Nanoha:Incgame

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(House Rules)
(Skills)
 
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The Dimensional Sea is, every so often, a strange, strange place.
The Dimensional Sea is, every so often, a strange, strange place.
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So far, no one's found a place where it's stranger than Unadministered World 42 - a planet that seems to run on different rules than anything ever seen and recorded by the Time-Space Administration Bureau or Saint Church.
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So far, no one's found a place where it's stranger than Unadministered World 42 - a planet that seems to run on different rules than anything ever seen and recorded by the [http://nanoha.wikia.com/wiki/Time-Space_Administration_Bureau Time-Space Administration Bureau] or Saint Church.
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Your team of four is now pretty sure that crash-landing on the continent of Fae'Run, on the planet Toril (at least, that's what the natives call it) is the very definition of a "Bad Day". The ship would probably be totaled under ''normal'' circumstances, let alone landing on a world where the parts that could be used to fix it, or another ship to get off the planet, won't be discovered for tens of thousands of years, where a vast number of coterminous dimensions exist immediately adjacent to it, and there are beings that make the near-mythical civilization of Al-Hazard seem weak by comparison, who are worshipped as gods - and as far as this world is concerned, they're probably right.
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Your ship's crew is now pretty sure that crash-landing on the continent of Fae'Run, on the planet Toril (that's what the natives call it, so per policy you're going with that) is the very definition of a "Bad Day". The ship would probably be totaled under ''normal'' circumstances, let alone landing on a world where the parts that could be used to fix it, or another ship to get off the planet, won't be discovered for tens of thousands of years, where a vast number of coterminous dimensions exist immediately adjacent to it, and there are beings that make the near-mythical civilization of Al-Hazard seem weak by comparison, who are worshipped as gods - and as far as this world is concerned, they're probably right.
Worse yet, your entire team is pretty green... And you're not certain, but the attackers very much resembled three of the greatest aces the TSAB has ever seen - Nanoha Takamachi, Fate Testarossa, and Hayate Yagami. ''And'' most of your equipment got damaged or reset in the crash, forcing you to adapt local techniques - and quickly - to make sure you can survive until it can be repaired.
Worse yet, your entire team is pretty green... And you're not certain, but the attackers very much resembled three of the greatest aces the TSAB has ever seen - Nanoha Takamachi, Fate Testarossa, and Hayate Yagami. ''And'' most of your equipment got damaged or reset in the crash, forcing you to adapt local techniques - and quickly - to make sure you can survive until it can be repaired.
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At least you're not completely powerless, and you landed near a friendly enough town without killing anyone. In the week since you crashed right next to the walls of Candlekeep, they've helped you recover from your injuries and learn the basics of this world, not charging you their usual "fee" of the contribution of a great tome of knowledge... Yet. (One of you mentioned the [[http://nanoha.wikia.com/wiki/Infinity_Library Infinity Library]] on accident, though. ''Oops.'') You've picked up the basics of one or another local adventuring class to make sure you can survive until you fix your equipment.
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At least you're not completely powerless, and you landed near a friendly enough town without killing anyone. In the week since you crashed right next to the walls of Candlekeep, they've helped you recover from your injuries and learn the basics of this world, not charging you their usual "fee" of the contribution of a great tome of knowledge... Yet. (One of you mentioned the [http://nanoha.wikia.com/wiki/Infinity_Library Infinity Library] on accident, though. ''Oops.'') You've picked up the basics of one or another local adventuring class to make sure you can survive until you fix your equipment.
Your initial objectives, in approximate order:
Your initial objectives, in approximate order:
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* ''Get off this crazy planet and get home!''
* ''Get off this crazy planet and get home!''
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Of course, things are never that easy, ever. But then again, you were a team chosen by Nanoha Takamachi herself.
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Of course, things are never that easy, ever. But then again, your crew was handpicked by Nanoha Takamachi. If you can't handle this, something's wrong.
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It's 0076 by the New Midchildan calendar, and 1372 by the local "Dale Reckoning" calendar.
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It's 0076 by the New Midchildan calendar (three months after the end of the [http://nanoha.wikia.com/wiki/JS_Incident JS Incident], and 1372 by the local "Dale Reckoning" calendar.
Good luck.
Good luck.
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* [[Nanoha:IncGame:Gear Options And Class Mods]]
== Intended Tone ==
== Intended Tone ==
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Your team of 4 are going to be comically overpowered for their level; the game won't be Gestalt, but you'll be able to get abilities far outstripping your intended breadth easily.
