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    Bikes and BroomsticksBikes and BroomsticksVersion 2.00Version 2.00By Daniel KoksalBy Daniel KoksalCopyright 2010Copyright 2010

    With rights reserved for content authors.With rights reserved for content authors.

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    Bikes and BroomsticksBikes and BroomsticksVersion 2.00Version 2.00By Daniel KoksalBy Daniel KoksalCopyright 2010Copyright 2010

    With rights reserved for content authors.With rights reserved for content authors.

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    Copyright ; 2010 by Daniel Koksal. All RightsReserved.

    This book is the protected work of the author. No

    part of this book may be reproduced for profit.The right of authors to create derivative worksshall be respected.

    Visit my website at

    http://namelesskingdom.com

    For more information, downloads, and for the FreePDF version(no watermark)

    Printed in the United States

    By Lulu.com

    First Printing: June 2010

    ISBN 978-0-557-67845-0

    http://namelesskingdom.com/http://namelesskingdom.com/
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    Chapter One:Starting OutIntroHow to Play:Bikes and Broomsticks is a RolePlaying Game. That means that inthis game you create and choose theactions of characters in afictional world. Bikes andBroomsticks was especially designedto act out single goal quests thattake place over relatively shortdistances, especially as youovercome the obstacles of life inan urban fantasy world where justabout anyone could fly or movethings with their mind, wheresuperpowers and magical abilitieshave become so ubiquitous thatalmost everyone has several suchabilities that they use to perform

    tasks that still more or less justperpetuate the status quo.

    Though everyone is playing, thereare two types of players who needto be considered separately atdifferent times, the Game Masterand the Player Characters One ofthese is the Game Master whodesigns and referee's the quest,and controls the actions of thecharacters who are not controlledby the other players(the Non-Player Characters or NPC's.

    The other type of player is thePlayer Character, which is a player

    who controls a single character inthe game world who's actions areessential to the resolution of thequest. The players who control playercharacters typically only control onecharacter.

    The point of this game is notnecessarily to win but rather tosucceed is to enjoy the experience ofthe game. Sure, it's fun to measuresuccess in Gold Pieces or ExperiencePoints, but, in the end, thoserewards are fleeting and imaginary,

    and you'll have the most fun if youjust enjoy imagining things.

    Therefore, think about how yourcharacters behave, why they behavethat way, their skills, goals, andhistories. Really think about howyour character chooses to solve theproblems he encounters and theobstacles in his path. Bikes andBroomsticks is a game where it isimportant how you solve the quests,help you to Create your Character

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    Character Background Tips:When coming up with your character'sbackground, it sometimes helps toask specific questions about thecharacter's background. Here aresome good ideas of things to thinkabout in your character's backgroundfor this game.Education-

    Was he trained as anything inparticular? Has he learned from theschool of hard knocks, has he beento college? Did he take a karateclass? Was he a wizard's apprentice?Did he just read a lot?

    Appearance-How does he look? Does he dress forsuccess, or for discretion, or doeshe just grab whatever is closest tothe couch(next to the bong)?Hair/Eye color? Height/Weight?Goals-Why is your character so eager to goon missions? Is he poor, and takingthe jobs for the money or his hehoping to develop contacts? Does hejust want to meet people or does hehave another job on the side? Whatmotivates him?Relationships-Does your character's family come into the picture? Does he have amentor from back when who taught himeverything he knows? Does he livealone, or with a roommate, or with asignificant other? Does he have apet or familiar?

    Morals-Does he believe in good and evil, orone over the other? When is he mostwilling to bend the rules? Whatcan't he abide?

    Skills come from your background:The background determines whatskills a character has. It thereforemust be believable, at least in thesense that the skills related to thebackground must have been acquiredin a relatively short span of time.Most skills should not start out atabove a value of 5/10, includingboth ranks and ability modifier.

    SpeciesPeoples are species that can be

    played readily. The primarydifference between each species iswhat basic stat potential it has.

    Any player who wishes to use2d6+6 for his Intellect score shouldbe given consideration.Human

    A human can have two additionalpowers should he choose to acquirethem.Strength: 3d6Foot Speed: 3d6x2Agility: 3d6Intellect: 3d6(2d6+6 for Riders)Spirit: 2d10GoblinGoblins have a serpent's tongue,which gives them a bonus to anysocial skills rolls of +2.Strength: 3d6-1Foot Speed: (2d6+6)x2Agility: 2d6+6Intellect: 3d6Spirit: 3d6ElfAgility saves to avoid elven arrowsare made at a -2 penalty.Strength: 3d6-1Foot Speed: (3d6+2)x2Agility: 2d6+6Intellect: 3d6Spirit: 3d6DwarfDwarves have an instinct for stones.Whenever a skill involves workingwith stone, just having a dwarfaround to correct you will give a +2bonus.Strength: 2d6+6Foot Speed: 2d6x2Agility: 3d6+2Intellect: 3d6Spirit: 3d6HalflingHalflings are uncannily lucky, andcan reroll a check once per day,choosing the better roll.Strength: 2d6+2

