Editing Tyche's Favourites/Chargen

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==Classes (p18)==
 
==Classes (p18)==
  
Choose a class from the following options: Assassin, Bard, Diplomat, Expert, Explorer, Fighter, Warlord.
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Choose a class from the following options: Assassin, Bard, Diplomat, Expert, Explorer, Fighter, Thief, Warlord.
  
 
Some classes have been altered to equalise XP (because XP will not be tracked using points). The following changes are applied to those classes:
 
Some classes have been altered to equalise XP (because XP will not be tracked using points). The following changes are applied to those classes:
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*Bard: Add Performance (Rhetoric) and one additional Performance Proficiency as class powers, may wear medium armour and use shields.
 
*Bard: Add Performance (Rhetoric) and one additional Performance Proficiency as class powers, may wear medium armour and use shields.
 
*Fighter: Add one additional Class Proficiency.
 
*Fighter: Add one additional Class Proficiency.
 
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*Thief: Raise HD to d6, may use shields.
  
 
There are three new classes, which are detailed on the [[Tyche's_Favourites/New_Classes |New Classes]] page.
 
There are three new classes, which are detailed on the [[Tyche's_Favourites/New_Classes |New Classes]] page.
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Phoenician and Aramaic are similar, as are Thracian and Phrygian.
 
Phoenician and Aramaic are similar, as are Thracian and Phrygian.
 
 
''Alteration: Alertness''
 
 
The character's base proficiency throw for Hear Noise becomes 14+ and improves by one point every level.
 
 
 
''Alteration: Climbing''
 
 
The character can climb cliffs, branchless trees, walls, and other sheer surfaces, without climbing aids. In addition, his base proficiency throw for Climb Walls is 6+.
 
 
 
''Alteration: Dungeon Bashing'' - renamed ''Brawn Over Brains''
 
 
The character is hardened to heavy lifting and physical labor. He receives a +4 bonus on throws to open doors and similar acts of brute strength.
 
  
  
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''Design Note: given the changes I've made to defensive movement, Skirmishing as it stood no longer did anything. Here it now makes someone more mobile in combat.''
 
''Design Note: given the changes I've made to defensive movement, Skirmishing as it stood no longer did anything. Here it now makes someone more mobile in combat.''
 
 
''Alteration: Skulking''
 
 
The character excels at moving furtively and finding concealment. His base proficiency throw for Sneak is now 14+ improving by one point every level. His  penalty to moving silently while wearing armour is reduced by 2 points.
 
He may also move at 1/2 standard combat move without penalty. If he moves greater than ½ speed, he take a -5 penalty to the proficiency throw. If he runs, he take a -10 penalty.
 
  
  
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''Design Note: As it stands, Weapon Focus feels a little weak and is merely a speedbump necessary for expanded Manual of Arms. This makes it a little more tempting, and more in line with expectations around what this level of specialisation should produce.''
 
''Design Note: As it stands, Weapon Focus feels a little weak and is merely a speedbump necessary for expanded Manual of Arms. This makes it a little more tempting, and more in line with expectations around what this level of specialisation should produce.''
 
 
''New Proficiency: Disable Device''
 
 
The character is skilled at disabling locks, traps and other devices. This requires a base proficiency throw of 18+ modified by their Dexterity adjustment, which improves by one point every level. With the aid of thieves’ tools, the character may pick mechanical locks. He may only try to pick a particular lock once, and if he fails, he may not try the same lock again until he reaches a higher experience level. The GM may apply bonuses or penalties to the roll, depending on the complexity of the lock.
 
 
Through careful inspection and probing, the character may find hidden traps and then attempt to disable or discharge the trap harmlessly. He may only try to find or remove a trap once in any given area. The GM may apply bonuses or penalties to the roll, depending on the complexity of the trap. If the character fails, he may not try again until he reaches a higher experience level. Note that these are separate skills, for a character must find a trap before he can remove it.
 
  
  
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''New Proficiency: Pick Pockets''
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'''Remove''' the following Proficiencies: Apostasy, Arcane Dabbling, Battle Magic, Black Lore of Zahar, Collegiate Wizardry, Contemplation, Divine Blessing, Divine Health, Dungeon Bashing, Elementalism, Elven Bloodline, Familiar, Goblin-Slaying, Illusion Resistance, Laying on Hands, Magical Engineering, Magical Music, Martial Training, Mystic Aura, Quiet Magic, Righteous Turning, Sensing Evil, Sensing Power, Transmogrification, Unflappable Casting.
 
 
The character may relieve an unaware target of items on their person such as pouches, jewelry, small items in pockets and so on. This requires a base proficiency throw of 14+, modified by Dexterity, which improves by one point every level. There is also a -1 penalty on the proficiency throw per each level the character is lower than the victim. A throw that is less than half the target value means that the intended target notices the thieving attempt. The GM will then make a reaction roll with a -3 penalty to determine the intended victim’s reaction. It may also be used for sleight of hand tricks suitable for impressing the guillible and to palm and conceal small items. When performing sleight of hand in front of an audience, the character may also apply your Charisma adjustment to the roll.
 
 
 
 
 
'''Remove''' the following Proficiencies: Apostasy, Arcane Dabbling, Battle Magic, Black Lore of Zahar, Collegiate Wizardry, Contemplation, Divine Blessing, Divine Health, Eavesdropping, Elementalism, Elven Bloodline, Familiar, Goblin-Slaying, Illusion Resistance, Laying on Hands, Magical Engineering, Magical Music, Martial Training, Mystic Aura, Quiet Magic, Righteous Turning, Sensing Evil, Sensing Power, Transmogrification, Unflappable Casting.
 
  
  

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