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Lord Sephleon

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Everything posted by Lord Sephleon

  1. I'd love to, but my free time is abysmally inconsistent, unfortunately. I haven't done any gaming aside from two (out of three) sessions of a high level, 3+ year-long campaign that's almost finishing up this year. However, I can tell you that my nights off from work are Sundays and Mondays (I'm in Eastern Time Zone), so I'll definitely post somewhere on here should I be able to sneak in a few sessions of some Mythras Dark Souls and require some souls to feed the flames with. Please bear with me, though, since I haven't even played or run Mythras or any of the Mythras line yet. :)
  2. Mugen: I think that's the same TRPG that was mentioned earlier in the thread (Runeblogger). Again, if they ever decided to make an English-translated version of it (or if I actually learned how to read their language), my moneys would instantaneous leap out of my wallet and into their hands. 😁 Aonstream: Holy crapple! How did I miss this!? I didn't even make that comparison (CragSpider/Quelaag) on my own back when I first started reading older RQ stuff (less than a decade ago). Good stuff! Now I'm convinced the Souls universes belong in the d100 families. 😉 Perhaps I'll eventually get around to fully fleshing out the system and setting to be a full fan project. Might be a while, though, but it'd be nice to give something back to two IPs/communities I've come to cherish in one shot. That's really why I even share these things; I feel selfish enough having done what little work they've taken so far and then hoarding them without them ever seeing any true playtesting by others.
  3. Thanks for giving my little corner of this great forum a look, and I really appreciate the compliment! I didn't know that Miyazaki played tabletop games, much less was inspired by RQ. I mean, it doesn't surprise me considering how truly well-crafted the world(s) are in the Soulsborne series, but that's interesting and good to know. Man, if TDM (or any of the d100 systems here, really) could get that license.... man, I'd feel so happy, especially since they'd do a much better job than what my piddly notes can do. I already give most of the companies here my moneys; that'd just be more goods to pick up. :) There's still plenty more I kinda want to add to what I've already written up (including the option to play a Firekeeper – female characters only, obviously, but with rather unique Passions and abilities – like effectively functioning as a mobile bonfire for Bearers; Firekeepers would be quite mortal, however, and generally are targeted first by everything). Unfortunately, because I'm not actively running Mythras nor have any circles of friends interested in Mythras AND Dark Souls enough to play a few adventures, it's kind of on the backburner, and I go back and add to it as time permits. If you come up with your own stuff and/or have some great suggestions for what I've already written, I'd be more than happy to check it out. :)
  4. Oh, I actually forgot to include my (unfinished) Bloodborne-inspired campaign setting, the Crimson Twilight setting within the great city of Caerdenshire. I'll upload in the original post. It includes new factions (Houses/Guilds), Trick Weapons, and new "Heroic Level" rules that give each Culture and Profession new abilities/traits that make them stronger than is normal for standard Renaissance games, should the GM and the Players wish to use them. It's not quite LotFP, but it fits the theme and atmosphere quite well. Again, it's not complete, so those wishing to make the most of it may have to tie up the loose ends.