    Foot Speed: (3d6+2)x2Agility: 2d6+6Intellect: 3d6Spirit: 3d6GnomeGnomes can see in the dark and gain a-1 bonus to rolls to cast INT Powers.Strength: 2d6+2Foot Speed: 2d6x2Agility: 3d6Intellect: 3d6+1Spirit: 3d6

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    Stats:Stats are the basic abilities of each character that determine the lowestlevel of competence they reflect based on their innate ability to perform atask. This number is called amodifier, and is the ability score, minus ten,divided by three, rounded down. This number is added to the ranks in a skilla character has when determining the success or failure of a character in atask.

    Once again: Modifier=(Stat-10)/3, Rounded down.

    These stats also reflect the characters ability to defend themselves againstcertain types of attacks, called Saving Throws, or simply Saves. Theseare equal to the ability score, minus ten, and cannot be greater than 9.

    Once again: Save=Stat-10, Maxiumum 9. To make a saving throw, roll 1d10. Ifthe roll is lower than your save, your save succeeds.

    Strength(STR): Strength is the attribute describingthe character's innate ability to apply forcee to anobject. This can mean muscular strength or a species'innate, short range psychokinesis, but not both. Roll3d6 for this stat. The Strength Save is also theDamage Thresholdof the character, which is used toodetermine whether an attack does enough damage tocause an injury. Also, your HP is equal to 2 + yourStrength Modifier. Your strength modifier is thepenalty for an opponent to dodge yourmelee attacks.

    Foot Speed(F.S.): Foot Speedis a character'sunmodified, normal basic overland movement speed perround(5 seconds). It describes the number of feetthat a character can move at a normal pace in 5

    seconds. It ranges from 6-36. Roll 3d6, multiply bytwo. For skills, consider it of this value, alwaysrounded down. When you hurry, you go twice as fast.When you run, you go 4 times as fast. When yousprint, you go 6 times as fast.

    Agility(AGI):Agility is the flexibility anddexterity of the character, including everything fromhis sense of balance to a his handwriting. It rangesfrom 3-18. It determines the highest level physical

    powers a character can have, which is equal to 1+the

    AGI modifier, and whenever you are attacked you canattempt an agility save to avoid the blow. Youragility modifier is the penalty for an opponent tododge your ranged attacks.

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    Intellect: Intellect is the ability of a characterto arrive at by reason, a solution to a practicalproblem, think creatively, and retain information. Italso determines the number of spells or psychic

    powers a character can have, which is equal to theINT save +1. Aperception roll, which is used tonotice a remarkable event or search for an object issame as an intellect save. You also may use either

    your Intellect or Spirit Modifier as the penalty foran opponent to dodge your INT Power Attacks.

    Spirit: Spirit is the power of a character tocontrol supernatural forces in the world at large. Itdetermines themaximum spirit points available to thecharacter, which starts out equal to the spiritscore. Your Spirit Modifier can be used in lieu ofIntellect Modifier as the penalty for an opponent tododge your INT Power attacks.

    Skills:Now, why do you think I made that whole first page all about

    background? Because you would think Hey, maybe I should do this backgroundthing. Well, if you did, Good! You did awesome. If you didn't, sorry... Youneed to do a background. This is why: Your background determines whichskills you have. Each skill should be named for a specific skill that the

    character has acquired, including limitations where necessary. Remember, themore time spent in a skill should determine the number of skills availableand the level of competence beyond basic ability level.

    Alex was a cross-country runner in high school, because he wasconcerned about the environment and thought the ability to run longdistances would be useful to him for transportation.

    Skill:Run(Long Distance)Now decide which stat is most important for your character to use that

    skill. The skill starts with a value equal to the modifier of that stat,plus the amount of competence acquired in their background(usually only 1-2points worth) Each stat can be increased by earning points in the tasksperformed each quest.

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    Tasks:It is usually good to describe certain parts in terms of it the task thatneeds performed. These tasks are the Client's Counterpart to the Rider'sskills, and there should be a modifier of -2 for difficult tasks, -1 formoderately difficult tasks, and 0 for average examples of a task. The Clientshould also consider how well suited a to the task the character's approachis when considering an additional modifier.(Picking a lock(-0) may be moreeffective than trying to break down a door(-1). Changing the oil on amotorcycle is easier if you have Motorcycle Mechanic as a skill(+1).)

