Got a few variant rules from different soruces converted to D&D I gonna try out for my campaign. Alignment is thrown out the window (and replaced by Allegencies) and I'm still working on Reputation (which I'll throw up soon). Also, does anyone have any ideas on how Allegencies affect alignment-based spells seeing there won't be any alignment? Other then that... comments, ideas, &/or suggestions?
Allegiances
A character may have up to three allegiances, listed in order from most important to least important. These allegiances are indications of what the character values in life, and may encompass people, organizations, or ideals. A character may have no allegiances (being either a free spirit or a lone wolf) or may change allegiances as he or she goes through life. Also, just because the character fits into a certain category of people doesn’t mean the character has to have that category as an allegiance. If the character acts in a way that is detrimental to his or her allegiance, the GM may choose to strip the character of that allegiance (and all its benefits) and assign an allegiance more suitable to those actions.
Pledging Allegiance
A hero’s allegiance can take the form of loyalty to a person, to an organization, to a belief system, to a nation, or to an ethical or moral philosophy. In general, a character can discard an allegiance at any time, but may only gain a new allegiance after attaining a new level. Having an allegiance implies having sufficient intelligence and wisdom to make a moral or ethical choice. As a result, a character must have Intelligence and Wisdom scores of 3 or higher in order to select allegiances.
Allegiances include, but are not limited to, the following examples:
Person or Group: This includes a leader or superior, a family, a group of linked individuals (such as a band of adventurers or a cell of secret agents), or a discrete unit within a larger organization (such as members of the character’s squad or platoon, or individuals whose safety the character is responsible for).
Organization: This may be a company or corporation, a gathering of like-minded individuals, a fraternal brotherhood, a secret society, a branch of the armed forces, a local, state, or national government, a university, an employer, or an otherwise established authority.
Nation: This may or may not be the nation that the hero currently resides in. It may be where the individual was born, or where the hero resides after emigrating to a new home.
Belief System: This is usually a particular faith or religion, but can also be a specific philosophy or school of thought. Belief systems could also include political beliefs or philosophical outlooks.
Ethical Philosophy: This describes how one feels about order, as represented by law and chaos. An individual with a lawful outlook tends to tell the truth, keep his or her word, respect authority, and honor tradition, and he or she expects others to do likewise. An individual with a chaotic outlook tends to follow his or her instincts and whims, favor new ideas and experiences, and behave in a subjective and open manner in dealings with others.
Moral Philosophy: This describes one’s attitude toward others, as represented by good and evil. An individual with a good allegiance tends to protect innocent life. This belief implies altruism, respect for life, and a concern for the dignity of other creatures. An evil allegiance shows a willingness to hurt, oppress, and kill others, and to debase or destroy innocent life.
Allegiances and Influence
An allegiance can create an empathic bond with others of the same allegiance. With the GM’s permission, the character gains a +2 circumstance bonus on Charisma-based skill checks when dealing with someone of the same allegiance—as long as the character has had some interaction with the other character to discover the connections and bring the bonus into play.
Corruption
Almost all characters in fantasy stories are capable of being corrupted if they face sufficiently servere challenges to their integrity. Indeed, many begin with no integrity whatsoever, and seem to seek out self-corruption. Even those with stringent codes of honor may fall from their principled stance, usually without any hope of regaining it.
This is because the worldview portrayed in such stories is essentially bleak. There are no cosmic forces for "Good." Even the supposedly good gods, such as Pelor, may be no more than creations of the priesthood. The only good is that which is to be found in a few human beings of high moral standing, though even they are far scarcer than the self-serving or actively evil humans who make up the majority of ordinary people and great heros and villains alike.
On the other hand, "Evil" exists in a very real and concrete manner. Dark forces are always afoot. The foul sorcerous knowledge of evil priests and the vile demons they conjure up are far more powerful than any magics or defensive prayers their supposedly "Good" counterparts might have access to. Many folk, who might otherwise be mortal, take the first steps on the road to damnation when they realize that even if they behave virtuously, there is no paradise in the next life, no guarantee of salvation; they might as well take what they can now.
