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House Rules GM Joeri V1.2

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    House rules for a RMFRP campaign

    These are the house rules associated with my ME campaignin the early Third Age. I made these rulings before and

    during the campaign start and I thought it was a good ideato compile them and post them on the ICE forums as well.

    Chapter Page

    0.0 Boos !

    !.0 "tat generation !

    #.0 $aces !

    %.0 Talents and flaws !

    &.0 Adolescence de'elopment #

    (.0 Professions #

    ).0 "ills #

    *.0 E+uipment &

    ,.0 Combat &

    -.0 "pells &

    !0.0 $oleplaying (

    0.0 Booksere follows the list of boos that are used.

    Arms /aw

    Channeling Companion

    Character /aw

    Creatures and Monsters

    Essence Companion $M""1

    2ame Master /aw

    Mentalism Companion

    $aces and Cultures

    $M 3$P Core boo

    "chool of ard 4nocs

    "pell /aw5 6f Channeling

    "pell /aw5 6f Essence

    "pell /aw5 6f Mentalism

    The Armory

    Treasure Companion

    1.0 Stat generation"tatistics are so important that it is undesirable to ha'e

    either a dice roll randomi7ation8 or to go into a saddeningpoint buy system. "o we9ll use a cross o'er. :e use the !0

    stats5 Co8 Ag8 ";8 Me8 $e8 "tr8

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    The other re+uirement is that there are but # flaws allowed.6nly in 'ery special cases may 6@E Talent be C6"E@8

    but it is at 2M descretion and you9d better ha'e a $EA//good bacground e=plaination.

    3.1 Ambidexterity, lesser

    This talent gi'es a >!( bonus to Two weapon fighting8 butthat is not desirable in our campaign8 so instead it grants %

    rans in that sill.

    3.2 Combat Reflexes

    Combat refle=es has an initiati'e part about rolling an e=tra

    die8 e=cept that doesn9t wor for our campaign8 so it isreplaced by a >#0 Initiati'e bonus.

    3.3 Extra limbs

    Banned. In my e=perience8 e=tra limbs are eitheruncontrollable8 or seem to cause an early death. Therefor

    no one is allowed to ha'e e=tra limbs outside of the racialma=imum.

    3. !an"al #eftness

    Manual ;eftness8 for our campaign gi'es a >( initiati'ebonus.

    3.$ Reverberative strengt%

    Banned. @o bacground option should allow e=tra criticals8

    especially not nbalancing crits.

    3.& Slot%

    the initiati'e penalty is ?#( instead of ?(.

    3.' New (alent and flaw tables

    In the appendi=es there are new tables used to roll on for

    talents and flaws. They are the combined tables. This is to

    pre'ent that e'eryone only chooses a talent8 instead of

    wealth and status. The process remains the same8 howe'er5

    choose how to spend your bacground points8 then roll onthe appropriate tables. It should be noted that in the minortalents category there were too many options for a d!00

    table so I chose se'eral powerful ones and relocated themto the Maor talent table.

    !.0 "dolescence de#elopment@othing fancy here5 The rules are the same as the $M 3$P

    Core boo5 ust be sure that you allocate the hobby sills tosills that are allowed and that you pic the spell list if

    any1 from the open lists of your $ealm. Choose a realm if it

    is not assigned by your profession. 3or any other races the2M either creates an adolescence de'elopment list 6$ heassigns the custom race one from the table in Character

    law.

    $.0 ProfessionsChoosing a profession is limited by certain races but alsolimits8 to some e=tent8 the choices your character has in

    de'eloping certain sills. "ome professions are off limits5

    Any e'il class Magician8 Cleric or Mentalist1 and the"orceror are restricted. 3rom the Essence Companion the

    $une mage and the Mana Molder are restricted. 3rom theChanneling Companion The "ummoner and the :arloc

    are restricted.

    $.1 )rofession bon"s

    Most are fine8 e=cept for the 3ighter and the $ogue. Their

    6B9s are high as they are and >#08 >!( bonusses on the

    weapon group are cut to >!0 and the affected professionscan allocate the remo'ed bonusses to other sill categories

    in >( chuns.

    $.2 )riest base listsThe 2M may allow priests of specific mythoi access8 asBase lists8 to specific Priest Base lists. May be designated

    as e=tra base lists.

    %.0 SkillsMost sills are used Das isD some special modifiers come inplay and some sills are slightly changed. The most

    important change is that de'elopment points come from the

    a'erage of the !0 stats8 barring Appearance.

    &.1 Att"nement and Read r"nes

    There is an e=tra modifier of ?( per l'l of the item. Also theattunement process is one of long and hard concentration8

    re+uiring at least , hrs of intense cleansing and mentalfocus. 6ne item per day may be scanned.

    &.2 !editation

    The bonus conferred by meditation is lowered by ?!08 ifany. Meditation also allows the best p8 PP and E=P

    regenration.

    /ist of sills where meditation would be benificial after at

    least ! hour of meditation5 poetic impro'isation8 tale

    telling8 6bser'ation8 public speaing8 All lore sills8 "targa7ing8 attunement8 di'ination8 read runes8 research8

    tactical games8 architecture8 administration.

