Crucible:Flickergame

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(Created page with 'It is just after the dawn of time. Enough of it has passed that six great mortal races have made their claims on the land they were brought into, erecting the shaky foundations o…')
(Character Sheets)
 
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It is just after the dawn of time. Enough of it has passed that six great mortal races have made their claims on the land they were brought into, erecting the shaky foundations of what may one day become great empires. Not enough time, however, has passed for the primordial beings that ruled the world before it coalesced into its present form to resign themselves to the land's new mortal masters. Thus, mortal civilizations walk along a perilous line, with the dangers of untamed wilds on one side, and the keen knives of their neighbours on the other.<br>
It is just after the dawn of time. Enough of it has passed that six great mortal races have made their claims on the land they were brought into, erecting the shaky foundations of what may one day become great empires. Not enough time, however, has passed for the primordial beings that ruled the world before it coalesced into its present form to resign themselves to the land's new mortal masters. Thus, mortal civilizations walk along a perilous line, with the dangers of untamed wilds on one side, and the keen knives of their neighbours on the other.<br>
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A special type of person has risen amid this conflict. Backed by no authority save that of their sword arm, small parties of adventurers fling themselves into the wilds in pursuit of profit and glory, estranged from the civilizations they inadvertently protect by months and sometimes years spent beyond the frontiers. It is no surprise that some of them gather far more power than any mortal should possess, and come to stand on equal footing with the primordials that threaten their people. These are the new gods, buoyed to divinity through a combination of personal power and the hopes of those they risk their lives to protect.
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A special type of person has risen amid this conflict. Backed by no authority save that of their sword arm, small parties of adventurers fling themselves into the wilds in pursuit of profit and glory, estranged from the civilizations they inadvertently protect by months and sometimes years spent beyond the frontiers. It is no surprise that some of them gather far more power than any mortal should possess, and come to stand on equal footing with the primordials that threaten their people. These are the new gods, buoyed to divinity through a combination of personal power and the hopes of those they risk their lives to protect.<br>
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More setting details will be up [[Crucible|here]].<br>
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[[Crucible:Game Log|Game Log]].
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=Schedule=
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Player Schedules: https://docs.google.com/spreadsheet/ccc?key=0Al3hMq3wsfLYdEF5ZFZma0lOQkVHWjJ1aXVYUG95YUE&usp=sharing
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Sundays at 1 PM EST with IRC because fucking Java 7 fuck
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=Character Sheets=
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* [http://www.dragoonwraith.com/dnd/sheet/Deathfist/ Lumeakan &ldquo;Deathfist&rdquo; Aeukagemuthea]
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* [https://dl.dropbox.com/u/66754969/Flickergame%20Dude.pdf Rar-grarbl]
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* [http://www.myth-weavers.com/sheetview.php?sheetid=488134 Selene Kieran]
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* [http://www.myth-weavers.com/sheetview.php?sheetid=520952 Aralynn]
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* [http://www.myth-weavers.com/sheetview.php?sheetid=487468 LaDielle]
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* [http://www.myth-weavers.com/sheetview.php?sheetid=522740 Dormin La'al]
=Rules and Suchlike=
=Rules and Suchlike=
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* System: D&D 3.5, Modified E6 (see below)
* System: D&D 3.5, Modified E6 (see below)
* Starting level: 6
* Starting level: 6
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* Variant Rules: Gestalt, no LA buyoff (but see Modified E6 below), no flaws (but see barely-feats below), traits allowed
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* Variant Rules: No gestalt, no LA buyoff (but see Modified E6 below), no flaws (but see barely-feats below), traits allowed, incantations
* WBL: Standard
* WBL: Standard
* Ability Score Generation: 32 Point Buy (but see Modified E6 below)
* Ability Score Generation: 32 Point Buy (but see Modified E6 below)
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* Different racial statistics as part of the [[Crucible|setting]].
==Modified E6==
==Modified E6==
6th level is the peak of mortal power in this setting. The PCs have already reached that peak (they are all reasonably influential and accomplished people - you don't get to the level cap by shovelling manure), and will continue to go beyond it. They begin as 6th level E6 characters, and gain feats as normal for E6. However, they will have opportunities to gain levels - for every divine rank the characters acquire, they also gain a level, though they do not gain feats for advancing by HD.
6th level is the peak of mortal power in this setting. The PCs have already reached that peak (they are all reasonably influential and accomplished people - you don't get to the level cap by shovelling manure), and will continue to go beyond it. They begin as 6th level E6 characters, and gain feats as normal for E6. However, they will have opportunities to gain levels - for every divine rank the characters acquire, they also gain a level, though they do not gain feats for advancing by HD.
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===Levels in E6===
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After you reach level 6, you stop levelling. For every 5000 XP past level 6, you get a feat.
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===LA in E6===
===LA in E6===
E6 does not have level adjustment. Rather, it adjusts your initial point buy based on your original LA. The reduction looks like this:
E6 does not have level adjustment. Rather, it adjusts your initial point buy based on your original LA. The reduction looks like this:
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* SDAs: You gain one SDA per divine rank (DR 0 is not a divine rank). You may only gain SDAs relevant to your portfolio (and remember, all the cool ones are already taken by greedy bastards you need to off first). I will be nerfing most SDAs to put them inline with the game's level, as well as reducing their prerequisites. No, you may not have Alter Reality.
* SDAs: You gain one SDA per divine rank (DR 0 is not a divine rank). You may only gain SDAs relevant to your portfolio (and remember, all the cool ones are already taken by greedy bastards you need to off first). I will be nerfing most SDAs to put them inline with the game's level, as well as reducing their prerequisites. No, you may not have Alter Reality.
* Domain Powers: You may use domain powers from domains that you grant, plus a total extra number of times per day equal to your divine rank.
* Domain Powers: You may use domain powers from domains that you grant, plus a total extra number of times per day equal to your divine rank.
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* Divine Realms: All planes are coterminous, so find a spot and start realming it (provided it's not already taken) if you're of divine rank 1 or higher. While you can still bar teleportation into the plane as normal, nothing is stopping people from just walking in unless you put up a fence or something.
* SLAs: Deities or higher may use one spell from their domain lists per spell level per day, and even then may only use the spells if their divine rank meets or exceeds the spell's level on that domain list.
* SLAs: Deities or higher may use one spell from their domain lists per spell level per day, and even then may only use the spells if their divine rank meets or exceeds the spell's level on that domain list.
* Immortality: No deities are immortal. A slain deity can lose a portfolio to the challenger even if he is returned to life.
* Immortality: No deities are immortal. A slain deity can lose a portfolio to the challenger even if he is returned to life.
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* Travel: Only intermediate deities or higher gain this benefit.
* Travel: Only intermediate deities or higher gain this benefit.
* Familiar: You may only designate a creature with HD equal to or less than your divine rank as your divine familiar.
* Familiar: You may only designate a creature with HD equal to or less than your divine rank as your divine familiar.
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===Divine Spellcasters===
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Paladins gain their spells from being righteous pricks, and do not have to worship a god. Rangers, Druids, and other nature-based spellcasters gain their power from the ebb and flow of energies between order and chaos, and do not have to worship a god. Clerics can still be clerics of a cause, but must receive domains from relevant mortal gods (they may receive domains from different deities if they work to further the causes of both, but this is a terrible plan for obvious reasons) or else try and truck with primordials and hope that they don't notice their powers being sapped.
==Allowed Sources==
==Allowed Sources==
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* Dragonlance
* Dragonlance
* Green Ronin books
* Green Ronin books
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* Kingdoms of whatever the hell it was called, Kamalur?
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* Kingdoms of Kalamar
* Monster Manual 2
* Monster Manual 2
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* In order to gain a benefit that requires a cost, you must pay that cost; if you mitigate all of the cost away, you're not paying the cost and the benefit does not happen. I'm looking at you, Hellfire Warlock and Body Fuel abusers.
* In order to gain a benefit that requires a cost, you must pay that cost; if you mitigate all of the cost away, you're not paying the cost and the benefit does not happen. I'm looking at you, Hellfire Warlock and Body Fuel abusers.
* Leadership of any kind may not be taken before the game begins. In game, Leadership may only be used to acquire existing NPCs that the PCs are familiar with as cohorts/thralls/wild companions/what have you. The same thing applies for animal companions, improved familiars and controlled undead - if you want something, seek it out in-game.
* Leadership of any kind may not be taken before the game begins. In game, Leadership may only be used to acquire existing NPCs that the PCs are familiar with as cohorts/thralls/wild companions/what have you. The same thing applies for animal companions, improved familiars and controlled undead - if you want something, seek it out in-game.
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* You don't need to be a spellcaster to use Craft: Alchemy
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* Everything has a masterwork tool as long as you make a good case for what it is
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* Vow of Nonviolence only affects the character with the feat; if anyone else breaks its terms, that character suffers the -1 penalty.
* Combined skills (if any subskill is a class skill, the combined skill is as well; synergy from a subskill cannot affect any other skill in the combined skill; bonuses specific to one subskill do not apply to all uses of the combined skill):
* Combined skills (if any subskill is a class skill, the combined skill is as well; synergy from a subskill cannot affect any other skill in the combined skill; bonuses specific to one subskill do not apply to all uses of the combined skill):
** Stealth (Dex) - Hide, Move Silently
** Stealth (Dex) - Hide, Move Silently
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* Weapon Specialization
* Weapon Specialization
* Whirlwind Attack
* Whirlwind Attack
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==Skills and Suchlike==
 
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===Craft and Profession===
 
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You don't need to be a spellcaster to take Craft: Alchemy
 
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===Masterwork Tools===
 
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Everything has a masterwork tool if you can make a convincing case for what it actually IS.
 

Current revision as of 18:56, 10 March 2013

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