Editing Exploring the Halls of Arden Vul: WWN chargen

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'''Level 2:''' The Old Blood courses through your veins. You can speak with the stone itself, and be understood by the small creatures that inhabit stony places. Conversing with stone is a slow and exhausting process, and stone is reluctant to release its secrets. You can make a Convince test to elicit the answer to a question a stony edifice might be able to answer, such as the presence of nearby secret construction, the presence of a vein of gems or precious metals, the presence of living creatures who reside nearby, or the nearby presence of bodies of water and open spaces. Each question requires a successful test, takes 10 minutes to coax an answer from the stone, and costs 1 point of System Strain; you'll know within 5 minutes if you haven't been convincing or the stone doesn't have an answer. You can also converse very simply with the small creatures that inhabit stony places, though such communication is rudimentary at best.
 
'''Level 2:''' The Old Blood courses through your veins. You can speak with the stone itself, and be understood by the small creatures that inhabit stony places. Conversing with stone is a slow and exhausting process, and stone is reluctant to release its secrets. You can make a Convince test to elicit the answer to a question a stony edifice might be able to answer, such as the presence of nearby secret construction, the presence of a vein of gems or precious metals, the presence of living creatures who reside nearby, or the nearby presence of bodies of water and open spaces. Each question requires a successful test, takes 10 minutes to coax an answer from the stone, and costs 1 point of System Strain; you'll know within 5 minutes if you haven't been convincing or the stone doesn't have an answer. You can also converse very simply with the small creatures that inhabit stony places, though such communication is rudimentary at best.
  
=Variant Rules=
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=Additional Abilities=
 
==Critical Hits==
 
==Critical Hits==
PCs can score critical hits, which confer double damage.
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PCs can score critical hits, which allow for Advantage on all damage dice (re-roll all damage dice, take best ones).
 
 
==Maiming Wounds==
 
''Atlas of the Latter Earth 161''
 
 
 
When a character is Mortally Wounded, they need to make a Physical saving throw. If they succeed at it, they avoid permanent maiming. If they fail, they roll on a table that produces results that include laming, limb loss, scarring, infection, mental trauma, etc. "Deathblow' results earn a re-roll. A repeated result means a mere flesh wound with no lasting effect, even if they’ve got another arm, leg, or hand they could lose.
 
 
 
A physician who spends a scene tending them immediately after the injury and succeeds on a difficulty 10 Int/Heal or Dex/Heal skill check can allow a maimed target to make another saving throw with a bonus equal to the physician’s Heal skill. On a success, it’s really a flesh wound after all. Only one such first aid attempt can be made.
 
 
 
If magical healing exists in this world, it can also be used immediately after the injury to allow a saving throw re-roll attempt, though it heals no hit point damage. Only the most powerful magics can actually heal a confirmed maiming wound, however, and the GM decides what magic would qualify.
 
 
 
==More System Strain==
 
''Atlas of the Latter Earth 162''
 
 
 
There aren’t a lot of ways to gain System Strain in a low-magic setting, and some GMs may want to instead use it to represent the stress and pressure of more conventional threats and hardships. This kind of use doesn’t really fit the more pulp-heroic idiom of the base game, but it can fit some styles of low or no-magic gaming.
 
 
 
With this rule, the PCs gain a point of System Strain after each combat, saving throw, or scene of harrowing danger, intense exertion, or other stressful privation. If this point puts them at their maximum, they are exhausted, and can do nothing but rest until reduced below their maximum. If they are forced to fight or otherwise exert themselves while so strained, they need to make a Physical saving throw or they’ll pass out or otherwise collapse during the fray, waking up after the scene.
 
 
 
If this rule is used, the default System Strain recovery after a good night’s sleep should be three points instead of one.
 

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