carrying? Where do you need to take it? What obstacles need to be passed?
  8. Theft What are you stealing? Where is it? Who is protecting it?

Then roll a Complication

  1. Betrayal Who betrayed you? Why, if you know? What was the outcome?
  2. Chase Who chased you? Did you get away or were you captured?
  3. Cover Blown Who found out your identity? What did they do about it?
  4. Fight Who attacked you? What kind of fight was it? Was anyone killed?
  5. Mission Change Why did the mission change? How did you adjust? Reroll on the Mission table.
  6. Something Missing What was missing? How did you complete the mission without it?
  7. Trap Who laid the trap? Did you escape it?
  8. Wrong Intel What was the misinformation? How did it effect the mission?

This is what I would use for randomly picking abilities:

Academic

1-8 Accounting 49-56 History
9-16 Archaeology 57-64 Human Terrain
17-24 Architecture 65-73 Languages
25-32 Art History 74-82 Law
33-40 Criminology 83-91 Military Science
41-48 Diagnosis 92-100 Research

Interpersonal

1-10 Bullshit Detector 51-58 Interrogation
11-18 Bureaucracy 59-66 Intimidation
19-26 Cop Talk 67-74 Negotiation
27-34 Flattery 75-82 Reassurance
35-42 Flirting 83-90 Streetwise
43-50 High Society 91-100 Tradecraft

Technical

1-7 Astronomy 55-62 Notice
8-14 Chemistry 63-70 Outdoor Survival
15-22 Cryptography 71-77 Pharmacy
23-30 Data Recovery 78-84 Photography
31-38 Electronic Surveillance 85-92 Traffic Analysis
39-46 Forensic Pathology 93-100 Urban Survival
47-54 Forgery  

General Abilities

1-4 Athletics 51-54 Mechanics
5-8 Conceal 55-58 Medic
9-12 Cover 59-64 Network
13-16 Digital Intrusion 65-68 Piloting
17-20 Disguise 69-74 Preparedness
21-24 Driving 75-78 Sense Trouble
25-28 Explosive Devices 79-82 Shooting
29-32 Filch 83-86 Shrink
33-36 Gambling 87-92 Stability
37-40 Hand-to-Hand 93-96 Surveillance
41-46 Health 97-100 Weapons
47-50 Infiltration  

For certain missions or complications, you may want to use a narrowed list of abilities. A few examples are:

Fight Chase Social Interaction Sabotage
1-2: Hand-to-Hand 1-2: Athletics 1-2: Flattery 1-2: Digital Intrusion
3-4: Shooting 3-4: Driving 3-4: Flirting 3-4: Explosive Devices
5-6: Weapons 5-6: Piloting 5-6: Intimidation 5-6: Mechanics
    7-8: Negotiation

For the character that we made, I choose to create his first mission, a memorable mission and his last mission. The point was to use randomness and creativity to create the character. Using backstory to give history to his set of abilities. Have fun with it and like all roleplaying should be, your imagination is the limit.

Those are Jeff’s rules.  If you want to see them in action, you can see that here:

Night’s Black Agents – Random Character Generation

4th Edition D&D Actual Play: Dead by Dawn

176_CS_Dead_By_Dawn-2

Last night I got a chance to run 4th Edition Dungeons & Dragons for the first time in several years, running my players through the adventure, Dead by Dawn, from Dungeon magazine 176.

If you are unfamiliar with the adventure [SPOILERS], it is a great zombie survival horror scenario that has the characters holding out in an abandoned temple against an undead horde.

I made a few tweaks to the adventure (dropped one encounter due to time and swapped out the last encounter for an undead dragon and spawning zombies, to show my players how cool solo monsters are and how dangerous minions can be in numbers).

You can view the session at the link below and see the characters here: Kechak Ill-Born, Tyrus Khirzan, Longrunner, and Zerak the Shadow Mage.

4th Edition D&D Actual Play: Dead by Dawn

D&D 4th Edition – Zerak the Shadow Mage, Voidsoul Genasi Wizard (Mage)

Last night I got a chance to run D&D 4th Edition for the first time in several years.  I am posting the video separately, but here is one of the PCs played in that session:

Zerak the Shadow Mage  Level: 2

Race: Voidsoul Genasi  Class: Wizard (Mage) Theme: Ghost of the Past  Background: Ghost of the Past

Zerak Portrait

The backstory I sent the player was as follows:

Ages ago, when you lived under a different name, in a different life, you were an apprentice to a powerful Archmage. While updating an inventory of his collection of oddities and artifacts, you came upon a fragment of meteoric rock with an unusual mystic aura that seemed to…call to you.

