Flumina et Lacus Chargen: Difference between revisions

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*5 Aspects (1 Defining, 2 Major, 2 Minor)
==Basics==
*1 External Style
*Choose Archetype: (this gives you your special skill and Secret Arts).
*1 Internal Style
*Choose Homeland
*13 Points in Skills
*Choose Way of Life (replaces PD Religion). See the 'Traits' sblock.
*Archetype Secret Arts
*Determine starting Passions. See 'Passions sblock.
*12 Chi (you regenerate 2/round)
*Divide 63 points among the 5 attributes (Size, Dexterity, Strength, Constitution, Appearance) none can be greater than 21.
*4 Upgrades
*Way of Life Traits have a value of 13, all others have a 10 (remember that the pairs must add to 20 so a 13 in one is a 7 in its opposite)
*Define your Kung Fu Style: how does it look, what weapons does it use, what does it laugh at, what does it fear?


1 pt Upgrades:  
*Then, in order:
- 3 Skill points
**Raise one Trait to 16
- 2 Internal Techniques of rank 2 or 3
**Spend 6 points among your Traits (max 19)
- 1 Internal Technique of rank 4 or 5
**Choose 2 Special Skills (Rank 5) or Kung Fu Techniques
- Special Weapon
**Raise any 1 skill to 15
- 1 Chi
**Raise any 3 skills to 10
2 pt Upgrades:
**Spend 4 points among Traits, Attributes, Passions or Skills (each point is worth 5 points to spread among skills however you wish, no skill may exceed 15)
- New Style (External or internal)
**Spend 15 points distributed freely among your skills, no skill may exceed 15.


*Note: I plan on backporting Entanglement as normal. Aspects will cover deeds/virtues with Defining = 5, Major = 3, Minor = 2.
 
 
===Aging===
Each year aged gives 2 choices from the following list: (you may not double up in a single year)
*+1 to an Attribute (max 21)
*+1 to a Trait (max 19, the opposite trait is lowered by 1)
*+1 to a Passion (max 20)
*+1 to a skill rated 15+ (max 20)
*+5 distributed among skills (max 15)
*Gain a new Special Skill at rank 1
*Master a kung fu technique
 
 
==Skill==
 
===Archetype Skills===
*'''Warrior:''' Martial Arts 10 (counts as Battle and any 2 weapon skills)
*'''Politician:''' Law 10 (counts as Courtesy, Folklore and Intrigue)
*'''Priest:''' Mysticism 10 (counts as Awareness and Religion)
*'''Sage:''' Lore 10 (counts as Read and Lores though strange lores may have a penalty)
*'''Doctor:''' Medicine 10 (counts as First Aid and Chirurgery, can prevent attribute loss from major wounds)
 
'''New Skill: Circus'''
*Circus replaces Tourney and gives knowledge of the events and practices of the games. It is used much like Tourney.  
 
===Starting Skills===
 
====Civilized====
'''Non-Combat'''
*Awareness (5)
*Boating (1)
*Chirurgery (8)
*Circus* (3)
*Compose (1)
*Courtesy (5)
*Dancing (2)
*First Aid (8)
*Flirting (3)
*Folklore (3)
*Gaming (4)
*Heraldry (3)
*Hunting (2)
*Intrigue (5)
*Myth Lore* (1)
*Orate (3)
*Performance (2)
*Play (Instrument) (3)
*Recognize (5)
*Religion (Greco-Roman) (3)
*Singing (2)
*Stewardship (5)
*Swimming (2)
 
'''Combat'''
*Battle (8)
*Horsemanship (3)
*Sword (8)
*Spear (8)
*Dagger (5)
*Club (5)
*Unarmed (5)
*Any 2 weapons (6)
*All other weapons (3)
 
====Barbarian====
 
'''Non-combat'''
*Awareness (8)
*Boating (1)
*Chirurgery (5)
*Circus* (0)
*Compose (1)
*Courtesy (1)
*Dancing (3)
*First Aid (10)
*Flirting (3)
*Folklore (3)
*Gaming (5)
*Heraldry (1)
*Hunting (8)
*Intrigue (2)
*Myth Lore* (3)
*Orate (3)
*Performance (3)
*Play (Instrument) (3)
*Recognize (2)
*Religion (Barbarian) (3)
*Singing (3)
*Stewardship (2)
*Swimming (5)
 
'''Combat'''
*Battle (5)
*Horsemanship (3)
*Dagger (5)
*Club (5)
*Unarmed (5)
*Any 3 weapons (8)
*All other weapons (3)
 
 
==Passions and Traits==
 
===Magical Virtues===
*Your personal religion must either:
**include 2 of the following and must include the opposite of at least 1
**include only 1 of the following
 
Energetic, Vengeful, Just, Proud, Reckless, Valorous
 
These are the Wulin Virtues. If yours total to 80+ you gain the Warrior's bonus: +3 to your armor reduction that stacks will all other armor.  
 
