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Post by mahrundl on Apr 16, 2007 9:11:01 GMT -5
Armor losses one point of effectiveness after 100 points of damage have been absorbed. Helpsgive the player a chance to worry about "needing new clothes." kopf, I've used a variation with a lot of success. I have some weapons do SPITE damage to armor instead of CON. These weapons are those used specifically for destroying an enemy's armor. ex: Warhammer or Greatsword. What about the flip-side? Can armour damage or even break the attacker's weapon (for at least some weapons)? If so, how would you implement it?
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kopf
3rd Level Troll
Posts: 211
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Post by kopf on Apr 17, 2007 14:53:13 GMT -5
Hiddey-Hide [Metabolic] special Sixth Level T&T Spell, 30 Int. & Dex. required to cast. Wz. Cost: 15/without cost for 7th level Dark/Gray Elf Warriors Range: Touch Duration: 1 Day Power Up?: No. Description: The caster's skin will change color to suit the background environment around him, or her.
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kopf
3rd Level Troll
Posts: 211
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Post by kopf on Apr 17, 2007 14:58:01 GMT -5
Special elf races for the Elf Kin:
The Forest Elf, the "classical elf" Str. X1, Con. X.2/3, Dex. X1, Spd. X 1 ½, Int. X 1 ½, Lk. X1 ½, Chr. X2, Wiz. X2, Ht. X1, Wt. X3/4 Special Abilities: sometimes Cold Tolerance.
The Dark Elf, or the "gray elf" Str. X1, Con. X.2/3, Dex. X1, Spd. X 2, Int. X 1 ½, Lk. X1 ½, Chr. X2, Wiz. X2, Ht. X1, Wt. X3/4 Special Abilities: natural Cat-Eyes. Rarely Hidey-Hide
The Ash Elf, also the "under elf" or the "ash gnome." Str. X1, Con. X.2/3, Dex. X1, Spd. X 2, Int. X 1 ½, Lk. X1 ½, Chr. X2, Wiz. X3, Ht. ½, Wt. 1/3 Special Abilities: natural Cat-Eyes. Mist Form when in extreme danger.
This "Mist Form" is only activated at times of grave danger for the Ash, as for the mechanics of it, I rule that it only occurs when the elf PC or NPC has failed a saving roll to avoid that danger. It costs 1 Wizardry point, and the character will still take 1 point damage for any sixes rolled on the damage roll by the GM or attacking party. For every time that the "mist form" is used in a lunar cycle, roughly 28 to 30 days, the ash elf will remain in the "mist form" for that many number of days. If the character is killed by the damage that caused him to assume the form, enough sixes on enough six-sided dice can do this of course, he is not dead but trapped forever in his mist form.
The High Elf, or the "shape-shifter" Str. X1, Con. X.2/3, Dex. X1, Spd. X 2, Int. X 1 ½, Lk. X1 ½, Chr. X2, Wiz. X3, Ht. X1, Wt. X3/4 Special Abilities: latent Imafrawg, limited to single form. The PC cannot control the transformation when excited until he, or she reaches 8th level.
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kopf
3rd Level Troll
Posts: 211
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Post by kopf on Apr 24, 2007 15:10:50 GMT -5
Healing and recuperation during the adventure sitting is possible. When a character rest for at least two hours, after eating and re-hydrating somewhat adequately. The character will gain back 1d3 points of Wiz. per additional hour. A full eight hours of recuperation will allow an injured PC to make a SR one level above his current level on Con. to heal 1 point.
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kopf
3rd Level Troll
Posts: 211
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Post by kopf on Apr 26, 2007 12:20:01 GMT -5
Healing outside of adventuring varies from character to character. All get the standard one Con point per day recovery, but if a PC makes a SR 1 level above his Con, he receives 1d3 Con points.
This mechanic has been used to motivate my players to do the "downtime adventures." Healing up, and then when feeling better, getting some "R&R" in to reward themselves for their hard work over the weeks, sometimes months before. Really breaks up the pace and gets the players looking forward to the adventure or campaign with the same characters.
