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- Multiclassing/Proficiencies:
- There are no restrictions on multiclassing
- Every class gets access to ALL weapon/armor proficiencies. This does NOT apply to skills
- Additional attack from different sources stack (Subject to DM whim so don't worry about minmaxing class selection for this)
- Feats: There are no Feats. Each player instead gets Fate Points
- Fate Points:
- spend fate points to alter the outcome of personal events as follows
- reroll a failed ability check or saving throw once (the new result must be used)
- gain a +5 bonus to an ability check (must be declared before roll is made)
- assume an automatic natural 20 for initiative
- remove a status effect (prone, stunned, blinded, feared, etc) immediately
- reduce a source of damage by 1d10 (cannot reduce critical damage)
- Fatal damage may be reduced to nonfatal by permannetly reducing the # of fate points by 1
- Fate points are regained roughly once every session assuming a reasonable amount of time has passed.
- Combat:
- All units in melee combat are considered in Half Cover.
- Opportunity attacks may be triggered by any melee attack made within 5 feet (cannot make an attack with ranged weapons) (this does not apply to MOST enemies)
- Ranged weapons do NOT add Dex modifier to damage. Thrown melee weapons (spear, hatchet) DO.
- Health:
- Taking more than half your health from a single SOURCE of damage results in Massive Damage (roll on critical damage table)
- Players are not incapacitated at 0hp. Instead each time they reach -2*Con Mod health they must make a Death saving throw (dc 10).
- Players die after 3 failed Death saves.
- On a failed Death save players must roll on the critical damage table.
- Spellcasting:
- All Spells are cast At Will (no slots required)
- Class Abilities that use spell slots are NOT spells. refer to ability table
- Pick spell to cast. Determine if cast requires Fettered/Unfettered access to cast. Choose whether or not to Push your spell power.
- If Fettered: Add Proficiency bonus
- If Unfettered: No Bonus and automatically roll on psychic phenomena chart
- Roll d20 against DC Spell Level (ties lose). 13 is an automatic failure. 1 is an automatic critical failure
- On Success: Spell casts as intended
- On Fail: Roll on psychic phenomena chart.
- On Critical Fail: Roll perils of the warp
- Roll on psychic phenomena chart (d100 as 2x d10s)
- Push:
- Cast spell as a +1/2/3/4 level spell.
- Automatically roll on psychic phenomena chart, adding +5 per level gained to result.
- Fettered vs Unfettered:
- Sorceror/Wizard/Cleric/Paladin/Magicsubclass (and Bards I guess) Gain 4/3/3/4/2/2 fate points.
- Divide character level by 2 (round down). Look at the highest level spell available at this new level, this is your Unfettered level power.
- All other spell use unfettered power.
- Warlock--!!!!!! Spooky choice pick at ur own risk !!!!!!
- All Warlock spells are cast as if they were unfettered
- Corruption: Excessive use of warpcraft, environmental exposure, forbidden knowledge, and excessive warp exposure can cause corruption.
- Every 10 points make an improficient Wisdom save (10). Failure leads to a roll on malignancy table
- At 30 points characters begin to suffer mutation in addition to malignancy's of the mind-- make an additional improficient constitution save (10)
- Exhaustion:
- Some special abilities, excessive use of warpcraft, environmental hazards, such as starvation and the long-term effects of freezing or scorching temperatures, can lead to a special condition called exhaustion. Exhaustion is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effect’s description.
- Barbarians may ignore the effects of exhaustion while Raging, but must make a constitution saving throw or suffer an additional point at the end of Rage.
- Level Effect
- 1 Disadvantage on ability checks
- 2 Speed halved
- 3 Disadvantage on attack rolls and saving throws
- 4 Hit point maximum halved
- 5 Speed reduced to 0
- 6 Death
- AbilityLevel Cost
- 1 2
- 2 3
- 3 5
- 4 6
- 5 7
- 6 9
- 7 10
- 8 11
- 9 13
- Ability POINTS BY LEVEL
- ClassLevel AbilityPoints
- 1st 2 1st
- 2nd 2 lst
- 3rd 3 2nd
- 4th 4 2nd
- 5th 6 3rd
- 6th 8 3rd
- 7th 9 4th
- 8th 11 4th
- 9th 14 5th
- lOth 16 5th
- 11th 18 6th
- 12th 18 6th
- 13th 20 7th
- 14th 20 7th
- 15th 23 8th
- 16th 23 8th
- 17th 26 9th
- 18th 28 9th
- 19th 30 9th
- 20th 33 9th
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