04-26-2012, 01:07 AM (This post was last modified: 04-27-2012, 09:52 AM by LostStranger.)
These are notes for the perusal of those <House Blackstone><Black Harvest><House Whiteshore> members participating in this experiment, posted here for lack of a guild forum.
These entities were named in no conscious order and offered varying amounts of inspiration. I may or may not have tacked on Shadowrun for no reason but certainty's sake.
My amateur works are not licensed, I did not ask for permission, and there are probably plentiful amounts of oversights/imbalances.
[Every Man For Himself]: A human's maximum Intervention Points starts at seven instead of three, and they regain spent cards twice as effectively as everyone else. They also begin play with a number of additional skill points dependent on Spirit.
[Diplomacy]: +5 expertise bonus to Politics, Subterfuge, and Socialize rolls.
[The Human Spirit]: Spirit modifier is considered one point higher than it otherwise would be.
[Military Tradition]: +5 expertise bonus to attacks made with a sword; +1 expertise bonus to defending with a shield.
[Quickness]: +5 racial bonus to Dodge; may Dodge ranged attacks; +1 Speed; +1 Reflex.
[Elusiveness]: +5 racial bonus to Stealth rolls; may move at full speed while Stealthing without penalty.
[Grace of Elune]: Increased resistance to harmful Nature effects dependent on Reflex; Reflex, rather than Fortitude, contributes to inherent armor against ballistic and sorcerous damage.
[Immortality]: Elderly night elves receive the benefits of advanced age, but suffer no decline in physical attributes. Though it isl acknowledged that they are technically not immortal any longer, not enough time has passed for this to matter.
[Conductivity]: Increased resistance to harmful Arcane effects dependent on Reflex. Any electrical damage is halved.
[Invention]: Begin play with an extra level in Engineering.
[Escape Artist]: If the character is afflicted by a Snare, Root, or Grapple effect and fails their saving throw, they may roll once per turn to wriggle out of it at as a free action; +1 Reflex.
[Expansive Mind]: Intellect modifier is considered one point higher than it otherwise would be; additionally increase mana by intellect modifier.
[Deft Fingers]: +5 expertise bonus to attacks made with lightweight blades; +5 racial bonus to "hands-on" Larceny.
{Effect?}Strength, Stamina, and Spirit modifiers are doubled for the duration. Their maximum bonus this effect may bestow is based on the orc's Fortitude.
{Special?}A raging orc does not know pity or remorse or fear, ignores any pain, can not be stunned, and probably wouldn't even notice if he was dead until he's calmed down.
[Will of the Forsaken]: If the character is afflicted by a Charm, Fear, or Sleep effect, they may roll once per turn to overcome it as a free action; +1 expertise bonus to Will.
[Cannibalize]: If a fresh corpse is available, the undead may strip and consume it for rapid regeneration. This healing is based on Stamina.
[Flatline]: All the benefits, immunities, and vulnerabilities of being Undead.
[Damnation]: Increased resistance to harmful Shadow effects based on Will. The Forsaken is healed whenever a Shadow effect is completely resisted.[/size]
{Effect?}The troll receives a number of additional turns equal to their wound penalty, to a minimum of one. Their maximum bonus turns this effect is may bestow is based on their Stamina.
{Special?}If the troll is benefiting from any effect which suppresses wound penalties (but not enrage effects), this ability disregards the reduction for its purposes.
[Absorption]: Increased resistance to harmful magical effects based on Reflex; the blood elf receives a payload of mana whenever they completely resist a spell.
{Effect?}All spellcasters in the immediate vicinity of the blood elf are silenced for their next turn and robbed of mana in an amount relevant to their assailant's Intellect.
d5 {Special?}The blood elf receives a measure of mana dependent on their Intellect. How many (if any) are harmed by the spell has no bearing on this bounty.
{Step Two}
Select a class.
Contact your storyteller to learn the full extent of your class features.
{Step Three}
Arrange your attributes.
A cursory explanation of this process may be found here.
Traits: (Not sure how this works, so I just chose what applied)
Wealth **
Reputation **** (Magistry)
Polygot *** (Draconic) [This being something I don't have much choice about... just going to assume it's free. Not like it'll likely be used in any event)
Striking Looks ** (Shouldn't this just apply to all Blood Elves? :P)
-Do we only get the Fort/Reflex/Will that our points tell us? So only a +2 and a +3? Or do we get more via our stats?
-How many traits do we get?
-What the crud's 'Destiny'?
Quote:[8:53AM] Cassius: Xigo is the best guy ever. he doesn't afraid of anything.
"Destiny (Des)
Plot armor. Divine providence. Deus ex machina.
The kindness of the unseen powers that be, and the reason villains leave heroes in some elaborate trap with means to escape within chin's reach (as opposed to simply shooting them).
Those with a low Destiny score are a delicious outlet for the storyteller's more sadistic passions; all the worse, their players have comparably limited means to counter a streak of unfortunate rolls."
Need an objective and constructive criticism of art, literature, music, or RP concepts? Send me a PM. Highest consideration will be given.
[Every Man For Himself]: A human's maximum Intervention Points starts at seven instead of three, and they regain spent cards twice as effectively as everyone else. They also begin play with a number of additional skill points dependent on Spirit.
[Diplomacy]: +5 expertise bonus to Politics, Subterfuge, and Socialize rolls.
[The Human Spirit]: Spirit modifier is considered one point higher than it otherwise would be.
[Military Tradition]: +5 expertise bonus to attacks made with a sword; +1 expertise bonus to defending with a shield.
Traits:
Will of Mithril **
Meitative Mind *
Polygot **
Adamantine Fortitude **
Natural Immunity *