Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- GENERAL STUFF
- -Ammo is basically free. Only 'special' ammo needs to be tracked.
- -You have reasonable gear for your profession/background/circumstances/level.
- -You start the game knowing how to use one or two weapon types as suits your character.
- MENTAL CHARACTERISTICS
- -Perception is a Mental Characteristic. (book is unclear)
- -capped at 10 for full use for normals. 11 confers "primary" benefits, IE: not secondary skills. (just like physical)
- -capped at 11 for partial use for normals. 12-14 requires Inhumanity, 15+ requires Zen. (just like physical)
- -can use the additional point in a characteristic advantage to boost a mental characteristic to 13 at chargen. Still won't get the full benefits beyond 10 or the partial beyond 11 without inhumanity.
- PHYSICAL CHARACTERISTICS
- -Capped at 11 for partial use for normals. Same as Mental, 11 is not-secondary-skill benefits unless you have Inhumanity
- ADVANTAGES:
- -Gradual Magical Learning only costs 1 CP
- -Total Accumulation only costs 1 CP
- -Animal Affinity comes with an animal friend
- -Danger Sense prevents any penalties to defending from surprise
- -Process Compatible; 1 or 2; means you won't just up and die if Lucanor ever goes Deus Ex on your ass. If that happens, the 1-point version means you'll wind up with a 2-point disadvantage, GM's choice. The 2-pointer means you only get a 1-point disadvantage.
- -Process Compatible (Processed); 2; you dun got processed by Lucanor. I have no idea what this will do, I'll probably randomly give you a bunch of powers. Also you count as having Solomon Blood. Gratz.
- DISADVANTAGES:
- -Light Intolerance; +1; your character finds bright light difficult to stand. They'll need to constantly wear sunglasses or similar filters when outside during the day or during a full moon, or suffer blindness penalties.
- -Sickly can benefit you +2, if so you halve Disease Resist, PhR, and VR
- -Klutzy doesn't apply to attack/defence
- MAGIC
- -We're using the GM's Toolkit restrictions on magic level with the following modification:
- Every level after first adds 10 to the max amount of magic level you're allowed to have in any given path.
- PSYCHIC
- -Terror state prevents use of level 3 powers
- -Taking "Access to one Psychic Discipline" or "Free Access to any Psychic Disciplines" lets you unlock one discipline at no PP cost.
- -Ask Pilz before even touching the Psychic Disciplines in Arcana Exxet. Swear to god. (this doesn't mean 'no', it means some are very good and some are SHIT, and I'll fix 'em if you're interested)
- KI
- -Unification of Ki (Dominus Exxet alternate rules) is in effect
- -Ki Accumulation isn't halved for taking passive actions
- -Nemesis is available on request. I'll need backstory reasons why you've got it.
- -Weight Elimination can function as a bonus to stuff like acrobatics rolls for tightrope walking. If you have it and think it applies, remind me.
- - ID's Ki Ability "Hammerspace" is imported, with all its related rules:
- Hammerspace: Use Ki to store objects no larger than themselves
- 30 MK
- Can store up to POW/2 objects at once
- Each object costs (Object Presence)/10 Max Ki while stored
- The maximum ki is returned when the object is released, but does not fill.
- Storing or retrieving an object is an active action
- Requires Aura Extension
- Greater Hammerspace: Store more objects with Ki
- 10 MK
- Can store up to POW objects at once
- Requires Hammerspace
- Magnitude Hammerspace: Reduce the cost of stored objects
- 10 MK
- Each object costs (Object Presence)/20 Max Ki while stored
- The maximum ki is returned when the object is released, but does not fill.
- Requires Hammerspace
- CLASS/ARCHETYPE CHANGES - MARTIAL, DOMINE & NOVEL
- -Weaponmasters get half price on Ars Magnus, Impossible Weapons, Most Combat Modules (ask if unsure).
- -Martial Classes without the 'Prowler' Archetype get either 2 Free points in Martial Mastery or 2 Free points of Artifact.
- -Classes with the 'Prowler' Archetype get 2 points in Natural Learner for free and 1 point in either Martial Mastery or Artifact
- -Rangers gain one of Animal Affinity, Acute Senses, Night Vision, or Light Sleeper for free
- -Martial Classes (Those without Mystic or Psychic Archetypes) get an additional 10 mk a level that can only be spent on techniques.
