+-

Author Topic: Heath's Personal Suggestions  (Read 43 times)

0 Members and 1 Guest are viewing this topic.

  • Head Plot
  • *****
  • Posts: 124
  • Nobility Rank: +16/-0
    • View Profile
Re: Heath's Personal Suggestions
« on: July 09, 2015, 08:28:24 pm »
Vagabond’s Guild: This guild is a secret network of connections among the poor of most major cities on the continent.  The network functions as a way for these impoverished people to sustain themselves and aid one another in the often harsh situations that they face on the streets of an uncaring city.  Members typically have neither permanent homes nor means of employment but rest somewhat easier knowing they can travel between cities to find temporary shelter and enough food to warm their bellies for a night or two.  The group lives by two basic rules: Always aid, never harm, people of low standing or in dire straits; and try to make legitimate coin when possible.  This vast network of transients holds a vast wealth of knowledge gained through being in the right place at the right time which is sometimes available for a price and is passed along through the coded language and texts developed by the group.
Prerequisites: May never be Noble.
Traits: Start with Vagabond Cant (a coded means of communication indecipherable to outsiders).  Start game with one piece of information about goings on in the city.  May purchase Read/Write Vagabond Code.

Stamina Chart [These numbers are the amount of cost reductions and increases each column gets.  Numbers in parentheses are what they would be if these changes go through]

Small: -1 x3; +1 x5 (4)
Short: -1 x3; +1 x4
Long: 0 all around
Two Handed: -1 x9 (7); +1 x1
Great: -1 x9 (7); +1 x2
Piercing: -1 x5; +1 x5 (4)
Blunt: -1 x7 (6); +1 x2
Slashing: -1 x5; +1 x1

Make modifiers for Capture Weapon 0 for all sizes and damage types.
Make Great weapon modifier for Trip 0.
Make Pierce modifier for Sever/Maim 0.
Make Blunt modifier for Sever/Maim 0.
Make modifiers for Deaden for Two-handed and Great weapons 0.

Legend Lore
Identifying information about magical items requires a 30 count for each piece of information gleaned.  Discerning summoning names requires as many weeks of research as it requires levels of Legend Lore to identify with a basic bead pick to determine success at the end [2 good, 1 bad].

Level   Ability
1   Identify an item as magical
2   Detect/Identify magical plants
3   Identify paths of magic used in a magic item’s creation
4   Detect/Identify magical animals, Identify paths of magic being cast
5   Identify any high magics used in creation of an item, Identify first effect of magical items
6   Detect/Identify beings made through use of magic, Identify paths of foci
7   Detect/Identify magical phenomena [gates, warps, rituals, etc], Secondary effects of items
8   Detect/Identify extraplanar beings
9   Discern names of creatures for summoning rituals,
10   Identify Legendary items and creatures, Identify all effects of magical items

Lower CP cost of Alertness by 1 across the board.
Heath Robinson: Autolycus, monk of Lu-Modae

 

+-Recent Posts ezBlock

IMPORTANT, PLEASE READ! by JessicaE
October 04, 2018, 06:22:00 pm

January 2018 Game History by iikepie13
March 21, 2018, 04:11:47 am

December 2017 Game History by iikepie13
March 21, 2018, 04:08:38 am

November 2017 Game History by iikepie13
March 21, 2018, 03:54:52 am

October 2017 Game History by iikepie13
March 21, 2018, 03:49:35 am

Re: Crafting Skills by iikepie13
February 06, 2018, 02:29:49 am