Corruption is a more serious problem for spellcasters than most other characters. Not only does their research typically cause them to make more saves against corruption than most adventurers, but even those who successfully avoid being corrupted have a tendency to grow madder and madder as they gain more and more unnatural knowledge.
Corruption Saves
Any time a character comes into contact with a demon, evil god, or an unusually powerful and corrupt sorcerer (except in the context of actively attacking them, or fleeing from them in terror), he must make a corruption save. This is a Will saving throw.
• Certain magical artifacts and sorcerous pratices can also force corruption saves.
• All corruption saves are made against a DC set by the entity, sorcerer, or object's power.
• A character's current Corruption is applied as a circumstance penalty to all corruption saves. Once you start on the steady slope towards corruption, it is more difficult to stop.
• A character who successfully makes a save against corruption need not usually make another save due to the presense of the same creature the same day. However, if he has close, peaceful contact with the creature, the Game Master may call for another corruption save every hour.
Consequences of Failure
Each time your character fails a Corruption save, you gain 1 point of Corruption. There are further effects which will not be immediately obvious to the character which the Game Master may only know about.
Corruption Effects
A character's current Curruption is applied as a penalty to all Charisma-based skill checks when dealing with another character who has a Code of Honor. A character's current Curruption is appiled as a bonus to all Charisma-based skill checks when dealing with another character who has at least as many Curruption points as him, or when dealing witha demon, evil god or similiar powerful entity of evil. Curruption is also applied as a bonus to all Intimidate checks.
Furthermore, Curruption has additionally effects as follows:
Corruption Effects
1-2 Troubled
3-4 Disturbed
5-6 Detached
7-9 Corrupt
10+ Lost
Hero Points
Sometimes, a character commits a selfless act or a brave deed that one can only call “heroic.” In such a case, the DM should award the character a hero point. A mage that jumps down into a pit full of vipers to heal a dying friend, even though he knows he’ll take damage from the fall and risks death from the snake’s venom, is a real hero. Hero points are a reward for that kind of valiant action. Hero points can be used at the player’s discretion to perform amazing— often otherwise impossible—actions.
Awarding Hero Points
The most important thing to remember about hero points is that awarding them to PCs, or not awarding them, is totally up to the DM. Some characters may never earn even a single hero point, while others, over the course of the campaign, may earn many. Some whole campaigns may never use hero points, while in others they are common. The DM is encouraged to be parsimonious with them. Hero points should be awarded at the end or beginning of a game session, when experience points are dispersed. Characters with the Born Hero feat should, if they act at all appropriately, earn at least 1 hero point per level. Still, the exact rewards are up to the DM. A character should never earn a hero point performing an action in which he uses a hero point.
Using Hero Points
On his turn, before determining the success or failure of an action, a player can announce that he is using a hero point to help accomplish the action. Normally, the hero point adds a bonus of +10 to the action, if the roll of a d20 dictates its success or failure. However, there are exceptions:
Destiny: You can at any time spend one or more Hero Points, with the agreement of the Game Master, to alter the world in some minor way. Essentially, this allows you the player to have some input into the story, over and above the actions of your character. this change must be one that is plausible, minor, and not overwhelmingly beneficial to the player characters. It may well assist them to accomplish their goals, but they must still accomplish those goals by their own strength and wits, not simply by spending Hero Points!
For example, a character captured by the law and imprisoned might spend a Hero Point to have a chance at escape - comrade or slave-girl smuggling him in a dagger, or a drunken guard, or the discovery of a loose chunk of granite with which to smash open his ankle-chain - not have his escape handed to him on a plate by a sorcerer magically putting all the guards to sleep and bursting his door open.
Another option for this use of a Hero Point is to alter your own character in some minor way, by revealing a new facet to his past. This might include knowing a language that he did not know before, which is useful in his current situation - or having a contact in the area from his previous dealings in the region.
One good use of Destiny is when the players are at a dead end in an adventure - perhaps they have missed some crucial clue, or failed to puzzle out where to go next. A single Hero Point in this case is usually enough for the Game Master to offer some kind of in-game hint - preferably this will not be so blatant as to have a friendly non-player character tell them the answer outright, but something more along the lines of the background information often given out in stories. For example, a dream could reveal a vision of the past history of the creature and places crucial to the plot; or an ancient scroll could be uncovered that, with a Decipher Script check and a bit of logic, could provide a hint as to where to look next. The Game Master will be more likely to accept proposed uses of Destiny which could plausibly relate to a character's own future destiny.