  5. Since I had already shared my Dark Souls files in Mythras, I figured I'd also included my Lamentations of the Flame Princess/Call of Cthulhu Renaissance file as well. It's something of an abandoned project since I can't get anyone to play Renaissance from among my friends – getting (some of) them to try the original BRP Classic Fantasy monograph was like pulling teeth, and now one of them refuses to upgrade to the Mythras version despite my insistence that the original BRP version was not, nor will be, completed. For the most part, the LotFP crossover can be run as is, with the social classes and professions having been rebalanced to have equivalent point totals (for the most part – Peasants still have 20 additional points, I think). It also includes a nearly-complete writeup of the factions from Clockwork & Chivalry (to aid in keeping with the setting). The Battle Alchemy and Witchcraft magic fit well with LotFP, but I also included Elven magic and Arcane Magic (the former being a sort of variant on Folk Magic from Mythras, and the latter being a catchall for both Call of Cthulhu-style magic AND Magic User magic from the source material). I'm also including my house rules, which includes a little overhaul to the Major Wound mechanic of the system that makes it so that higher skill levels are required to actually get in the deadlier hits. Might be interesting to some of you, and it fits well with the LotFP crossover stuff. I also have a Ravenloft thingy I started last year after the LotFP thing started, but... well... yeah. Anyway, hope this is of use to someone. Game on, everyone! Renaissance House Rules.doc Renaissance - LOFTP SIMPLE.doc Crimson Twilight Notes v0.1.doc
  6. It's part of the curse of the Dark Sign: you must surround yourself with death in order to improve yourself. It doesn't mean you have to do the killing either; you just have to be in relatively close proximity to death. Imagine playing a pacifist Soul Miracle user who goes around healing people, but if they are beyond his aid, then he can at least absorb their souls when they die. Slow-going in terms of personal improvement, sure, but still a viable concept, especially if the pacifist Bearer has friends who protect him while traveling (so he'd still be absorbing souls of those killed during the journey). Yes, I agree that the whole concept of souls feels "video gamey", but then again, I'm drawing from a video game to create this new setting and making it work as much as I can to be more of a roleplay-intensive game. Honestly, as much as I love the Soulsborne settings, I wanted to include the option to play a regular Uncursed character, but I had to come up with pros and cons for being one versus being a Bearer of the Dark Sign. Frankly, the fact that Uncursed can improve over time without the need for souls is their greatest advantage over the Bearers: they can learn and improve themselves over time (even if they isolate themselves) whereas Bearers can't. Depending on a GM's style, they can include "condensed" wayward souls that can be absorbed instead of just killing everything, which would then make exploration and investigation much more significant. As it is, just the interaction between characters in a mixed party of Uncursed and Bearers should be pretty ripe with roleplaying opportunities because more than anything, Bearers are no longer mortal, but they have to struggle to retain their hold on who they were; to lose hope is to lose what Humanity is left, and if a Bearer becomes Hollow, he or she can never be saved and will exist as a mindless zombie-like thing that never truly dies. Hell, thinking about it: that's another strong advantage that the Uncursed have over Bearers: they are allowed to lose hope, ambition, etc. without serious consequence (well, aside from the usual effects of such things). In terms of the AP thing: Action Economy will always be an issue in any group-based tabletop RPG. just remember that Souls bosses tend to be bigger than Bearers and hit hard. Really hard. All they need is one good hit to end it. It makes it much deadlier for the still-mortal Uncursed to try to battle them, but I can see different GMs doing different things with the basic setting I've put forth. For example, the fog wall prevents the Uncursed from entering a battle (or, for a nice Souls-like twist, the fog wall only exists for Bearers; since time is convoluted for Bearers, they actually fight "bosses" outside of time, or in a different reality). This would, of course, make things difficult as it would effectively split the party. Or maybe some boss battles are just extremely difficult because of sheer numbers (i.e. Tower Knight, the One Reborn, Looking Glass Knight, Spears of the Church, etc.) or the sheer quality and skill of the boss (Ornstein and Smough or Sister Freide and Father Ariandel). Worst case scenario: adopt the combat system from Cakebread and Walton's Renaissance Deluxe game (which I used for a Lamentations of the Flame Princess/Bloodborne-inspired setting last year, but never finished because life).. I haven't playtested it because I game so infrequently (due to life just being life) and my group is relatively opposed to trying new things unless I can really convince them (we play maybe four or five sessions a year because of scheduling conflicts, and I'm technically still running Curse of Strahd for them). I haven't even been able to run or play a regular game of Mythras or Classic Fantasy (the Mythras version) yet, so everything is based off of just reading the books over and over again. Unfortunately, it means that I'm constantly tweaking things as I obsessively analyze everything over time. Eventually it'll be "completed," but it's kind of a long process. I knew about that Japanese Dark Souls TRPG, but seeing as how I can't read Japanese, as much of a collector as I am, I won't be looking at it unless they released a translated version (and at that point, I will just throw moneys at them for everything related to it ). Thanks for the input! EDIT: Just for your reference, I actually dislike too much combat in TRPGs. I tend to play skill-heavy support characters who may or may not be very effective in combat. While I do love strategy and tactics, I play TRPGs for the chance to play a role, not to just have miniatures-style combat after combat. That said: the thing about the Souls games I love the most is the style of storytelling, the desolate places to explore, and the lore behind those places and the denizens – both current and past – within. A ruined keep can tell you so much about its history if you just pay attention to the details. I figured that by trying to retain what I love about the series in the setting rules I'm writing, I can maintain that atmosphere, but still allow the option for groups that prefer combat to just go at it.