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kopf
3rd Level Troll
Posts: 211
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Post by kopf on Apr 26, 2007 12:35:53 GMT -5
Rock Magus, Specialty Type- Ch. 14, Wz. 10. starting requirements. Type Talents : Earth Song- (In.-based) Spelunking, geology, and structural engineer skills. Earth Lore- (In.-based) Successful usage allows earth and stone oriented spells to be learned after accomplishing. Spells can only be utilized as the user's Intelligence, (In.) and Dexterity (Dx.) allows.
First-Level Spells (In. & Dx. 10): Call Fire, Call Water, Dem Bones Gonna Rise, Detect Magic, Knock Knock, Lock Tight, Vorpal Blade, and Will-O-Wisp.
Second-Level Spells (In. & Dx. 12): Cat Eyes, Dura-Spell Battery, Find Object, Glue You, Hidey Hole, Unerring Blade, and Whammy.
Third-Level Spells (In. & Dx. 15): Blasting Power, Dis-Spell, Find Person, Fire at Will, For What It's Worth, Hard Stuff, Rock-a-Bye, Shield Me, and Slush Yuck.
Fourth-Level Spells (In. & Dx. 19): Smog and Too-Bad Toxin,
Fifth-Level Spells (In. & Dx. 24): Breaker Breaker, Dear Lord, and Resist Magic.
Sixth-Level Spells (In. & Dx. 30): Porta-Vision.
Seventh-Level Spells (In. & Dx. 37): Zappathingum.
Eigth-Level Spells (In. & Dx. 45): Zapparmor.
Ninth-Level Spells (In. & Dx. 54): Medusa, and Pygmalion.
Tenth-Level Spells (In. & Dx. 64): Hellbomb Burst.
Eleventh-Level Spells (In. & Dx. 75): Bigger is Better and Ghostly Going.
Twelfth-Level Spells (In. & Dx. 87): Banishing, and Omniflex.
Rock Magi do not wield metal weapons or armor. Their mentor spirits forbid it. While they can use regular mining tools, their weapons must be made of stone, this translates as a -1d6 for any weapon that they use as its pointy end is made of stone and not more durable substances. Their armor cannot be more than metal and stone shards on hardened leather, Cuirboille in rules book terms.
Now as you might have noticed that Earth spirits forbid their chosen adepts from using metals, but have a lot of say in this or that metal-affecting and even spirit-based spell. I can only explain it this way, the Earth-Spirits work in mysterious ways. Or better stated, the Rock Magus is basically a specialized shaman in the overall scheme of things. Shamans aren't noted for their cutting edge weaponry– what is lacking in number potential in combat can be made up for in strategies of role-playing. Yes, being a Rock Magus as opposed to Wizard, comes with limitations. But the overall limitations are meant to make the Specialty add new angles to play. Rock Magi will often in their later careers will often cultivate relationships with the Wizards' Guild to fill in their gaps in spell-casting. This is as they are able to get into the larger world and get more acclimated to the larger world(s) around them.
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kopf
3rd Level Troll
Posts: 211
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Post by kopf on Apr 26, 2007 12:47:34 GMT -5
kopf, I've used a variation with a lot of success. I have some weapons do SPITE damage to armor instead of CON. These weapons are those used specifically for destroying an enemy's armor. ex: Warhammer or Greatsword. What about the flip-side? Can armour damage or even break the attacker's weapon (for at least some weapons)? If so, how would you implement it? apologies Mahrundl, took me a while before I realized that you weren't just speaking directly to Khaydhaik. As for myself, I would only be concerned with weapons breaking on armor when I want to portray a serious power difference in the combatants, through technologies or sorceries. The only situation that comes to mind right now, would be: PC's using stone weapons versus metal armor, would 1/4th of their damage and suffer d3 versus the weapon's Wgt(its overall structure). . You've given me some thoughts on mystical metal-working that might highlight an up-coming adventure, or series of them, for my players.
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kopf
3rd Level Troll
Posts: 211
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Post by kopf on May 3, 2007 8:36:28 GMT -5
A character may become a Wizard at any time, if he, or she finds, the appropriate means and is officially accepted by a Guild outlet. The benefits of the character's previous Type are forfeit, and the weapon limitations now apply. The PC may keep any Talents, except the Roguery Talent, from their past life. Whatever level they start out at, because of their stats, they only begin with the 1st Level spells.