Fate: A character can use a hero point to make something work in a way the rules normally do not allow. This requires careful DM adjudication. For example, a spellcaster could use a hero point to cast a special version of a spell that turned a foe to glass for only one hour (instead of permanently) or that could be undone only by some specific requirement (the touch of three honest priests or exposure to the light of heaven, for example). An unfettered might try to use a hero point not only to disarm a foe but to send the weapon sailing into the hand of a nearby ally. The DM should still apply all normal circumstance modifiers to the PC’s action. Actions using hero points can still fail. The object of hero points, more than anything else, is to represent the role of wild luck and karma in overcoming logical circumstance penalties to extremely difficult actions. They make the nearly impossible somewhat more possible— but still not a sure thing.
Left For Dead: In fantasy settings, characters become unconcious when reduced to -1 hit point, and die when reduced to a negative number equal to their Constitution score. However, when a character hit points reach the negative number for their character to die by any means, he may spend 1 Hero Point to avoid being killed outright. He instead is "left for dead." A character who is left for dead appears dead to a casual examination, though he still has a chance of recovering, particuarly if quickly attended by a character with the Heal skill. If he is healed of at least 1 point of damage within one hour of being left for dead, either with the Heal skill or by some magical or other means, he is considered to be stable and at the negative he's currently at. If he is not healed, he must make a Fortitude save (DC 20) after one hour. If successful, he stabilises himself and is at the negative he's currently was at. If he fails, he finally and irrevocably dead - whether or not he has any Hero Points left.
Lucky: Lady Luck must be on your side, because you have exceptionally good fortune. By spending one Hero Point, you may reroll any one roll that you have just made. You must take the result of the reroll, even if it's worse than the original roll.
Mighty Blow: Rather than rolling the damage dice on any successful physical melee hit, you can elect to declare a Mighty Blow, at the cost of 1 Hero Point. A Mighty Blow always deals maximum possible damage. This includes bonus damage, such as that rolled for sneak attacks. A primitive or standard quality weapon always shatters irreparably when used to deliver a Mighty Blow. Even a magical weapon used to deliver a Mighty Blow has 20% less chance per bonus enhancemnt point of snapping in two, but if it does, it will usually be possible to use the broken weapon as an improvised weapon - it will not be completely destroyed.
Quick: If a character uses a hero point to act when it is not his turn, he can take a single standard action out of the normal initiative sequence with no special bonuses. He then returns to his normal initiative count.
Repentance: you spend one or more Hero Points to leave behind your old, evil life, and make an effort to start afresh. Each Hero Point spent in this way removes one point of Corruption.
Hero Points for NPCS
DMs can also give hero points to NPCs. They may even wish to invert the concept and award “villain points” to characters who perform exceedingly villainous deeds. A hero point makes an NPC opponent far more dangerous. DMs should consider granting an experience point bonus of +50 percent for defeating an opponent with a hero (or villain) point.
Hero Points for Characters Above 1st Level
If the needs of the game require that a player create a character above 1st level, the character may have already earned a hero point in his career. Assume that there is a 10 percent chance per level that a character has a hero point when created. If above 10th level, he has 1 hero point and has a 10 percent chance per level above 10th to have another. If the character has the Born Hero feat, he starts with a hero point, and has a 10 percent chance per level to have another. If he has the Born Hero talent and is above 10th level, he starts with 2 hero points and has a 10 percent chance per level above 10th to have another.
Dramatic Uses of Hero Points
The DM might want encourage the use of hero points in dramatic ways rather than mundane ways. A mundane use of a hero point might be:
• Using it to help make a simple attack roll.
• Using it to help make a simple skill check.
• Using it to help make sure a spell succeeds.
Dramatic ways of using a hero point include the following:
• Attacking a foe by swinging across a great hall on a rope attached to a chandelier.
• Firing an arrow (or throwing one’s sword) to cut the bonds of a bound ally in the middle of a fight.
• Popping open a lock in the middle of combat by banging on it just right.