  7. Damnit... I already own all of those books... ...and I'm probably still going to dive into this bundle anyway, just because I want to show my support for it (supporting the EFF is bonus points).
  8. Eh... not a Reddit user, and I'm already generally squeamish around social media and other such things (I lump Reddit in as "social media"). I'm sharing this here because the community here generally enjoys Mythras/BRP-style games (at the very least, and in most cases, I suspect), are more knowledgeable of the game, and are more likely to provide constructive feedback/support where needed, whereas on Reddit it is a much wider audience that, well, has a more "diverse spectrum" of people. To be honest, I would rather have it filled out more (preferably completed, but that may take a long time) before sharing it out there in the void of Reddit-space, especially since Mythras (and the entire BRP line in general, sans Call of Cthulhu) isn't exactly the most well-known tabletop system out there. If you think it could help those Reddit users looking for a tabletop Souls fix (and you probably have a Reddit account), or if you think it might lead them towards trying/playing Mythras (which I'm sure Pete and Lawrence would love – as would the rest of us), you can share the link if you'd like. Since the IP is already owned by someone, my work is simply a fan project I'm doing when time permits, and I prefer sharing what I have with others, it's not like I need any credit. I mean, it's appreciated, but not necessary. I'm the sort that prefers to be deep in the shadows cast by the spotlight, not in it. EDIT: Thanks for looking out, though.
  9. I was able to do a little update to the main Setting Rules, fixing some minor stuff (including a sentence I left incomplete for no reason , adding in Souls-like Parrying, and going into more detail about Souls. Anyway, hope this helps, for those of you who are interested in such a setting.
  10. Well, it's been years since I was a bit more active on these forums. Life kinda got in the way, and while I've been keeping up with gaming news and books (especially d100), I have barely been doing much gaming at all, getting my fix from Critical Role and the rare D&D 5E Curse of Strahd session I get to run for my longtime group once every 2.5 to 3 months. That being said: I'm going crazy with a need for some creative output (if you're reading this, Rod, don't worry: I'll have those adventures I mentioned months ago finished up for you at some point... I hope), and although I've been trying on-and-off for over a year to figure out a good way to insert the Dark Souls setting into Mythras, I think I may have finally landed on that beachhead with something tangible, even if I'm far from being done. I want to share what I have so far (well, the basics, anyway) with this wonderful community in the hopes that someone can maybe give it a quick lookover, possibly playtesting or even becoming inspired to add to it. Magic will take the longest to convert over, although admittedly the first progress I ever made was with Pyromancy many months ago (treating it as a sort of bastardized Sorcery/Mysticism hybrid Cult thing using skills and spells unique to it, though now that I am getting the basic setting rules down, that is most likely going to be modified). Please remember that it's still essentially an untested draft, and that I only just had the breakthrough for the setting rules a couple of days ago. Anyway, glad to be back, even if life decides to snatch me away again soon. Be safe, everyone, and game on! ----------------------------------------------------------------------------------------------------- Mythras Order of Pyromancy v0.1.doc MYTHRAS Dark Souls Setting Rulesv 0.2.doc Mythras Dark Souls Level Progression (1-100).xls
  11. That works then, especially with the Major Wounds in place. I'm pretty sure a couple of Major Wounds effects can cause unconsciousness, so... yeah.
  12. Also, I redesigned the Major Wounds tables so that the deadlier effects require higher skill levels to perform. If you want, I can share that with you, though it seems you're running the game RAW, which is fine. My group just doesn't like the randomness of the table, so I did the work to make it more skill-based.
  13. Well, taken verbatim, minus starting level would mean negative number equal to max hit points. But that effectively doubles hit points before any chance of death via hit point loss. Then again, the Major Wounds are nasty enough to one-shot someone, so... there's that. My house rules also include clarifications for such rulings as this in order to avoid debates during the session. I got in the habit of doing that with any new system I run since my group plays so rarely and that time is too valuable to spend arguing over rules.
  14. I would say make it so that reaching even –1 hit point requires a Resilience roll each round or something. Let me check my house rules and see what I ultimately decided...