Your team of 4 are going to be comically overpowered for their level; the game won't be Gestalt, but you'll be able to get abilities far outstripping your intended breadth easily.
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Note that the funnier or more [http://nanofate.us/sites/default/files/imagecache/node-gallery-display/f648eaa2be7a6d52b874fdeb2efc1aec.png Nanoha or Hayate] your way of breaking a scenario is, the more likely you're going to pull it.
== Schedule ==
== Schedule ==
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TBD but probably Friday late evening (Pacific) and Early Morning (Eastern).
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'''REVISED'''
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Wednesday evenings (Target start is 10 EST) due to scheduling conflicts.
== Core Rules ==
== Core Rules ==
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* System: D&D 3.5 with a few Pathfinder sub-ins and balance-ruining house rules
* System: D&D 3.5 with a few Pathfinder sub-ins and balance-ruining house rules
* Starting Level: 1 with three Readjustment Point (see more below)
* Starting Level: 1 with three Readjustment Point (see more below)
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* Variant Rules: No gestalt, no LA Buyoff (but see Readjustment Points), No flaws (but see Barely Feats below), Traits allowed, Rule Of Funny allowed, ''Spell Points Enabled''.
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* Variant Rules: No gestalt, no LA Buyoff (but see Readjustment Points), No flaws (but see Barely Feats below), Traits allowed, Rule Of Funny allowed, ''Spell Points Enabled'' (Vitalizing magic without the sub-variants, Metamagics cost 2*levelMod points to use).
* WBL: Characters will start with DM-defined gear packages, including both standard D&D equipment for their class and items from their ship's stock.
* WBL: Characters will start with DM-defined gear packages, including both standard D&D equipment for their class and items from their ship's stock.
* Ability Score Generation: 36 Point Buy. The TSAB doesn't give ''total'' scrubs a ship.
* Ability Score Generation: 36 Point Buy. The TSAB doesn't give ''total'' scrubs a ship.
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* Artificial Mage research was outlawed a long time ago, but Jail Scageletti (and later Precia Testarossa) completed prototypes; this can be used to justify Psionic, Incarnum, or other abnormal races. ''However'', you cannot be a clone of any significant canon character - just another of the who-knows-how-many top-ranking mages Jail or Precia were able to get needed data from.
* Artificial Mage research was outlawed a long time ago, but Jail Scageletti (and later Precia Testarossa) completed prototypes; this can be used to justify Psionic, Incarnum, or other abnormal races. ''However'', you cannot be a clone of any significant canon character - just another of the who-knows-how-many top-ranking mages Jail or Precia were able to get needed data from.
* Significant Canon Character means both Nanoha and Forgotten Realms canon - ''no being a clone of Elminster''.
* Significant Canon Character means both Nanoha and Forgotten Realms canon - ''no being a clone of Elminster''.
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* [[http://nanoha.wikia.com/wiki/Combat_Cyborg Combat Cyborgs]] are illegal across the TSAB and have been for a long, long time; however, both Jail Scageletti and an unknown predecessor completed who knows how many prototypes before [[http://nanoha.wikia.com/wiki/Type_Zero The Type Zeroes]] and [[http://nanoha.wikia.com/wiki/Numbers The Numbers]] were completed; worse, when Jail realized he was licked, he sent complete copies of his research to untold numbers of individuals across the cosmos; your character could be the result of any of a number of scientists who have performed this illegal research. The TSAB's rules mandate that any ''completed'' Combat Cyborg can choose to integrate into society, so... Of course, the Nanohaverse being what it is, just about all Combat Cyborgs are female. Being a Combat Cyborg could justify a Warforged, or any number of other specialized races.
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* [http://nanoha.wikia.com/wiki/Combat_Cyborg Combat Cyborgs] are illegal across the TSAB and have been for a long, long time; however, both Jail Scageletti and an unknown predecessor completed who knows how many prototypes before [http://nanoha.wikia.com/wiki/Type_Zero The Type Zeroes] and [http://nanoha.wikia.com/wiki/Numbers The Numbers] were completed; worse, when Jail realized he was licked, he sent complete copies of his research to untold numbers of individuals across the cosmos; your character could be the result of any of a number of scientists who have performed this illegal research. The TSAB's rules mandate that any ''completed'' Combat Cyborg can choose to integrate into society, so... Of course, the Nanohaverse being what it is, just about all Combat Cyborgs are female. Being a Combat Cyborg could justify a Warforged, or any number of other specialized races.
