Nanoha:Incgame
From Fax Encyclopedicus
(→Class Restrictions/Modifications) |
(→House Rules) |
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* Two-thirds HP per hit die, rounded up. (d4 = 3, d6 = 4, d8 = 6, d10 = 7, d12 = 8). | * Two-thirds HP per hit die, rounded up. (d4 = 3, d6 = 4, d8 = 6, d10 = 7, d12 = 8). | ||
* At first level, you gain a number of bonus HP equal to your CON ''score'' instead of your CON ''mod''. | * At first level, you gain a number of bonus HP equal to your CON ''score'' instead of your CON ''mod''. | ||
+ | * Nonlethal damage works a little different in this game, since most Device Powers will use nonlethal damage by design. (Often highly destructive nonlethal damage.) | ||
+ | ** Nonlethal damage can be typed like lethal damage. That is, you can have fire nonlethal, lightning nonlethal, etc. with no problems. | ||
+ | ** Nothing is immune to nonlethal damage; immunity to nonlethal damage is instead DR 10/lethal, unless they already have DR 10/Whatever. | ||
+ | ** Healing (magical, fast healing, etc.) restores lethal damage first, then nonlethal, rather than both at once. | ||
=== Skills === | === Skills === | ||
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=== Making Magic Items === | === Making Magic Items === | ||
- | 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 | + | 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 caster level prerequisite for that feat (even if you gain that feat at a level below the prerequisite somehow). |
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 magic-scale technology 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, are not screwed up in Wild Magic zones, and can't be detected using ''detect magic'' or the like, which may give you some major advantages. | 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 magic-scale technology 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, are not screwed up in Wild Magic zones, and can't be detected using ''detect magic'' or the like, which may give you some major advantages. |