Nanoha:Incgame

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(House Rules)
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* Wilders get as many powers as a Psion (but ''not'' the extra per level), to help them keep up with Spell Point Bards.
* Wilders get as many powers as a Psion (but ''not'' the extra per level), to help them keep up with Spell Point Bards.
* Psionic Rogues gain powers as a Lurk. (They do ''not'' count as a martial class for the Fighter rule above.)
* Psionic Rogues gain powers as a Lurk. (They do ''not'' count as a martial class for the Fighter rule above.)
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** Lurk is banned, not that you'd likely want it given the last sentence....
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** Lurk is banned, not that you'd likely want it given the last sentence...
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* Any other class - regardless of origin - must be asked about, and either contextualized in Fae'Run, or be logically available to TSAB types.
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** Sorry, but Magical Girl is banned.
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== Devices and Readjustment Points ==
== Devices and Readjustment Points ==
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Device Powers let you activate various capabilities of your device; the first Device Power unlocked is ''always'' your Barrier Jacket.
Device Powers let you activate various capabilities of your device; the first Device Power unlocked is ''always'' your Barrier Jacket.
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An exact list of Device Powers and Inherent Skill/Equipment effects and upgrades will be determined later; however, feel free to chat with the DM for ideas.
 
Keep in mind that your devices are NPCs; while they aren't usually very talkative, except in reaction to a command, they do have at least some personality.
Keep in mind that your devices are NPCs; while they aren't usually very talkative, except in reaction to a command, they do have at least some personality.
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=== Barrier Jacket ===
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The very first of your Device Powers that you may unlocked is your Barrier Jacket. Any and every other Device Power has Barrier Jacket as a prerequisite, even if it doesn't say so, and most Device Powers may only be used while your Barrier Jacket is active.
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Activating your Barrier Jacket is a full-round action that triggers a thirty-second transformation sequence, which somehow ends at the end of your normal turn; it may be performed as a Standard action during a surprise round. If one member of the party activates their Jacket, other players may take their transformations as an immediate action; however, doing so still takes their entire turn (or surprise round action).
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A Barrier Jacket replaces your clothing and armor; clothing-type magic items' effects are automatically replicated by the Jacket, but Armor simply becomes inert. It provides several benefits:
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* It protects from weapon strikes with exceptional efficiency, while being light enough to not get in the way. It provides +5 Armor Class, has a maximum Dexterity bonus of 10, and no Armor Check Penalty, Arcane Spell Failure Rate, or speed penalty. It is considered weightless for mechanical (though if you were to take the whole thing off and weigh it, it'd weigh from 5 to 15 pounds, depending on your size and its specific cut).
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* It can mimic enchantment upgrades; for every two Device Powers you have unlocked, it gains a +1 bonus. When you unlock a Device  Power (even if it's not one that would give you a bonus), you can choose whether or not to spend one or more points of bonus to unlock an armor ability, as long as doing so would keep its bonus at or above +1 and at or below +5.
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* Soon after you first get an Armor Crystal, your Device will adapt to allow you to attach one to it when it is inactive (subject to the normal limitations); when you activate the Barrier Jacket, it will have the benefit of that crystal.
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* Any damage that would reduce you to Dying or Dead triggers the jacket's Emergency Mode; it automatically teleports you to a nearby safe location, notifies your allies of that location, then heals you to 1 HP. Once this happens, you cannot reactivate the Jacket until after a full day's rest; further, this function leaves you Exhausted.
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Note that your Barrier Jackets have automatically adapted to be most useful in Torilian combat situations, focusing on protection against physical blows more than spells.
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Barrier Jackets remain active for one hour after activation, or until manually deactivated (a free action).
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=== Other Device Powers ===
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An exact list of Device Powers and Inherent Skill/Equipment effects and upgrades will be determined later; however, feel free to chat with the DM about ideas.
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In general, one Device Power or Inherent Skill/Equipment unlock or upgrade should compare to, or be a little less than one level of level adjustment. Using them to replicate neat Prestige Class features without taking levels in the class is a specific idea that may be of merit.
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== Other Things Your Device Does For You ==
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Read: A few magic item-like things you basically get for free.
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All of these functions, since they rely on Mid-Childan magic and not the Weave or Shadow Weave, ''ignore'' Antimagic and Wild Magic zones.
=== Storage Device Mode ===
=== Storage Device Mode ===
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Every one of the party's Devices serves as a Storage Device automatically. This portable, easy-to-carry item lets you store a number of Spell Points or Power Points equal to the number you would have (before ability score modifiers) if you were a Wizard of your character level, and may be used using the same rules as a Cognizance Crystal ''as long as you have not used any of your own power points for that day yet''. (Considering using your own power points tires you, you'd be well served to use your Storage Device's stack most of the way before delving into your personal stock.)  
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Every one of the party's Devices serves as a Storage Device automatically. This portable, easy-to-carry item lets you store a number of Spell Points or Power Points equal to the number you would have (before ability score modifiers) if you were a Wizard of your character level, and may be used using the same rules as a Cognizance Crystal ''as long as you have not used any of your own power points for that day yet'', to power spells or powers. (Considering using your own power points tires you, you'd be well served to use your Storage Device's stack most of the way before delving into your personal stock.)  
Characters who are of a non-spellcasting or manifesting class can take Device Powers, Inherent Skills, or Inherent Equipment effects that may give them other uses for stored points, or spend 2 of their stored points to charge 1 point in another character's Storage Device as a full-round action.
Characters who are of a non-spellcasting or manifesting class can take Device Powers, Inherent Skills, or Inherent Equipment effects that may give them other uses for stored points, or spend 2 of their stored points to charge 1 point in another character's Storage Device as a full-round action.
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* Scanning a ''Travel Cloak'' lets your Barrier Jacket keep you warm and dry at no cost. Further, your Device gains the capability of generating small, paper-wrapped trail ration baggies sufficient to keep you fed, and can fill a single flask of your choosing with either cool water or hot tea up to eight times per day; either or both costs one point for the day. Sadly, you lose the ability to create a tent.
* Scanning a ''Travel Cloak'' lets your Barrier Jacket keep you warm and dry at no cost. Further, your Device gains the capability of generating small, paper-wrapped trail ration baggies sufficient to keep you fed, and can fill a single flask of your choosing with either cool water or hot tea up to eight times per day; either or both costs one point for the day. Sadly, you lose the ability to create a tent.
* Your party's Intelligent Devices refuse to scan ''Troll Gut Rope'' because of how pungent it smells. Nuh-uh. No way. If you wanna deal with that crap, you can carry it yourself. Eww.
* Your party's Intelligent Devices refuse to scan ''Troll Gut Rope'' because of how pungent it smells. Nuh-uh. No way. If you wanna deal with that crap, you can carry it yourself. Eww.
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=== Barrier Jacket ===
 
