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Fantasy Adventure! Rules for WoD
Topic Started: Jun 26 2012, 06:12 PM (236 Views)
Machaeus
Three-Star General
[ *  *  *  *  *  *  *  *  *  * ]
Basic Rules Changes

Attributes: You do NOT have 5/4/3 in dots to spend. You have 12 that you may place anywhere, but you may not purchase a 5th dot during character creation.

Skills: You do NOT have 11/7/4 in dots to spend. You have 22 that you may place anywhere, but you may not purchase a 5th dot during character creation.

Skills: Certain skills are substituted for others as follows:

Academics> Folklore
Computers> Enigmas
Science> Alchemy
Drive> Ride
Firearms> Archery
Socialize> Ettiquette

The Alchemy Skill deals with the creation of magical items and concoctions of mundane use. Its most common use is to determine what an item does, often from observing it or sipping a potion. It can be used to create poisons from mundane plants, healing potions, or enchanted swords from normal ones. Almost always an extended action, dramatic failures may very well cause an alchemy lab to explode! Such a dramatic failure on discerning an item likely means you screwed up what it actually does, such as thinking a deadly poison to be an elixir of revival.

Suggested Modifiers:
Creating Item With No Lab-3
Identifying Item With No Lab-2
1-Dot Lab-1
2-Dot Lab+0
3-Dot Lab+2


The Enigmas Skill deals with the knowledge of monsters and magical beasts. It can be used to tell whether you are confronting a manticore, a griffon, or a pegasus. Most non-sages won't know the difference! Exceptional successes may tell you special information, such as the weakness of that specific clan of vampire, while a dramatic failure might make you think the vampire is actually a ghoul!

Suggested Modifiers:
Library on-Hand (Creature Described)+1
Illiterate-2


The Folklore Skill deals with the knowledge of non-monstrous creatures that are not animals; in other words, non-human humanoids. Kobolds, Dwarves, Elves, and more are all covered under this skill. Use Ettiquette for your own people or for cosmopolitan societies; for any other race, use Folklore. It also lets you know of legends that people have heard (or can hear).

Suggested Modifiers:
Spending a day getting to understand the local culture+2


Archery, Ride, and Ettiquette change little from their previous incarnations. Occult is now used to identify magical effects, such as spells being cast and active, especially with subtle effects. This includes spells cast on items that aren't permanently imbued (enchanted equipment, in other words).


Skill Specialties: Up to 3 in any one specialty, must have at least 1 dot in a skill to specialize.


Spellcasting:

Roll all 3 Resistance Attributes (Composure, Stamina, Resolve), -1 for every 2 dots of spells you've cast in the past day. A failure means you lose a Willpower point; a dramatic failure removes 2 Willpower points instead. You can spend a Willpower point to autocast as well. If you run to 1 or fewer Willpower points, you start taking lethal damage from failed spells instead.

Spellcasting is a Merit. You gain 1 spell per dot in the Merit automatically. Each spell must be of the same dot level that you purchased for the Spellcasting Merit. For example, if you have 3 Spellcasting dots, you have a 1-dot, 2-dot, and 3-dot spell to start with.

Work with the Storyteller to make spells. Count a spell as adding twice its dot rating to a single skill roll on a successful casting check, or making a special bonus per 1 dot sacrificed from the rating. For example, a spell that allows for quick healing could cost 1 dot, and work on Wits + Medicine, healing the target of successes in bashing wounds (or downgrading an equal number of lethal wounds, or even a mix of both). A firebolt spell could cost 1 dot, and work on Dexterity + Archery to deal its bashing damage. Likewise, the healing spell at 3 dots might grant a +4 dice bonus (or even heal lethal wounds without needing to downgrade them) while the firebolt spell at 3 dots would add +4 dice (or deal lethal damage).

Learning a new spell costs a number of experience points equal to its dot rating.



Races:

Not just humans anymore. The following are some race ideas.

Dwarves: May buy a 5th dot in Intelligence, Stamina, or Composure, -1 Size
Elves: May buy a 5th dot in Wits, Dexterity, or Presence, Striking Looks L1 (2-dot version), -3 Merit Dots
Halflings: May buy a 5th dot in Resolve, Dexterity, or Manipulation, -2 Size, +1 Defense
Kobolds: May buy a 5th dot in Wits, Dexterity, or Manipulation, -2 Size, +1 Defense

Work with your Storyteller.


New Merit:

Epic Hero (OOOOOO+)
Prerequisites: At least one Attribute maxed out, +1 experience per dot.
Effect: You increase all your Attribute and Skill maximums by one, to a maximum of 10 dots. Each level costs a number of dots equal to the current maximum plus one (so at 5 dots max, it costs 6 dots, or 18 experience. At 6 dots max, it costs 7 dots, or 21 experience).

Magical Equipment (O+)
Effect: You have a piece of magical equipment. This can fall into 5 categories: Least, Lesser, Moderate, Greater, and Major.

Least: These items are consumables that have a single charge, but require a roll of Intelligence + Alchemy to use. Commonly utilized as scrolls, though many possibilities are out there. Cost is equal to spell dots.

Lesser: These items are consumables that have a single charge, and require no roll to use. Potions and enchanted foods are common versions. Cost is equal to O + spell dots.

Moderate: These items have multiple charges and can be recharged by an appropriate Resolve + Alchemy roll, then making a Spellcasting roll or spending a Willpower point. A Willpower point counts as 3 charges added, while a successful Spellcasting roll adds the number of successes. Otherwise, this is treated as Least equipment. Examples include wands of power or staves. Cost is equal to OO + spell dots.

Greater: These items have permanent effects imbued into them. Examples are weapons, armor, items of clothing, or jewelry with magical effects. They automatically affect their bearer. Cost is equal to OOO + spell dots.

Major: These items are also known as artifacts. In addition to being Greater items, an artifact has double the normal Structure and triple the normal Durability. Cost is equal to OOOO + spell dots.

Note that anything can potentially be used, such as a stick that needs to be broken to use its spell (Lesser), a wand that increases Spellcasting rolls (Greater or Major), or a stick that burns to ash when its wielder says the right words (Least). The examples are merely guidelines.
Edited by Machaeus, Jun 27 2012, 07:11 PM.
Tentacle Grape Soda. I'm serious.
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Machaeus
Three-Star General
[ *  *  *  *  *  *  *  *  *  * ]
Posha, Female Kobold

Appearance: Brass scales, Ruby eyes, wears a forest-green robe with a black cloth belt, 2'10", 26 lbs.
Virtue: Fortitude; Vice: Pride; Concept: Dabbling Rogue

INT 3 STR 1 PRE 2
WIT 3 DEX 3 MAN 2
RES 3 STA 2 COM 3

Mental: Alchemy 2, Enigmas 2, Folklore 2, Investigation 1, Occult 1
Physical: Archery 3, Stealth 4, Survival 2, Weaponry 2
Social: Subterfuge 3

Merits: Quick Draw (melee) (1), Resources 2, Spellcasting 2, Status (Kobold tribes of the local country) 2
Spells:
Arrow of Thunder (+2 dice to Archery) (O)
Flame Strike (+2 dice to Weaponry with created weapon, create bashing fire weapon) (OO)

Equipment: Shortbow (Archery, L, +2), shortsword (Weaponry, L, +1)


Willpower: 6
Health: 5
Defense: 4
Tentacle Grape Soda. I'm serious.
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