    &.3 mo"nted *ombat

    $MC5 you can DuseD as many sill rans in your weaponcategory A@; sill as you ha'e de'eloped for mounted

    combat when mounted. Also the sill is used for anymounted combat maneu'er.

    $ide by attac is one such maneu'er5 mo'e up to &0 withthe mount and mae an attac in the process8 is a 'ery hard

    maneu'er with a mounted weapon or e=tremely hard with a

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    medium weapon8 or "heer folly with a small weapon. Anyresult o'er !00 means a successful attac8 for numbers

    under !008 roll d!00 under the number to chec forsuccess. $emember to apply ?!0 ? ?&0 penalty to the attac

    from the mo'ementF. Also mounted archery8 when inmotion8 re+uires a mounted combat maneu'er.

    &. +nnate weaponry

    Any body weaponry8 such as horns or claws or fists can bede'eloped using the Martial arts?"triing or Martial arts

    ?sweeps Category and sill for the specific weapon

    Martial Arts?"tries Martial Arts?"weeping

    orn 2rapple

    Claw Bash

    Bite Trample

    Pincher

    "tinger

    &.$ Spell mastery

    Thanks to Hayo Timmerman for rewriting this skill:

    These are the new parameters within one can modify spells8using spell mastery. It cannot be stressed enough that spell

    mastery must be de'eloped for each list separately. Alsothat e'ery change must mae a "pell Casting "tatic

    Maneu'er afterward8 as if o'ercasting8 or defaulting onspell preparation. Though not in our campaign5 "ee ,.0

    spells8 but add all the modifiers to the Base8 or Elemental

    Attac roll. de'ious mad 2M laughter11

    It is not possible to go beyond the stated parameters inanyway. The e=tra le'els on the spells will use up PP and

    will count towards o'ercasting.

    @on elemental spells cannot be made in to areas8 e'er.

    Modifying the range51/2x range adds 2 lvl's to the spell being cast (1! on "# roll$=# range adds & l'l9s to the spell being cast (2! on "# roll$

    =% range adds ) l'l9s to the spell being cast (%! on "# roll$=& range adds , l'l9s to the spell being cast (&! on "# roll$=( range adds !0 l'l9s to the spell being cast (! on "# roll$

    Caster/self to target/touch is banned.Touch to 10 feet:;oubles the l'l of the spell being castand may not use any e=tra range modifier. ?%0 on "M roll1.

    Modifying the area of effect51/2x area adds 2 lvl's to the spell being cast (1! "# roll$

    =# area adds & l'l9s to the spell being cast (2! on "# roll$=% area adds , l'l9s to the spell being cast (%! on "# roll$

    =& area adds !) l'l9s to the spell being cast (&! on "# roll$=( area adds #& l'l9s to the spell being cast (! on "# roll$

    1 additional target5 ;oubles the l'l of the spell being castand ust ! additional targetFFF1 6B !st target as normal8

    #nd target5 list rans >AgAg"; > misc bonusses1 (%! on"# roll$

    Bolt spells5 3rom target to !0 feet $adius add ( l'l9s to the

    spell being cast and may not use any e=tra area of effectmodifier. (! on "# roll$

    Modifying the duration51/2 dration adds 1 lvl to the spell being cast (1! "# roll$

    =# duration adds # l'l9s to the spell being cast (2! on "# roll$=% duration adds & l'l9s to the spell being cast (%! on "# roll$=& duration adds ) l'l9s to the spell being cast (&! on "# roll$

    =( duration adds , l'l9s to the spell being cast (! on "# roll$

    No duration to 1 round is banned.

    Concentration to ! roundGl'l is banned.

    Concentration to ! minuteGl'l is banned.

    "M results and modifiers on the "C"M roll are in the

    table1."pectaculair 3ailure5 ?%0

    Absolute 3ailure5 ?#03ailure5 ?!0

    nusual E'ent5 >(Partial "uccess5 >0

    nusual "uccess5 >#(@ear "uccess5 >!0

    "uccess5 >#0Absolute "uccess5 >%0

    &.& St"nned !ane"vers

    "tunned maneu'ers are handled diffently5 The sill isrolled on the mo'ing maneu'er table e'ery round someone

    is stunned. :hen this sill is not trained8 it is impossible tolessen stun effects. This is to pre'ent combat from

    becoming cluttered1. The maneu'er is modified by ?(0 or?*( for stunned and unable to parry stun rounds in addition

    to any other accrued penalties...

    ! round5 hard maneu'er.

    # rounds5 'ery hard

    %?& rounds5 e=tremely hard

    (?) rounds5 sheer folly

    *> rounds5 absurd

    The result of the maneu'er is a number5 reduce the penaltyby the number as a percentage. a (0 result means a normal

    stun penalty is reduced by half5 or ?#(1 Any result o'er !00means the penalty of the stun is cancelled and also the

    effect of the stun for that round.