* NON-COMBAT cybernetic implants exist and are mostly used for organ or limb replacement. In practice, any of these would be flavor text.
* NON-COMBAT cybernetic implants exist and are mostly used for organ or limb replacement. In practice, any of these would be flavor text.
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* Familiars, in Nanoha's context, would be akin to Tibbits (but with a Medium human form unless they're kids) or Lycanthropes. They are also, per the name, someone's familiar, most likely that of one of your shipmates; you'll need to work with someone and the DM, but you will be granted certain abilities of a Familiar or Psicrystal based on their level.
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* [http://nanoha.wikia.com/wiki/Familiar Familiars], in Nanoha's context, would be akin to Tibbits (but with a Medium human form unless they're kids) or Lycanthropes. They are also, per the name, someone's familiar, most likely that of one of your shipmates; you'll need to work with someone and the DM, but you will be granted certain abilities of a Familiar or Psicrystal based on their level in addition to class levels.
* Materials and Gears aren't known to exist.
* Materials and Gears aren't known to exist.
* No matter what, your character has a Dual Nature; that is, their soul and body are separate things. They may be revived by ''Raise Dead'', even if they have the Outsider type or similar.
* No matter what, your character has a Dual Nature; that is, their soul and body are separate things. They may be revived by ''Raise Dead'', even if they have the Outsider type or similar.
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== Class Restrictions/Modifications ==
== Class Restrictions/Modifications ==
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* "Clerics" from TSAB-originated worlds (i.e. the PCs) can only draw power from the [[http://nanoha.wikia.com/wiki/Saint_Church Saint Kings]]; they are effectively 'concept clerics' in a world where concept clerics normally do not exist. Leveling in this class represents your figuring out how to channel your faith to cast Torilian Divine magic.
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* All casting classes get to cast their daily Cantrip/Orison selections without limit, if they have them.
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* All manifesting classes may use the Dreamscarred Press cantrip-like abilities rules.
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* "Clerics" from TSAB-originated worlds (i.e. the PCs) can only draw power from the [http://nanoha.wikia.com/wiki/Saint_Church Saint Kings]; they are effectively 'concept clerics' in a world where concept clerics normally do not exist. Leveling in this class represents your figuring out how to channel your faith to cast Torilian Divine magic.
** Paladins from TSAB-originated worlds work the same way. They're not held to nearly as anal a standard of alignment as native Paladins, due to the liberal nature of the Saint Church.
** Paladins from TSAB-originated worlds work the same way. They're not held to nearly as anal a standard of alignment as native Paladins, due to the liberal nature of the Saint Church.
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* Druids cannot come from TSAB-originated worlds; the nature of Mid-Childan magic doesn't allow for connecting to druidic spirits.
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* Druids cannot come from TSAB-originated worlds; the nature of Mid-Childan magic doesn't allow for connecting to spirits of nature.
* Wizards will have had one week to even the basics of Torilian Arcane magic; they haven't had time to specialize yet.
* Wizards will have had one week to even the basics of Torilian Arcane magic; they haven't had time to specialize yet.
** TSAB-originated wizards, sorcerers, or people that take the relevant feat cannot take a Torilian familiar; however, if they have a Mid-childan Familiar (i.e. another PC of the relevant race), they may use that link to do many (but not all) of the same things.
** TSAB-originated wizards, sorcerers, or people that take the relevant feat cannot take a Torilian familiar; however, if they have a Mid-childan Familiar (i.e. another PC of the relevant race), they may use that link to do many (but not all) of the same things.
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* Fighter is banned; Any martial-primary class (including but not limited to the Tome of Battle classes, Barbarian, Monk, Paladin, and Rogue) gains bonus feats at every 2nd level and counts as if they were a Fighter of their class level for access to Fighter-specific feats.
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* Fighter is banned; Any martial-primary class (including but not limited to Barbarian, Monk, Paladin, Rogue, and the Tome of Battle main classes) gains bonus feats at every 2nd level and counts as if they were a Fighter of their class level for access to Fighter-specific feats.
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** Martial Prestige Classes that do not provide maneuvers, stances, or initiator level boosts also grant bonus feats at every 2nd level; they stack for the purposes of Fighter-specific feat access only if they specify that their levels stack with Fighter levels for the purposes of such prerequisites.
* Psions get an extra power per level, to help them keep up with Spell Point Wizards.
* Psions get an extra power per level, to help them keep up with Spell Point Wizards.
