What I gathered so far

Hello, Crawlers.

For the last few weeks I have been gathering all that I can to convert my ongoing GURPS game to CarlRPG. So, here is what I gathered so far:

Character Creation: 
Before the dungeon

10 skills: can’t stack skills. 2 from childhood, 2 from Adolescence and 2 for Career and 2 for hobbies and 2 combat (from the start)
- Childhood And adolescence begins at 1
- Career begins at 3
- Hobbies begin at 2
- Unarmed at 3 for everyone
- 1 weapon (improvised) (also at 3)

Stats: 2 5 4 3 6
Str Int, Con, Dex and Cha

Health bar (10 X Con)
10 Health box (each 10% of your health)
Con modifier is a threshold. If damage goes over, takes one box (ex: your modifier is 2, you take 7 damage, mark 2 boxes)

Emotional Baggage
- Past trauma
- Loose ends
- Regret

Heal Spell (2 mana, heals 2 Boxes)
1 action to use on Hotbar
2 actions to put on hotbar and use it
Move 20ft, Step 10ft
Step costs no action

Skills
Aiming
Animal Handling
Catcher
Chopper Pilot
Climbing
Deception (Cha) Int Opposed
Detect Lies
Determining Value
Driving
Dumpster Diving
Endurance
Engineering
Escape Artists
Fabricate
First Aid
Good First Impression
Hide in Shadows
Intimidate (Str) Cha-opposed - gives the Staggered debuff
Investigation
Jumping
Negotiation (Cha) Int-Opposed (discounts 10%)
Perception
Performance
Pugilism
Repair (Int) Unopposed
Running
Salvage
Sleight of Hand
Stealth
Streetwise (Cha) Unopposed
Survival (Con) Unopposed
Swimming
Tactics
Taunt
Throwing
Tracking

Ambush (Int) Int-opposed: gain a surprise action
Attack of Opportunity (Passive) Interrupt Attack Spend one action to make an Interrupt attack against a nearby target that moves
Double Tap (Passive) on 2 attacks, if first is an Amazing Success, 2nd is a crit (If it hits)

Upgrading
When you level up, you get 3 Attribute points to assign at will.

Skills have a chance to increase when you use them. Every time you use a skill, either succeeding or not, mark it for upgrade.
After 2 hours of game, roll a d20 for each marked skill.  On a result equal or greater to your rank in the skill, it raises one rank
Skills above rank five only get one such tests per floor.

Grinding raises a level after accrued hours equal to current level (for example, you are level 4, want to rise to level 5, you need 4 hours of grinding).
The main use of Grinding is leveling skills up: after a grinding session, roll to level the skill you focused on up.

Skills (and spells) gain automatic upgrades at levels 5-10-15- (very rarely) 20
the narrower the use of the skill, the biggest bonus they would get at those levels

Pets increase level twice as fast as crawlers until lvl 15.
Pets can’t increase their Int Score.

Combat and Systems
Mobs: Each crawler has two Actions per round.
Each Mob gets a Move Action and another Action, typically used to Attack.
Bosses get one Action per crawler, so prepare to die.

Basic Difficulty: 10+Floor+Situational
Opposed Checks: 10+Antagonists stat mod+Floor
Stat mod may be changed by size, spell rank, etc etc
Unopposed Checks: 10+ Floorx2 (Climbing, Swimming, etc)

Success by 10+ Amazing Success (in case it was an attack, deals +2 dmg)
Failure by 1 or 2: Near miss (can succeed with a complication or with the help of another Player - Intervene)
Crit (Nat 20) deals Double Damage

Mobs Statistics
Surprise 10+Int
Evade 10+ Dex
Atributos Initial 1 each, +3/ nvl

Popularity

- Doing Great in Combat
- Brave and interesting acts
- Interesting Problem Solving
- Interview Shows outside de Dungeon (if they do well)l
- Good Catchphrases
- Extremely High Charisma
- Playing to the Audience (once per session) - Make any significant action with a self imposed Disavantage to gain +1 Pop (+2 on an Amazing Success or Crit)

There are a few other info about Skills and Spells, but you can get that from previous posts on this sub.
Hope it helps someone.