    Some tasks may require the rider to have certain tools and trappings. Thesetasks can be performed with improvised tools at a -2 penalty. If nosubstitute is available, the task cannot be performed at all.

    To determine the success or failure of a task, roll 1d10. If it is less thanor equal to the value of the skill used to complete it, with all situationmodifiers(above) included, the skill is used successfully.

    Non-Trivial Tasks:Tasks that require greater effort for the character, because of anyextenuating circumstance that modifies the difficulty of the actual task forwhich the skill was named, and not just the situation that the task istaking place in. A picking a difficult to pick lock would be a nontrivialtask, but picking a lock while hanging off of a windy building would not.

    Non-trivial tasks have either a -1, -2, or -3 modifier, depending on thedifficulty of the task. To apply this modifier, subtract it from your skillwhen you roll for the attempt.

    Suggested Advancement Schema:1 Additional Skill Rank costs 1Free Skill Point

    A single skill may not be raisedmore than 1 rank per session byany one method. Multiple methodsmay stack, but may not raise askill more than 2 ranks persession.

    1 Additional Power(WithAvailable Slot) costs 2 FreeSkill Points

    Success in a Non-Trivial SkillTask+1 to that skill, 1/session

    1 Riddle, Puzzle, or QuestComponent Completed+1 Free Skill Point

    5 Defeated Assailants/Opponents+1 Free Skill Point

    1 Completed Quest+2 Free Skill Points+1 HP+1d4 SP

    Special Tasks:Special tasks are tasks that are

    performed in limited space of time,measured in units of equal to or lessthan five seconds(Five Seconds=1Round). Anywhere where time is of the

    essence, tasks are considered specialtasks and must be considered in termsof the time that they take to perform.

    Basic special tasks such asmoving less than 10 feet andperception checks take 1 second tocomplete.

    Special Tasks such as making asimple attack with a familiarweapon(not modified by a power),drawing or replacing a weapon, orusing a Level 1 or 2 power take 2seconds to complete.

    Special tasks such as making a

    complex attack(an attack modified by apower), attacking with an unfamiliarweapon, or using a level 3 or greaterpower take 3 seconds to complete.

    Special tasks such as attackingwhile mounted on a vehicle or usingthe spellcasting power, or usingskills to complete very quick taskstake 4 seconds to complete.

    Intricate skill use takesconsiderably longer and whether it canbe done as a special task is decidedby the Game Master.

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    Starting PowersIdeally, you should define your powers and how you get them in yourbackstory, but unfortunately, in the beginning sessions of the game, this issometimes problematic. When you choose powers to start the game with, youmight find it useful to limit the number of powers a character can have bylimiting the total number of levels a character can have in powers. A decentguideline is six to eight total levels in powers to begin with.

    Characters who choose the spellcasting power gain one free spellbook, and

    characters who choose the lesser spellcasting power gain one free magic itemthat they can use to cast 3 pre-determined INT powers of level 3 or below.

    Random Starting Spellbook Spells /Magic Item Abilities:

    (roll 1d4+2 times, ignore repeats)

    2. Lightning Bolt3. Feather Fall4. Magic Dart5. Calm Animal6. Detect Magic7. Detect Direction8. Unlock Spell9. Force Push/Pull10. Ghost Hand11. Luck12. Heal Wound

    Spellbooks and INT Powers:Spellbooks are a special kind of magicitem in that they are only used bySpellcasters(Characters with theSpellcasting power) to cast INTpowers. Only INT powers that are notpassive may appear in spellbooks.

    A person who wishes to learn aspecific INT power may learn it from aspellbook regardless of whether or nothe has the Spellcasting power. This isan INT Save-1. Spellcasters have noINT save penalty to learn INT powersfrom spellbooks.

    InventoryStarting inventory should include several items, some of whichare freely chosen. Choose three from these five categories.Unpowered vehicles, Moped's, or Operator Dependent MagicalConveyanceCommunication DevicesPetsSkill-Related ToolkitsNonlethal, Small, or Background-Related weapons

    Additionally, roll 1d12 for an item from this table 2d4 times:1. A short length of rope(2d6 feet in length)2. A bicycle chain3. A multi-tool including a blade, two types of screwdrivers, a pair ofpliers and a pair of wirecutters.4. A dolly, wagon, wheelbarrow, or cart.5. A pair of special glasses, allowing you to see one of the followingways(1-Night Vision, 2-Infrared(Heat-Sensitive) Vision, 3-X-Ray Vision, 4-

    Heads Up Display)6. A receipt book and a small set of pens.7. A staple-gun8. A camera capable of filming in((1-2)-Single Frames (3-4)-Motion Format(5-6)-Both Single Frames and Motion Format9. A night vision lens for a camera.10. A small communication device(1-A Cellular Phone, 2-A Two-Way Pager, 3-AWalkie Talkie, 4-A Scrying Glass, 5-A Tuning Wand(Magical Walkie Talkie) 6-ATrained Bird)11. A small quantity of a relatively rare trade good(Heads-LegitimateMarket, Tails-Black Market)12. A backpack.