  15. This looks quite awesome. I was in the works of making a homebrew world (focused around a particular large, central city named Caerdenshire - imagine Bloodborne's Yharnam ruled by a council of representatives of the prominent noble houses and without beasties running amok) that was a hodge-podge of Renaissance, Clockwork & Chivalry (with Clockwork science), and Legend ("Ancient" Rune magic, Divine Magic, and Blood Magic). Each noble house functions as its own Faction and provides unique benefits (one House has the only access to Divine Magic, another has access to Blood Magic, etc.), and there are also Organizations that help keep Caerdenshire running (two colleges, a city defense force, a healing society, an exploring society, a league of hunters, etc.), and players would be able to belong to both a House and an Organization if they wanted (though the Houses have stricter political conflicts going on). Unfortunately, life got in the way and I've had to put that project on hold for a bit. Reading about this is making me want to get back to writing for that campaign.
  16. Pg 56, under Hit Points, which is under the Damage section: Hit Points at minus starting level or below: Character must make a Resilience roll each round or die. (I'm actually now not sure if this means below 0 or a negative number equal to maximum hit points.) Character takes double starting Hit Points in one blow: Automatic death. Hope it helped answer your question. EDIT: This is from the Renaissance Deluxe core book, upon which Clockwork & Chivalry 2nd Edition is based from. You can get a free version of Renaissance from... er... online. The page number will probably differ, but it'll be there.
  17. I work in a newsroom pretty close to the Sports department (I face them when I'm working on my computer). Although I don't like sports in general (except for Fencing and – occasionally – Hockey), I laugh out loud every time I hear fantasy football chatter going on among my coworkers, which generally involves people of different departments coming over to talk in the Sports Department. Their conversations sound exactly like roleplayers discussing stats, numbers, and hypothetical circumstances, just in a different context. And yes, I am pretty much the resident roleplaying geek for the majority of the office, though some people here admitted to having played older editions of D&D way back in the 70s and 80s and then didn't go back. Not the only video gamer, though. Just though I'd share all that to help support Seneshcal's musings.
  18. I wasn't going to say anything about that part (silent forum lurker that I am), but no problem at all. You and Alephtar Games have provided such excellent products that I really wanted to help make sure we get this Revolution going, so I'm all in.
  19. Already pledged. I had the same problem with an error when I selected PayPal as my payment method, but I went ahead and did the credit card thing (even though I try to avoid that nowadays) and voila! One more bonefide pledge, at your service. Good luck on the rest of the project. I'll be looking forward to the finished product with evil laughter and a sinister gleam in my eyes– wait, I mean joyous laughter and a mischievous gleam in my eyes... ...eh, close enough.
  20. Yeah, I just picked the 2.0 books up early last week after stumbling on them. I've been wanting some really good sci-fi material, and Mercenary Breeds seems open-ended enough to work with. I probably won't be able to try it out anytime soon, unfortunately.
  21. Great compliment from the legendary Chaot himself! (<-- totally a huge fan of your BRP Ravenloft stories and ideas). Thanks! I've been off the BRP high for almost a year now since my Classic Fantasy game fell apart, so it's been much slower going lately. I'm still slapping together my d100 AD&D 2E book slowly but surely, but there are so many aspects of my rules set that I feel treads new ground (or at least follows little-seen paths), and since I don't really have the support of my group, I don't really have anyone to bounce my ideas off of. One thing about the FATE stat: it's purposely left somewhat adaptable, especially where Character Creation, Starting FATE per race and Heroic Vitality are concerned. I thought of making "simple" options of starting FATE at 10 and HV at FATE x3 across the board. Luck could also just be straight FATE x5, but seeing as how Luck is based on current FATE, I didn't want to leave characters without any FATE left to have a 0% Luck, because then "accidents" might happen to the character to protect the rest of the party from Mr. or Ms. Unlucky's "Party Luck checks." Also, I kinda don't like EDU as a stat. I mean, it's great for CoC and other such types of games where high skills help with investigation, but a Deep One might still bite your head off regardless of your 90% shotgun skill, and Sanity is easier to lose than a handful of pennies. Furthermore, it doesn't really have a place in historical or fantasy games (even says so in the BGB). It kinda makes it difficult to make semi-balanced characters when one might end up with a 9 EDU and another has a 20. Meh... I don't know. I'm probably part of a minority on that. (Cliff's Notes version: The players requested that I bring back a specific story arc they never got to finish, and that arc takes place on a homebrew world I made that is extremely reliant on AD&D 2nd Edition magic rules and such, and since they are still pretty locked into 3.5/Pathfinder, I needed an out from that clunky system - BRP Classic Fantasy was a start, but it wasn't enough. Despite my warnings at the start of the campaign that changes would be made as we played and got a better feel for things, the campaign broke down after about a year's worth of gameplay - about 10 or 11 sessions of 10+ hours each.) Sorry again about my exposition. I don't know how to write concisely. Anyway, hope the ideas are of use, and if anyone have any comments or suggestions, I'm open to them!