** Erudite is banned; just be a freaking Wizard!
** Erudite is banned; just be a freaking Wizard!
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** TSAB-originated Psions cannot gain a Psicrystal; instead,
 
* 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 unlock 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). You always count as being proficient with a Barrier Jacket.
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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. You can also remove specific enhancements, returning their bonus to the general bonus, as long as the bonus remains in the range of +1 to +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). A player can 'recharge' the Jacket as a full-round action to reset the timer.
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Unlike most armor and robes, a Barrier Jacket can be worn by a Warforged-type Combat Cyborg; it's armor replaces (and does not stack with) any plating they have for the purposes of calculating Armor Class. This does ''not'' negate any Arcane Spell Failure rate their plating causes, as the weight is still there.
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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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Note that Devices are designed to operate on a nonlethal, but often highly destructive basis. Don't think too hard about how that works, but consider it when designing Device Powers.
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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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Your Device automatically provides some extradimensional storage space as a useful adaptation for surviving on Toril.
Your Device automatically provides some extradimensional storage space as a useful adaptation for surviving on Toril.
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* At 1st level, your Device can link to any ordinary backpack's pain pocket, and two pockets on your clothes or Barrier Jacket, replicating the functionality of the main and side pockets of a Handy Haversack. You define which pockets count when you put the items on.
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* At 1st level, your Device can link to any ordinary backpack's main pocket, and two pockets on your clothes or Barrier Jacket, replicating the functionality of the main and side pockets of a Handy Haversack. You define which pockets count when you put the items on.
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* At 4th level, your Device adds a raw storage space, linked to the device itself; this space is functionally identical to a Type I Bag of Holding. At 7th, 10th, and 13th levels, it upgrades the space to the next better type of Bag of Holding; it adds another 500 pounds of capacity at 16th and 20th levels.
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* At 4th level, your Device adds a raw storage space, linked to the device itself; this space is functionally identical to a Type I Bag of Holding. At 7th, 10th, and 13th levels, it upgrades the space to the next better type of Bag of Holding; it adds another 500 pounds of capacity and 50 cubic feet of space at 16th and 20th levels.
None of these spaces can be pierced by objects, and do not react in any way (besides your Device getting pissy) to being placed in a Portable Hole or Bag of Holding. However, you can only store ''empty'' Portable Holes or Bags of Holding within a Device's storage functions; if either has any items inside of it, the mouth of any of the Device's storage pockets is a solid wall to them; this is an automated defense measure on the Device's part. (It can store empty devices by generating a tiny localized antimagic field to suppress their effects until they're removed; this doesn't work when they're filled.)
None of these spaces can be pierced by objects, and do not react in any way (besides your Device getting pissy) to being placed in a Portable Hole or Bag of Holding. However, you can only store ''empty'' Portable Holes or Bags of Holding within a Device's storage functions; if either has any items inside of it, the mouth of any of the Device's storage pockets is a solid wall to them; this is an automated defense measure on the Device's part. (It can store empty devices by generating a tiny localized antimagic field to suppress their effects until they're removed; this doesn't work when they're filled.)
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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).
 
-
 
-
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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* Bows and crossbows add 1/2 Dexterity to damage.
* Bows and crossbows add 1/2 Dexterity to damage.
** This is in addition to Strength to damage for Composite Bows.
** This is in addition to Strength to damage for Composite Bows.
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** The Crossbow Sniper feat does not exist; any feats that have it as a prerequisite don't.
* Ranger's Animal Companions gain abilities like a Druid's Animal Companion would. Paladins gain their mounts at level 3, and count as two levels higher for mount abilities.
* Ranger's Animal Companions gain abilities like a Druid's Animal Companion would. Paladins gain their mounts at level 3, and count as two levels higher for mount abilities.
* Paladins may progress in Prestige Classes without sacrificing their ability to progress in Paladin; however, no single Prestige Class may have more levels in it than they have in Paladin while doing this.
* Paladins may progress in Prestige Classes without sacrificing their ability to progress in Paladin; however, no single Prestige Class may have more levels in it than they have in Paladin while doing this.
* You cannot trade away an ability for an ACF if it's already been modified by another ACF.
* You cannot trade away an ability for an ACF if it's already been modified by another ACF.
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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.  
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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. (Limited exception if the mitigation itself has an equal or greater cost.)
* Leadership, Thrallherd, etc. are a no-go - your team is trying to get ''off'' of Toril, not gain power ''on'' it! (Also, TSAB regulations frown on using psychic powers to brainwash people.)