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    Chapter Two: The QuestTravel and Transportation:

    As the game is aboutcompleting quests, whichtypically involve traveling adistance, travel andtransportation are a significantpart of this game. Thus, thissection is all about issuesrelating to transportation.

    Most travel takes placewithin a single city, and ittakes place on some type of pathor street. In generic street-travel on foot, use thecharacter's foot speed score asthe number of feet he can travelat a walk in five seconds.Running quadruples this speed,sprinting sextuples it.

    Often, it will be necessaryto use an unusual path, such asjumping over a fence, or escapingand navigating a sewer, orrunning from rooftop to rooftop.In these cases, using a specialtask is required appropriate forthe type of actioninvolved(Climbing, lifting a lid,jumping, using an agility save oran appropriate skill to resolvesuccess.)

    Many characters will haveaccess to modes of transit other

    than foot travel. There are twokinds of vehicles available tocharacters, unpowered andpowered. Unpowered conveyancesincrease a character's foot speedby multiplying it when they areused. They are bicycles,skateboards, scooters, pedalcars,and operator-dependent magicalconveyance(Broomsticks) and thelike. Powered vehicles have amaximum speed, and they includemopeds, motorcycles, cars, andgiant hovering space-cities. Here

    are some basic examples to getyou started(an experienced ridermight even have customized hisvehicle(That's Pimped hisRide).Simply add that to yourcharacter's notes after gettingapproval from your Game Master.)

    Bicycle: This is a two-wheeled, operator powereddevice used primarily forshort distancetransportation.($150)

    Max Speed

    F.S. x8

    HP:3

    DT:7

    Skateboard: This is afour-wheeled board usedprimarily for in-towntransportation. It isridden from a standingposition.($75)

    Max Speed

    F.S. x3

    HP: 1DT: 4

    Hoverboard: This versionof the skateboard canhover up to 25 feet offthe ground.($1500)

    Max SpeedF.S. x3ALT 25 Ft

    HP: 1DT: 3

    Moped: This electricvehicle is shaped like across between a bicycle

    and a motorcycle, with theadvantages of neither, buta few of it's own.($750)

    Max Speed35 MPH

    HP: 4DT: 6

    Operator Dependent MagicalConveyance(ODMC): A magicitem that transportpassengers that depends ona user, like a broomstickor a magic carpet.($750)

    Max SpeedSPR x6ALT 50 Ft

    HP: 4DT: 5

    Horse: It's a horse. Ofcourse.($500)

    Max Speed30 MPH

    HP: 5DT: 6AGI SV: 6

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    Equipment:Your character will likely have aset of items that he tends to carrywith him when he goes to performcertain tasks. Like all of us, heprobably needs to carry some toolswith him wherever he goes, rangingfrom keys, to multi-tools, even tohis own belt. These items make up

    the character's inventory.

    Inventory and Encumbrance:Your character can only manage tocarry so much without help. Themaximum load your character cancarry is equal to your strengthscore, plus your strength save,times ten in pounds, and should besmall enough to fit into whateverreceptacle your character chooses toplace his worldly goods in.

    Encumbrance V. Pocket Weight Units:In many RPG's, Your inventory incombat and your inventory in normalcircumstances are exactly the same.In Bikes and Broomsticks, we believethat the limitations of weight onthe character's ability to movewould be too much for this tousually be the case.

    We have decided to get around thisusing what we call the convertiblecombat inventory system. Itbasically systematizes the act ofdropping your backpack at the startof the battle. Each character has upto his strength score in PocketWeight Units(PWU'S) to use to storeobjects on his person, and not in aknapsack or satchel that cannot beefficiently accessed in tensesituations. Most small objects,other than weapons and armor, onlytake 1 PWU to store.