Encourage players to use hero points to attempt actions seen in a movie or read about in a story. The DM is justified in secretly increasing the bonus offered by the hero point if the player chooses to use it in an interesting, fun, and dramatic matter.
Allegiances
A character may have up to three allegiances, listed in order from most important to least important. These allegiances are indications of what the character values in life, and may encompass people, organizations, or ideals. A character may have no allegiances (being either a free spirit or a lone wolf) or may change allegiances as he or she goes through life. Also, just because the character fits into a certain category of people doesn’t mean the character has to have that category as an allegiance. If the character acts in a way that is detrimental to his or her allegiance, the GM may choose to strip the character of that allegiance (and all its benefits) and assign an allegiance more suitable to those actions.
Pledging Allegiance
A hero’s allegiance can take the form of loyalty to a person, to an organization, to a belief system, to a nation, or to an ethical or moral philosophy. In general, a character can discard an allegiance at any time, but may only gain a new allegiance after attaining a new level. Having an allegiance implies having sufficient intelligence and wisdom to make a moral or ethical choice. As a result, a character must have Intelligence and Wisdom scores of 3 or higher in order to select allegiances.
Allegiances include, but are not limited to, the following examples:
Person or Group: This includes a leader or superior, a family, a group of linked individuals (such as a band of adventurers or a cell of secret agents), or a discrete unit within a larger organization (such as members of the character’s squad or platoon, or individuals whose safety the character is responsible for).
Organization: This may be a company or corporation, a gathering of like-minded individuals, a fraternal brotherhood, a secret society, a branch of the armed forces, a local, state, or national government, a university, an employer, or an otherwise established authority.
Nation: This may or may not be the nation that the hero currently resides in. It may be where the individual was born, or where the hero resides after emigrating to a new home.
Belief System: This is usually a particular faith or religion, but can also be a specific philosophy or school of thought. Belief systems could also include political beliefs or philosophical outlooks.
Ethical Philosophy: This describes how one feels about order, as represented by law and chaos. An individual with a lawful outlook tends to tell the truth, keep his or her word, respect authority, and honor tradition, and he or she expects others to do likewise. An individual with a chaotic outlook tends to follow his or her instincts and whims, favor new ideas and experiences, and behave in a subjective and open manner in dealings with others.
Moral Philosophy: This describes one’s attitude toward others, as represented by good and evil. An individual with a good allegiance tends to protect innocent life. This belief implies altruism, respect for life, and a concern for the dignity of other creatures. An evil allegiance shows a willingness to hurt, oppress, and kill others, and to debase or destroy innocent life.
Allegiances and Influence
An allegiance can create an empathic bond with others of the same allegiance. With the GM’s permission, the character gains a +2 circumstance bonus on Charisma-based skill checks when dealing with someone of the same allegiance—as long as the character has had some interaction with the other character to discover the connections and bring the bonus into play.
Corruption
Almost all characters in fantasy stories are capable of being corrupted if they face sufficiently servere challenges to their integrity. Indeed, many begin with no integrity whatsoever, and seem to seek out self-corruption. Even those with stringent codes of honor may fall from their principled stance, usually without any hope of regaining it.
This is because the worldview portrayed in such stories is essentially bleak. There are no cosmic forces for "Good." Even the supposedly good gods, such as Pelor, may be no more than creations of the priesthood. The only good is that which is to be found in a few human beings of high moral standing, though even they are far scarcer than the self-serving or actively evil humans who make up the majority of ordinary people and great heros and villains alike.
On the other hand, "Evil" exists in a very real and concrete manner. Dark forces are always afoot. The foul sorcerous knowledge of evil priests and the vile demons they conjure up are far more powerful than any magics or defensive prayers their supposedly "Good" counterparts might have access to. Many folk, who might otherwise be mortal, take the first steps on the road to damnation when they realize that even if they behave virtuously, there is no paradise in the next life, no guarantee of salvation; they might as well take what they can now.
Corruption is a more serious problem for spellcasters than most other characters. Not only does their research typically cause them to make more saves against corruption than most adventurers, but even those who successfully avoid being corrupted have a tendency to grow madder and madder as they gain more and more unnatural knowledge.