Now, let's get out there and KILL KILL KILL (our players).

reddit.com
u/Vestrivan — 13 days ago

To Anyone who played at Gencon, I would appreciate some very specific info :D

Hello Crawlers!

So, I have seen a few sheets and sources so far, and a lot of them mentions 2 debuffs: Staggered and Stunned.

Anyone knows what are the mechanical effects and diferences between them?

Thanks in advance!

reddit.com
u/Vestrivan — 13 days ago

Magic Itens

Hello again, Crawlers.

I am slowly adapting my DCC GURPS game to CarlRPg, and got to the magic itens they have (they are almost ending the Overcity Floor). So, I decided to share a few of the more interesting ones with you guys. As usual, feedback is greatly apreciated.

The Vain 2102 (Gladius)
Everyone can benefit of a good self care routine.
If you spend at least 1 hour caring, sharpening and oiling the sword, gain the following benefits for 30 hours:
Sword Skill +2 
On a Greater Success, target is Disarmed
As a non attack action, can make the Gladius Sticky, with a strength modifier of +10
Notes: The Vain is actually a Mimic that REALLY likes to get some attention. Maybe he will even become a companion to one of the Crawlers? Or maybe just become a bit crossed if he does not get the attention he desearves.

Toka Kokan (Caestus) 
+1 to Pugilism
On a Greater Success teleports target 20m away
On hit, you may make a contested Int check: trade places with the target

Coinsequences
Fuck Around and Find Out
Flip the coin. Next action is either a Critical Success or a Critical Failure.
Note: if on the hotbar, it does not take an action to activate Coinsequences

Incomplete Grand Master’s Box
That’s what you get for being careless with your things.
Half a set of magical chess Pieces. As an action, grab one Piece and activate it
-8 Pawns (lvl1) - Last for 1min
Surprise 11+F Evade 11+F, Move 10+S, DR 1+F
Str 3, Dex 2, Con 1, Int 1, Cha 1
Atk: 2+F 1d4+2
-Bishop (2): Lasts 2 rounds. Appears adjacent and moves in a line that's 5 feet wide and up to 30 feet long. Each friendly creature within the line Heals 2 hit Boxes.
-2 Knights (lvl3), Lasts for 1min
Surprise 12+F  Evade 12+F, Move 20(see Notes), DR 2+F
Str 6, Dex 3, Con 6, Int 3, Cha 2
Atk 3+F(Advantage vs Size 4 or lower), 1d6+3
*Notes:* The knight moves 15 feet in a straight line and then turns left or right (your choice) before moving another 5 feet. At the end of the movement, it attacks the target If you roll an 6 on any of the damage dice, the knight's use isn't expended.
-Rook (2): The rook moves in a line that's 5 feet wide and up to 30 feet long, making an Attack 12+F for each hostile along its path, dealing 2d6 B dmg.
-Queen (1): The queen moves up to 40 feet in a straight line. At the end of the movement, one atk (15+F) against each target within 5ft, dealing 2d6 B dmg. If any attacks hit with a Major Success, the Queen is not spended.
-King (1): When you invoke the king adjacent to you, and creates a barrier that pushes out any Physical hostile Creatures 10ft away from him. If you haven't expended the use of all your rooks, you can also expend one of their uses as part of the same action to teleport you and the king to an unoccupied space that you can see within 30 feet of you.

Eris’ Snake Egg
Should you really be messing with something made by the goddess of chaos?
Use an Action, activate the egg (Roll 3d6). After this, choose any number of targets within 20ft to suffer the selected effect (30 hour Cooldown)

 | Roll | Effect                                                      
| 3    | Creatures get +1 Evade/1min                                 
| 4    | Become Transluscent for 10 min (+5 Stealth)                 
| 5    | +5ft to Move and Step for 10 min                            
| 6    | Weak Premonition (+1 to reactions for 1 hour)               
| 7    | +2 extra Health bar  slots for 5min                         
| 8    | DR +5 against Magic for 10min                               
| 9    | Skin Toughens (+3 DR for 1 min)                             
| 10   | Doubles Lift for an Hour                                    
| 11   | Illusion Shadows with creatures (enemy Attacks with Disavantage) 
| 12   | Flight for 10 min                                           
| 13   | Randomly turns into an Animal for 1hour                     
| 14   | Shrink 3 sizes (minimum 0) for 1hour                        
| 15   | Strong premonition (+1 to a Task for 1 hour).               
| 16   | Grows 2 sizes (1hour)                                       
| 17   | Get an extra action each turn for 10min                     
| 18   | Hyper regeneration (Becomes Immortal for 1 min)             