===Starting passions===
 
Everyone has:
*Honor 15
 
Choose 3 to have a 15, the last has a 12:
*Hospitality
*Love (group, person, deity)
*Loyalty (country/homeland)
*Hate (nation, group, person)

Latest revision as of 03:12, 4 December 2012

Back to Main


Basics[edit]

  • Choose Archetype: (this gives you your special skill and Secret Arts).
  • Choose Homeland
  • Choose Way of Life (replaces PD Religion). See the 'Traits' sblock.
  • Determine starting Passions. See 'Passions sblock.
  • Divide 63 points among the 5 attributes (Size, Dexterity, Strength, Constitution, Appearance) none can be greater than 21.
  • Way of Life Traits have a value of 13, all others have a 10 (remember that the pairs must add to 20 so a 13 in one is a 7 in its opposite)
  • Define your Kung Fu Style: how does it look, what weapons does it use, what does it laugh at, what does it fear?
  • Then, in order:
    • Raise one Trait to 16
    • Spend 6 points among your Traits (max 19)
    • Choose 2 Special Skills (Rank 5) or Kung Fu Techniques
    • Raise any 1 skill to 15
    • Raise any 3 skills to 10
    • Spend 4 points among Traits, Attributes, Passions or Skills (each point is worth 5 points to spread among skills however you wish, no skill may exceed 15)
    • Spend 15 points distributed freely among your skills, no skill may exceed 15.


Aging[edit]

Each year aged gives 2 choices from the following list: (you may not double up in a single year)

  • +1 to an Attribute (max 21)
  • +1 to a Trait (max 19, the opposite trait is lowered by 1)
  • +1 to a Passion (max 20)
  • +1 to a skill rated 15+ (max 20)
  • +5 distributed among skills (max 15)
  • Gain a new Special Skill at rank 1
  • Master a kung fu technique


Skill[edit]

Archetype Skills[edit]

  • Warrior: Martial Arts 10 (counts as Battle and any 2 weapon skills)
  • Politician: Law 10 (counts as Courtesy, Folklore and Intrigue)
  • Priest: Mysticism 10 (counts as Awareness and Religion)
  • Sage: Lore 10 (counts as Read and Lores though strange lores may have a penalty)
  • Doctor: Medicine 10 (counts as First Aid and Chirurgery, can prevent attribute loss from major wounds)

New Skill: Circus

  • Circus replaces Tourney and gives knowledge of the events and practices of the games. It is used much like Tourney.

Starting Skills[edit]

Civilized[edit]

Non-Combat

  • Awareness (5)
  • Boating (1)
  • Chirurgery (8)
  • Circus* (3)
  • Compose (1)
  • Courtesy (5)
  • Dancing (2)
  • First Aid (8)
  • Flirting (3)
  • Folklore (3)
  • Gaming (4)
  • Heraldry (3)
  • Hunting (2)
  • Intrigue (5)
  • Myth Lore* (1)
  • Orate (3)
  • Performance (2)
  • Play (Instrument) (3)
  • Recognize (5)
  • Religion (Greco-Roman) (3)
  • Singing (2)
  • Stewardship (5)
  • Swimming (2)

Combat

  • Battle (8)
  • Horsemanship (3)
  • Sword (8)
  • Spear (8)
  • Dagger (5)
  • Club (5)
  • Unarmed (5)
  • Any 2 weapons (6)
  • All other weapons (3)

Barbarian[edit]

Non-combat

  • Awareness (8)
  • Boating (1)
  • Chirurgery (5)
  • Circus* (0)
  • Compose (1)
  • Courtesy (1)
  • Dancing (3)
  • First Aid (10)
  • Flirting (3)
  • Folklore (3)
  • Gaming (5)
  • Heraldry (1)
  • Hunting (8)
  • Intrigue (2)
  • Myth Lore* (3)
  • Orate (3)
  • Performance (3)
  • Play (Instrument) (3)
  • Recognize (2)
  • Religion (Barbarian) (3)
  • Singing (3)
  • Stewardship (2)
  • Swimming (5)

Combat

  • Battle (5)
  • Horsemanship (3)
  • Dagger (5)
  • Club (5)
  • Unarmed (5)
  • Any 3 weapons (8)
  • All other weapons (3)


Passions and Traits[edit]

Magical Virtues[edit]

  • Your personal religion must either:
    • include 2 of the following and must include the opposite of at least 1
    • include only 1 of the following

Energetic, Vengeful, Just, Proud, Reckless, Valorous

These are the Wulin Virtues. If yours total to 80+ you gain the Warrior's bonus: +3 to your armor reduction that stacks will all other armor.

Starting passions[edit]

Everyone has:

  • Honor 15

Choose 3 to have a 15, the last has a 12:

  • Hospitality
  • Love (group, person, deity)
  • Loyalty (country/homeland)
  • Hate (nation, group, person)