    &.' (wo weapon *ombat

    $MC again5 ou can DuseD as many sill rans in your

    weapon category and sills for left hand and right hand asyou ha'e de'eloped in Two weapon combat.

    Two weapon combat maneu'ers are5 itting and parryingmultiple foes.

    # foes5 ard8

    % foes5 Hery hard8

    & 3oes5 E=tremely hard8

    ( foes5 "heer folly.

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    Any result on the mo'ing maneu'er table of !00> meanssuccess8 any result under !005 ;educt the result from !00

    to obtain the penalty applied to all attacs and parries thatround. This is instead of the ?#0 penalty. 3ailure to act

    means your attacs and parries are lost. ah8 this is harsh.

    :eapon prowess display5 ard maneu'er to dishearten foe.

    Beware of fire arms wielding foesF

    In some cases the 2M may allow special double headed

    weapons8 such as % section staffs8 double sword and a=e8+uarterstaff. These must be de'eloped for left and right

    hands8 but there is no ?#0 penalty for the left hand.

    There has been an issue with four handed weapon fighting8

    so it is wise to resol'e it here.5 "ill needs to be de'elopedin all & weapons and their categories8 then the combatant

    needs to de'elop two weapon combat sill twice8 one foreach pair of arms A@; then also one time to combine the #

    pairs of arms. This is @6T normally allowed8 only with thespecial 2M allowed race8 with its specially allowed

    weapons. The lowest amount of sill rans in any T:C

    sill regulates the amount of sill rans usable in theweapon sills.

    $ecap5

    weapon8 right high arm

    :eapon8 right low arm

    :eapon8 left high arm

    :eapon8 left low arm

    :eapon category

    T:C5 igh pair

    T:C5 /ow pair

    T:C5 & handed weapon fighting

    &.0 '(uipment6utfitting and selling and reselling8 :6// depends on

    the )omplete *+ipment )ataloge,

    '.1 !agi*al, material and *raftsmans%ipbon"sses

    As opposed to the Core material8 the )*)allows stacing

    of magical bonusses with material and craftsmanshipbonusses. The )*)assumes that a magical bonus is added

    afterwards and to enhance really good craftsmanship and

    materials8 it taes e'en better magic to enhance it. The

    )*)also assumes that craftmanship bonusses are ept

    se'erely inchec by the 2M amounting to no more than >(

    or >!0 in total.

    This means that to achie'e higher bonusses8 the alchemist

    needs to cast higher spells. In short5 a magical bonus canonly enhance an item permanently1 >( abo'e its normal

    state and only when the material is considered non magical.

    This is handled the following way5 To enhance theighsteel Masterwor rapier >!(nm1 one needs the

    weapon enhancement IH spell to do it. Material bonussesbecome more important. Crafting checs become more

    important.

    '.1 Sta*ing of !agi* bon"s items

    In my house rules you ha'e se'eral types of bonusesa'ailable on the a'ailable magic items5

    Armor pieces1

    Armor material ;BArmor construction ;B

    Armor magical ;BArmor ;odge ;B

    Armor forcefield ATArmor forcefield ;B

    :eapon

    :eapon material 6B

    :eapon construction 6B

    :eapon magical guidance 6B is the standard type1:eapon magical hardness 6B is rare type5 Dstries asMithril will add a certain amount of 6B and hit large

    creatures on Mithril table1

    "hield

    "hield material ;B"hield material 6B

    "hield construction ;B"hield construction 6B

    "hield magical ;B"hield magical guidance 6B

    6ther ring8 belt8 head band8 glo'e1

    6ther item 2uidance 6B

    6ther item ;odge ;B6ther item 3orce field ;B

    6ther item force field AT

    @otes

    Each of the item classes abo'e8 apart from other items8 issupposed to apply to one statistic of a user5 so wielding #

    magical swords doesn9t add both the 6B9s to T:C8 ust

    each bonus to each separate attac. 6ne shield adds to ;B8unless it is used to attac with8 only one armor can be

    worn8 etc.

    6ther items8 on the other hand8 when ones owns more thanone8 would be allowed to stac on a single sill8 if the

    bonus types are different8 and when the body locations aredifferent. "o a ring of ;odge ;B >!08 a nose ring of 3orce

    field ;B >!08 an ear ring of 3orce field AT !)8 a high steel>!0 mat1 dwar'en made >* con1 chain shirt of >!* nm

    tot18 yields an of AT !) and >%* ;B.

    It should be noted that the bonuses with different nameseep stacing when on the same item. These bonuses8

    unless the PC9s ha'e e=cellent resources8 will remain inchec8 such as the Construction bonus will not go beyond

    >( when made by normal humans8 >* for dwar'es and >-

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    for igh el'es.

    The cases where items are wornG used with the same typeof bonus5 the highest applies. E=ample5 Armor AT !0

    protects as AT !# and a head band of AT &5 no stacing ofthe AT9s8 ust the best one applies.

    The magical bonusses8 added by Alchemists are >(8 andne'er more unless you are casting l'l (0> spells1 so a l'l#0 alchemist wanting to mae a >#0 item8 must ha'e >!(

    non magical item on hand to do so. "uch an item cannot bemade from a magical material8 such as mithril and better8

    since they are already considered enchanted.

