Tag: System Variants

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  • Character Sheet

    h3. Sheet Changes In order to combat the problem of starting at level 1, the following changes have been made: * Your skills are calculated using the formula 2 times Stat plus Luck. * You receive skill points at first level. * Egghead provides its …

  • Races

    The following details relevant rules information regarding each player race. It should be noted that all races have two tag skills, and races with a Special Talent have a third tag skill that is related to that character's special talent. h4. Earth …

  • Traits

    In addition to the traits listed in the Revised Document, the following traits are approved for usage in this campaign: * One Trick Pony (Unicorn only): Unlike most Unicorns you can only cast a single spell. Lucky for you, you cast that one spell very …

  • Skills

    h3. Identifying Unicorn magic and Zebra Talismans/Spirits To identify a spell being cast, a unicorn must make a successful science check. All other races must make a science check at a -30 to identify the spell a unicorn is casting, with the following …

  • Perks

    A full list of perks can be found at this "link":https://docs.google.com/spreadsheet/ccc?key=0AmdxxHLawBxTdDRrNTRseGs2cThPRmhOQ01kbWdPb0E#gid=0. Noted here are the changes to the perks list from the one that is linked. _*Note: Not Yet Complete.*_ h3 …

  • Virtues and Vices

    h3. Virtue Everyone has a virtue, something that helps explain how they have lived there life. It's easy for a creature's virtue to get corrupted; sticking to your virtue at the cost of others. However, its said that those who stay true to their virtue …

  • Unicorn

    h3. *Forward* A unicorn’s special ability is their wide and varied command over magic. How a unicorn learns and expresses their magic varies. Some use mathematical formula, burying themselves in dusty tomes or places of learning. Others cook fantastic …

  • Shamanism

    Shamanism is a curious creature. Spirits tend to remain tied to specific areas, places that hold thematic value to a given spirit. Indeed, strong thematic ties to whatever ideal the spirit represents can create an area that is filled with those types of …

  • Factions

    While the politics of The Northern Empire hold strong compared to much of the Wasteland, but even here the cities and factions fight to survive and often call upon the aid of mercenaries and heroes in difficult times. As with all those cast into the …

  • Karma

    To most folk, Karma is an ephemeral force that punishes the wicked and rewards the righteous. As its something not easily grasped, folks in the Wasteland tend to ignore Karma except as a philosophical discussion when they get drunk. Mechanically, Karma …

  • Shadow

    Sombra's Curse has an interesting side effect on anyone who lives in The Northern Empire. It empowers individuals for a time, granting increasingly more powerful boons as an individual becomes more corrupt. However, once an individual hits the pinnacle of …

  • Armor Mods

    Armor can be modded in three seperate areas. These areas are Aesthetic, Physical and Reinforcement. All mods may only be applied once, and armor that has the 'Power Armor' Rule can only be modded with the Custom Fit, Quick Release and all Aesthetic mods …

  • Spells

    h2. Offensive h3. Weapon of the Guard * Offensive Spell * Cost: * Basic: 10 Strain +2 per turn. * Advanced: 15 Strain * Expert: 20 Strain * Duration: POT Minutes or until cancelled by the unicorn. Choose 1 of three options: Armor Spikes, …

  • Modified Spells

    h2. General Light: * The Light Spell now has a blinding radius of POT/4 (round up) yards. The duration is now POT/4 rounds (round up) for the duration of all negative effects an opponent suffers from the light spell. All other aspects stay the same ( …

  • System Variants

    Due to recent changes with the system, this page will update periodically with rules amendments and the like. |_*Section 1*_|_*Character Creation and Advancement*_| |*[[Character Sheet]]*|When you need to keep track of what your character can do.| …

  • Severing Limbs

    A character having their limb severed is a rare occurrence. Such an event typically only happens when the character is already suffering from a crippled limb and sees the limb take sufficient damage to cripple it additional times. A GM may call upon a …

  • Cybernetics

    h3. *Forward* Cybernetics, or the art of becoming the sentient machine, is a process honed for over 200 years in select Stables. Started by Ministry Mare Fluttershy in an attempt to heal even the most crippled of soldiers and civilians alike, these …