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Original Fantasy Before the final chapter, there is a beginning, a start, an adjustment period. For fantasy, this is it.

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Old 02-19-2004, 09:45 AM
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Default Miscelaneous stuff:

Wizardry:

wizards my now take a speacialization point named "scribe scroll", this lets them make a scroll. the scroll needs has a specific "concept" (ie fire) and a charge (determined by the scribing roll, say 6 will points) at any time, the wizard can read the scroll, and have 6 will points worth of fire spell, at no cost (someone already paid it when they made the scroll) granted they take time to read, and are used up.

wizards and people with Spellcrafting are the only ones who can EASILY read scrolls, anyone else trying had better be lucky, or know something important.

Faith:

faith users may now bless weapons, it requires a simple faith roll and uses a divine favor. the weapon gets +5 to its skill, and deals extra damage to "foes" of your deity. A "foe" is someone who is DEFINITELY anti your deity, a bandit on the side of the road isn't a foe of AUR, but a twisted evil death priest of choas might be. it is considered a holy weapon (for use against vamps and such) the blessing lasts a couple of hours, and will not work if you could be considered a "foe" of that weapon.



Familiars:
there are a couple of MODs that i have devised that can get you a familiar. In order to take the mod, you need to have at least 10 points in that specific skill. Taking the mod does not get you a familiar, it gives you the ability to bind one if you find a suitable subject.

Familiars have a rank equal to yours-3, and they gain ranks (but not skill points) as you do. they do not recieve successes, nor do you get ones for things they do. You determine how the skill points are moved around. They also have access to which ever skill you are binding them with, at half your base skill plus their ability bonus.

rank skill points

0 20
1 40
2 80
3 100
(more to be added if nessecary)


the mods are:
summoning: bind outsider servant: you get a small servant from which ever plane, you just need to open a portal of size 5 (roll 105, not too hard) then its bound. it has an upkeep of (rank*3)+5 [its rank, not yours]. you are telepathically bound to it. upkeep cannot be transfered. it can cast summoning spells to summon balls of energy from their plane (treat like a sorcery skill, with similar cost)

attunement: Animal companion : you need to find an animal and have it agree to be your freind. it responds to verbal commands, and communicates in a language you understand. No telepathic communication, but no upkeep. It can only use animal sphere attunement points.

wizardry: bind familiar: you must find some creature and bind it. upkeep similar to that of summoning (rank*3+5), access to all wizardry points,

Enchantment: Charm creature: you must find a creature and enchant it. no upkeep, nor link, but it understands instructions, only able to communicate to you if you understand its language though.

faith: shoulder angel: a little divine creature thats serves your deity and you, sort of. It looks out for what it beleves to be your best interest, and only listens to you sometimes. if you bug your deity too much, it could always turn on you, but only if you've really asked for it...


Myssticism:

Mystic defence: when this point is taken, you may use 1 will to activate it for 5 rounds, it adds 10% of you toal mysticism skill to your dodge/defelction. it works only when unarmoured or VERY light armours. No roll is used (hence no success

Wands: (wizards or spellcraft) a wand give the wizard using it a specific energy/concept, ie a wand of fire would allow a wizard to cast a fire spell even if he didn't have a fire point in his wizardry skill. The wizard must still provide the will cost, but does not need a material component for the fire aspect of the spell (if there are other aspects, he may need to still provide some materials)

rods: a rod carries a specific spell, and a specific charge, useage varies with power, a simple rod of fire 1Xday could just be activated by anyone, a rod of epic demon summoning would requires a fairly high wiz/sorc/summon check. rod can either regenerate charge, required to be charge, or simply disintegrate when used.

SKILLS

Jack of All trade (presence)
this is not just one skill, but the ability to gain a tiny piece of almost any skill. each speacialization point you gain, you may take a speacialization point of another skill instead, with some restirctions.

RESTRICTIONS:
no knowledge skills
no armour
no powers skill, except wizardry and alchemy
NO SKILL YOU ALREADY HAVE (if you have the stealth skill you cannot gain point under JOAT of Stealthickpocket, you'd have to stick it under the stealth skill. If you had the stealth;pickpocket skill under JOAT you could later gain take the stealth skill, but you would gain no benefits)

Example

Bard joe has a presence 0f 4, he puts 40 points into his JOAT skill, so he gets 4 speacialization points

Jack of all trades (pre) 40 (60)
-swords;longsword
-wizardry:fire
-stealth;pickpocket
-diplomacy; gather information

when using a long sword he would use the 60 he gets from the skill, but with any other sword, he would only add 5*spd or 5*str. with wizardry he could cast a small fire ball, but nothing else, though he can use wands, scrolls, etc as though he were one. he could also take the wizards staff and wizards familiar mods, since his is, partially, a wizard. but note, he gets no bonus to his will reserve from this skill, since it is not will based, so his will bank will be pretty small.

Berserker (end) 40 (50)
*toughness (deflection bonus when not wearin medium or heavy armour equal to one tenth your toatal skill)
*frenzy (+1 ws, +5 attack)
*wrath (+1 power style, -1 speed (or maybe -5 dodge, it would stack better with frenzy that way)
*fury (whatever..)

toughness would always be active but wouldn't count towards his toatl, he could have any of the other two active at a time

i was also thinking you could have a point calle BattleCry:stun or battlecry:intimidate or battlecry:encourage ally, that would have some effect, although you could only use them so often or else you thrat would get sore...
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Old 04-15-2004, 08:40 AM
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Larrin Larrin is offline
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New enchanting and Summoning rules

Scores for enchanting
Type /Complexity / will cost (ritual only) / charge
1d6 dmg /15 / 10 /1
+1 dmg /5 / 2 /1/3
add will charge/ 1 per 1 / 1 per 1 /1/33
(or concept that relys upon charge)
+1 attribute /30/ 20 /1
+5 skill /20 / 15 /1
+1 WS /15 / 10 /1
+5 deflection /20/ 15 /1
activational property /=(2/3)cost/ as if cast by sorecer /1/(20 will)
natural combination /+5 per (rune/ritual)/ +2 per ritual /?
complex combination /+10 / +5 /?
really out there /+15 / +10 /?

Summoning Chart:
Summoning toatal /rank summoned /Cost
0-9 /0/ 5
10-19 /1/ 10
20-29 /2/ 20
30-44 /3/ 30
45-59 /4/ 40
60-74 /5/ 50
75-89 /6/ 60
90-104 /7/ 75
105-124 /8/ 90
125-149 /9/ 105
150-199 /10/ 120
200-399 /11/ 140
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