Search found 7 matches

by killdefenses
Wed Jul 24, 2019 11:08 am
Forum: General Discussion
Topic: Skills?
Replies: 9
Views: 6709

Re: Skills?

Here is a great writeup on dealing with non-thieves using thief skills:

http://web.fisher.cx/robert/rpg/dnd/thief.html
by killdefenses
Fri Jan 05, 2018 3:30 pm
Forum: The Workshop
Topic: "Last Gasp" inspired BFRPG Character Sheet
Replies: 2
Views: 3096

Re: "Last Gasp" inspired BFRPG Character Sheet

Solomoriah wrote:I added the file as an attachment to your post without difficulty. Can you tell me what the site told you when you tried to post it?
It just did an endless upload. Tried twice. Honestly it was probably just my internet connection being wonky.
by killdefenses
Tue Jan 02, 2018 7:51 pm
Forum: The Workshop
Topic: Roguish Skills
Replies: 10
Views: 10057

Re: Roguish Skills

Instead of replacing all percentiles with a d6, I would suggest the d12. Smaller increments. More room for improvement. Less chance of failure when mastered. Most of all, the d12 is the most under utilized die. I actually made a d12 Skillset for LotFP a while ago. I tried to condense all the modern...
by killdefenses
Fri Dec 22, 2017 3:14 pm
Forum: The Workshop
Topic: Roguish Skills
Replies: 10
Views: 10057

Roguish Skills

I've been working on a simple little supplement to help shape the Thief into other roguish archetypes. Basically, it's a list of alternate skills that you can replace any standard Thief skill with. But I want you to help me improve it! What are some suggestions or changes you would implement to this...
by killdefenses
Thu Dec 21, 2017 4:19 pm
Forum: The Workshop
Topic: "Last Gasp" inspired BFRPG Character Sheet
Replies: 2
Views: 3096

"Last Gasp" inspired BFRPG Character Sheet

I made this for my current campaign running BFRPG plus supplements. Contains: - 'Combat Options' supplement area. Characters can mark accessible options. - Blank Skill % area for Thief/Assassin/Etc. class supplements. - d6 representation of the universal dungeoneering abilities. - LotFP encumbrance....
by killdefenses
Tue Nov 28, 2017 8:22 pm
Forum: The Workshop
Topic: Post-Apocalyptic Mutations
Replies: 6
Views: 5964

Re: Post-Apocalyptic Mutations

A small thing and a big thing. The small thing: I think Natural Armor should have a higher AC than Spiny Growths. The big thing: I think the the benefits and detriments should be separate tables and you have to roll on both when getting a mutation. On the whole, this is really great! Agreed about t...
by killdefenses
Sun Nov 26, 2017 5:00 pm
Forum: The Workshop
Topic: Post-Apocalyptic Mutations
Replies: 6
Views: 5964

Post-Apocalyptic Mutations

I've never made anything for BFRPG before, but really wanted to run a Post-Apocalyptic/Fantasy hybrid setting where Elves meet Radiation and Mutants meet Magic and Swords meet Sniper Rifles. These all are variations on mutations from Mutant Future , so credit where credit is due. Initially these wer...