In retrospect, you truly cannot say why you took the stone, or why you decided to use powerful divination rituals on it (rituals that were far beyond your meager skills).

What you are certain of is that it was destroyed in your final ritual…as was the Archmage’s tower, your fellow apprentices, and your former life.

When you awoke, you found everything changed. The Archmage’s tower was a decrepit ruin, overgrown with weeds and wild growth, seemingly abandoned for centuries, your former master and all your contemporaries, long dead.

You learned that over a millenia had passed since the incident and you found yourself in a strange and unfamiliar world.

Most shocking of all, you found yourself changed, bodily, by the incident. You are still unclear as to what specifically happened, but your operating theory is that the fragment caused your body to be infused with the formless void of the Primal Chaos. While you still eat, breath, and sleep, your skin has turned a dark shade of lavender, your hair has turned a dark purple, and your eyes glow with golden power. You do not seem to age. And…you are infused with a measure of mystic power unlike anything you held before.

You think that the fragment was linked the Primal Chaos because it came from a place called the Chaos Scar; a region found in a dwarven kingdom far to the North where, long ago, a star came crashing down from the sky, scattering fragments across the region that would later be known as the Scar as it fell.

You have since learned that the dwarven kingdom collapsed and faded into history long ago, and now the lands abutting the Chaos Scar are ruled by men, who watch the great dwarf-built wall, intent on keeping civilized lands safe from the horrors that lurk in the Chaos Scar.

In the past months, you have assembled a group of explorers and adventures, and traveled to Restwell Keep (known better by its informal nickname, the Keep on the Chaos Scar). You told your companions in the Seekers of the Scar (the name given to your fellowship) that you are seeking fortune and glory, but, in truth, you are simply hoping to use them to gain access to the Chaos Scar and learn more about that magics that have so utterly transformed your life, gain better control over your newfound power and, maybe, if you are lucky, find another fragment (you have further divinations in mind that you wish to try…)

Initiative +0 Speed 6
Strength 10 +0 AC 18
Dexterity 11 +0 Fortitude 12
Constitution 12 +1 Reflexes 16
Intelligence 20 +5 Will 16
Wisdom 14 +2 Hit Points 26
Charisma 8 -1 Heal Srgs 7
Hit Points 26 (Bloodied 13)

Surge Value: 7

Resist Psychic 5

Magic Missile:

Damage:

Auto-hit (22 squares)

7 force

Skills: Total Bonus
Acrobatics (Dex) +1
Arc Lightning Attack:

Damage:

+8 v Rflx (22 squares)

1d6+5 lightning

Arcana (Int)* +11
Athletics (Str) +1
Languages: Common, Abyssal, and Dwarven

 

Bluff (Cha) +0
Diplomacy (Cha)* +5
Feats:

Implement Proficiency: Echo Tome. You are proficient in the use of Echo Tomes (which add +2 to the range and +1 to hit Reflexes to powers using the Tome)

Tome Expertise: +1 feat bonus to hit when using a Tome to attack.

Unarmored Agility: +2 to AC when you are wearing no armor or cloth armor.

Dungeoneering (Wis)* +8
Endurance (Con) +4
Heal (Wis) +3
History (Int)* +11
Insight (Wis) +3
Intimidate (Cha) +0
Nature (Wis) +5
Perception (Wis) +3
Religion (Int)* +11
Stealth (Dex) +1
Streetwise (Cha) +0
Thievery (Dex) +1
Gear:

Adventurer’s Kit, Staff, Echo Tome, Reading Spectacles

*Trained

Includes +2 to Endurance and Nature

 

Special Abilities:

Cantrips: Ghost Sound, Light, Mage Hand, and Prestidigitation. Use any of these at will (see below for description/particulars).

Magic Missile: Use a Standard Action to hit one target up to 22 squares away for 7 force damage.

Scorching Burst: Use a Standard Action to set an Area 1 Burst within 12 squares, roll +8 vs. Reflex and do 1d6+5 fire damage on a hit.

Arc Lightning: Use a Standard Action to roll +8 vs. Reflex  against one or two targets within 22 squares to do 1d6+5 lightning damage.

Burning Hands: Use a Standard Action to roll +8 vs Reflex to all creatures in a Close Blast 5 and do 2d6+5 fire damage on a hit, and half damage on a miss. Once you use this ability, you must take a short rest before using it again.

