alternative rule for my game.
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alternative rule for my game.
Healing and Necromancy are restricted to Clerical magic, you will need to take the Power Investiture advantage to access them, they are not usable through Magery. Protection/warding will be shared by both clerical and arcane magic. Power Investiture will receive a 20% discount as it only has access to 3 schools of magic. Magery will not get any discounts for not being able to use healing and Necromancy.
You can take and use Necromancy but be warned that many will act openly hostile to some of the more visual "evil" spells. If you need clarification of "evil" then your name is Heber and you already know what I am talking about, so don't ask.
You can take and use Necromancy but be warned that many will act openly hostile to some of the more visual "evil" spells. If you need clarification of "evil" then your name is Heber and you already know what I am talking about, so don't ask.
Last edited by grumpit on Sun Nov 18, 2018 6:41 pm; edited 4 times in total
grumpit- Posts : 119
Join date : 2015-10-29
Re: alternative rule for my game.
Useful Advantages.
Clerical Investment.
True Faith.
Magic resistance.
Strong Will.
Fearlessness.
Clerical Investment.
True Faith.
Magic resistance.
Strong Will.
Fearlessness.
grumpit- Posts : 119
Join date : 2015-10-29
Re: alternative rule for my game.
Character Creation
175 points
-40 disadds.
-5 quirks
Starting Wealth:
Will be 1900 copper.
Tech Level:
Medieval General Tech level 3
Architecture and Engineering Tech level 4
Toughness:
Toughness may be purchased by any race in the following levels.
Toughness I (10 pts). Grants 1 point of DR, and you may now purchase extra hit points to 50% of HT.
Toughness II (25 pts). Grants 2 points of DR, and you may now purchase extra hit points to 100% of HT.
Social Status:
The allowed range of starting Social Status is -2 to +3.
No cinematic rules.
No gadgeteering or gizmo.
No monstrous races.
No superpowers.
Can not start as Weapon Master.
Can not start with a dependent or Ally.
175 points
-40 disadds.
-5 quirks
Starting Wealth:
Will be 1900 copper.
Tech Level:
Medieval General Tech level 3
Architecture and Engineering Tech level 4
Toughness:
Toughness may be purchased by any race in the following levels.
Toughness I (10 pts). Grants 1 point of DR, and you may now purchase extra hit points to 50% of HT.
Toughness II (25 pts). Grants 2 points of DR, and you may now purchase extra hit points to 100% of HT.
Social Status:
The allowed range of starting Social Status is -2 to +3.
No cinematic rules.
No gadgeteering or gizmo.
No monstrous races.
No superpowers.
Can not start as Weapon Master.
Can not start with a dependent or Ally.
grumpit- Posts : 119
Join date : 2015-10-29
Re: alternative rule for my game.
No cinematic rules.
Can we take unfazeable as an advantage? I ask because this ability could be construed as cinematic based the campaign world I think we'll be playing in.
Father Dugal- Posts : 789
Join date : 2014-02-17
Location : Salt Lake City
Re: alternative rule for my game.
You can take unfazeable however, you are going to have to roleplay it. It will also not protect from certain magic effects such as spells that would induce terror.
grumpit- Posts : 119
Join date : 2015-10-29
Father Dugal- Posts : 789
Join date : 2014-02-17
Location : Salt Lake City
Re: alternative rule for my game.
No cinematic rules.
No gadgeteering or gizmo.
No monstrous races.
No superpowers.
Can not start as Weapon Master.
Can not start with a dependent or Ally.
You might want to outlaw the "distance blow" spell or good measure. That wreaked a bunch of carefully crafted PC challenges.
Father Dugal- Posts : 789
Join date : 2014-02-17
Location : Salt Lake City
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