Difference between revisions of "Heartstone Codex"

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(Campaign Qualities & House Rules)
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==Campaign Qualities & House Rules==
 
==Campaign Qualities & House Rules==
 
Temporary qualities will later on be set up on the same page as action dice
 
Temporary qualities will later on be set up on the same page as action dice
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''Permanent Campaign Qualities:''
 
*'''Ancient'''
 
*'''Ancient'''
 
*'''Miracles & Sorcery exist'''
 
*'''Miracles & Sorcery exist'''

Revision as of 11:23, 19 September 2009

Sam's Fantasy Craft game. Currently for discussion.

Campaign Qualities & House Rules

Temporary qualities will later on be set up on the same page as action dice

Permanent Campaign Qualities:

  • Ancient
  • Miracles & Sorcery exist
  • Hyper-fast feats - Characters take an extra feat at each level (including 1st)
  • Characters take a third feat at third level, Blessed (i.e. one step along an Alignment Path). I will explain this later - it will be based on birth.
  • Illiteracy: No-one is literate unless they have the specific feat, Literacy. Note that there will be alternatives to writing. E.g. a fetish could substitute a scroll. I aim for one or two characters only to be literate.

New feats:

  • Literacy. Can only be taken at character level 1. Available to: Keeper, Mage, Priest and Mage classes, or to Witch race.
  • Lock of Hair. Some spells which are directed at an individual can be cast without the individual being present, provided the caster has in his/her possession an item belonging to that character, such as a lock of hair. Available spells are those of the following types: Curse, Blessing ...more? Trick: The caster can delay the spell so that it occurs only following some predefined trigger. This costs 1 action die and the associated spell points cannot be recovered until the spell has been triggered.

Races available as PCs

  • Humans
  • Humans: Giants (use giant stats), predominantly male - more on this later
  • Humans: Witches (use elf stats), predominantly female - more on this later
  • Humans: Pygmies (use pech, but it will need tweaking if used)
  • Goblins: I may fiddle with the stats to make them more like crafty little buggers than strong little buggers - suggestions?
  • Underfolk: Use dwarf stats, but they will be more like Norse dwarves
  • Would need discussion: Saurians, ogres and orcs
  • Not allowed: Drakes, treewalker thingies