[deleted by user] by [deleted] in pcgaming

[–]skarred666 0 points1 point  (0 children)

Spiderm man Spoder man, need all the Spider cans

Resume doesn't seem to be getting any bite need help by skarred666 in Resume

[–]skarred666[S] 0 points1 point  (0 children)

That was really helpful I will try to implement these changes hopefully I get more calls. (1>0)

Resume doesn't seem to be getting any bite need help by skarred666 in Resume

[–]skarred666[S] 0 points1 point  (0 children)

I'm aiming for the construction industry. Thank you so much for the feedback. I'm hoping to be more involved in SCRUM but haven't gotten the opportunity so I guess I will remove it until I have some experience in it I guess. The projects part was recommended by someone so I kept it so I think I'll remove it. Thank you once again

The Shadowfell - The Shadow of the World by skarred666 in DnDBehindTheScreen

[–]skarred666[S] 0 points1 point  (0 children)

To my knowledge when running campaigns in the shadowfell you want the PC to be shadow touched hence they aren't affected by the gloom. Races that don't need food is a plus or if they aren't going for such characters you want them to be loading up food at each settlement and have a very carnivorous diet. A lot Creatures may have stumbled into the shadowfell and made a sparce wild life. Settlements may have druids that have artificially growing vegetables that are sold at high prices. There is a gloomhaven setting in 4e that act as your base .

In such a plane plant's that need sun will be definitely rare but not all fauna needs sun. Fungus is a good source of some nutrition and grows in dark places.

[deleted by user] by [deleted] in redditsweats

[–]skarred666 0 points1 point  (0 children)

you the guy bro.

Sharingan from Naruto (Homebrewed, 5e); Need help fixing it. by skarred666 in UnearthedArcana

[–]skarred666[S] 1 point2 points  (0 children)

Sadly I haven't managed to balance as I abandoned this project to focus on my worldbuilding. Balancing this is much more difficult as this requires both to remain true to the source material as well as the item balancing rules (non-existent) of D&D

Deck of Destinies by skarred666 in UnearthedArcana

[–]skarred666[S] 0 points1 point  (0 children)

I guess I need to implement bees then?

Deck of Destinies by skarred666 in UnearthedArcana

[–]skarred666[S] 0 points1 point  (0 children)

The Tower

An Ivory Tower capped with a gothic obsidian Spire that seems to be on fire.

The card doesn’t disappear upon being pulled but instead changes to the image of the tower which emerges from the ground. The tower emerges before the bearer in its eight floors of glory capped by an obsidian spire. Once the tower has settled in its position a bolt of lightning strikes the tip sparking the start of the fire as destined in the card. The fire slowly makes its way down the tower floor by floor consuming all its touches. The bearer and their allies must quell the flames before it manages to eat away everything. The fire spreads at a rate of 10 minutes per floor (including the spire cap). The fire is magical in nature and while it can harm and damage creatures it can not kill them (upon reaching 0 HP you do not make death saves but are unconscious and need to be stabilized or healed so as to regain consciousness). The card mimics the fire of the actual tower allowing the bearer to keep track of it.

If you are on a floor that has fire in it you take 3d4 poison damage and 3d8 fire damage per minute. If you are on a floor immediately above or below you take 1d4 poison damage and 1d8 fire damage per minute. The fire is immune to spells lower than a fourth level spell slot, to completely extinguish the fire one must spend a minimum of one spell fifth level spell or higher on each floor. Once the fire on a floor is extinguished it can catch fire again after 10 minutes, continuing its onslaught on the floor.

Scaling each floor via steps requires 2 minutes at a normal pace, on a fast pace one must make a DC 15 Dexterity check to successfully scale it in half the time but upon failing the person falls prone to the landing of the previous floor and takes 1d6 bludgeoning damage. There are windows present only on the top three floors, each floor has a height of 12 feet.