Guidance of the Past: Use a Free Action when you make an attack roll, a skill check, or an ability check to roll two d20s for the triggering roll and use either result. If you roll the same number on both dice, after you complete the action related to the triggering roll, you are dazed until the end of your next turn.  Once you use this ability, you must take a short rest before using it again.

Moonstride: When an enemy move adjacent to you, use an immediate reaction to become insubstantial until the end of your next turn, then shift 2 squares to a square farther from the triggering enemy.  Once you use this ability, you must take a short rest before using it again.

Void Assumption: Use a Minor Action.  Until the start of your next turn, you cease to exist. During this time, you can take no actions and have no line of sight or line of effect to any other creature, and no other creature has line of sight or line of effect to you. At the start of your next turn, you reappear in the square of your choice within 3 squares of where you left.  Once you use this ability, you must take a short rest before using it again.

Slimy Transmutation: Use a Standard Action to roll +7 vs Fortitude to turn a target within 12 squares into a Tiny beast of your choosing (save ends).  On a miss the target turns into a Tiny beast until the end of its next turn.  As a Tiny beast, the target is dazed, and the only actions it can take are to move its speed or shift. All of the target’s equipment transforms with it. If it takes damage from any source, this effect ends.  Once you use this ability, you must take a long rest before using it again.

Ritual Caster: You know the following Rituals: Alarm, Explosive Runes, Eye of Alarm, Hold Portal, Unseen Servant (see at end of sheet). You can cast 5 of these per day without using components.

Reading Spectacles: You can read any language while wearing this item in your Head slot.

 

REACTIONS AND FREE ACTIONS
Guidance of the Past Personal Use a Free Action when you make an attack roll, a skill check, or an ability check to roll two d20s for the triggering roll and use either result. If you roll the same number on both dice, after you complete the action related to the triggering roll, you are dazed until the end of your next turn.  Use this once per encounter to improve your chances of hitting/succeeding.
Moonstride Personal When an enemy move adjacent to you, use an immediate reaction to become insubstantial until the end of your next turn, then shift 2 squares to a square farther from the triggering enemy.  Use this to stay at range from enemies or to get away from a tough opponent you just scorched with Burning Hands.
MINOR
Void Assumption Minor   Until the start of your next turn, you cease to exist. During this time, you can take no actions and have no line of sight or line of effect to any other creature, and no other creature has line of sight or line of effect to you. At the start of your next turn, you reappear in the square of your choice within 3 squares of where you left.  Use this to relocate yourself away from scary enemies.
STANDARD ACTIONS
Ghost Sound Ranged 12 Make a sound Use this to distract your enemies
Light Ranged 7 Make an object shine with bright light. Use this to make light.
Mage Hand Ranged 7 Make a spectral hand that can lift up to 20 pounds. Use this to move stuff at range
Prestidigitation Ranged 4 Use this to do obvious magical stuff, like make sparks, etc. Use this to feel magical.
Arc Lightning Ranged 22 Roll +8 vs. Reflex  against one or two targets within 22 squares to do 1d6+5 lightning damage.  Use this to attack two creatures at once.
Magic Missile Ranged 22 Automatically hit one target up to 22 squares away for 7 force damage Use this when you are focusing fire on a difficult to hit target.
Scorching Burst Area Burst 1 Ranged 12 Set an Area 1 Burst within 12 squares, roll +8 vs. Reflex and do 1d6+5 fire damage on a hit.  Use this when enemies are clustered together or to clear out minions.
Burning Hands Clost Blast 5 Roll +8 vs Reflex to all creatures in a Close Blast 5 and do 2d6+5 fire damage on a hit, and half damage on a miss. Use this when a bunch of creatures are close to you.  Use this every encounter.
Slimy Transformation Personal Roll +7 vs Fortitude to turn a target within 12 squares into a Tiny beast of your choosing (save ends).  On a miss the target turns into a Tiny beast until the end of its next turn.  As a Tiny beast, the target is dazed, and the only actions it can take are to move its speed or shift. All of the target’s equipment transforms with it. If it takes damage from any source, this effect ends.  Use this to take a nasty opponent out of the fight until you are ready to fight him/her/it.
MOVE ACTIONS
       
Other Abilities
   

 

Rituals

Alarm: Time: 10 minutes, Duration: 8 hours or until discharged, Skill: Arcana

You ward an area up to 10 squares by 10 squares, and designate a spoken password that allows a creature to enter the warded area without triggering an alarm. This alarm can send a mental signal to you or make an audible ringing sound.

