2019. december 22., vasárnap

General mods (Beta - Have not been tested!!!)


"A man approaching from the entrance, Gorduin, was singing a strange tune. With a smile, those close to him were scared in terror. Her lips mute the Ilanor words: Tha an teun seo bóidhean! Tha rudeigir ceák att an eóin seo briagha!
I'll call the dead. I call the mockers."


Wayne Chapman: Észak Lángjai (Flames of the North )




Hi,

Reminder:

These documents contain the base of this project:

Sword and Magic

Azazel SaM/M.A.G.U.S. crossover (HUN)

You can find these links in the sidebar also.




Sword and Magic have a very conservative mechanic and the its viewpoint is different what the M.A.G.U.S. represents. In the SaM the adventurers are weak petty, greedy mercenaries, and gamblers who take their bet in the table of life. In the beginning, they are just above average.
In M.A.G.U.S. there is that kind an adventurer also, but most of them are chosen for something valuable than grabbing. So the adventurers have power in the beginning and by every level, they become stronger. In Ynev the citizen's philosophy is in a wider spectrum, than in Fomalhaut. So I want to show in the mechanics a wider viewpoint and more possibilities in roleplaying.



In the system this means the following modifications:

Recommended level cap: 12. (Original:10)

Maximum bonus value: 12. (Original:10)
I kept the original bonus system of SaM.

At leveling, you have got skill points, it is equal to the number of your current skills. Maximum 2 points can be added on 1 skill. The character can learn new skills with 1 point allocation.

Example: Character has 4 skills, at leveling he or she got 4 skill points. 1st skill got 2 points, 2nd got 1 point, and a new skill learned with 1 point. Next time 5 skill points will be given.

Skills


Originally the M.A.G.U.S. system has two grade on the skills: Basic level (Bl) and Master level (Ml). These mechanics appear in our hack also. Level 1-6 means basic and 7 and greater is the master level.
The master level grants extra features for the character.


 M.A.G.U.S. is a skillful game, opposite of the old school and because the nature of the generic fantasy we need more skills, the following skills will be additionally in this game:


Science skills:


Read/Write: In the first level, the character can read and write basic texts. Skill check needed only in action or in case of difficult text. The base level for common writings, with the master you can read process difficult special scientific and legal texts.

Survival: Involves all of the survival knowledge. Setting fire, Orientation, Hunting, etc. With the base level skill, the character can survive in a known area, master level survivers can live in all of the terrains.

Cartography: Basic level users can only read with this map, master level users can create maps.

Knowledge(Legends): Basic level users know only their homeland and connected areas legends, masters know legends from around the continent and they are able to reveal the real background.

Architecture: Only masters can design buildings, the basic level is only theory.

Alchemy: Masters can brew powerful potions, dusts in a wide range. The basic level is for simple mixtures.

Demonology: Masters knows a lot of things in demonology area, but basic demonologist can find out information about common demons.


Rune magic: With a master level, the character can write magical runes, basic level users can read only the runes.



Common skills:


Etiquette: Masters knows etiquette rules from the whole continent, basic level ceremony organizers know only their area.


Drive Cart: Basic level drivers can control their carts secure way, masters can make dangerous tricks.


Evaluation:  With the basic level, the character can evaluate common values, the masters can find out the real value of rare and unknown things.

 
I have to add some science and common skills, because of setting reasons. Others that are left out maybe will be introduced in class or general feats. In an extraordinary situation, basic level skills can be used for solving master level problems, but DM must add +5/+10 to DC, depends on the difficulty.

Important: The Base skill point ammount increased to 4!

That is the first shot. Next time I will describe the base/master relations of the original skills. Then the secondary values will be discussed.

Combat mods:

Charging: for a succesful charge it must be minimum 10' clear distance between the opponent and the character.  The charger must dash (not allowed other move action, except for the opponent dies because of the charge attack) to the target and make a successful attack. If it is done the character can cause double damage.


Death rule: Instead of 0 the characters dies at -10 HP-CON bonus.(If negative, add the bonus to -10, for example if you have -1 CON bonus you die at -9) In the original game there was 2 types of HP: a hit point like and a health like one. This rules represents the health point in this system.
Optional: If you suffered critical hit you must increase the death threshold by 1.

CH (Critical Hit): If an attack is successful and beats the target AC with +10 or higher reduce the target's HP with the double amount. (x2 HP damage)

By P.


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