    Example Equipment and Prices:Backpack($10)Bedroll($10)Bobby Pin($.10)Blanket($10)Bowl($2)Candle($.10)Caltrops($5/10)Cards($2)

    Diary/Journal($10)Die($.50)Drink($1)Flashlight($20)-1d3 Hours of Battery Life-Flashlight Bash-1d6 Physical Damage-5/10 Headlamp($30)Food Ration($5)Hat($7)-5/10 Secret Pocket Inside?($14)Helmet($50)-Reduce Critical Damage(+5DT/Critical)Kneepad($25)-Reduce Physical Damage(+1 DT)Lamp($20)Lantern($20)Lantern(Dark)($25)Magic Marker($10)-Scribe spell on surface, spell isactivated when a condition is met.Needle($.25)Pick($10)Piton($10)Rope(25')($5)Shoes($50)Shoulderpad($20)-Reduce Physical Damage(+1 DT)

    Combat:Combat is sometimes encountered in the course of completing quests, howevermost players will find it easiest to avoid it. It is usually easier to get

    the job done quickly and quietly than it is to kill everything in your path.However, sometimes danger is too great or inescapable and it is necessary todefend yourself.

    To determine the Success of an Attack: The target of the attack makes anagility save minus the relevant stat modifier, Target AGI SAVE-Attacker STRMOD for melee attacks, Target AGI SAVE-Attacker AGI MOD for ranged attacks,Target AGI SAVE-Attacker INT or SPR MOD for INT Power attacks.

    To determine if an attack deals damage: Each character has three Hit Pointsplus his strength modifier, and his strength save is used as his DamageThreshold the amount of damage that must be dealt by a before a hit pointis lost.

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    PowersPowers are special abilities that any character may possess based on either hisintellect or agility stat, depending on the nature of the power. They can be anything,but they should be equivalent to minor magic spells, psychic talents, martial artsmovie style moves, exceptional attributes, or limited superpowers. Each power has alevel, from 1 to 5, and an associated stat, either INT or AGI, and an effect which is ashort description of what the spell does, including the dice rolls involved in thepower's effect. Power's should be applied in the broadest possible interpretation oftheir effects.Power ResolutionTo determine the success of a power as you try to use it roll 1d10-associated stat. Ifyour roll is less than 10-the level of the power, the power is used successfully.Every time you attempt to use a power, it costs Spirit Points(SP). If you succeed incasting a power, it costs the level of the power in spirit points. If you fail to casta power, it costs 1 spirit point.Passive PowersSome powers require the person to permanently lose Spirit Points in order to allow

    their effects to be active at all times. These powers cost the level of the power inspirit points which cannot be regained. Spirit points may still be increased by normalmeans.

    Spellcasting: The character can usemagic items that cast spells, such asspellbooks, magic wands, and scryingorbs. This power is required to usemagic items that cast spells.(Lvl 2Version: The character has a magicitem that he can use to cast pre-determined spells.)

    INT

    4

    INT

    2

    Unlock Spell: The character can say afew magic words and trivial locks willopen automatically.

    Calm Animal: The character cancommunicate so well with animals thatany non-threatened animal will can becalmed almost instantaneously.ASpirit Save Caster Spirit Modifier

    can resist the effect.

    INT

    1

    INT

    2

    Magic Dart: The caster makes a rangedattack with a bolt of magical energy.This is a normal attack with a magicalpower(SPR Bonus is used to attack) anddeals 1d6+INT Modifier in damage.

    PowersPowers in Bikes and Broomsticks come in a wide variety of relatively low powerabilities because part of the point is to juxtapose all this weird shit going on inclose proximity. Powers range all over the place in terms of origin, specificity, andsubtlety. They should be considered in relationship to the character's background atall times. Some powers, however, are common enough to be noteworthy and are greatstarting points. For convenience, I have organized these by their hypothetical source.

    Chapter Three:Powers

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    Summon Homunculus: The characterdrives over an egg with a vehicle, and3 days later a wiry little golemsprings from the effluvium. It canperform menial tasks on command andcan power vehicles for the caster. It

    is unintelligent, has 21 STR, 15 F.S.,and 10 AGI, and has 2 HP and 4 DT.

    INT

    2

    INT

    3

    Summon Monster: You call up a viciousdemon from the earth, and it proceedsto attack it's surrounding livingthings.Djjrzik| 16 STR| 28 F.S.| 13 AGI| 10 INT| 10 SPR|Claw Attack 1d8+4 Dam(Melee)Breath Weapon(Fire) 1d8 Dam, 15x10 ft. cone

    Ghost Hand: The caster can project aghostly had which looks like a smoky,translucent simulacrum of his ownhand, and can be used to manipulateobjects of up to ten pounds and canwield a dagger.(Level 2 Version: Sameas above, but the hand is passivelyavailable.)

    INT

    1

    INT

    2

    Luck: The character summons a spirit

    to aid him in performing tasks, whichgives him a +1 bonus to all of hisskills and +1 to AGI Saves for 10minutes per 2 SP spent casting thespell.