If a Tiny or larger creature enters the warded area without speaking the password, the alarm you set triggers, and the ritual is discharged. However, an insubstantial creature or any creature that succeeds on a Stealth check (DC 10 + your Arcana check modifier) does not trigger the alarm.

The result of triggering the alarm depends on the type of alarm. When an audible alarm triggers, all creatures in the warded area that are capable of hearing can hear the ringing. If they are sleeping, the noise awakens them. When a mental alarm triggers, a mental ping alerts you of the intrusion and awakens you from sleep. In either case, the alarm informs you where the warded area was breached.

Focus: While holding a tiny bell (5 gp), you use a fine silver wire (5 gp) to scribe runes on the warded area’s perimeter.

Explosive Runes: Time: 1 minute, Duration: Until discharged, Skill: Arcana

You scribe magical runes on an object such as a book, a scroll, a map, or a similar item that weighs no more than 10 pounds. These runes look like normal writing but function as a trap. As you inscribe them, you can create a password that allows a creature to read the runes without triggering the trap. If the trap is triggered or disabled, the ritual is discharged.

Explosive Runes – Level 2 Trap
Object Detect Arcana (detect magic) DC 13
Perception DC 20

Immune all damage, forced movement, all conditions

Triggered Actions Attack (force) – Encounter
Trigger: A creature reads the runes without first speaking the password.
Attack (Immediate Reaction): Close burst 2 (creatures in the burst); +5 vs. Reflex
Hit: 4d4 force damage.

Miss: Half damage.

Countermeasures Disable: Arcana or Thievery DC 20.
Failure by 5 or More: The trap is triggered.

Eye of Alarm: Time: 30 minutes, Duration 24 hours (special), Skill: Arcana

This ritual creates watchful eyes that you place in any square within 10 squares of where you perform the ritual. Each eye is located in a particular square; it is intangible and can’t be interacted with physically. The eyes are nearly invisible and have a Stealth check result of 20 + your level to avoid detection.

Your Arcana check determines how many eyes you can place and what type of vision or sensory ability they possess.

Arcana Check Result Eyes Created Vision or Ability
19 or lower One Normal
20-39 Three Darkvision
40 or higher Five Darkvision and tremorsense 12 squares

If an eye sees an intruder, it emits a loud warning sound defined by you during the ritual. This sound could be anything from a stentorian “Enemies approach!” to an owl’s screech to a fanfare of trumpets. The Perception DC to hear the eye’s sound is 0 (modified by distance as normal).

The eyes never consider you an intruder. In addition, you can designate any number of other ritual participants as nonintruders. When you perform the ritual, you can also designate one or more categories of creatures that the eyes will ignore. You can define these categories by obvious physical characteristics (such as height, weight, or body shape), creature type (such as humanoid), creature race (such as hill giant), or obvious equipment (such as a creature carrying a shield with a flame emblazoned upon it).

The ritual’s effects last for 24 hours or until you move more than 20 squares from all the eyes.

Optional Focus: You can extend the duration of this ritual indefinitely by using a focus of a small, jeweled eye made of silver and ruby, worth 100 gp. The ritual’s effects last as long as the focus remains within 20 squares of any of the eyes. You can hide or protect the ritual’s focus in any way you like, as long as it remains within 20 squares of the eyes.

Hold Portal: Time: 1 standard action, Duration: 10 minutes or until discharged, Key Skill: Arcana

You magically hold shut one nonmagical door, gate, window, shutter, or similar device. Your Arcana check sets the DC for the Athletics check or Thievery check needed to force the held portal open, which discharges the ritual. A creature with training in Arcana can instead make an Arcana check against the same DC to discharge the ritual.

Unseen Servant: Time: 10 minutes, Duration: Until your next extended rest or until you dismiss the servant, Skill: Arcana

You conjure a Medium unseen servant of invisible force. It obeys your commands. moves at your speed, can lift up to 100 pounds, and performs basic functions and repetitive tasks, such as cleaning, making camp, and moving, holding, or carrying objects.

An unseen servant never tires. It cannot move more than 20 squares from your space. It does not occupy any space and cannot attack or be attacked. Each unseen servant you currently control doubles the component cost to create the next.

Focus: A ceramic hand. The person who holds this focus is empowered to command any unseen servants summoned with it. If the focus is broken or not in anyone’s possession for a minute or longer, all unseen servants bound to it disappear.

 

 

D&D 4th Edition – Zerak the Shadow Mage, Voidsoul Genasi Wizard (Mage)