  22. I used to prefer things to be simple as well, but years (make that over a decade) of playing with people who much prefer D&D 3.5/D20 to the more modular BRP or even AD&D 2nd Ed (much to my chagrin) have made me think like a game developer (trying to find that balance of squish and crunch) instead of a roleplayer. In fact, my longtime group of 18+ years has kind of killed any love I had for level-based systems because of how absurd those systems can be (I enter Spycraft 1.0 vs D20 Modern as an off-the-beaten-path example; one could even look at Black Company D20, True 20, 3.5, and Pathfinder and see it). Also, replenishing Fate points at the end of a session is fine for a standard 4 - 6 hour session, but that same group I mentioned? We only meet once every month or two (due to scheduling difficulties), so we make a full day out of it (usually averaging out at about 10 hours). Doesn't quite work as well in that case, which is why I avoided that one in the first place. The end of an adventure is a bit easier to work with regardless of session length, and it REALLY makes them manage that resource. To be honest, this whole thing stemmed from my wanting to separate Luck and Fate Points from POW. I quickly came up with the idea of making Fate Points their own stat on a 0-20 scale, reducing all Fate Point costs essentially to 1 (from the BGB), and finally attaching Luck to it. The Heroic Vitality is more of an epiphany that stemmed from many years of D&D, actually. Ever heard of the Vitality/Wounds variant of HP in D&D 3.5? That's where it comes from, except instead of relying on some random roll per level for Vitality and CON for Wounds, I decided to make FATE the "buffer pool" and normal hit points actually represent physical health. Even though I gave the above examples for different HV amounts based on class, a GM could very easily just make it FATE x2 or x3 across the board. Of course, mooks and goons wouldn't have any HV, and Henchmen/evil lieutenants would have less than a Mastermind or Villain. One thing I didn't add in the above is the Skill Pushing rule, which I happily lifted from CoC 7th Ed. However, the big difference between theirs and mine is that I allow a pushed skill to default to another justified skill instead of the original failed skill (i.e. Pushing a failed Climb roll could lead to using Agility (catch a ledge while falling), Acrobatics (use momentum and tuck into a roll to prevent too much injury), Jump (aim for a specific ledge or safe area), or any other similar skill to try and save oneself from a long fall). A failure in the second roll generally leads to a Botch/Mishap, however, and a Botch/Mishap is just bad bad bad. Anyway, thanks for the response! Much appreciated, even if it's not your thing.
