Auryth House Rules

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House Rules[edit]

Collection of the modifications of the core Bare Bones Fantasy rules - this will be updated as we come across something that needs to be refined

Character Creation[edit]

Here are the few changes to the character creation process as listed in the main book on pages 5-7.

Step 1. Determine Stats. We are using the option of everyone starting with the the following scores: 65, 60, 55, and 50. Allocate as desired.

Step 2. Select race. Only change is that all races get 3 Descriptors (which will be renamed Aspects - see step 5). Humans will get an extra skill rank to replace the benefit of a third Descriptor.

Step 3. Select skills. Normal except Humans receive an extra skill rank. This must be spent on a different skill than they used for their first skill rank.

Cleric Skill[edit]

The benefits from the Cleric skill have been revised to better represent the specific faiths for each deity. The one universal change is that they will not receive spells automatically with each rank in Cleric. See Gaining Spells

Gods of the Light[edit]

Reann, the Mother[edit]

No change - exactly as written in the Rules.

Gillian, The Maiden[edit]

Blessing: Zone of Renewal (instead of Sanctity). The effect is that health and vitality recovers faster in an area blessed by a cleric of the Maiden. Game mechanic wise, any healing adds 1D to the result and any recovery due to rest is doubled (or healing time halved if recovering from a disease or ailment).

Detection: Soulmates (instead of Aura). The effect is that the Cleric can determine if the individual has a soul-mate, have they found them, and rough direction of their soul mate (though not distance unless check result is a critical). This can also be used to discern level of affiliation between two people. Are they aquaintences or life long friends.

Smite: Cleric’s of the maiden can use Smite with any type of Sword

Spells: Aid, Charm, Cleanse, Heal, Illusion, Telekinesis

Agatha, the Crone[edit]

Blessing: The Evil Eye - mild curse for those who have transgressed. No hard game mechanic, more bad and strange luck befalling the character. Only way to be rid of it is to atone in some way to the Cleric who placed the Evil Eye on them. A Cleric of Agatha can only have as many “Evil Eyes” active as he/she has levels in Cleric.

Detection: Can read the short term future of the target, and can provide a cryptic worded prediction regarding the “fate” of the target. This should not replace the utility of the Divination spell, which is much more powerful and precise. Each Cleric has a different way of performing this detection. For some it is reading tea leaves. Others it is cards, still others animal entrails. The method should be chosen by the player when they take their first level of Cleric to Agatha.

Smite: Cleric’s of the Crone can use Smite with any type of sickle or knife. Spells: Divination, Heal, Hinder, Illusion, Summon, Transform

Aaron, the Artisan[edit]

Blessing: Reinforcement. The blessing of the cleric causes material objects to be strengthened so as to better withstand the rigors of normal use or wear. No hard mechanic, but rather placing a descriptor on the object that may influence any narrative with the object. Minor cracks or chips are mended, colors restored somewhat, etc.

Detection: Delving of an object. By making a Cleric check, the character can evaluate any physical object and determine its quality, composition, enchantments, and rough market value. It takes one action to evaluate one characteristic, so a true delving takes some time.

Smite: Cleric’s of the Artisan can use Smite with any type of hammer.

Spells: Cleanse, Heal, Protection, Repel, Telekinesis, Transform

David, the Hunter[edit]

Blessing: Refresh. Make a Cleric check with a modifier of −1 for every 2 pts targets strength exceeds 70. Provides a person with sufficient nutrients equal to a normal meal (meaning food and water) and rest equal to an hour of quiet rest (not sleep). The Cleric can perform this Blessing a number of times per day equal to 2 X their level of Cleric.

Detection: Wild empathy. Cleric can attempt to read the sense of nature around them. This is not a commune with a specific creature but rather the sense of a location. Cleric will gain an understanding of any sickness, presence of unnatural forces, presence of normal flora and fauna, etc. Obviously this only works in the wilderness.

Smite: Cleric’s of the Hunter can use Smite with any type of bow.

Spells: Control Weather, Entangle, Heal, Offensive Strike, Summon, Transport

Eli, the Fool[edit]

Blessing: Mental Ease. Cleric can relieve the mental strain of the target, causing them to relax, recover from stress, etc. The Cleric check may be modified by condition of the target (such as they are REALLY stressed out, or have been stressed for some time). Can not be used on any effect that would require a Dispel to remove.

Detection: Read the soul. Cleric gains an understanding of the health of the persons soul. Are they leading a fulfilling life, or one filled with petty thoughts and deeds. On a critical check, Cleric gains insight as to what the target should do to improve the health of their soul.

Smite: Cleric’s of the Fool can use Smite with unarmed combat with no disadvantage for engaging someone with a melee weapon.

Spells: Charm, Dispel, Divination, Heal, Hinder, Transform

Gods of the Dark[edit]

===Asmodeus=== Pride

===Mammon=== Greed

===Andrealphus=== Lust

===Belial=== Wrath

===Meserach=== Sloth

===Vathek=== Envy

===Haagenti=== Gluttony

The Titans[edit]

===Kem=== Earth

===Vell=== Fire

===Riss=== Water

===Ia=== Air

===Oth=== Spirit

Gaining Spells[edit]

Spells will not be gained purely from purchasing ranks in Spellcaster, Cleric, or Enchanter. Instead, spells will be gained as follows:

Upon purchase of the 1st rank in a Magic skill, the character will receive spells for free based on if they made that skill Primary, Secondary, or neither. If Primary, they receive two spells for free. If Secondary, then they receive one spell for free. If they have selected neither, then they get no spells for free.

No additional spells are granted with additional ranks in the that magic skill.

Additional spells can be purchased for 3BP each - however the character must have at least one rank in a magic skill to do so. When purchasing a spell, the character must declare if it is Divine or Arcane. This will dictate which skill is to be used (Cleric or Spellcaster) for casting. Enchanter can use either, though the narrative will obviously be a bit different if the Rune or Potion is based on an Arcane spell vs Divine. Cleric skill can only be applied to spells that fall within the 6 listed for a given faith.