Corruption Saves
Any time a character comes into contact with a demon, evil god, or an unusually powerful and corrupt sorcerer (except in the context of actively attacking them, or fleeing from them in terror), he must make a corruption save. This is a Will saving throw.
• Certain magical artifacts and sorcerous pratices can also force corruption saves.
• All corruption saves are made against a DC set by the entity, sorcerer, or object's power.
• A character's current Corruption is applied as a circumstance penalty to all corruption saves. Once you start on the steady slope towards corruption, it is more difficult to stop.
• A character who successfully makes a save against corruption need not usually make another save due to the presense of the same creature the same day. However, if he has close, peaceful contact with the creature, the Game Master may call for another corruption save every hour.
Consequences of Failure
Each time your character fails a Corruption save, you gain 1 point of Corruption. There are further effects which will not be immediately obvious to the character which the Game Master may only know about.
Corruption Effects
A character's current Curruption is applied as a penalty to all Charisma-based skill checks when dealing with another character who has a Code of Honor. A character's current Curruption is appiled as a bonus to all Charisma-based skill checks when dealing with another character who has at least as many Curruption points as him, or when dealing witha demon, evil god or similiar powerful entity of evil. Curruption is also applied as a bonus to all Intimidate checks.
Furthermore, Curruption has additionally effects as follows:
Corruption Effects
1-2 Troubled
3-4 Disturbed
5-6 Detached
7-9 Corrupt
10+ Lost
Hero Points
Sometimes, a character commits a selfless act or a brave deed that one can only call “heroic.” In such a case, the DM should award the character a hero point. A mage that jumps down into a pit full of vipers to heal a dying friend, even though he knows he’ll take damage from the fall and risks death from the snake’s venom, is a real hero. Hero points are a reward for that kind of valiant action. Hero points can be used at the player’s discretion to perform amazing— often otherwise impossible—actions.
Awarding Hero Points
The most important thing to remember about hero points is that awarding them to PCs, or not awarding them, is totally up to the DM. Some characters may never earn even a single hero point, while others, over the course of the campaign, may earn many. Some whole campaigns may never use hero points, while in others they are common. The DM is encouraged to be parsimonious with them. Hero points should be awarded at the end or beginning of a game session, when experience points are dispersed. Characters with the Born Hero feat should, if they act at all appropriately, earn at least 1 hero point per level. Still, the exact rewards are up to the DM. A character should never earn a hero point performing an action in which he uses a hero point.
Using Hero Points
On his turn, before determining the success or failure of an action, a player can announce that he is using a hero point to help accomplish the action. Normally, the hero point adds a bonus of +10 to the action, if the roll of a d20 dictates its success or failure. However, there are exceptions:
Destiny: You can at any time spend one or more Hero Points, with the agreement of the Game Master, to alter the world in some minor way. Essentially, this allows you the player to have some input into the story, over and above the actions of your character. this change must be one that is plausible, minor, and not overwhelmingly beneficial to the player characters. It may well assist them to accomplish their goals, but they must still accomplish those goals by their own strength and wits, not simply by spending Hero Points!
For example, a character captured by the law and imprisoned might spend a Hero Point to have a chance at escape - comrade or slave-girl smuggling him in a dagger, or a drunken guard, or the discovery of a loose chunk of granite with which to smash open his ankle-chain - not have his escape handed to him on a plate by a sorcerer magically putting all the guards to sleep and bursting his door open.
Another option for this use of a Hero Point is to alter your own character in some minor way, by revealing a new facet to his past. This might include knowing a language that he did not know before, which is useful in his current situation - or having a contact in the area from his previous dealings in the region.
One good use of Destiny is when the players are at a dead end in an adventure - perhaps they have missed some crucial clue, or failed to puzzle out where to go next. A single Hero Point in this case is usually enough for the Game Master to offer some kind of in-game hint - preferably this will not be so blatant as to have a friendly non-player character tell them the answer outright, but something more along the lines of the background information often given out in stories. For example, a dream could reveal a vision of the past history of the creature and places crucial to the plot; or an ancient scroll could be uncovered that, with a Decipher Script check and a bit of logic, could provide a hint as to where to look next. The Game Master will be more likely to accept proposed uses of Destiny which could plausibly relate to a character's own future destiny.