  23. Normally I skulk about and offer help and advice to others on here, but I'm curious about what other d100 gamers think of this houserule that I first came up with almost a year ago for my d100 AD&D PHB thing (heavily influenced by Rod's Classic Fantasy). Apologies in advance for the massive infodump I just threw out here, but I'd rather try to get everything out there now instead of leaving any ambiguity. Aside from the FATE writeup at the end, I wrote this up pretty much on-the-spot, working off of my notes. Hopefully my ramblings make sense. Please keep in mind that while this originated in my d100 AD&D thing, it's something that I figure could be useful in all d100 games, such as (a slightly pulpier) Call of Cthulhu, Legend, Runequest, Magic World, Renaissance, and others. Hope to hear from you guys on it. Thanks for your time! -Chris aka "Lord Sephleon" FATE is an additional Characteristic which, unlike other Characteristics, is never randomly rolled for. Instead, characters begin character creation with a standardized maximum FATE score; although the standard is usually 10, different races may have a higher or lower starting amount based on the campaign; for example, Elves begin with 7, Dwarves, Gnomes, and Halflings have 8, Half-Orcs, and Half-Elves have 9, and Humans have 10. This maximum FATE score may be further tweaked inversely with various other aspects of the character (only during creation) via the following methods*: 1 Max FATE = 1 Characteristic point 1 Max FATE = 2 Derived Attribute points (HP, FP, MP, Initiative) 1 Max FATE = 10 points in a single skill of choice. No skill may be altered more than once 1 Max FATE = 1 Trait/Perk/Flaw/Stunt (as per GM's decision or campaign style) 1 Max FATE = 100 gp/USD in additional gear 1 Max FATE = 50 gp/USD in cash on hand *NOTE: numbers may be altered as per GM if desired After the character is completed, the player then marks down Luck (multiplier dependent on campaign, but tied to FATE instead of POW) and, if used, Heroic Vitality (multiplier dependent on profession/class, though GM has final say). Luck is based on current FATE, not Maximum, so the more FATE you spend, the worse your luck gets. (To add to the above race example, Halflings have an innate +20 bonus to their Luck score, so a Halfling with 0 FATE still has a Luck of 20). In my d100 thing, Luck = 20 + [current FATE x4] Heroic Vitality is something like what Hit Points represents in high fantasy systems like D&D: a bit of skill, luck and endurance throughout a battle that turns what should be direct hits into near misses and lucky dodges. I've been considering that characters get a number of Heroic Vitality based on class; the "warrior" types get FATE x5, the "priest" types get FATE x4, the "rogue" types get FATE x3, and the "wizard" types get FATE x2. These act like a single, additional pool of extra hit points that function much the same way as normal hit points in most respects (such as AP reduction), but they do not factor at all into location hit points. When the character reaches 0 HV, future hits deal damage to HP. All HV recovers after a good night's sleep. Healing magic/skills always affect lost HP first, then HV. I copied/pasted the information I wrote up in my d100 thingy about FATE, FATE use, and FATE Recovery for convenience, below. FATE All characters begin with a default maximum of 10 FATE that can be spent throughout the game session for various reasons: rerolling, automatic successes, resisting damage, and even dealing maximum damage. Each use has a certain cost attributed to it, though note that any skills made successful through the use of FATE does NOT acquire an Experience Check as destiny guided you to your goal. Note that NOTE: Maximum FATE can be modified at character creation to be higher or lower, though it can never rise above 20. Rely on Luck for a single check = Gamble 1 FATE If you must make a skill check and the chances are likely that you will fail, you can choose to gamble 1 FATE to roll a Luck check. Critical: You succeed as per a Special Success, you may check the skill you replaced with Luck, and you keep the point of FATE. Special: You succeed as per a Normal Success and you may keep the point of FATE. Normal: You barely succeed as per a Normal Success, and you lose the point of FATE. Failure: You fail and lose the point of FATE. Botch: You either fail and lose 2 points of FATE, or you botch and lose 1 FATE. While not as good as making the skill itself, it ensures a better chance in some circumstances. You cannot acquire an Experience Check when using this method unless you roll a Critical Success. Reduce Damage from a single attack = 1 FATE per point of damage reduced You can reduce damage taken from a single attack by spending 1 FATE per point of damage that you wish to reduce. You do not have to negate the entire attack. Reroll a single percentile roll = 1 FATE You can reroll a single percentile roll by spending 1 FATE. You may keep either roll, and you do not acquire an Experience Check regardless of Success level. Shift a result up by one step = 2 FATE for first step, +1 for each step thereafter You can shift the results of a check you made by one step for the cost of 2 FATE. You can choose to spend additional FATE to continue shifting the results by an additional step per point of FATE spent (maximum of 6 FATE to shift a Botch to a Critical). Critical > Special > Normal > Failure > Botch You cannot acquire an Experience Check when using this method regardless of Success level. Inflict maximum damage with a single attack = 1 FATE per damage die (without Damage Modifier) You can inflict maximum damage with a single physical attack by spending FATE equal to the number of damage dice that the attack deals without adding Damage Modifier (which must still be rolled afterwards). 2d8 + 1d6 db = 2 FATE for 16 + 1d6 db Avoid a Mishap = 1 FATE In the unfortunate event that you roll a Fumble and risk a Mishap, you may choose to spend 1 FATE to negate it instead, making your check's result a failure instead. However, if combined with shifting the results by one step, you are still considered to have rolled a Fumble. This use is only to prevent a Mishap. FATE Recovery Spent FATE fully recovers to the character's maximum value (determined at character creation) at the end of an adventure. Additionally, you may be rewarded with a point of FATE for outstanding heroism in the face of danger, incredible roleplaying, an ingenious idea, going above and beyond in aiding the GM, or for contributing to the group's overall fun and enjoyment.
