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HOUSERULES  
 
HOUSERULES  
* First off I want to use a few things from the ''Blue Rose'' rpg and ''Companion'' set. Mostly Alignments (Light, Shadow and Twilight), ‘Callings’, and some of the Feats as listed below. If you don't have either of these, that's cool. I will explain them later.  
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1. First off I want to use a few things from the ''Blue Rose'' rpg and ''Companion'' set. Mostly Alignments (Light, Shadow and Twilight), ‘Callings’, and some of the Feats as listed below. If you don't have either of these, that's cool. I will explain them later.  
* New Skills: '''Research''' (found in ''True20 Companion''). This basically allows you to search through old texts for knowledge, etc.
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2. New Skills: '''Research''' (found in ''True20 Companion''). This basically allows you to search through old texts for knowledge, etc.
* Modified Skills: some of the '''Knowledge''' specializations don’t really fit in with Middle Earth, so I am dropping Behavioral Science, Earth Science, Life Science, Physical Science, and Popular Culture. Instead I am adding in Alchemy (knowledge of chemicals and compounds), Dungeonering (knowledge of underground structures and settings), Geography (knowledge of the important locations of Middle Earth and how to read maps), Heraldry (knowledge of nobles and their markings), Nature (knowledge of plants and animals). Also I am re-naming Business specializations Merchant. Other Knowledge skills are fine.  
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3. Modified Skills: some of the '''Knowledge''' specializations don’t really fit in with Middle Earth, so I am dropping Behavioral Science, Earth Science, Life Science, Physical Science, and Popular Culture. Instead I am adding in Alchemy (knowledge of chemicals and compounds), Dungeonering (knowledge of underground structures and settings), Geography (knowledge of the important locations of Middle Earth and how to read maps), Heraldry (knowledge of nobles and their markings), Nature (knowledge of plants and animals). Also I am re-naming Business specializations Merchant. Other Knowledge skills are fine.  
* Forbidden Skills: '''Computer Use''' has no real place in Middle Earth
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4. Forbidden Skills: '''Computer Use''' has no real place in Middle Earth
* Feats: '''Dodge''' adds to the characters Active Defenses (Dodge and Parry)
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5. Feats: '''Dodge''' adds to the characters Active Defenses (Dodge and Parry)
* New Feat: I will also allow a few feats from ''Blue Rose'' rpg and ''True20 Companion'', such as '''Brute Force''', '''Companion''', '''Heirloom''', '''Intangible Armor''' (renamed '''Armour of Faith'''), '''Pure-Heart''', and '''Ryn-Bond''' (renamed '''Beast Companion'''). I will probably allow others on a case by case bases, so if you see something you are interested in let me now so I can look it over and approve it or not.  
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6. New Feat: I will also allow a few feats from ''Blue Rose'' rpg and ''True20 Companion'', such as '''Brute Force''', '''Companion''', '''Heirloom''', '''Intangible Armor''' (renamed '''Armour of Faith'''), '''Pure-Heart''', and '''Ryn-Bond''' (renamed '''Beast Companion'''). I will probably allow others on a case by case bases, so if you see something you are interested in let me now so I can look it over and approve it or not.  
* Renamed Powers – all Powers with the ‘Psychic’ descriptor are renamed '''Mind''' or '''Valar''' (so Mind Attack, or Valar Shield, etc)
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7. Renamed Powers – all Powers with the ‘Psychic’ descriptor are renamed '''Mind''' or '''Valar''' (so Mind Attack, or Valar Shield, etc)
* '''Core Abilities''' – I am not a big fan (at all in fact) of the Core Class Abilities as presented in the base True20 game. There are a number of reasons why, but I don’t really want to get into them here. But I do like the new Core Abilities found in the ''True20 Companion'', and so I am allowing these, with the idea that any Class can take one of the following Core Abilities – Amazing Save, Common Sense, Extraordinary Effort, Higher Guidance, Higher Purpose, Fearless, or Ultimate Trait. As usual, Core Abilities must be chosen at 1st level and can’t be changed later. Now if you really have your heart set on your Role’s base Core Ability, give me a good reason and I might let you keep, except maybe the Adapts one as I don’t think it really works well for a ‘limited’ or low-magic setting. I will explain each of these later.   
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8. '''Core Abilities''' – I am not a big fan (at all in fact) of the Core Class Abilities as presented in the base True20 game. There are a number of reasons why, but I don’t really want to get into them here. But I do like the new Core Abilities found in the ''True20 Companion'', and so I am allowing these, with the idea that any Class can take one of the following Core Abilities – Amazing Save, Common Sense, Extraordinary Effort, Higher Guidance, Higher Purpose, Fearless, or Ultimate Trait. As usual, Core Abilities must be chosen at 1st level and can’t be changed later. Now if you really have your heart set on your Role’s base Core Ability, give me a good reason and I might let you keep, except maybe the Adapts one as I don’t think it really works well for a ‘limited’ or low-magic setting. I will explain each of these later.   
* Backgrounds: represent where the character is from and grant additional trained Skills and often Feats. Those with the optional Background Feats also can chose Two Favored Feats from this list (those without the bonus background feats also do not gain Favored Feats)  
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9. Backgrounds: represent where the character is from and grant additional trained Skills and often Feats. Those with the optional Background Feats also can chose Two Favored Feats from this list (those without the bonus background feats also do not gain Favored Feats)  
* Corruption rules, also found in the ''True20 Companion'' rulebook, will be used. Some spells are considered Corrupting when used (see the Arcane section later).   
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10. Corruption rules, also found in the ''True20 Companion'' rulebook, will be used. Some spells are considered Corrupting when used (see the Arcane section later).   
  
  

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