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Character Creation and House Rules

Started by VySaika, September 05, 2010, 10:00:12 PM

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VySaika

With only one player, chargen isn't exactly worthy of it's own post, but it's a convenient place to stick houserules as well, so. There won't be a whole lot going in here to start, but as we talk things out I'll add them in here to keep it somewhat organized.

Stats: Roll 5d6, keep the best 3. Best of two sets. Basically Dune's normal rule here.

Starting at 2nd level gestalt. No EXP in this game, levels will be handled by ker-PLOT.

Skills: Yay more stealing from Dune. All classes get 2 more skillpoints per level then listed.

Classes: Classes allowed vary by Region, but we've already been over most of that.

Equipment: Yeah we'll hash this out in chat due to this setting having magic and tech.
All About Monks
<Marisa> They're OP as fuck
<Marisa> They definitely don't blow in 3.5
<Marisa> after a certain level they basically just attack repeatedly until it dies
<Marisa> they're immune to a bunch of high level effects
<Marisa> just by being monks

VySaika

#1
Houserule Section

Knoweldge Skills - Normal Know skills from DnD don't really work in this setting, so here's a list of the ones we'll be using:
Know(Arcana). Covers the usual stuff, as well as just about anything created or summoned by magic. So possibly a bit stronger then usual.
Know(Religions). Covers the religions and folklore of Regions you're familiar with. Naturally it won't help in a new Region until you've spent some time there poking around, but ranks may help you get at that kind of information easier.
Know(Local). Okay, here's the big one. Replace (Local) with the name of any given Region, so Know(Venture) or Know(Rashal). This Knowledge skill is available to any class. You just have to spend some time there to pick it up. This helps with what's what, where's where and who's who in the Region in question. Has the most depth but least bredth of any Know skill.
Know(Nature). Like relgion, won't help you with natural phenominon that just don't exist in regions you're familiar with, but can help get familiar with new locals faster.
Know(Technology). An oversimplfication of mechanical/engineering knowlegde but whatever. If all of magic can fit into one Know skill, so can all of tech. <_<

I like keeping the list short, so there you go. Planes, Dungeoneering and Nob/Roy can shove off, we don't need thier lot around here~

Proficiencies: I use the Weapon Group Proficiencies from the UA. Add Personal Firearms and Heavy Firearms as weapon groups(not that I expect you to take either).

Skill Combining: Condensing Hide and Move Silently into the single Stealth skill. Also Spot and Listen into the single Notice skill. Refund any skill points you've spent on those four skills, fix the skill list, then spend stuff on Stealth/Notice(and distribute the remaining points wherever if you have any left).
All About Monks
<Marisa> They're OP as fuck
<Marisa> They definitely don't blow in 3.5
<Marisa> after a certain level they basically just attack repeatedly until it dies
<Marisa> they're immune to a bunch of high level effects
<Marisa> just by being monks

VySaika

Changes to Various Classes

Adept: Arcane spellcaster, not Divine. Runs off Int, not Wis. Has Spell Known, it's basically the same number as their Spells Per Day, and yes they still get the same small shitty spell list to pick from. And they have to prepare from thier Spells known, sorta like Wizards. No need for spellbooks though. Yeah, this likely makes them worse overall, but I want to treat them more like hedgemages who actually learn thier craft(limited though it be) instead of chibi-preists.
All About Monks
<Marisa> They're OP as fuck
<Marisa> They definitely don't blow in 3.5
<Marisa> after a certain level they basically just attack repeatedly until it dies
<Marisa> they're immune to a bunch of high level effects
<Marisa> just by being monks

VySaika

Items and Equipment

Guns
Guns have various tech levels, but a general rule is that all of them work in Venture, most of them work in Bloom, some simpler ones work in Lorant and Orochas, and none work in Rashal.

AGUNI
This brand of firearms is the official weapon of choice for VERO officers and security personel. AGUNI focuses on making easy to use, maintain and repair small physical propulsion arms. They don't have a single energy based or "heavy" weapon in thier lineup. As well as the firearms themselves, AGUNI offers repair kits for each of thier models and tech manuals full of suggestions for how thier kits can be used to improvise repairs or adjustments to many other lowtech devices that might be found off-region.

AGUNI-SSP: Light projectile weapon. 1d10 damage(18-20x2) piercing damage. Range increment 40ft. Magazine holds 10 bullets at once. TL-5. Jams on a natural 1, Craft(Mechanical or Gunsmith) DC 15 to repair(DC 20 as a full round action to unjam).
The most basic model, the SSP has become fairly popular amoung the few in Lorant who can afford to have them imported, as well as Venturan civliians who go exploring in Lorant or Orochas(including many graduates of CRSP).

AGUNI-CP1: One handed projectile weapon. 2d6 damage(18-20/x2) piercing damage. Range increment 50ft. Magazine holds 8 bullets at once. TL-7. Jams on a natural 1, Craft(Mechanical or Gunsmithy) DC 18 to repair(DC 23 as a full round action to unjam).
A larger, heavier model then the SSP with more raw stopping power. The CP1 is the standard weapon of VERO officers. Currently Venture does not legally allow the sale of the CP1 or any more poweful models to non-Venturan natives, so there's a fair demand for this model on the black market in Lorant.
All About Monks
<Marisa> They're OP as fuck
<Marisa> They definitely don't blow in 3.5
<Marisa> after a certain level they basically just attack repeatedly until it dies
<Marisa> they're immune to a bunch of high level effects
<Marisa> just by being monks