The Party Crasher 
Some people just can’t handle their drink.
Refilling Beer Flagon. May be used as a small Mace (1d6 B Dmg)
Beer Jet: Int, 1d6, 15ft Line, if target is Size 4 or smaller, Pushes target 10ft back (1 hour Cooldown)
Drink as a Healing Potion (15 hour Cooldown)

Cloak of Liquid Darkness
“I am the night! No, for real, I am the nigh…”
Become a 2D Shadow for as long as you can hold your breath (Con Modifier minutes)
Light based attacks deal double damage to shadows
Fire, Electric and poison attacks deals half damage
Immune to physical damage
1 hour Cooldown

Dagger of the Backstabbing Bitch
“You can trust me, I am canadian” Spoken in a clear non-canadian accent.
+1 to daggers (Advantage vs Crawlers)
+1 Damage (+1d8/5ranks in Daggers as a bonus Dmg to Crawlers)
+1 to Find Crawler Skill

Britney, the spear
“Why won’t you leave her alone!!!!”
Toxic: On a major Success, target is Poisoned
Hit me baby one more time: If you use 2 actions to attack and hit with the first, second attack has Advantage

Radiant Quiver
You are my sunshine, my only sunshine.
Produces 5 Arrows/6hours under 'the sun'
If there are arrows inside, creates a light that gives 20ft of Bright light around it, and 20ft Dim light after that.
May spend Arrows for a Sunbolt (1 target, 60ft, Dex +5)
5 Arrows: 1d6 fire 
10 Arrows: 2d6 fire, Burned
15 Arrows: 3d6 fire, Burned, Blinded
20 Arrows: 4d6 fire, Burned, Blinded, 5ft Splash

Uncomfortably Numb (Shortbow)
Yeah, it just makes you numb, no comfort here.
+1 to Bow Attack
On a Greater success, target Loses an action. On a crit, looses 2
Once per hour, if it hits, make an Int+1 against the target. On a Success, target is Poisoned.

Crocs of the Scintillating Cinderella 
Do you feel Bonita?
+10ft Move
+1 Evade
Doubles with at least 2 Jibblitz attached, can have up to 10 Jibblitz attached

Skyfall Jibblitz
Fleeting
Dex +2
Aim Skill +2

Yinto, The Frying Pan
A good chef make use of what they have at hand
A large cast iron Wok; May be used as a large Mace (1d8)
On an attack with Greater Success, target is Burned
Shield Block +1 (maybe used as a shield)

Bilqis Blessing (Flower)
“Satan, the father of lies. He uses “harmless” white lies to get us started in this insidious habit.”
With access to water and light, produces 1d6 Flowers a Week
Make an Infusion with the Flower. Every Flower used in this infusion gives the imbiber +1 to Charisma for a day

reddit.com
u/Vestrivan — 27 days ago

Reverse engineering Mobs

Hello Crawlers.

So, I have been running a game using GURPS for about 6 months now and I want ot convert to CarlPG, and, like most of us, can barely wait. So, I was fumbling with what we have so far and I think I menaged to reverse engineer how to build mobs.

Atributes: they all start at 1 and we add 3 points/level of the mob (Bosses throw this calculation out of the window, Ralph, at lvl 11 has a total of 58 Attributes. He should be at 38 by this formula [33+5 initial points])
Surprise: 10 + Int modifier + Floor
Evade: 10 + Dex modifier + Floor
HP: Number of boxes equal to the Level of the mob, Con modifier for each box
Atks: 10+ Str(Melee), 10+ Dex (Ranged), 10+ int (Magic)

Using this parameter, I made some test Mobs. My Crawlers are on the third floor and they were facing some mashed up animals in an Overcity Zoo. So, I present you:

PigeonkeyMob; Tiny (1), Beastly

Level Surprise Evade Move DR
10 13+F 14+F 20+S (Flying) 1
STR INT CON DEX CHA
5 (+2) 9 (+3) 9 (+3) 10 (+4) 2 (+1)

HP: 10 boxes × 3 = 30

Bite: 12+F to hit, 1d4+2 Piercing, 5ft range

Anal Bazooka: 14+F to hit, 2d6+4 Toxic, 40ft range
On an Evade Major Fail or worse, the crawler gains the Queasy Debuff

u/Vestrivan — 29 days ago
▲ 1.5k r/DarkTide

Why, darktide? Why?!!!