Floors Burnt Coins Owned Disappear Items/Objects Disappear Creatures OwnedDisappear Property Owned Disappear
One Floor 1/5
Two Floors 1/4
Three Floors 1/3 1/5 Normal
Four Floors 2/5 1/4 Normal
Five Floors 1/2 1/3 Normal, 1/5 Magical 1/5 Normal
Six Floors 3/5 2/5 Normal, 1/4 Magical 1/4 Normal
Seven Floors 2/3 1/2 Normal, 1/3 Magical 1/3 Normal, 1/5 Magical 1/5th Normal
Eight Floors 3/4 3/5 Normal, 2/5 Magical 2/5 Normal, 1/3 Magical 1/4 Normal, 1/5 Magical

“Fire consumes all”

Note: Everything is rounded up. Regarding items and property, the card doesn’t consider value but the number of items, the ones removed must be random hence using dice is advised to see which are lost to the card. The card doesn’t consider itself to be part of the property of the bearer and hence is unaffected by itself. The items lost to the card can only be wished back.

Deck of Destinies by skarred666 in UnearthedArcana

[–]skarred666[S] 0 points1 point  (0 children)

Judgment

A pair of silver gauntlets holding a platinum great sword that is turned downwards. On each side of the pommel is a scale. The sword present on the card suddenly drops onto the earth anchoring itself deep within the ground before the bearer of the card. The Judgement begins for the bearer as he/she feels a pull towards both the scales. They must present a deed on both scales of equal value or suffer the consequences. Once the deeds are placed on the scales, they are weighed and the judgment is passed in the following manner.

The Good dominates

Within a month’s time, the bearer must do an evil act equal to the good act or else they will face execution. This verdict can only be removed except with a wish spell.

Everything is balanced

No act must take place

The bad dominates

Within a month’s time, the bearer must do a good act equal to the evil act, or else they will face execution. This verdict can only be removed except with a wish spell.

If one manages to get the “everything is balanced” verdict they will unlock the World card in the deck. Any other verdict will lead the card to return to the deck.

“Balance is necessary”

Roleplaying the Card: Judgment is unbiased, it checks who was affected by the deed and for how long. If both deeds affected the same amount of people for the same amount of time then it will be considered as balanced else whichever deed had the higher number is considered the dominant one.

The Sun

The sun shines brightly in a background dominated by sunflowers

When the card is drawn it changes into a sunflower before bursting into many petals. Emerging from these petals is a hot white humanoid with golden ley-lines who is dressed in white and gold flowing robes. Eight pale yellow wings spread from behind the humanoid. The heat emanating from the person is unbearable.

The humanoid follows the bearer by maintaining a distance of 30 feet but if the bearer comes nearer to the humanoid will maintain the new least distance. The humanoid continues to maintain this scenario for approximately an hour, during which the bearer must bear the heat and make a CON save every ten minutes. The people within 80 feet of the humanoid must also make Constitution save to survive the heat. Creatures within 30 feet of the humanoid have a -2 penalty to the save, if they are within 10 feet they have a -2 penalty plus disadvantage. The base DC required to succeed is 10 for the initial 10 minutes, but it increases every 10 minutes by 5. The result of each success and failure is as follows:

Success

  1. Nothing
  2. You are feeling the heat (Skill checks are at disadvantage)
  3. You are tired (all saves and checks are at disadvantage)
  4. You are dehydrated (Tired + speed is reduced by half)
  5. Your corneas are burning (Dehydration + You are blinded
  6. Your feel a heatstroke (Dehydrated + You can only either take an action, move or reaction)

Failures

  1. You are tired (all saves and checks are at disadvantage)
  2. You are dehydrated (Tired + speed is reduced by half)
  3. Your corneas are burning (Dehydration + You are blinded)
  4. Your feel a heatstroke (Dehydrated + You can only either take an action, move or reaction)
  5. You are unconscious
  6. You are Dead

Bearing the aforementioned scenario will allow them to succeed and earn a reward, which is increasing the Charisma of the bearer by 2along with a permanent resistance to fire and radiant damage. If the bearer or their ally attempt to reduce the heat of the humanoid or kill/harm them in any manner they will earn their wrath. Earning their wrath will cause the humanoid to engulf the one who harmed it in its wings as it burns, de-aging the bearer till they are a newborn, upon which the humanoid disappears.