    "hields are not considered armor and they enhance adifferent type of defense more lie co'er1 so the shield

    bonuses and the armor bonuses stac with eachother. The6B bonuses come into play only when the shield is used to

    attac with.

    $easoning in this way implies that a ma=imally enhanceditem8 without resorting to mithril and better8 is a 4atana

    >(1 made from :hite alloy >#018 El'ish construction>-1 enchanted by a l'l (0 Alchemist >(1 as a >%- weapon

    >%& with the Armory1. This is almost impossible to maeas you need to mae weapon smithing sill chec against5

    atana 'ery hard ?#018 >- construction ?!,018 white alloy?#01 ?##0. The ?!,0 is deri'ed from my crafting house

    rules where for e'ery #0 you beat !0! success1 roll youget >! construction bonus8 capped for humans at >(8

    dwar'es at >* and igh el'es at >-. This ensures thatusually such an item cannot be in the hands of a low l'l

    character.

    Although this seems rather generous to the a'erage 2M8

    but I9m really not handing out any of this in great

    +uantities. 6nly when a party decides to pool all their itemson a single character will they get anywhere these results

    that I mentioned. I eep it in chec by ust handing outitems with normal bonuses8 but I brea them down to the

    players in more interesting ways. "o a >!0 magical swordmight become a human e=cellently wrought ># con18 /ow

    ferrous steel >% mat18 >( magical broad sword.

    ).0 *om+atThere are a few small changes to the resolution of combat.

    -.1 a*ing

    Changing one9s facing re+uires !0 acti'ity. It is important

    since a shield will protect a combatant from % forwardfacing he=es and his shield side he=.

    -.2 +nitiave roll

    The total initiati'e is In?armor anybonus from bac ground.

    -.3 )enalties to a*tivity

    If someone has accrued8 due to wounds8 e=haustion8 PPe=penditure8 stun rounds or otherwise8 a penalty to acti'ity

    of o'er ?!008 that person is incapacitated. This conditionmeans that he8 or she is incapable of actions8 including

    taling or waling8 e=cept standing.

    -. S%ield

    A normal8 large and tower shield can protect 's one melee

    attacs coming from % forward facing he=es and the sidehe=8 on the shield side. A bracer and target shield can still

    only be used against one melee attac.

    In those cases where some enemy or the party1 is trying

    some cle'er tactics to e'ade someone9s shield8 it is possible

    to declare the shield against one opponent. The "hield user

    must then designate8 after the foe has attaced8 and thus itis nown where the shield is now facing8 which % he=es the

    shield is facing8 for the remainder of the round. As a side

    note5 before the designated foe has taen position8 theshield is facing as is indicated by the facing of theminiature.

    -.$ S%ield sill

    :hen a shield user has not de'eloped shield sill8 he mayuse the shield Das isD in the core rules8 since this doesn9t

    really change.

    This sill allows players to better defend against incoming

    attacs using their shield. It wors as follows5

    The shield bonus8 the shield sill bonus and the parryingbonus from 6B is used as a pool of defensi'e capabilities5spread it amongst the enemies as you lie. Base defense5

    acts against all attacs that you are aware ofParrying ;B.

    sing the shield sill uses acti'ity as defined by the shield

    si7e5 Target5 !08 normal8 or magical5 #08 3ull5 %0 and:all5 &0.

    E'ery e=tra foe8 abo'e one8 reduces the ;B pool with apenalty determined by the shield5 Target5 ?(8 @ormalGmagical5 ?!08 3ull5 ?!(8 wall5 ?#0.

    The shield sill falls in the Combat maneu'ers categorymaing it a combined sill. The sill has the following

    progression5 0J&J#J!J0.(. There is no bonus from stats forthis sill since

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    The shield sill may only be used with a shield that isproperly wielded. Any critical resulting in a shield

    destroyed or leftG shield arm broenG useless will in'alidatethe shield sill.

    The shield sill rans may be used as a weapon sill8 butthen it can9t be used as a shield for that round. @ormal

    combined sill progression returns do count here and it is

    modified by ?#0 left hand penalty8 stat bonuses5 "t"tAg andany profession bonus and talent bonus and shield magicalbonus8 if any. E.2. Ber has ( sill rans in shield

    normally imparting #0 ;B1 he loses his weapon anddecides to shield bash an opponent in lieu of an attac. #(

    sill1 >#% "tat1>!0 Profession1 >( "hield bonus1 ?#0left hand1 &% 6B.

    -.& weapon ata

    Martial arts can be augmented by using certain weapons5

    MA stries MA sweeps

    2lo'es Boots

    2ama Bo

    @unchau Ko

    Kitte % section staff

    "pear Chain weapons

    "ai Tonfa

    The benefits of using a weapon ata are5 @o damage to themartial artist for attacing creatures with armor8 use of MA

    against large and up creatures and using the correct MA

    one can use the bonus of the aforementioned weapons onthe correct MA type.

    The one flaw is that the martial artists fumble rate is nowthe same as the weapon9s and also uses the correct fumble

    chart.

