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E&E Variant Rules
 
E&E Variant Rules
 
[[The Illusionist]]
 
  
  
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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.
  
'''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.
 
  
 
'''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.
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*'''Apprentice''' : Find components, Alchemical Preparations, Find magical components, Magical Preparations.
**The minor arts
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*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.
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**Adept: Transmute Matter, Transcend Energy.
*Master: Mutate Life-form.
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**Master: Mutate Life-form.
 
 
'''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)
 
*Apprentice: Protection from elements, Minor conjuration.
 
  
''Elemental Protection'' (Fire) ½ damage at all times (no roll needed). Also, cross lava, burning coals, etc for 3 rounds or 90feet with no effects.(Effort extends this to one scene or crossing). (3/day)
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*Dragonmastery (The Inner Dragon, the first primal life)
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**Apprentice: Protection form dragons, Dragon tooth, Dragon eye, Dragon paw, Dragon scale, dragon wing.
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**Adept: Dragon Breath, Dragon Might.
 +
**Master: High Mastery of Dragons.
  
''Minor conjuration'' (Fire) up to 1d4 minor elementals can be summoned, with total HD equalling the mages level. Control lasts 1day/level and all service is rendered faithfully and in good will. While only one conjuration can be active, multiple conjurations (for different hd of elementals) can be made in a day. (2/day, base 50)
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*Elementalist (Mastery of the primal forms)
*Adept: Major conjuration, full elemental control.
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**Apprentice: Protection from elements, Minor conjuration.
*Master: Metamorphosis
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**Adept: Major conjuration, full elemental control.
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**Master: Metamorphosis
  
'''Illusionist''' (Glamer weavers)
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*Illusionist (Glamer weavers)
*Apprentice: Hypnosis, Dream alteration.
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**Apprentice: Hypnosis, Dream alteration.
*Adept: Delerium Tremens, Shadow reality.
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**Adept: Delerium Tremens, Shadow reality.
*Master: Dreamlands.
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**Master: Dreamlands.
  
'''Necromancy'''
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*Necromancy  
*Apprentice: Protection from undead, control undead.
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**Apprentice: Protection from undead, control undead.
*Adept: Create Undead, raise dead.
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**Adept: Create Undead, raise dead.
*Mastery: Attain Lichdom.
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**Mastery: Attain Lichdom.
  
 
'''RuneMastery''' (Naming magic and words of power)
 
'''RuneMastery''' (Naming magic and words of power)
*Apprentice: Runes of Matter, Runes of life.
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*'''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)
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*Witchcraft (Magic of the Moon and nature)
*Apprentice: Brews and Philters, Silver tongue, Doll curse, Witches Charm.
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**Apprentice: Brews and Philters, Silver tongue, Doll curse, Witches Charm.
*Adept: spellbinding, witches curse, shapechange.
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**Adept: spellbinding, witches curse, shapechange.
*Master: ultimate possession.
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**Master: ultimate possession.
  
'''How to use the secret arts.'''
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'''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.
  
Each ability within an art can be used a certain number of times in a day. There is a success roll attached to each art, with failure indicating minimal or lesser effect. Constant abilities (such as elemental protection) ignore success rolls.
+
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.
Success chances increase by 5% per level and are increased 5% per +1 int bonus.
 
 
 
'''Spells''': All secret crafts come with spells that will automatically be learned in addition to the mages base spells at the first available level.
 
 
 
'''Alchemy'''
 
*1st: Alchemy. Acts as one pouring from a Jug of Alchemy.
 
*2nd:Stinking Cloud. Releases a noxious cloud of stinking vapors.
 
 
 
'''Elemental Fire'''
 
*1st: Burning hands. The casters hands become balls of fire that can extend an arc of flame 3’ from each fingertip. Can be used to strike (for 1d8+1hp/level) set fires, or as a burning shield (as shield spell). Lasts 1rd/level.
 
*2nd: Pyrotechnics. Releases fireworks-like blinding explosions or massive amounts of smoke.
 

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