    Detect Magic(Passive): The charactercan passively perceive magical aurasby focusing his normal vision. A

    character with this power can use aPerception Check -2 to see invisibleobjects.

    INT

    1

    INT

    1

    Light: The character waves his offhand over an object and causes it toglow like a flashlight(which emitslight in a 30 foot cone) or atorch(which emits light in a 15 footradius.

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    Pass Wall: The character waves hishand over a barrier, and up to 60cubic feet become ethereal until youboth enter and exit the area, or thespell is broken.

    INT

    4

    Fireball: The character hurls a ballof gelatine fire towards it's target,and it deals 2d6+INT modifier damageto all objects within a 10 foot blastradius. It has a maximum range of 60feet.

    INT

    4

    Heal Wound: The character lays his

    palm flat across a wound and kissesit. The wound closes and the characterwho is being healed received 1 HP.

    INT

    2

    Feather Fall: The character says a fewmagic words and falls at a ratecomparable to falling with a parachuteuntil he reaches the ground or thespell is broken.

    INT

    2

    Lightning Bolt: The character throws amagnetic ball at his target. A momentlater, an arc of electricity leapsfrom your hand to this ball dealing1d8 damage with an additional 1 damagefor every additional Spirit Pointspent beyond the normal cost.

    INT

    3

    Break Spell: The character dips awhite cloth in water and touches histarget with it. The cloth can also bebunched up and thrown up to the 15feet plus STR Score, but whateverblessings or curses upon are upon

    those it touches are dispelled.

    INT

    3

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    AGI

    3

    Gills: You gain a set of gills for 1hour and can use them to breatheunderwater.

    AGI

    3

    Gills: You gain a set of gills for 1hour and can use them to breatheunderwater.

    INT

    3

    Invisibility: You close your eyes andthink thin, and when you open them youfind that you have become transparentexcept for faint shimmeringdistortion. This effect lasts for 10Minutes per 3 SP Spent.(Level 2Version- Caster can only be invisibleto one target at a time.)

    AGI

    2

    Nerve Pinch: You can execute a strikeat a pressure point and paralyze ahumanoid foe's limb. This effect lasts1d4 rounds and can be resisted with a

    STR Save-Caster AGI Modifier.

    AGI

    2

    Toughness(Passive): You have anexceptionally hight tolerance to painand damage. A character with thispower gains +2 DT, and this power canbe taken multiple times.

    AGI

    2

    Roundhouse Kick: You can take a fullround and execute a kick for 10+STRModifier damage. When you use thisability, you must make a STR save oryou may not use this power again for1d4 hours.

    AGI

    2

    Power Punch: Your unarmed strike deals1d6 + STR modifier damage, +1 damage

    per SP Spent.

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    Acrobatic Bounce(Passive): You canleap gracefully from structure tostructure, even appearing to fly. Youcan use this power to jump fromrooftop to rooftop or to climb at arate of 40 feet per round.

    AGI

    2

    Uncanny Dodge: You can attempt tododge bullets and high velocityprojectiles with an agility save, aswell as take no damage from blastradius attacks with a successfulagility save.

    AGI

    3

    Extra Arms(Passive): You have twoextra dexterous arms that you can usejust like normal arms.

    AGI

    4

    Gliding Wings(Passive): You have two

    retractable flaps on your arms thatyou can use to slow and steer yourfalls.

    AGI

    5

    Webbed Hands and Feet(Passive): Yourhands and feet have rubbery webbingbetween your fingers and toes, whichmakes you swim at double your normalfoot speed.

    AGI

    3

    Mana Connection(Passive): Youregenerate 1 SP every 30 minutes. INT

    2

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    Super Jump: You can jump toexceptional height, three times yourfoot speed. You also take less

    damage(-3) damage from falling and donot take damage from falling less than60 feet.

    AGI

    2

    Super Strength(Passive): You add yourstrength modifier to damage from meleeattacks and you add your agilitymodifier favorably to all strengthbased rolls.

    AGI

    3

    Rapid Healing Factor: You canconcentrate for one round andregenerate 1 hit point and closewounds.

    AGI

    3

    Super Speed(Passive): You can run at

    10 times your foot speed.AGI

    5

    Flight: You jump into the air, and youdon't come down! You can fly in threedimensions to a maximum altitude of200 feet at your normal foot speed.

    AGI

    3

    Psychokinesis(Passive): You can moveobjects with only your mind up to 50lbs, slow your own falls for -2falling damage, and impede the path ofprojectiles with an INT save -2.

    INT

    4

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    Telekinetic Projection: You can throwobjects with incredible distance andaccuracy, up to 500 feet with anattack roll to throw with a -5 to theroll. You can choose whether or notthe thrown object deals an additional+4 Damage.