    ,.0 SpellsThe E"3$ has been cancelled due to too many mages

    frying themsel'es due to botched o'ercasting rolls becausethey failed to tae into account that o'ercasting might seem

    easy8 but that there is a "B"TA@TIA/ failure chance.

    Therefor A// the modifiers accrued from 6'ercasting8 orE=tra weight carried8 etc8 are now added to the base orelemental attac rolls8 so o'ercasting suddenly is T66

    dangerous and too wea8 unless you can wor awaypenalties by o'erpreparing... /6T" of o'erpreparing. Also

    A// the penalties8 BT @6T A@ B6@""E" areapplied8 as a positi'e8 to the fumble roll on the appropriate

    table.

    /.1 Al*%emist lists

    Pure and ybrid spell casters are also allowed to choose

    the $ealm appropriate Alchemist base lists as their e=tralists. @6T TE ;IHI@E A/CEMI"T /I"T"F

    /.2 Extra base lists

    ;ue to the speciali7ation of pure and hybrid spell users itseems logical to e=pand their base lists.

    Pure spell users get to choose & ELT$A lists from the openand closed list in their $ealms1 as base lists.

    ybrid spell users get to choose # ELT$A spell lists theopen and closed list in their $ealms1 as base lists.

    /.3 S%ield spells

    The magical shield spells are too powerful when theywould pro'ide a shield bonus without sacrificing one hand.

    Especially for those semi spell casters that would lie touse a two handed weapon. They do8 howe'er8 wor as

    normal shields8 thus pro'iding their bonus to combatants tothe shield side8 while occupying the off hand to control the

    shield. "till only one shield can be in effect. Magical shieldalso cannot be used to attac.

    /. S"mmonings

    "ummoning is handled a little differently. There is adistinction between interplanar summoning such as

    elementals8 angels8 or demons8 and local summoning suchas mounts8 animals8 obects.

    /ocal summoning is accompliced by a compelling force8such as instinct8 or in case of obects8 a teleport8 that tells

    the animal to go to the spot of the summoner. There the

    summoner may use it as is indicated by the spell8 afterwhich the animal is free to lea'e8 or stay8 when the

    summoner is handling the animal well. "ome might bepersuaded using food or care to stay with the summoner forlonger.

    Interplanar summoning is done by opening a gate near thesummoned being. The summoner must then call to the

    summoned to step through the gate. The summoned maymae demands8 or some might simply ump through to see

    what can be gained on the other side. The gate is usually asbig as the power of the spell8 but powerful demons might

    either shift form to fit the gate8 or rip the gate bigger Type

    H8 or higher1. Most demons will respond to specificpayment. "ome might demand sacrifices8 other need

    special gems8 or some might e'en wor for symbolic

    payment8 such %0 sil'er pieces for a whip demon. :hen theprice is agreed upon8 then the demon can be controlled

    using the correct spell.

    sually demons will twist the agreements8 or some might

    disguise themsel'es as lesser demons8 to the detriment ofthe caster when the pact was actually mullified when the

    demon was too powerful to be controlled by the current

    spell.

    As a rule5 elements will ser'e only for a specific time5 !day or less and they will only come if the summoner has a

    fitting elemental bath for them.

    Angels will wor for counter fa'ors and only then whenthey consider the summoner9s cause worthy.

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    10.0 Rolepla-ingTo facilitate role playing people will ha'e to choose se'eralbad traits and se'eral good traits that befit their character.

    The number of good8 and bad traits must be between ! and

    )8 meaning at least one of each8 with a ma=imum of ).They also should not handicap the party. A character trait

    should lie in the areas of demeanor and outloo. Theyshould be used as roleplaying handles8 so you and other

    players will remember the traits of your character. Theymight also influence your decisions.

    2ood roleplaying is a cause for faster LP de'elopment.

    E'ery opportunity should be taen to play out yourcharacter. sing one of your traits to handicap the party or

    a player9s ideas or roleplaying8 it is cause for a decrease in

    LP for that session. @EHE$ do I want to hear5 yeah sorry8but it is in the nature of this character to do something

    really stupid and annoying1 as the cause for some badroleplaying. It is the player9s tas to mae sure his character

    is not the (thwheel on the wagon8 or has no cause to ill thecharacter of another player.

    A good trait is defined as something that affects thecharacter and his surroundings in a good way5 2ood

    humored8 soft spoen8 well mannered8 cheerful8 hardy8 gem

    collector8 ne'er complains8 energetic8 pious8 clean onhimself8 obser'ant8 spendthrift8 trusting8 helpful8 curious8

    conformist8 truthful8 fascinated by race8 magic or hobby8

    bra'e8 honourable

    E=amples of bad traits5 sweaty8 grumpy8 distrusting8 stutter8

    bad breath8 smelly8 missing appendages8 se=ist8 racist8sinflint8 pessimist8 careless8 cruel8 moody8 hot tempered8

    liar8 la7y8 gambler8 foolhardy8 obsessed by race8 magic orhobby.