Fate: A character can use a hero point to make something work in a way the rules normally do not allow. This requires careful DM adjudication. For example, a spellcaster could use a hero point to cast a special version of a spell that turned a foe to glass for only one hour (instead of permanently) or that could be undone only by some specific requirement (the touch of three honest priests or exposure to the light of heaven, for example). An unfettered might try to use a hero point not only to disarm a foe but to send the weapon sailing into the hand of a nearby ally. The DM should still apply all normal circumstance modifiers to the PC’s action. Actions using hero points can still fail. The object of hero points, more than anything else, is to represent the role of wild luck and karma in overcoming logical circumstance penalties to extremely difficult actions. They make the nearly impossible somewhat more possible— but still not a sure thing.
Left For Dead: In fantasy settings, characters become unconcious when reduced to -1 hit point, and die when reduced to a negative number equal to their Constitution score. However, when a character hit points reach the negative number for their character to die by any means, he may spend 1 Hero Point to avoid being killed outright. He instead is "left for dead." A character who is left for dead appears dead to a casual examination, though he still has a chance of recovering, particuarly if quickly attended by a character with the Heal skill. If he is healed of at least 1 point of damage within one hour of being left for dead, either with the Heal skill or by some magical or other means, he is considered to be stable and at the negative he's currently at. If he is not healed, he must make a Fortitude save (DC 20) after one hour. If successful, he stabilises himself and is at the negative he's currently was at. If he fails, he finally and irrevocably dead - whether or not he has any Hero Points left.
Lucky: Lady Luck must be on your side, because you have exceptionally good fortune. By spending one Hero Point, you may reroll any one roll that you have just made. You must take the result of the reroll, even if it's worse than the original roll.
Mighty Blow: Rather than rolling the damage dice on any successful physical melee hit, you can elect to declare a Mighty Blow, at the cost of 1 Hero Point. A Mighty Blow always deals maximum possible damage. This includes bonus damage, such as that rolled for sneak attacks. A primitive or standard quality weapon always shatters irreparably when used to deliver a Mighty Blow. Even a magical weapon used to deliver a Mighty Blow has 20% less chance per bonus enhancemnt point of snapping in two, but if it does, it will usually be possible to use the broken weapon as an improvised weapon - it will not be completely destroyed.
Quick: If a character uses a hero point to act when it is not his turn, he can take a single standard action out of the normal initiative sequence with no special bonuses. He then returns to his normal initiative count.
Repentance: you spend one or more Hero Points to leave behind your old, evil life, and make an effort to start afresh. Each Hero Point spent in this way removes one point of Corruption.
Hero Points for NPCS
DMs can also give hero points to NPCs. They may even wish to invert the concept and award “villain points” to characters who perform exceedingly villainous deeds. A hero point makes an NPC opponent far more dangerous. DMs should consider granting an experience point bonus of +50 percent for defeating an opponent with a hero (or villain) point.
Hero Points for Characters Above 1st Level
If the needs of the game require that a player create a character above 1st level, the character may have already earned a hero point in his career. Assume that there is a 10 percent chance per level that a character has a hero point when created. If above 10th level, he has 1 hero point and has a 10 percent chance per level above 10th to have another. If the character has the Born Hero feat, he starts with a hero point, and has a 10 percent chance per level to have another. If he has the Born Hero talent and is above 10th level, he starts with 2 hero points and has a 10 percent chance per level above 10th to have another.
Dramatic Uses of Hero Points
The DM might want encourage the use of hero points in dramatic ways rather than mundane ways. A mundane use of a hero point might be:
• Using it to help make a simple attack roll.
• Using it to help make a simple skill check.
• Using it to help make sure a spell succeeds.
Dramatic ways of using a hero point include the following:
• Attacking a foe by swinging across a great hall on a rope attached to a chandelier.
• Firing an arrow (or throwing one’s sword) to cut the bonds of a bound ally in the middle of a fight.
• Popping open a lock in the middle of combat by banging on it just right.
Encourage players to use hero points to attempt actions seen in a movie or read about in a story. The DM is justified in secretly increasing the bonus offered by the hero point if the player chooses to use it in an interesting, fun, and dramatic matter.
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