* Leadership, Thrallherd, etc. are a no-go - your team is trying to get ''off'' of Toril, not gain power ''on'' it! (Also, TSAB regulations frown on using psychic powers to brainwash people.)
* Your Device qualifies you as a spellcaster for the purposes of Craft (Alchemy).
* Your Device qualifies you as a spellcaster for the purposes of Craft (Alchemy).
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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 ===
Skills are a combined and modified list, as follows:
Skills are a combined and modified list, as follows:
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* Acrobatics (DEX): Balance, Jump, Tumble
 +
* Athletics (STR): Climb, Jump, Swim.
* Stealth (DEX): Hide, Move Silently.
* Stealth (DEX): Hide, Move Silently.
* Legerdemain (DEX or INT): Sleight of Hand, Open Lock, Disable Device
* Legerdemain (DEX or INT): Sleight of Hand, Open Lock, Disable Device
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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.
 +
 +
=== 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 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.
 +
 +
== Awesome Points ==
 +
 +
Awesome Points work like a hybrid of Action Points and Fate Points (from FATE).
 +
 +
Characters start with 1 Awesome Point.
 +
 +
Any time you describe an action that the DM deigns as sufficiently cool, particularly one that makes sense with your class, you are given a simple decision: Spend Or Save.
 +
 +
Keep in mind two limiting rules of thumb:
 +
* Just using a class ability by itself is never awesome enough. Good description, off-normal uses of abilities, or actions outside of your strict class abilities (for martial classes particularly) is key to it being Awesome.
 +
* 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.
 +
 +
''Saving'' a point gives you an Awesome Point for later.
 +
''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.
 +
 +
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.
 +
 +
Easiest path to an Awesome Point in this game is to go for a dramatic finishing attack; ''Overkill is good''.
 +
 +
== Barely Feats ==
 +
 +
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.
 +
 +
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.
 +
 +
Ask the DM if a feat qualifies as a Barely Feat. PHB examples of barely-feats include:
 +
* All +2/+2 skill feats
 +
* Armor Proficiency, Martial Weapon Proficiency, Shield Proficiency
 +
* Blind-fight
 +
* Combat Casting
 +
* Combat Expertise
 +
* Craft (X Shiny Magic Item)
 +
* Diehard
 +
* Dodge
 +
* Endurance
 +
* Eschew Materials
 +
* Far Shot
 +
* Great Cleave
 +
* Improved Critical (let's be honest, everyone takes keen instead)
 +
* Improved Disarm
 +
* Improved Feint
 +
* Improved Sunder
 +
* Improved Overrun
 +
* Improved Shield Bash
 +
* Improved Turning
 +
* Improved Unarmed Strike
 +
* Mobility
 +
* Point Blank Shot
 +
* Precise Shot
 +
* Quick Draw
 +
* Rapid Reload
 +
* Run
 +
* Skill Focus
 +
* Snatch Arrows
 +
* Spell Mastery
 +
* Toughness
 +
* Track
 +
* Trample
 +
* Two-Weapon Defense
 +
* Two-Weapon Fighting
 +
* Weapon Finesse
 +
* Weapon Focus
 +
* Weapon Specialization
 +
* Whirlwind Attack
 +
 +
Other examples known include, but are not limited to:
 +
* Agument Healing
 +
* Psionic Body
 +
* Sacred Vow (But not Vow of Poverty nor Vow of Nonviolence)
 +
* Subsonics
 +
 +
== Characters So Far ==
 +
* '''Irina "Backblast" Volker (Played by Emerald):''' Whisper gnome (Races of Stone) Unarmed Swordsage (Tome of Battle), and/or [http://www.myth-weavers.com/sheetview.php?sheetid=492459 Fist Elemental]. Small girl from an Unadministered World who subscribes to the Nanoha school of diplomacy.
 +
* '''Uaz (Played by Flickerdart):''' [[Tome Dragon Class for Neko|Tome Dragon]]
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* '''Sairen (Played by NineThePuma):''' Warforged [http://www.giantitp.com/forums/showthread.php?t=192374 Elocator]. Combat Cyborg with a secondary focus on transportation.
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* '''Sarah (Played by NotPanda):''' Bard. Artificial Mage created to be an Idol singer.
 +
* '''Akai (Played by Malanorea):''' Human Healer/Warmage. Trained by the Saint Church in faith, and by Nanoha in Full Power Total Destruction.

Current revision as of 06:35, 23 December 2013

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