Heartstone Codex: Difference between revisions

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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
''Permanent Campaign Qualities:''
*'''Ancient'''
*'''Ancient'''
*'''Miracles & Sorcery exist'''
*'''Miracles & Sorcery exist'''

Revision as of 18:23, 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