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The very first of your Device Powers that you may unlocked is your Barrier Jacket. Any and every other Device Power has Barrier Jacket as a prerequisite, even if it doesn't say so, and most Device Powers may only be used while your Barrier Jacket is active.
 
-
 
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Activating your Barrier Jacket is a full-round action that triggers a thirty-second transformation sequence, which somehow ends at the end of your normal turn; it may be performed as a Standard action during a surprise round. If one member of the party activates their Jacket, other players may take their transformations as an immediate action; however, doing so still takes their entire turn (or surprise round action).
 
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-
A Barrier Jacket replaces your clothing and armor; clothing-type magic items' effects are automatically replicated by the Jacket, but Armor simply becomes inert. It provides several benefits:
 
-
* It protects from weapon strikes with exceptional efficiency, while being light enough to not get in the way. It provides +5 Armor Class, has a maximum Dexterity bonus of 10, and no Armor Check Penalty, Arcane Spell Failure Rate, or speed penalty. It is considered weightless for mechanical (though if you were to take the whole thing off and weigh it, it'd weigh from 5 to 15 pounds, depending on your size and its specific cut).
 
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* It can mimic enchantment upgrades; for every two Device Powers you have unlocked, it gains a +1 bonus. When you unlock a Device  Power (even if it's not one that would give you a bonus), you can choose whether or not to spend one or more points of bonus to unlock an armor ability, as long as doing so would keep its bonus at or above +1 and at or below +5.
 
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* Soon after you first get an Armor Crystal, your Device will adapt to allow you to attach one to it when it is inactive (subject to the normal limitations); when you activate the Barrier Jacket, it will have the benefit of that crystal.
 