    INT

    4

    Telepathy(Passive): You may freelyreceive, transmit, and broadcast yourthoughts up to 100 feet around you.You cannot control minds, but you gaina +1 to social skills whencommunicating telepathically.

    INT

    5

    Precognition: You can use this ability

    to see events in the future, and canforce a re-roll of unfavorable resultsif you wish. Using this ability has a chance of putting you into a chancefor 1d6 rounds.

    INT

    3

    Mental Domination: You can attempt tocontrol the minds of a number ofpeople up to your spirit modifier.They can attempt to resist yourinfluence with a spirit save.

    INT

    3

    Pyrokinesis: You can create andconduct fire with your mind and raisethe temperature of objects. This canbe used to ignite fires and influencehow they spread, to cauterize wounds,or add 1d4 fire damage to meleeattacks.

    INT

    3

    Empathy(Passive): You have an innateknack for determining the feelings ofothers, even when they wish to concealthem. You gain a +1 to your socialskills, and a +2 when you attempt tosense someone's motives.

    INT

    4

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    AGI

    3

    Gills: You gain a set of gills for 1hour and can use them to breatheunderwater.

    AGI

    3

    Telepathic Linking(Passive*): You canestablish a communication link betweenyourself and another person, costing 2SP . When the link is severed, youregain your SP.

    INT

    1

    Detect Direction: You can concentrateon figuring out which way to go andsimply know in which direction yourdestination lay.

    INT

    2

    Force Push/Pull: You can use crudepsychokinetic power to push, pull,levitate or throw objects up to 20feet regardless of size up to 30 feet.

    AGI

    2

    Tree Stride: You can run across treebranches in canopy forests at normalspeed, and you take no damage fromfalling from trees. You can do thisfor 1 minute before re-casting.

    INT

    1

    Pet Familiarity(Passive): You have apet who is so devoted to you that youhave a mystical connection. You canspeak with your pet and communicateyour feelings(non-verbally) for 1 miletelepathically. This Creature iscalled a Familiar.

    INT

    2*

    Enhance Familiar(Passive): Yourfamiliar has gained human intellect

    from his extended contact with you,and may have developed some clumsyopposable appendages that can be usedto execute skills. To get this poweryou must already have a familiar.

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    Meteor Strike: You can summon a meteorfrom space to a precise point. When itstrikes it deals 1d6+12 damage in a 30foot blast radius, and 2d6+6 damage ina 50 foot blast radius.

    INT

    5

    Gostly Homunculus(Passive): You have aghostly automaton who you can commandto do tasks for you. It isunintelligent, and has 14 STR, 24F.S., 16 AGI, and can travel up to 75feet from you. It cannot deliverattacks and behaves robotically.

    INT

    4

    Ninja Punch: You can punch with suchforce and precision that you can causea target to be unable to speak for

    1d6 rounds.

    AGI

    2

    Ninja Chop: You can chop an opponent

    and cause him to pass out for 1d6minutes. AGI

    3

    Speak with Dead: Using either a corpseor a representation of a dead person,you can summon up the spirit ofsomeone who is deceased and ask themquestions about their life or to grantwishes. It is wise to have an offering

    at hand with which to appease thespirit.

    INT

    5

    Raise Skeleton: You can raise up to 5skeletons, 1 for every 2 SP youspend. These skeletons fight to defendyou as skilled warriors. They have

    STR 16, F.S. 16, AGI 12, INT 2, andthey can attack for 1d6+2 damage orcarry weapons and armor. They last for2d4 days.

    INT

    2

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    Blessed(Passive): You receive a +1 toall actions in three related skillsfrom your patron diety. You must name

    your patron diety upon gaining thispower and maintain your faith.

    INT

    2

    Divine Favor: Your patron deity favorsyou and your allies. Anyone who actsto assist you within 50 feet from youafter activating this power gains +1to all their saving throws. You mustname your patron diety upon gainingthis power and maintain your faith.

    INT

    3

    Bestow Blessing: You can bless peopleto they gain a +1 to all saves and +2to DT for 1d6x10 minutes. You mustname your patron diety upon gainingthis power and maintain your faith.

    INT

    2

    Rebuke Unholy: You can repel unholy

    creatures with the will of your god.Demons, undead, and the like are take1 HP damage when you use this powerupon them and they must make an INTsave or become uncontrollablyterrified.

    INT

    3

    Optic Beam: You sternly gaze at atarget and project a concussive waveup to 100 feet long and 15 feet wide,dealing 1d6 damage per 10 feetpropelled(up to 5d6 damage).

