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==Extra Rules== Here is a section for adding extra rules that go beyond the absolutely essential "core rules". ===Spells=== Characters with magic ability can call their "fireball" spell anything they want, as long as it is incapacitating. For example, wizards might call their spell "freeze", "zap" or "choke". They might trap the enemy in a sticky web or turn him into a frog. Dragons might describe their spell as some kind of breath weapon, such as "acidic vomit" or "tear gas." ===New Villains=== New types of characters can have the same abilities as a monster, rogue, warrior, wizard, priest or dragon. Or you could give them a different combination of abilities. More powerful types of monsters should have higher levels. For example: ;Kraken: The Kraken is a giant sea monster. The Kraken is a match for even famous heroes so it would have a level of 3 or 4. The Kraken has no special abilities. ;Leprechaun: A leprechaun is a small, clever creature which is difficult to catch. Leprechauns have ''thievery'' ability and usually win contests of stealth and guile. ;Lich: A lich is a powerful undead wizard with two abilities: In addition to the ''magic'' ability used to throw fireballs like a living wizard, the lich can raise fallen allies as undead servants like a sort of ''healing'' ability. ;Unicorn: A unicorn is one of the most dangerous magical animals. Like the dragon it has all four abilities. It's horn has ''healing'' powers. This is the major reason people hunt unicorns, but the unicorn is clever and hard to catch because of it's ''thievery'' ability. The unicorn is so difficult to deceive that the standard strategy to catch the unicorn requires the use of an innocent girl without guile. The few warriors who have engaged unicorns in physical combat have been easily defeated by the unicorn's ''fighting'' ability often dispatched in a single blow by the ''magic'' horn. ===New Abilities=== Some characters might have minor abilities which give them just one aspect of the four basic abilities: <dd> '''escaping''' (+1 defense while fleeing)<br> '''backstabbing''' (+1 to attack fleeing characters)<br> '''hiding''' (+1 to hide before combat)<br> '''pick locks''' (can try to pick locks)<br> '''disarm traps''' (can try to disarm traps)<br> '''initiative''' (go first in combat like characters with thievery)<br> '''sneak attack''' (attack on first turn can incapacitate a healthy enemy)<br> '''fireball''' (just the spell without the magic knowledge)<br> '''arcane lore''' (just the knowledge without the spell)<br> '''attacking''' (+1 to attack rolls)<br> '''defending''' (+1 to defense rolls)<br> '''revive''' (change an incapacitated ally's health to injured.)<br> '''heal wounds''' (change an injured ally's health to healthy.)<br> '''persuasion''' (+1 to people skills) </dd> Characters could also have abilities which have different effects: :'''protection''' ability gives the character uncanny ability to avoid assassination attempts and magical curses. A character with protection ability is injured instead of incapacitated by a successful fireball, other spell or sneak attack. :'''explosion''' ability allows a character to cast a spell which hits every enemy in a battle. When the character uses this spell, make an attack roll against every enemy which is not incapacitated. If the roll is successful the enemy is injured if it was healthy and incapacitated if it was injured. Unlike fireball and similar spells, explosion spells do not incapacitate healthy enemies. Characters can even have ''disabilities'' that work against them: :'''vampirism''' gives the character an unquenchable thirst for blood and an allergy to sunlight, religion and spicy foods. :'''unclean abomination''' disability causes the character with the disability to be incapacitated by any successful attack from a character with healing ability, such as a priest, even if the character with this disability is healthy. ===Items=== Most equipment, such as swords, armor, invisibility cloaks and magic wands simply make characters better at doing the things they can already do. This is reflected in the character's level. However, sometimes characters may have the need or opportunity to use items that enable them to do new things. These might be permanent things the character can use over and over, or they might be items which are only used once. For example: * a ''flying carpet'' allows a small group of characters to fly * a ''healing potion'' allows any character to heal like a Priest, but after one use the healing potion is gone * a ''ninja smoke bomb'' is a single-use item which allows a character to escape instantly instead of giving his attackers a chance to catch him. * a ''protective amulet'' gives the character wearing it the protection ability. * a ''destruction scroll'' gives the explosion ability to any character with magic ability who studies the scroll for a few days (the character keeps the explosion ability even if they lose the scroll.) ===Minions=== Some villains surround themselves with armies of evil but not particularly powerful minions, which are easy for heroes to kill except for their numbers. Minions are always level 0 and have no special abilities. Minions are even easier to kill than level 0 monsters and villagers with no special abilities: any successful attack against a minion will incapacitate it, even if the minion is not injured. (Other types of character might also have this weakness, like helpless people and small animals.) ===Traps=== Characters can set traps and ambush their opponents. The characters who set the trap must stay with the trap and wait for their opponents to walk into it, or the trap will have no effect. Characters with thievery ability have a chance to detect a trap before walking into it. Roll a die for each character with thievery heading toward the trap and add their level to the result. Roll another die for the trap and add the highest level of any character with thievery ability who helped set the trap to that roll. If the roll for the trap is equal to or greater than the rolls for all of the characters with thievery heading for the trap, then the characters who set the trap and are waiting in ambush get one turn to attack or flee before combat begins normally. If any character with thievery heading toward the ambush rolls higher than the roll for the trap, he detects the trap. All of the characters on his side can avoid the trap and the characters waiting in ambush, or they can choose to fight the characters waiting in ambush. When characters detect a trap and avoid it, they don't get to find out how many and what type of enemies were lying in wait. ===More Levels=== For more gradual character development you can allow higher maximum levels and increase the ability and injury modifiers from +1 or -1 to +3 or -3. Use a 20 sided die instead of a 6 sided die for attack rolls, and add 10 to the defender's level and modifiers instead of a defense roll. For other rolls use a 20 sided die instead of a 6 sided die for one side and 10 instead of a die roll for the other side. Although it does not make a big difference, the die should usually be rolled for the side playing a more "active" role, and the 10 should be added to the side that represents the difficulty of that action. When this is unclear roll the die for the players' side and add 10 for the Game Master's side.
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