Difference between revisions of "E&E Variant Rules"

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*All Heroes.
 
*All Heroes.
 
**Level 1. Take a general gift. Take a class gift. Gain 1 effort
 
**Level 1. Take a general gift. Take a class gift. Gain 1 effort
**Level 3. General or Class gift.  
+
**Every level after, take a class or general gift. Gain 1 effort/level.
**Level 6. Any gift
+
**Taking gifts from other classes is possible on even levels for fighters and rogues and every third level for mages.
**Level 9. General or Class gift.
 
**Level 12. Any gift
 
  
 
*MU types D4 Fray die, usable on any HD, 1" per level.  
 
*MU types D4 Fray die, usable on any HD, 1" per level.  
**Level 4 Class Gift
+
*Thief types D6 Fray die, doubled on surprise attacks. Class Gift at L1 - Climbing.
**Level 6 Class gift
+
*Fighter types D8 Fray die, add str bonus. Extra Class Gift at L4,L8,L12.+1 effort at 1st lvl.
**Level 9 Class gift
 
**Level 11 Any gift.
 
 
 
*Thief types D6 Fray die, doubled on surprise attacks.  
 
Class Gift at L1*,L3,L5,l7,L9. *Climbing
 
*Fighter types D8 Fray die, add str bonus. Class Gift at L2,L4,L5,L7,L8,L10.+1 effort at 1st lvl.
 
  
 
All heroes have a fray die. It is the maximum amount of incidental damage they can deal in a combat whilst concentrating on other things (including other opponents).
 
All heroes have a fray die. It is the maximum amount of incidental damage they can deal in a combat whilst concentrating on other things (including other opponents).
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MU's (and others) can take apprentice, adept and master levels in these seven arts.
 
MU's (and others) can take apprentice, adept and master levels in these seven arts.
  
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.
Adept: Transmute Matter, Transcend Energy.
+
**Adept: Transmute Matter, Transcend Energy.
Master: Mutate Life-form.
+
**Master: Mutate Life-form.
  
Dragonmastery (The Inner Dragon, the first primal life)
+
*Dragonmastery (The Inner Dragon, the first primal life)
Apprentice: Protection form dragons, Dragon tooth, Dragon eye, Dragon paw, Dragon scale, dragon wing.
+
**Apprentice: Protection form dragons, Dragon tooth, Dragon eye, Dragon paw, Dragon scale, dragon wing.
Adept: Dragon Breath, Dragon Might.
+
**Adept: Dragon Breath, Dragon Might.
Master: High Mastery of Dragons.
+
**Master: High Mastery of Dragons.
  
Elementalist (Mastery of the primal forms)
+
*Elementalist (Mastery of the primal forms)
Apprentice: Protection from elements, Minor conjuration.
+
**Apprentice: Protection from elements, Minor conjuration.
Adept: Major conjuration, full elemental control.
+
**Adept: Major conjuration, full elemental control.
Master: Metamorphosis
+
**Master: Metamorphosis
  
Illusionist (Glamer weavers)
+
*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  
+
*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.
Adept: runes of power, runes of magic.
+
**Adept: runes of power, runes of magic.
Mastery: Truename.
+
**Mastery: Truename.
  
Witchcraft (Magic of the Moon and nature)
+
*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.
 
'''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.
+
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.
 
 
Incorporating E&E.
 
All 1st level heroes begin with a general gift. (Heroic potential). In some cases, this will be latent until other gifts are received.
 
All 1st level heroes begin with a class gift. In this case, to mimic the game so far I'd like the mages not to tale apprentice in any School atm, as there will be an opportunity to do so in game. Havan has to take the climbing gift and Liku has a reasonably broad choice. I'n ruling that being non human counts as a gift.
 

Revision as of 20:56, 18 December 2015

The Lost City

E&E Variant Rules

  • All Heroes.
    • Level 1. Take a general gift. Take a class gift. Gain 1 effort
    • Every level after, take a class or general gift. Gain 1 effort/level.
    • Taking gifts from other classes is possible on even levels for fighters and rogues and every third level for mages.
  • MU types D4 Fray die, usable on any HD, 1" per level.
  • Thief types D6 Fray die, doubled on surprise attacks. Class Gift at L1 - Climbing.
  • Fighter types D8 Fray die, add str bonus. Extra Class Gift at L4,L8,L12.+1 effort at 1st lvl.

All heroes have a fray die. It is the maximum amount of incidental damage they can deal in a combat whilst concentrating on other things (including other opponents).

MU's have a d4 fray die. They are always considered armed and can use this on one opponent of any level.

MU's (and others) can take apprentice, adept and master levels in these seven arts.

  • Inner Alchemy (Alchemists and makers of golems and new living things)
    • Apprentice : Find components, Alchemical Preparations, Find magical components, Magical Preparations.
    • Adept: Transmute Matter, Transcend Energy.
    • 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.
    • Adept: Major conjuration, full elemental control.
    • Master: Metamorphosis
  • Illusionist (Glamer weavers)
    • Apprentice: Hypnosis, Dream alteration.
    • Adept: Delerium Tremens, Shadow reality.
    • Master: Dreamlands.
  • Necromancy
    • Apprentice: Protection from undead, control undead.
    • Adept: Create Undead, raise dead.
    • Mastery: Attain Lichdom.
  • RuneMastery (Naming magic and words of power)
    • Apprentice: Runes of Matter, Runes of life.
    • Adept: runes of power, runes of magic.
    • Mastery: Truename.
  • Witchcraft (Magic of the Moon and nature)
    • Apprentice: Brews and Philters, Silver tongue, Doll curse, Witches Charm.
    • Adept: spellbinding, witches curse, shapechange.
    • 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.