  24. Since I'm not going to finish that D100 AD&D PHB that was heavily inspired by Classic Fantasy anytime soon, I don't mind sharing my work with other fellow BRPers who might have some use for it. Here is the entire chapter on Alignment that I had written up. Everything I share is pretty much unfinished, but hey... well, I hope these help. CHAPTER FOUR: Alignment While adventuring, you will perform actions that may increase your ties to one (or more) of the three Alignments of Morality: Good, Neutral, and Evil. Good and Evil are opposed to each other, while Neutral can be considered either a selfish, passive (not affiliated with either Good or Evil), or “cosmic balance” point of view. Your actions determine your true allegiance, and the Alignment with the highest score is considered to be your chosen Alignment. Alignment Score In a lot of cases, you will compare your chosen Alignment against the next highest one to determine various factors such as special class abilities, magic item restrictions, or Alignment Benefits; this compared result is known as your Alignment Score. For example, Frederick the Bold has a Good Alignment of 10, a Neutral Alignment of 23, and an Evil Alignment of 7. Since his Neutral Alignment is his highest and 13 points higher than the next (Good of 10), his Neutral Alignment Score is 13. Alignment Benefits Regardless of your character's race and class, all characters are capable of acquiring Alignment Benefits. These are minor bonuses that are granted for increased devotion to a particular Alignment over the course of the character's career. Each Alignment has some common benefits as well as some exclusive ones. Each benefit may be chosen multiple times. You receive an Alignment Benefit when you have reached the following Alignment Scores: 20, 40, 60, 80, 100. Once a benefit has been earned for a specific Alignment Score, you must reach the next amount to achieve a new benefit even if you change Alignment. Any acquired benefits are permanent regardless of your alignment change, however. Sir Haddaway started his career as an upstanding champion of Good. After a few adventures, he managed to increase his Good Alignment to 25 points, had a few rather selfish actions (earning him 5 points in Neutral), but generally managed not to perform any Evil acts at all (keeping it at 0). Since he has a Good Alignment Score of 20, he gains a permanent Good benefit, choosing the bonus to resist Enchantment spells and effects. After a rather traumatic event involving an evil wizard and an orphanage, Sir Haddaway felt that his actions do not matter in the longterm. After a brief period of drunken depression, he goes out adventuring again. This time, however, he only performed Neutral actions, no longer going out of his way to be a champion of Good. Eventually, he gains 40 points in Neutral, putting him at 45 (and keeps his 25 Good and 0 Evil). Even though he now has reached a Neutral Alignment Score of 20, he doesn't gain a benefit since he already acquired one for Good. He must earn 20 more points in Neutral to gain the next benefit. Note: The common benefits (HP Max Increase, FP Max Increase, and FATE Max Increase) can be taken all five times if the player desires. All other benefits can only be taken a maximum of three times. Good HP Max +1 (Max of +5) FP Max +1 (Max of +5) FATE Max +1 (Max of +5; cannot raise above 20) CON +1 for Resistance purposes against Disease and Poison POW +1 for Resistance purposes against Enchantment spells and effects Healing Others (through First Aid and Cure Wounds spells) +1 Improve a single skill's Experience Bonus (Communication, Mental, or Perception only) by 2 Neutral HP Max +1 FP Max +1 FATE Max +1 Healing Rate +1 STR +1 for Encumbrance Purposes POW +1 for Passive Resistance purposes against spells and effects Improve a single skill's Experience Bonus (Manipulation, Mental, Perception, or Physical only) by 2 Evil HP Max +1 FP Max +1 FATE Max +1 Damage Modifier +1 vs Good foes Spell Damage +1 POW +1 for purposes of Active Resistance Rolls using spells offensively Improve a single skill's Experience Bonus (Communication, Manipulation, or Physical only) by 2
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