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* Any damage that would reduce you to Dying or Dead triggers the jacket's Emergency Mode; it automatically teleports you to a nearby safe location, notifies your allies of that location, then heals you to 1 HP. Once this happens, you cannot reactivate the Jacket until after a full day's rest; further, this function leaves you Exhausted.
 
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Note that your Barrier Jackets have automatically adapted to be most useful in Torilian combat situations, focusing on protection against physical blows more than spells.
 
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Barrier Jackets remain active for one hour after activation, or until manually deactivated (a free action).
 
== Allowed Sources ==
== Allowed Sources ==
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* No BESM d20. Do I really need to explain why?
* No BESM d20. Do I really need to explain why?
* No Mutants and Masterminds, for similar reasons to BESM d20.
* No Mutants and Masterminds, for similar reasons to BESM d20.
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* No flat adaptations from other sources. In other words, even if you can represent it entirely in 3.5 mechanical terms, no you can't have a Green Lantern Ring.
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* No flat adaptations from other settings. In other words, even if you can represent it entirely in 3.5 mechanical terms, no you can't have a Green Lantern Ring.
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* The Magical Girl homebrew class is specifically banned, due to how Devices work in this setting.
== House Rules ==
== House Rules ==
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You also automatically have a number of ranks in two Profession or Craft skills equal to your character level, for free.
You also automatically have a number of ranks in two Profession or Craft skills equal to your character level, for free.
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=== Making Magic Items ===
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Your characters will be able to make Magic Items using either Torilian or Mid-Childan magic if you have the relevant Item Creation Feat and a number of ranks in Knowledge (Mid-Childan Arcana) equal to the character level prerequisite for that feat (even if you gain that feat at a level below the prerequisite somehow).
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Constructing these items using Mid-Childan magic requires hunting down ways to build the advanced components, costing 20% more for base materials than. Further, the results cannot be sold, due to TSAB regulations on letting tech-as-magic loose on Unadministered Worlds. Only characters with a Device can use Mid-Childan magic items. On the other hand, they work in Anti-Magic fields and are not screwed up in Wild Magic zones.
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== Awesome Points ==
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Awesome Points work like a hybrid of Action Points and Fate Points (from FATE).
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Characters start with 1 Awesome Point.
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Any time you describe an action that the DM deigns as sufficiently cool, particularly one that makes sense with your class but doesn't directly use a class ability (or only does so as part of a wider action), you are given a simple decision: Spend Or Save. Keep in mind that doing too much crazy-awesome stuff raises the bar for what's sufficiently cool significantly; in general, you shouldn't aim to get more than a point or two per encounter.
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''Saving'' a point gives you an Awesome Point for later.
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''Spending'' a point costs one Awesome Point, but gives you a +2 bonus to any checks the DM requests of you to resolve the action ''and'' gives you a better descriptive result at the DM's discretion.
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An Awesome Point may also be spent if you get reduced to Dying without a barrier jacket saving you to automatically stabilize; in this case, the awesome thing you just did is ''surviving'' whatever would have killed a lesser mortal.
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== Barely Feats ==
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Let's face it. Some feats suck compared to others. Seriously, there's no other way to explain it. This rule lets you have them cheaper than normal feats.
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At first level, and at any level ''after'' a level where you would gain a feat from character levels (so 2nd, 4th, 7th, 10th, etc.), you gain one Barely Feat. You must meet all prerequisites for barely-feats, even if they are other barely-feats.
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Ask the DM if a feat qualifies as a Barely Feat. PHB examples of barely-feats include:
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* All +2/+2 skill feats
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* Armor Proficiency, Martial Weapon Proficiency, Shield Proficiency
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* Blind-fight
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* Combat Casting
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* Combat Expertise
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* Diehard
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* Endurance
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* Eschew Materials
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* Far Shot
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* Great Cleave
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* Improved Critical (let's be honest, everyone takes keen instead)
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* Improved Disarm
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* Improved Feint
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* Improved Sunder
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* Improved Overrun
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* Improved Shield Bash
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* Improved Turning
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* Improved Unarmed Strike
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* Point Blank Shot
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* Precise Shot
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* Quick Draw
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* Rapid Reload
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* Run
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* Skill Focus
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* Snatch Arrows
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* Spell Mastery
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* Toughness
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* Track
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* Trample
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* Two-Weapon Defense
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* Weapon Finesse
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* Weapon Focus
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* Weapon Specialization
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* Whirlwind Attack

Revision as of 00:32, 1 January 2013

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