Sunday, August 2, 2015

Vampyre (AGE system)

Here is my take on a playable vampire race. I see no need to balance it against the normal starting races, since I dont feel doing so would be a very good representation. Although I dont feel its too unbalanced.

* Add 1 to your starting strength or dexterity.

* pick one: Constitution (stamina), perception (hearing), perception (seeing), or perception (smelling).

* Dark sight up to 20'.

* your speed is 14+dex.

* vampyres add 1 to both Defense and armor.

* vampyres have talons that do 1d6 damage. Damage governing attribute can be str or dex your choice.

* -2 to rolls for concentration while in direct sunlight.

* all fire based attacks add +1d6 against you.

* all radiant or holy powered magics are +4 spell power against you.

* vampyres do not heal or regain magic points as normal. They must feed. Feeding is a grapple attack that can only be attempted when a suitable target is below 1/2 hit points. A success attack drains 1d6+willpower hp and mp.

* If vampyres go 48 hours without feeding they take -2 to all stats until they have fed.

* Roll twice:
2: +1 constitution
3-4: communication (deception).
5: dexterity (stealth)
6: strength (intimidation).
7-8: +1 strength
9: willpower (courage).
10-11: communion (persuasion).
12: +1 willpower

Zen archery (AGE system)

Talent: Zen archery

Any class (favored by mages)
Req: willpower 2+, willpower (self discipline).

Novice: intuition guides your arrows, willpower is now your governing attribute for rolling to hit with a bow. Perception adds to damage as normal.

Journeyman: after spending one turn in standing meditation your next attack ignores all cover modifiers short of total cover.

Master: Any time you use the stunt Pierce armor ignore armor instead of halfing it.

Friday, July 31, 2015

Hand of fate, specialization (Age system)

I've seen a few posts about being able to "save" or "hold" stunt ponts for later. It got me thinking. This was one idea that popped into my head.

Hand of fate/Chosen one

Novice: reroll any one failed spell save. You must keep the second roll.

Journeyman: Gain the hand of fate stunt.

Master: The hand of fate stunt now cost 4 rather than 5.

Stunt: Hand of fate
5 : gain a hero token, heroes can only have one hero token and can't stock pile them.

Any time a hero can spend his hero token to make a reroll, the hero must keep the second roll.

During the heroes turn the hero token can be exchanged for 4 stunt points. These points cannot be combined with other points gained and replace any stunt points rolled for this turn.