Creation Rules

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<B>Hero Rules</B>
<B>Hero Rules</B>
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=<B>Racial Packages</B>=
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===<B>General Rules</B>===
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Characteristic bonuses allow for the character to buy the Atribute over 20 for no change in cost. Characteristic Negatives mean that the character pays 2x the cost at lower levels.
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Any power that a Race may poccess costs 1/2normal cost. 
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===<B>Dwarf</B>===
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*Characteristic
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**+3 Con
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**-2" Running
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*Abilities
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**Bump of Direction-only under ground
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**Infared Vision
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===<B>Elf</B>===
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*Characteristic
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**-2 Str
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**+3 Dex
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*Abilities
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**+2 per
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**Night Vision
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**Divination (some sort of direction sence, Devining Water, ect ect)
=<B>Characteristics</B>=
=<B>Characteristics</B>=
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===<B>Sorcery and Hedge Magic</B>===
===<B>Sorcery and Hedge Magic</B>===
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Wizards magic run off of an end reserve, each school has a different Knowledge Skill(KS) must have a Professional Skill (PS) sorceror. All wizards must have a 5pt talent called “The Gift”. Spells will divide real cost by 5. Most spells involve some combination of gestures/foci/verbal components. Different fields of magic will have different effects on magic, some will increase end, some will increase end cost. Some will make certain spells easier or harder to cast and there may even be magic dead lands.
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Wizards magic run off of an end reserve, each school has a different Knowledge Skill(KS) must have a Professional Skill (PS) sorceror. All wizards must have a 5pt talent called “Magesight”. Spells will divide real cost by 5. Most spells involve some combination of gestures/foci/verbal components. Different fields of magic will have different effects on magic, some will increase end, some will increase end cost. Some will make certain spells easier or harder to cast and there may even be magic dead lands. Spells will operate off of End reserves, if that runs out on a Caster than the caster may use their personal end at twice the normal cost.
===<B>Rune Casting</B>===
===<B>Rune Casting</B>===
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===<B>Priests</B>===
===<B>Priests</B>===
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Gifts are usually bought as powers that are used by uttering a prayer. They will most often have charges so as to only be used so many times a day. The cost of the power is divided by 3. They usually far fewer options then wizards but are often inordinately powerful. Some truly devout followers may even earn favors from their patrons. 1-10 pt favors. These are often the most powerful abilities they have access to. Coroths resurrection was partially a result of the debt Nora owed his wife, a Sister of Nor.
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Gifts are usually bought as powers that are used by uttering a prayer (incantations) and must check his faith (Ego Roll). They will most often have charges so as to only be used so many times a day. The cost of the power is divided by 3. They usually far fewer options then wizards but are often inordinately powerful. Some truly devout followers may even earn favors from their patrons. 1-10 pt favors. These are often the most powerful abilities they have access to. Coroths resurrection was partially a result of the debt Nora owed his wife, a Sister of Nor.
===<B>Druids</B>===
===<B>Druids</B>===
Druids system is still in development, expect them to be a middle ground between wizards and priests.
Druids system is still in development, expect them to be a middle ground between wizards and priests.

Current revision as of 22:26, 27 August 2006

Hero Rules

Contents

Racial Packages

General Rules

Characteristic bonuses allow for the character to buy the Atribute over 20 for no change in cost. Characteristic Negatives mean that the character pays 2x the cost at lower levels.

Any power that a Race may poccess costs 1/2normal cost.

Dwarf

  • Characteristic
    • +3 Con
    • -2" Running
  • Abilities
    • Bump of Direction-only under ground
    • Infared Vision

Elf

  • Characteristic
    • -2 Str
    • +3 Dex
  • Abilities
    • +2 per
    • Night Vision
    • Divination (some sort of direction sence, Devining Water, ect ect)

Characteristics

We will be using the speed chart.

Magic

Sorcery and Hedge Magic

Wizards magic run off of an end reserve, each school has a different Knowledge Skill(KS) must have a Professional Skill (PS) sorceror. All wizards must have a 5pt talent called “Magesight”. Spells will divide real cost by 5. Most spells involve some combination of gestures/foci/verbal components. Different fields of magic will have different effects on magic, some will increase end, some will increase end cost. Some will make certain spells easier or harder to cast and there may even be magic dead lands. Spells will operate off of End reserves, if that runs out on a Caster than the caster may use their personal end at twice the normal cost.

Rune Casting

Runes are represented as Knowledge skills (KS). Every word or phrase is it’s own KS. Scholar effects the cost. The Caster will have a Professional Skill (PS) of their preferred craft(s) and the Runecaster PS. A Runecaster must invest experience points to inscribe the Runes. This will based on the real cost of the power divided by 3 or 5, I haven’t decided yet. These can be the character’s own E.P.s or some rare substances can substitute as well examples:

  • Salamander fire gland: 4 eps
  • Stirge’s egg shell: 2 eps
  • Dragon’s blood: 7 eps/drop

Priests

Gifts are usually bought as powers that are used by uttering a prayer (incantations) and must check his faith (Ego Roll). They will most often have charges so as to only be used so many times a day. The cost of the power is divided by 3. They usually far fewer options then wizards but are often inordinately powerful. Some truly devout followers may even earn favors from their patrons. 1-10 pt favors. These are often the most powerful abilities they have access to. Coroths resurrection was partially a result of the debt Nora owed his wife, a Sister of Nor.

Druids

Druids system is still in development, expect them to be a middle ground between wizards and priests.

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