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    Appendixes

    Combined talent and flaw tables

    $oll /esser Talent Pnt Type Ch/ page

    !?# 3luent ( "p.Tr. (#

    %?& 2eographic awareness ( "p.Tr. (%

    (?) Inner reser'e ( "p.Tr. (%

    *?, Internal cloc % "p.Tr. (%

    -?!0 Kudge of angles ( "p.Tr. (%

    !!?!# Kudge of weaponry % "p.Tr. (%

    !%?!( Portage sills % "p.Tr. (&

    !)?!* Power8 lesser ( "p.Tr. (&

    !,?!- "illed8 lesser ( "p.Tr. ((

    #0?#! "wift dresser ( "p.Tr. ((

    ##?#% Accelerated mending % Ph. ()

    #&?#( Ambide=terity8 lesser ( Ph. ()

    #)?#* Bla7ing speed ( Ph. ()

    #,?#- Cold resistance8 lesser ( Ph. ()

    %0?%! ;warfism8 lesser ( Ph. (*

    %#?%% Ear for music ( Ph. (*

    %&?%( 2reat arm ( Ph. (,

    %)?%* eat resistance ( Ph. (,

    %,?&0 igh umper & Ph. (,

    &!? Infra'ision ( Ph. (,

    &%?&& Intense eyes ( Ph. (-

    &(?&) /ight sleeper ( Ph. (-

    &*?&, @eutral odor ( Ph. )0

    &-?(0 Pain resistance8 lesser ( Ph. )0

    (!?(# "trong lungs ( Ph. )0

    (%?(& Aura8 lesser ( My. )#

    ((?() $unic lore ( My. )&

    (*?(, nnatural aging ( My. )&

    (-?)0 Animal empathy ( Me. )(

    )!?)% Master tactician % Me. ))

    )&?)) ! !0 Ph. (*

    #- Eye of the tiger * Ph. (*

    %0 2iantism8 minor !0 Ph. (,

    %! 2olden throat , Ph. (,

    %# eat resistance8 minor !0 Ph. (,

    %% igh range 'oice * Ph. (,

    %& Manual deftness !0 Ph. (-

    %( @atural physi+ue , Ph. (-

    %) @a'igation gift * Ph. (-

    %* @ight 'ision * Ph. (-

    %, @imble seleton !0 Ph. (-

    %- Pain resistance8 minor !0 Ph. )0

    &0 Peripheral 'ision * Ph. )0

    Ma Poison sac !0 Ph. )0

  • 8/10/2019 House Rules GM Joeri V1.2

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    &! $egeneration8 minor , Ph. )0

    LLL $e'erberati'e strength * Ph. )0

    "hield mastery !0 Ph. )0

    &% "teel grip , Ph. )0

    && "ubconscious preparation ) Ph. )0

    &( "ubtle , Ph. )!

    &) Tensile8 minor !0 Ph. )!

    &* Tough sin8 minor8 wolf !0 Ph. )!

    &, nnatural stamina !0 Ph. )!

    &- Aggression * My. )!

    (0 Aura8 minor !0 My. )#

    (! ;estiny sense * My. )#

    Ma Ensorcellment cure !0 My. )#

    (# Ethereal sight !0 My. )#

    (% Innate magician * My. )%

    (& Item lore * My. )%

    (( /oo of the eagles * My. )%

    () Mana reading * My. )%

    (* Mana sensing ) My. )%

    (, "cope sills8 radius !0 My. )&

    (- "cope sills8 range !0 My. )&

    )0 "patial sills8 minor !0 My. )&

    Ma "ubconscious discipline * My. )&

    )! Transcendence !0 My. )&

    )# ndetectable ) My. )&

    )% Hisions !0 My. )&

    )& Battle refle=es * Me. )(

    )( Calmness * Me. )(

    )) ;ominance , Me. )(

    )* Empathy , Me. )(

    ), 2ood battlefield awareness * Me. )(

    )- Internal sense !0 Me. ))

    *0 Mental lin * Me. ))

    *! Mind o'er matter !0 Me. ))

    *# Photographic memory , Me. )*

    *% "tability sense !0 Me. )*

    *& "ur'i'al instinct * Me. )*

    *( nbelie'er !0 Me. )*

    *) Hiolent preudice !0 Me. )*

    ** Ama7ing leaping !0 "pe. ),

    *, 3orce field8 minor !0 "pe. *0

    *- /uc8 dramatic8 minor !0 "pe. *!

    ,0 /ucy8 minor !0 "pe. *!

    Ma Master warrior friend !0 "pe. *!

