Editing E&E Variant Rules
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E&E Variant Rules | E&E Variant Rules | ||
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*Fighter types D8 Fray die, add str bonus. Extra Class Gift at L4,L8,L12.+1 effort at 1st lvl. | *Fighter types D8 Fray die, add str bonus. Extra Class Gift at L4,L8,L12.+1 effort at 1st lvl. | ||
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'''MU's''' have a d4 fray die. They are always considered armed and can use this on one opponent of any level. | '''MU's''' have a d4 fray die. They are always considered armed and can use this on one opponent of any level. | ||
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'''Inner Alchemy''' (Alchemists and makers of golems and new living things) | '''Inner Alchemy''' (Alchemists and makers of golems and new living things) | ||
− | *Apprentice : Find components, Alchemical Preparations, Find magical components, Magical Preparations. | + | *'''Apprentice''' : Find components, Alchemical Preparations, Find magical components, Magical Preparations. |
− | + | *The minor arts | |
**''Materia Natura'' (find components). Allows the complete understanding of any natural material and it’s makeup. Useful for noting and identifying poisons, venoms, acids and the like, determining edibility of substances, components of alloys and blends and the safety and uses of herbs and the like. (3/day, Base 60) | **''Materia Natura'' (find components). Allows the complete understanding of any natural material and it’s makeup. Useful for noting and identifying poisons, venoms, acids and the like, determining edibility of substances, components of alloys and blends and the safety and uses of herbs and the like. (3/day, Base 60) | ||
**''Minor preparations.'' These are nonmagical formula that allow the alchemist to recreate a limited range of spell-like effects (up to the 4th level) or to produce poisons, antidotes, sleeping draughts, flash-powder and the like. | **''Minor preparations.'' These are nonmagical formula that allow the alchemist to recreate a limited range of spell-like effects (up to the 4th level) or to produce poisons, antidotes, sleeping draughts, flash-powder and the like. | ||
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**''Materia Magica'' (find magical components) allows the understanding and identifying of magical potions and items, including any identifying source of magic (divine miracle, alchemy, wizardry, ect)(2/day, base 50) | **''Materia Magica'' (find magical components) allows the understanding and identifying of magical potions and items, including any identifying source of magic (divine miracle, alchemy, wizardry, ect)(2/day, base 50) | ||
**''Magic Preparations''. The alchemist can create magic potions. formula can be researched and added to the Codex, or divined from acquired potions. Concoctions take 1d6 hours per dose (2 doses at adept, 3 at master) and last 1d4 years( days per level on an unsuccessful roll). (2/day, base 50). | **''Magic Preparations''. The alchemist can create magic potions. formula can be researched and added to the Codex, or divined from acquired potions. Concoctions take 1d6 hours per dose (2 doses at adept, 3 at master) and last 1d4 years( days per level on an unsuccessful roll). (2/day, base 50). | ||
− | *Adept: Transmute Matter, Transcend Energy. | + | **Adept: Transmute Matter, Transcend Energy. |
− | *Master: Mutate Life-form | + | **Master: Mutate Life-form. |
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− | + | *Dragonmastery (The Inner Dragon, the first primal life) | |
+ | **Apprentice: Protection form dragons, Dragon tooth, Dragon eye, Dragon paw, Dragon scale, dragon wing. | ||
+ | **Adept: Dragon Breath, Dragon Might. | ||
+ | **Master: High Mastery of Dragons. | ||
− | + | *Elementalist (Mastery of the primal forms) | |
− | *Adept: Major conjuration, full elemental control. | + | **Apprentice: Protection from elements, Minor conjuration. |
− | *Master: Metamorphosis | + | **Adept: Major conjuration, full elemental control. |
+ | **Master: Metamorphosis | ||
− | + | *Illusionist (Glamer weavers) | |
− | *Apprentice: Hypnosis, Dream alteration. | + | **Apprentice: Hypnosis, Dream alteration. |
− | *Adept: Delerium Tremens, Shadow reality. | + | **Adept: Delerium Tremens, Shadow reality. |
− | *Master: Dreamlands. | + | **Master: Dreamlands. |
− | + | *Necromancy | |
− | *Apprentice: Protection from undead, control undead. | + | **Apprentice: Protection from undead, control undead. |
− | *Adept: Create Undead, raise dead. | + | **Adept: Create Undead, raise dead. |
− | *Mastery: Attain Lichdom. | + | **Mastery: Attain Lichdom. |
'''RuneMastery''' (Naming magic and words of power) | '''RuneMastery''' (Naming magic and words of power) | ||
− | *Apprentice: Runes of Matter, Runes of life. | + | *'''Apprentice''': Runes of Matter, Runes of life. |
*''The runes of form''. | *''The runes of form''. | ||
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*Mastery: Truename. | *Mastery: Truename. | ||
− | + | *Witchcraft (Magic of the Moon and nature) | |
− | *Apprentice: Brews and Philters, Silver tongue, Doll curse, Witches Charm. | + | **Apprentice: Brews and Philters, Silver tongue, Doll curse, Witches Charm. |
− | *Adept: spellbinding, witches curse, shapechange. | + | **Adept: spellbinding, witches curse, shapechange. |
− | *Master: ultimate possession. | + | **Master: ultimate possession. |
− | ''' | + | '''Thieves and fighters''' have a fray die of D6 and D8 respectively. This is the maximum damage they can do, which is based on their fray die or weapon, whichever is lower. Unarmed fray die are a d4. This fray die can only be used on an opponent of equal or lower hd. |
− | + | Edit: I should have mentioned that I'm keeping the B/X hp system (with a minor change - Your 1st level hp are maxed and become your Wounds. Any additional hp gained by level are hero points. They will be treated the same as ordinary hp's except they recover a lot quicker (an hour tops). CLW fixes 2-7 wound points and restores 2-7 x level in hp. | |
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