    INT

    3

    Shapeshift: You can change your shapeto any other animal of similar sizeand planetary origin, includingdisguising yourself as anotherhumanoid.

    INT

    4

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    Chapter Four:GM Tools

    Athlete: The athlete is a person whohas trained physically to perform ata greater than average level offitness.

    NPC Skills:For NPC's, choose a profession, archetype, or fantasy/sci-fi classdescription. Use that as the skill that that character uses for every taskhe encounters related to his job. For every other skill, use his relevantstat modifier.

    Skill Sets: It's time consuming, sometimes, to create characters with

    specific groups of skills. This is only necessary when the NPC is importantto the game. To help GM's who want to make NPC's quickly, here are someusable NPC skill sets. It is highly recommended for GM's to add individualskills for each individual NPC based on the background when using theseskills.

    Skills:Balance 5Climb 6Jump 6Sprint 5Tumble 6

    Fighter: The fighter is a person whohas skills related to militarytactics and martial arts.

    Skills:Command 6Jump 5Sprint 5Tactics 6

    Mage: The mage is a person who hasstudied spellcasting, the arcanearts, or the occult in order to gainmagic spells.

    Skills:Literacy 6Monster Lore 6Occult Lore 5Scribe 6

    Sage: The sage is a person who'sadvantage lies in the fact that heknows a lot about pretty muchanything, and tends to always beprepared.

    Skills:Literacy 6Monster Lore 5History 6Mathematics 6Scribe 6

    Scoundrel: The scoundrel is a personwho has learned to fast-talk andbarter.

    Skills:Barter 6Diplomacy 6Infogather 5Subterfuge 6

    Spy: The spy is a person who isstealthy and sneaky and has skillsrelated to infiltration.

    Skills:

    Balance 5Climb 6Open Lock 6Sneak 6

    Techie: The techie is a person whohas exceptional skill with computersand electronics.

    Skills:Computer Use 6Computer Fix 6Mathematics 5Jury Rig 6Scribe 5

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    Bikes & Broomsticksikes & BroomsticksGM Adventure Record:Party Tracker

    GM Name

    AdventureCalendar

    AdventurersName STR F.S. AGI INT SPR H.P. S.P. Best Skill

    Campaign

    Party Treasure

    Money/Liquid Trade

    Treasure

    These bonuses only applywhen the entire party ispresent

    Social Bonus: ___Intimidate Bonus:___Attack Bonus: ___AGI Save Bonus: ___SPR Save Bonus: ___INT Save Bonus: ___

    Adjustments

    Background Summary

    MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE

    Team Bonuses

    Attack NotesBonus Damage ENCH? PWU

    DT

    Significant Inventory

    Name STR F.S. AGI INT SPR H.P. S.P. Best Skill

    Background Summary

    MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE

    Attack NotesBonus Damage ENCH? PWU

    DT

    Significant Inventory

    Name STR F.S. AGI INT SPR H.P. S.P. Best Skill

    Background Summary

    MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE

    Attack NotesBonus Damage ENCH? PWU

    DT

    Significant Inventory

    Name STR F.S. AGI INT SPR H.P. S.P. Best Skill

    Background Summary

    MOD SAVE MOD SAVE MOD SAVE MOD SAVE MOD SAVE

    Attack NotesBonus Damage ENCH? PWU

    DT

    Significant Inventory

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    Bikes & Broomsticksikes & BroomsticksGM Adventure Record:Dungeon Map

    GM Name Adventure/Area/Dungeon Name

    Area Features

    Area Background

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    Bikes & Broomsticksikes & BroomsticksGM Adventure Record:Dungeon Map

    GM Name Adventure/Area/Dungeon Name

    Area Features

    Area Background

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    Bikes & Broomsticksikes & BroomsticksGM Adventure Record:Dungeon Map

    GM Name Adventure/Area/Dungeon Name

    Area Features

    Area Background

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    Bikes & Broomsticksikes & BroomsticksPlayer Character Sheet

    Character Background

    Strength(STR)

    Foot Speed(F.S.)

    Agility(AGI)

    Intelligence(INT)

    Spirit(SPR)

    Score Bonus Save

    Max AGIPower Rank

    Max NumberINT Powers

    MaximumHealth

    MaximumMana

    Name

    DamageThresh.

    SkillsPowers Level

    Inventory

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    Bikes & Broomsticksikes & BroomsticksGM Adventure Record:Encounter Planner

    GM Name Adventure/Area/Dungeon Name

    RandomEncounterRules

    d 4 6 8 10 12 20

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    Bikes & Broomsticksikes & BroomsticksGM Adventure Record:Notes

    Adventure/Area/Dungeon NameGM Name