    ,! "onar sense !0 "pe. *#

    ,# "tat impro'ement !0 "pe. *%

    ,% "uccor8 minor !0 "pe. *%

    ,& ltrasonic hearing , "pe. *%

    ,( 3a'ored8 minor !0 "t. *(

    ,) 2o'ernment ties !0 "t. *(

    ,* eir !0 "t. *)

    ,, /aw enforcement ability8 minor !0 "t. *)

    ,- Military ran8 minor !0 "t. *)

    -0 @oble !0 "t. *)

    -! Patron8 minor !0 "t. **

    -# Patron8 important8 minor !0 "t. **

    -% Bonus item # !0 It. *,

    -& Bonus item % !0 It. *,

    -( ;aily item # !0 It. *,

    -) ;aily item % !0 It. *,

    -* Potion8 ( dose !0 It. *-

    -, $une paper8 ( sheets !0 It. *-

    -- "pell adder # !0 It. *-

    00 :ealth8 normal !0 :e ,0

    $oll Maor Talent Pnt Type Ch/ page

    !?# Arcane disco'ery8 maor !! "p.Tr. (#

    %?& ;eadly training !( "p.Tr. (#

    ( ;irected weapons master8 maor !( "p.Tr. (#

    ) 2eneral weapons master8 maor #0 "p.Tr. (#

    * Inner reser'e8 maor !( "p.Tr. (%

    ,?- /ightning strie !# "p.Tr. (%

    !0 Martial arts training8 maor !( "p.Tr. (&

    !!?!# 6utdoors man !# "p.Tr. (&

    !% Power8 maor #0 "p.Tr. (&

    !&?!( $acial training8 familiar !( "p.Tr. (&

    !) "illed8 maor #0 "p.Tr. ((

    !*?!, "leight of hand !% "p.Tr. ((

    !- Cold resistance8 maor !( Ph. ()

    #0 Commanding demeanor !, Ph. (*

    #! ;ense8 maor !( Ph. (*

    ## ;warfism8 maor !( Ph. (*

    LLL E=tra limbs8 ># !( Ph. (*

    #%?#& 3luid wrists !( Ph. (*

    #( 2iantism8 maor !( Ph. (,

    #) 2liding !( Ph. (,

    #* ammerhand !( Ph. (,

    #, eat resistance8 maor !( Ph. (,

    #- yper charged adrenaline !( Ph. (,

    %0 @atural weapon !( Ph. (-

    %! Pain resistance8 maor !( Ph. )0

    %#

  • 8/10/2019 House Rules GM Joeri V1.2

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    &! Archetype !, My. )!

    Archmage abilities8 maor #0 My. )#

    &% Aura8 maor !( My. )#

    &&?&( ;anger sense !( My. )#

    &)?&* Elo+uence !( My. )#

    &,?&- Ethereal tie !( My. )#

    (0?(! Magical resistance !( My. )%

    (#?(% $esistance !( My. )%

    (& "pacial sills8 maor !( My. )&

    (( Temporal sills !, My. )&

    ()?(* Immo'able will !( Me. )(

    (, Instincti'e defense !( Me. )(

    (- Teleinesis !, Me. ))

    )0 Affect en'ironment8 maor !, "pe. ),

    )!?)# ;arness !% "pe. )-

    )%?)& Elasticity !# "pe. )-

    )(?)) Ensnare8 maor !( "pe. )-

    )* Eye of the haw !( "pe. *0

    ), 3orce field8 maor !, "pe. *0

    )- /ife support8 maor !, "pe. *0

    *0?*! /ifetime goal !( "pe. *0

    *# /uc8 dramatic8 maor !( "pe. *!

    *% /ucy8 maor !( "pe. *!

    *&?*( Microscopic 'ision !% "pe. *!

    *) @atural ranged attac8 maor !( "pe. *!

    ** Power absorption8 maor #0 "pe. *#

    *, "pecial familiar !, "pe. *#

    *- "tat bonus8 maor #0 "pe. *#

    ,0 "uccor8 maor #0 "pe. *%

    ,! "ummon !( "pe. *%

    ,# 3a'ored8 maor !( "t. *(

    ,% /aw enforcement ability8 maor !( "t. *)

    ,& Military ran8 maor !( "t. *)

    ,( Patron8 maor !( "t. **

    ,) Patron8 important8 maor !( "t. **

    ,* Patron8 significant8 maor !( "t. **

    ,, Bonus item & !( It. *,

    ,- Bonus item ( #0 It. *,

    -0 Bonus item ) #( It. *,

    -! ;aily item & !( It. *,

    -# ;aily item ( #0 It. *,

    -% /oyal unusual creature !( It. *-

    -& "pell adder % !( It. *-

    -( "pell adder & #0 It. *-

    -) :ealth8 $ich !( :e. ,0

    -* Poison sac NMinorO !0 Ph. )0

    -, Ensorcellment cure NMinorO !0 My. )#

    -- "ubconscious discipline NMinorO * My. )&

    00 Master warrior friend NMinorO !0 "pe. *!

    $oll /esser 3laws Pnt Type Ch/ page

    !?# Animal bane ?( Ph. ,!

    %?( Anosmia ?% Ph. ,!

    )?, Color blind ?( Ph. ,&

    -?!0 Eunuch ?( Ph. ,(

    !!?!% 3ragile wrists ?( Ph. ,(

    !&?!) Inner ear problem ?( Ph. ,(

    !*?!- $ain trauma ?( Ph. ,*

    #0?## "hort of breath8 lesser ?( Ph. ,*

    #%?#& ncommon allergy ?( Ph. ,,

    #(?#* ni+ue loos8 lesser ?( Ph. ,-

    #,?%0 Addiction8 simple8 common ?( Me. -0

    %!?%% Code of honor ?( Me. -!