- -Classes with the 'Domine' archetype get Use of Ki for freeski (or a 40 MK discount on use of Nemesis if I've said you can take that)
- -Technicians get an additional 20mk/level that can only be spent on techniques. BE RESPONSIBLE AND DO FUN THINGS OK? OK
- - Tao don't spend DP on first martial art
- CLASS/ARCHETYPE CHANGES - MYSTIC
- CLASS/ARCHETYPE CHANGES - MENTALIST
- - Pure mentalists gain 2 PP at evenly numbered levels
- - Hybrid Mentalists gain 1 PP at evenly numbered levels
- CLASS STUFF FOR MYSTIC, MENTALIST, SUMMONER, INVOKER, INCARNATION PEOPLE
- Pure Mystic
- -The Gift for free
- - Zeonic Regen 1 OR 1 point towards Familiar OR Unspoken Casting OR Improved Innate 2 OR Artifact 1 OR Aptitude for Magical Development OR Half-attuned
- Mystic/Psychic
- -The Gift for 1 CP
- - Psychic Point Recovery 1 OR Focus (1)
- OR
- -Unlimited Psychic Access for 1 CP
- -Zeonic Regen 1 OR Sheele Essence OR 1 point towards Familiar
- Pure Summoner
- -2 points zeonic regen for free OR 3 points Mass Summoner for free
- -Sheele Essence 1 OR 1 point towards familiar
- Hybrid Summoner/Invoker or Mystic/Martial or psychic/martial
- PICK 2:
- 1. Sheele Essence and 1 point towards familiar OR Zeon Regen 1 OR Improved innate magic 2 OR Gestureless Casting
- 2. Extreme Concentration OR Focus OR PP Recovery 1
- 3. Increased MK 2 OR Gestureless Casting OR Passive Concentration
- OTHER
- -RoF applies to each attack, not the whole turn, but one use of RoF to launch multiple thrown projectiles only counts as one attack for the purposes of calculating defensive penalties. Roll individually for each missile launched with the attack. (This can slow down the game a bit, but it prevents RoF becoming meaningless in the face of the Multiple Missiles maneuver or the Sagittarius Impossible Weapon existing)
- -No combo-ing RoF with the Multiple Missiles maneuver. What a headache that would be ;_;
- -The Artifact Advantage grants you 70 at-level artifact PP, or 120 at-level PP if it's level+ (so if the chart says you get a level 2+ artifact, you get 120 level 2 artifact PP
- -I'm CUTTING YOU OFF and placing some limits on the playing of nephilim/bloodlines/pure races in my games. It'll be on a game-to-game basis. Remember that Pure Races really aren't meant to be played in the default setting, and the 'specialness' of nephilim and bloodlines are a bit impaired when every single person is one or the other. Also I think I have a Kitsune race (nephilim and Pure) statted up somewhere...)
- GENERAL ADVICE
- -Pilz has custom maneuvers available for grappling stuff
- -Also for Psychic Disciplines
- -Also Martial Arts
- -If you can't figure out how to do something, Pilz will help you find a way to do it and if one doesn't exist he'll try to figure out a homebrew solution.
- PROPOSED/IN CONSIDERATION
- -Breakage/Fortitude is no longer a roll. instead, add 5 to your Breakage and announce it when you attack.
- -Kuon lets you make an offhand attack with a -30 with any projectiles you catch at level 2. At level 3, it's just a -15.
- -Pilz will no longer type in third person.
- Supernatural Shield Alterations? WIP
- -Magic shields work according to Core Exxet rules (if you don't block you git hit) BUT...
- -Magical Shields grant a "Supernatural AT Bonus" of +1 AT per 50 Zeon cost (not counting maintenance). This applies to all AT categories.
- -The shield boosting metamagic grants +1 "Supernatural AT Bonus" per sphere (thus a character with 2 spheres casting a 100 zeon shield gains 4 (total) bonus AT to all categories.)
- -Supernatural AT caps at +6 (potentially instead of capping, requires extra points to go up...but 6 is pretty high)
- -See Magic rules on magical Shields. The same for Ki shields, +1 at for every 2 ki spent in the shield. Caps at 6.
- -See magic rules on magical shields. The same for psychic shields, 1 AT at base cast difficulty, +1 for every level above. Caps at 6.
- OR
- -Magical shields work according to regular core rules (If you don't successfully block, the shield tanks the damage you would have been hit with)
- -Defenses using Supernatural Shields take penalties from Surprise, Fear, Terror, and AAP as normal
- -Supernatural Shields do not protect against damage taken from a grapple (but can still be used to defend against a grapple attempt)
Add Comment
Please, Sign In to add comment