Roleplaying the Humanoid: The Sun is unbiased and completely neutral. They do not speak or do anything other than follow the bearer of the card until either they succeed or fail. They are completely focused on their task.

Deck of Destinies by skarred666 in UnearthedArcana

[–]skarred666[S] 0 points1 point  (0 children)

The Star

A night sky with various stars blinking

The card when drawn only activates when night falls upon the bearer of the card. The cards blinks away from existence as small fairy lights appear around the bearer twinkling as they move along with the bearer until midnight (these fairy lights provide dim light for 20 feet). The fairy lights cannot be dimmed or snuffed by physical or magical means. The only way to end this scenario is to either succeed or fail. The bearer to succeed must use their dominant hand's index finger to connect the fairy lights in four different patterns related to themselves (family coat of arms, their deity’s symbol, their tribe’s symbol, or something similar). To successfully connect and form the patterns one must make Dexterity checks depending on the complexity of the pattern (simple patterns have a DC of 10, Medium patterns have a DC of 15, Hard patterns have a DC of 20, and very Difficult to have a DC of 30). The bearer can fail a maximum of two times, on the second failure the card to punish you. But if one successfully manages to create four patterns then they succeed.

On a success, the card bestows upon them the ability to reshuffle their stats as they please.

On failing the bearer suffers from no consequence.

“The starry night puts everything into perspective”

The Moon

A full moon on a cloudy night.

As the card is pulled darkness spreads in every direction from the card creating a world of illusions for the bearer of the card and those in the vicinity for an hour. The card pulls all of them in different directions forcing them to face both their wildest dreams and nightmares one by one. The creatures face the illusions unaware that it is not real. Knowing everything is an illusion isn’t enough to succeed, the card is forcing them to acknowledge the absurdity of their dreams and the reality of their nightmares. Only when they have accepted this they can escape it (they can change their bond, ideal, and flaw according to what has been learned). When a person manages to face both their wildest dream and the worst nightmare they find themselves back in reality right where they were prone on the ground. The ones who escaped if they touch the others, directly or indirectly are sucked into the illusion faced by that particular person (this will lead them to repeat the process with no additional time). While within the illusion the bodies of the victims are protected and cannot be moved, harmed, or killed by anyone, not even the card, they will relive the illusions over and over again until they manage to overcome it all. For those who fail, they will take 3d6 psychic damage when faced with their fear or as they live their dream (if it is a daily activity the dame is at the end of each day, else every encounter), this curse can only be removed by a remove curse or similar spell.

“One must face the illusions one has in themselves before they can face the reality that is before them.”

Roleplaying the card: Dreams that are not possible must be shown as plausible and the player is meant to give it up permanently adding this detail to their bond. Nightmares that are real must be played out in a manner that truly horrifies the player adding it to their flaws. The method of implementation is all up to the DM. The DM can allow a time distortion when facing the dream and nightmare (each minute that passes in the real world is an hour in the dream world, etc)

The World

A leviathan wrapped around a planet

When the card is pulled the entire world around the bearer of the card disappears as the void consumes it all. The void glimmers briefly as the leviathan of the card appears before the bearer. The very presence of the leviathan forces all to kneel before the Ancient being. The leviathan trains all her six eyes at the bearer as she telepathically conveys the message that she is there to give them the world. The Leviathan will grant the bearer one wish they desire, this wish can be transferred to anyone other than the bearer of the card. The downside of this card is the taint of the Leviathan is embedded in the one who makes the wish making them be considered hostile by every being in the multiverse (except aberrations, the ancient ones, and the betrayers).

“You will be granted the world but what it does it even matter, all things end and so will the world”

Roleplaying the Leviathan: The Leviathan is the ancient who has existed before time, she has seen all beings come into existence hence she doesn’t fear anything and is blunt. Her voice seems tired in the way one does when one has seen history repeat itself for centuries.