    %&?%) Compulsi'e beha'iour ?( Me. -!

    %*?%- ;elusionary8 lesser ?( Me. -!

    &0?&! 2lutton ?% Me. -#

    ?&& Intolerance8 lesser ?( Me. -%

    &(?&* Minor fear8 lesser ?( Me. -&

    &,?(0 Miser ?( Me. -&

    (!?(% Phobia8 lesser ?( Me. -(

    (&?() Pyromaniac ?( Me. -)

    (*?(- "ense of duty8 lesser ?( Me. -)

    )0?)# "tubborn ?( Me. -)

    )%?)( "uperstitious ?( Me. -)

    ))?), Trauma8 lesser ?( Me. -*

    )-?*! Truthful ?( Me. -*

    *#?*% How8 lesser ?% Me. -*

    *&?*) ;ependent8 lesser ?( "p. -,

    **?*- ;uty8 lesser ?( "p. --

    ,0?,# $epulsi'e habit8 lesser ?( "p. !0!

    ,%?,( $i'al @PC8 lesser ?( "p. !0!

    ,)?,, "ecret8 lesser ?( "p. !0!

    ,-?-0 ;ishoroured night 0 "t. *&

    -!?-% 3aithful 'assal 0 "t. *&

    -&?-( /ost fa'or 0 "t. *)

    -)?-* 6rphan 0 "t. **

    -,?00 :anted 0 "t. **

  • 8/10/2019 House Rules GM Joeri V1.2

    11/12

    $oll Minor 3laws Pnt Type Ch/ page

    !?# Age ?!0 Ph. ,!

    % Albino ?!0 Ph. ,!

    &?( Cold sensiti'e ?!0 Ph. ,&

    )?* Common allergy8 minor ?!0 Ph. ,&

    , Crippled8 minor ?!0 Ph. ,&

    - ;eep sleeper ?!0 Ph. ,(

    !0?!! ard of hearing ?!0 Ph. ,(

    !#?!% eat sensiti'e ?!0 Ph. ,(

    !& /ocing wrists ?!0 Ph. ,(

    !(?!) @ose bleeds ?!0 Ph. ,)

    !* Physical in'estment ?* Ph. ,*

    !, Poor eyesight8 minor ?!0 Ph. ,*

    !-?#0 Power burn ?!0 Ph. ,*

    #! "hort of breath8 minor ?!0 Ph. ,*

    ## "low ?* Ph. ,*

    #%?#& "pasm ?!0 Ph. ,,

    #(?#) "tutter ?!0 Ph. ,,

    #*?#, Tender sin ?!0 Ph. ,,

    #- Tired legs ?* Ph. ,,

    %0 ncontrollable strength ?!0 Ph. ,,

    %! ncoordinated ?* Ph. ,,

    %#?%% nhealthy ?!0 Ph. ,,

    %& ni+ue loos8 minor ?!0 Ph. ,-

    %( Hisible aura ?!0 Ph. ,-

    %)?%* Absent?minded ?!0 Me. -0

    %, Addiction8 mild8 common ?!0 Me. -0

    %- Bad temper ?!0 Me. -0

    &0?&! Blood?guilt ?!0 Me. -0

    ?&% Bloodlust ?!0 Me. -0

    &&?&( Chi'alrous ?!0 Me. -!

    &) ;elusionary8 minor ?!0 Me. -!

    &*?&, 3anatic ?!0 Me. -#

    &- 3earlessness ?!0 Me. -#

    (0?(! 2reedy ?!0 Me. -%

    (#?(% Intolerance8 minor ?!0 Me. -%

    (&?(( /echerous ?!0 Me. -%

    () Megalomaniac ?!0 Me. -%

    (*?(, Minor fear8 minor ?!0 Me. -&

    (-?)0 6'erconfident ?!0 Me. -&

    )! Pacifist8 minor ?!0 Me. -&

    )#?)% Paranoid ?!0 Me. -(

    )&?)( Passi'e ?!0 Me. -(

    ))?)* Phobia8 minor ?!0 Me. -(

    ),?)- Poor concentration ?!0 Me. -)

    *0?*!

  • 8/10/2019 House Rules GM Joeri V1.2

    12/12

    *)?*, ;uty8 maor ?!( "p. --

    *-?,0 /ycantrophy ?!( "p. --

    ,!?,# Magic allergy8 maor ?#0 "p. --

    ,%?,& Magically susceptible ?!( "p. !00

    ,(?,) @ecromantic urge ?!( "p. !00

    ,*?,- $epulsi'e habit ?!( "p. !0!

    -0?-# $i'al @PC8 maor ?#0 "p. !0!

    -%?-& $i'al PC8 maor ?!( "p. !0!

    -(?-) "ecret8 maor ?!( "p. !0!

    -*?-, "tat penalty8 maor ?#0 "p. !0#

    --?00 nmagical ?!( "p. !0#


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