Why does this helmet does not have alternate colors?!!! WHY!!!

u/Vestrivan — 2 months ago

Warfinder - My Starfinder/Warframe adaptation Version 1.0 is donne

Been a while.

So, for context, after the release of Operation Orias I went on a bit of a hyperfocus craze and began developing a whole system to play with actual Warframes instead of protoframes. I published the in development project here and received a lot of great feedback on it. It quickly spiraled and now I have a somewhat final product.

I have also been running a table with friends to playtest this and some changes were made due to it. Right now, I have level 4 Frost, Hydroid, Nova and Trinity in Fortuna. It has been fun.

We have 3 files here:

Warfinder: The basic rules. The Tenno Ancestry, a few backgrounds, some recommended Feats, The Warframe Archetype feats, Beginner Frames (Excalibur, Volt, Mag, Frost, Trinity, Rhino, Nova, Ember, Loki, Saryn, Nyx, Hydroid and Valkyr) and almost EVERY WEAPON adapted to Starfinder (this will never be up to date. the amount and speed of things DE release is insane)

Antagonists: Statblocks for Grineer, Corpus and Infested at their earlier levels, plus Vor, Tenshin (The Teacher), Stalker and a few Junction Specters, all of them with notes on how to level them using the Building Creatures  rules from the GM Core. Also included rules to change any creature into an Eximus version of it.

Frame Expansion: Rules and stats for a few non-starter frames. This 1st Part include:
- Equinox
- Gara
- Ravenant
- Hyldrin
- Yarelli
- Garuda
- Nekros
- Xaku
- Lavos
- Citrine
- Banshee
- Ash
- Caliban
- Inaros
- Koumei
- Limbo
- Mesa
- Mirage
- Oberon
- Protea
- Qorvex
- Sevagoth
- Vauban

So, what is Next?
- Well, I have every intention of finishing adapting all Warframes and Weapons, including future releases. Some of them will be very challenging to do. DE is going crazier and crazier on their designs.
- Eventually, if I ever feel comfortable with it, I would like to adapt Void Powers to spells. Right now, I don't think I am knowledgeable enough in Starfinder Casters to actually try it with any degree of success.
- As my players keep on progressing, I will develop adaptations to Sentients, Duviri Mobs, Murmur, Scaldra, Techrot and maybe eventually even Tau

Right now, the thing that bothers me the most is that the only difference in Frames are their powers. There is no tactical difference getting a Tankier or Caster Frame.

What I intend to test on my game is reducing overall AC by one in every frame, add +1 AC or Bonus to Shields to passives of Tankier frames, reduce AC but increase Energy on caster frames. Striker frames already have damaging or critical bonuses to their passives, so I think they will be the baseline.

As usual, any ideas or inputs on this issue (or any other, for that matter) are GREATLY appreciated

But for now, that is it. I, once again, would like to thank everyone who commented and contributed with ideas, rules clarification and criticism or even just encouragement. I would not have arrived here without all of that. Also, huge thanks to Digital Extremes and Paizo for their amazing games and specially to the teams involved in Operation Orias that started all this.

I also would like to beg for some mercy on the graphic design of things. I am very bad at all that. Gave it my best to try and make it the least ugly I can. All the art used came from the Warframe Official Wiki or from my own in-game Captura for the frames (The only I am really proud of is the Garuda one).

If you end up using any of it, I would appreciate if you take the time to give me feedback, positive or negative, on how it went so I can keep adapting and perfecting the system.

Thanks for the attention and have fun, Tenno.

reddit.com
u/Vestrivan — 3 months ago