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kopf
3rd Level Troll
Posts: 211
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Post by kopf on May 7, 2007 8:56:58 GMT -5
Fighting underwater is not the easiest thing. Hand-to-hand basically means wrestling and grappling. Waving a weapon around is even harder. To experience the difficulties of this grab a big stick and dive into a deep pool and try to swat at something. More effective damaging weapons besides fists and knees are sharp edges that can be kept very close to the body, like a good set of teeth or a heavier, but not too heavy dagger. As for projectile weapons, spring driven devices work rather well, from say a very expensive crossbow pistol to the more widely seen harpoon-gun, versus string recoiled bows and arrows– the arrows just sort of immediately go sideways from where they are pointed and sink. To translate these factors into role-playing, The sequence of combat is the same, magic casting, projectiles, and then Hand-to-Hand, HtH from here on. In the HtH segment, a character with any weapon must make a saving throw based on Sp., the number of the hit dice is the level of the SR. If the roll is failed, then the PC may only add his, or her, personal adds into any combat round. On wearing armor, to swim in any sort of clothing besides the most sleek fits is a rather difficult task. Let's just say that for each point of armor worn, the PCs must make a SR on St. to swim up or laterally. This of course doesn't count for natural armor.
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Post by Mhegrrrim Skulltosser on May 27, 2007 11:33:48 GMT -5
kopf, I've used a variation with a lot of success. I have some weapons do SPITE damage to armor instead of CON. These weapons are those used specifically for destroying an enemy's armor. ex: Warhammer or Greatsword. What about the flip-side? Can armour damage or even break the attacker's weapon (for at least some weapons)? If so, how would you implement it? I do not make a distinction between People, Armor, or Weapon SPITE. I just ask that it makes sense how a PC wants to implement SPITE. Usually a PC declares, "I want to wear out the enemy's armor." or "I do not want to kill him, just wear him out. Can I use my SPITE damage to reduce his Strength?" Technically, the PC could target weapons. I've even played with the TOSS House Rule - "Trigger Or Store Sixes". Where a mighty warrior does a GREAT BLOW by storing 5 Sixes from a single combat. The GREAT BLOW does ×2 weapon damage for one round. Although, I have not found very many battles lasting long enough for a GREAT BLOW. When I use TOSS, SPITE is just a -1 CON trigger.
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kopf
3rd Level Troll
Posts: 211
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Post by kopf on Aug 2, 2007 5:42:03 GMT -5
Thanks for moving the topic Vinn.
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Post by mahrundl on Aug 3, 2007 0:25:47 GMT -5
Thanks for that reply, Kopf. Interesting stuff.
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kopf
3rd Level Troll
Posts: 211
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Post by kopf on Jul 25, 2008 9:27:46 GMT -5
Third-Level Spell (In. And Dx. 15) Wild and Crazy Guy [Metabolic] Wiz Cost:15 Range: Touch Duration:1d3 days per level of caster Power Up: No Description: The caster may increase a character's attribute, except Luck or Wizardry, randomly. The GM determines which attribute by rolling a d6. 1= Str., 2= Con., 3= Dex., 4= Int., 5=Chr., 6=Spd. . The changed attribute is increased by 2d6, remember DARO.
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kopf
3rd Level Troll
Posts: 211
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Post by kopf on Jul 25, 2008 9:41:58 GMT -5
In clarifying a part of the Kremm Resistance rules, in particular the bit about, "...how beneficial spells can be cast on..beings of magical aptitude... other beings of higher power though, you have to find a way to temporarily reduce or suppress the higher kremm..."
Instead of using amulets, potions, and whatnot, I ruled that any individual can "suppress kremm" through a process similar to meditation, often used to control pulses and mild bounding blood pressure. The less the distraction the easier it is to suppress the Wiz's potency to allow a spell to be cast.
Fora character with higher Wiz to accept a spell from a lower Wiz-wielding character (NPC or PC), a SR on Int. must be successfully rolled. Under no or minimal duress, this is a simple 1st level throw. As the amount of duress, such as hit point loss (pain), or distraction, the level of the Roll increases, as determined by the GM.
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kopf
3rd Level Troll
Posts: 211
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Post by kopf on Jul 25, 2008 9:56:55 GMT -5
On keeping with the free-handed and fancy-free atmosphere of magic in T&T, any Wizard may slightly alter any listed spell with a Level Plus One SR versus Luck.
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