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Misc House Rules (Gonna edit some of this stuff - standby)

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Misc House Rules (Gonna edit some of this stuff - standby) Empty Misc House Rules (Gonna edit some of this stuff - standby)

Post by Casey Sat Mar 01, 2014 6:32 pm

House Rules



Magic:
Channeling cast limit:
A channeler cannot spend more than Threshold + Willpower in any single spell.  Doing so will of course require an immediate calamity check.

Calamities reduce Fate:
A calamity reduces some of the pressure built up around the channeler.  A channeler reduces their Fate total by 1 for every 2 points their Calamity Check exceeds 10.

Recover Energy:
The Recover Energy spell has no effect on Channeling magic.


Channeling Calamity Table
This calamity table replaces the one listed on GURPS Thaumatology page 77.
When Threshold is exceeded by casting or maintaining any spell, roll 3d6 on the following table.  Add +1 for every full 5 points threshold is exceeded by fate points.

3-10 Nothing Happens
11-14 Take Roll – 10 damage to HP and FT.  Damage cannot be reduced or prevented.  Fatigue damage that reduces the caster below 0 also does additional HP damage.
Mentally Stunned, roll vs IQ each round to recover.
All mages within Roll-10 miles roll IQ+Magery to sense the event and location.
15-19 As Above, and stun last an additional second for each full 5 points above 10 on the roll before the mage may roll to recover.
20-24 As above, and mage loses ability to cast that spell again for roll-10 days.
25-29 As above, and the HP and FP damage is now an AOE effect centered on the caster, and is halved each yard (hex) distance from the center.
30-34 As above, and the caster must make a HT role -1 for every 10 points the role exceeds 10 or lose a permanent level of appearance.
All mages within Roll-10 x 10 miles roll IQ+Magery to sense the event and location.
35-39 As above, and the caster must make a HT role -1 for every 10 points the role exceeds 10 or lose a permanent level of HT.
The caster loses access to that spell college for Roll-10 days.
40-44 As above, and the mage or anyone slain in the calamity soon raises as malevolent undead.
The area affected by the calamity is aspected in a manner up to the GM.
45-49 As above, but the damage from the AOE effect now halves every 10 yards.
All mages within Roll-10 x 100 miles roll IQ+Magery to sense the event and location.
50-54 As above, but the damage from the AOE effect now halves every 100 yards.
55-59 As above, but the damage from the AOE effect now halves every 1000 yards.
All mages globally roll IQ+Magery to sense the event and location.
60+ As above, but the damage from the AOE effect now halves every 10,000 yards.
Other unknown catastrophic consequences as determined by the GM.
Equipment:

Layering Armor:
As per B286, armor may be layered and the DR’s stacked if one of the armor set, normally the inner layer, is flexible and concealable.  The exception to this is the leather coat, or the Northern Longcoat (DR 1) that may be worn outside armor.  This gives a -1 to DX, unless both the layered armors are both flexible and concealable.  
Example:  Wearing a chain shirt with a leather long coat does not give DX-1 as they are both flexible and concealable.

Riveted Chain:
The Chainmail statistics given on B283 are for “Butted” chain links.  Butted mail is bent together but each link is not sealed.  Riveted links have a rivet holding each link closed.  Increase the DR of Riveted Chain Mail, and Double Chain Mail by 1, increase weight by 10%, and multiply cost by 2.  This type of chain mail requires TL 3.
Casey
Casey
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