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==Gaining Proficiencies== All characters use the same progression, gaining a General Proficiency every even-numbered level, and one from the Class Proficiency list every odd-numbered level. ''Languages'': All characters start with their native tongue and koine Greek for free. If they are already a native Greek speaker, they get their native dialect and another language of their choice. Available languages are: Arabian, Aramaic, Armenian, Dacian, Egyptian, Etruscan, Greek, Illyrian, Keltic, Latin, Libyan, Lydian, Nubian, Persian, Phrygian, Phoenician, Scythian, Thracian. Phoenician and Aramaic are similar, as are Thracian and Phrygian. ''Alteration: Alertness'' The character's base proficiency throw for Hear Noise becomes 14+ and improves by one point every level. ''Alteration: Climbing'' The character can climb cliffs, branchless trees, walls, and other sheer surfaces, without climbing aids. In addition, his base proficiency throw for Climb Walls is 6+. ''Alteration: Dungeon Bashing'' - renamed ''Brawn Over Brains'' The character is hardened to heavy lifting and physical labor. He receives a +4 bonus on throws to open doors and similar acts of brute strength. ''Alteration: Healing'' Instead of healing an additional 1d3 damage a day, Healing doubles the natural rate of 1/2 level per day. The ''cure light wounds'' and ''cure moderate wounds'' properties can be used only when treating Mortal Wounds, and applied to a patient undergoing longer-term care once per week. ''Alteration: Riding'' Characters with the Riding Proficiency get a +2 bonus to any Reflex saves against being involuntarily unhorsed. ''Alteration: Skirmishing'' When performing a fighting withdrawal, you may move backwards up to 3/4 combat move, rather than 1/2. When performing a full retreat, you retain your shield bonus and do not trigger a simultaneous reaction from anyone engaged with you. ''Design Note: given the changes I've made to defensive movement, Skirmishing as it stood no longer did anything. Here it now makes someone more mobile in combat.'' ''Alteration: Skulking'' The character excels at moving furtively and finding concealment. His base proficiency throw for Sneak is now 14+ improving by one point every level. His penalty to moving silently while wearing armour is reduced by 2 points. He may also move at 1/2 standard combat move without penalty. If he moves greater than ½ speed, he take a -5 penalty to the proficiency throw. If he runs, he take a -10 penalty. ''Alteration: Weapon Focus'' Rather than just giving double damage on a roll of 20, Weapon Focus also gives +1 damage to any successful attack. ''Design Note: As it stands, Weapon Focus feels a little weak and is merely a speedbump necessary for expanded Manual of Arms. This makes it a little more tempting, and more in line with expectations around what this level of specialisation should produce.'' ''New Proficiency: Disable Device'' The character is skilled at disabling locks, traps and other devices. This requires a base proficiency throw of 18+ modified by their Dexterity adjustment, which improves by one point every level. With the aid of thieves’ tools, the character may pick mechanical locks. He may only try to pick a particular lock once, and if he fails, he may not try the same lock again until he reaches a higher experience level. The GM may apply bonuses or penalties to the roll, depending on the complexity of the lock. Through careful inspection and probing, the character may find hidden traps and then attempt to disable or discharge the trap harmlessly. He may only try to find or remove a trap once in any given area. The GM may apply bonuses or penalties to the roll, depending on the complexity of the trap. If the character fails, he may not try again until he reaches a higher experience level. Note that these are separate skills, for a character must find a trap before he can remove it. ''New Proficiency: Pankration'' This covers the Greek style of unarmed combat, which is also integrated into armed combat at higher levels of training. If taken once, it functions as Combat Trickery (Wrestling) and also gives Combat Trickery (Force Back, Incapacitate and Knock Down) with unarmed attacks only. Taken a second time the character may do lethal damage with unarmed attacks and may damage targets in metal armour. Kick attacks suffer only a -1 penalty to hit. ''New Proficiency: Pick Pockets'' The character may relieve an unaware target of items on their person such as pouches, jewelry, small items in pockets and so on. This requires a base proficiency throw of 14+, modified by Dexterity, which improves by one point every level. There is also a -1 penalty on the proficiency throw per each level the character is lower than the victim. A throw that is less than half the target value means that the intended target notices the thieving attempt. The GM will then make a reaction roll with a -3 penalty to determine the intended victim’s reaction. It may also be used for sleight of hand tricks suitable for impressing the guillible and to palm and conceal small items. When performing sleight of hand in front of an audience, the character may also apply your Charisma adjustment to the roll. '''Remove''' the following Proficiencies: Apostasy, Arcane Dabbling, Battle Magic, Black Lore of Zahar, Collegiate Wizardry, Contemplation, Divine Blessing, Divine Health, Eavesdropping, Elementalism, Elven Bloodline, Familiar, Goblin-Slaying, Illusion Resistance, Laying on Hands, Magical Engineering, Magical Music, Martial Training, Mystic Aura, Quiet Magic, Righteous Turning, Sensing Evil, Sensing Power, Transmogrification, Unflappable Casting. ''Design note: I wanted a lot more differentiation between characters than is assumed, especially with the absence of magic and non-human species. The easy way to do this was to simply give everyone more Proficiencies. I also needed to be specific about languages. The retention of the prophecy-related Proficiencies is intentional. It's not magic, but it's entirely genre-appropriate and prophecies can have a way of becoming self-fulfilling.''
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