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Anyone check out Radiance RPG yet?
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<blockquote data-quote="AncientSpirits" data-source="post: 6320828" data-attributes="member: 55778"><p>Here are 3 more kits:</p><p></p><p></p><p><strong><u>Racial Exemplar (Cha)</u></strong> </p><p>You embody everything that makes your race special. </p><p> <strong>Bonus Racial Attributes</strong>: Add +2 to an attribute for which your race has a bonus, and apply -1 to an attribute where your race has a penalty. If your race does not have both an attribute bonus and an attribute penalty, add +1 to any single attribute.</p><p> <strong>Racial Gifts</strong>: You gain 3 racial abilities for which you qualify. </p><p> <strong>Role Model</strong>: You are somewhat famous and mostly well-liked among members of your race. You enjoy a +5 bonus on Diplomacy, Insight, Literacy, and Nobility checks involving your race and members of your race. Of course, your fame may invite members of your race to seek your help on hard tasks, and you may attract rivals.</p><p></p><p></p><p><strong><u>Risen Quester (Con)</u></strong> </p><p>You died but have returned from the afterlife for a purpose.</p><p> <strong>Afterlife Insights</strong>: You experience flashbacks to your time in the afterlife. While usually inchoate, these occasionally inform the present. To use this ability, you may search your flashbacks for insight regarding an immediate choice you face such as whether to open a chest or enter a room. You receive an answer of weal (good fortune), woe (bad fortune), or unclear (mixed fortune). The chance you receive an answer equals 70% + 1% per level. The answer is based on the likely outcome within the next 10 minutes. The process is tiring and costs 2 vitality.</p><p> <strong>Disturbing Dreams</strong>: On any day that you use Afterlife Insights, you suffer disturbing dreams that night and awaken with 3 fewer vitality points (min 1 vitality) the next day.</p><p> <strong>Quester Skills</strong>: Boost Insight, Perception, and Religion checks by +3.</p><p> <strong>Soul in the Balance</strong>: Due to your disturbing flashbacks and dreams, you learn that your soul returned to the living for a reason. Roll 1d6: 1) Your soul did not arrive in the proper realm in the afterlife, 2) Deities are arguing over or betting on your soul, 3) Your deity has special plans for you, 4) You have unfinished business and asked to return to life, 5) Someone raised you from death for an unclear purpose, 6) Your return to life is a total mystery. </p><p> <strong>Stabilize</strong>: When reduced to negative wound points, you automatically stabilize. If you already have this ability then you gain +3 wound points instead.</p><p> <strong>Thrice ReviveM</strong>: Up to 3x in your career, when an attack would kill you, you may instead choose to fall to -1 wounds and stabilize as an immediate action. You must be conscious to benefit from this ability. If you died before gaining this ability and needed it to return to life, then you only have 2 remaining uses.</p><p></p><p></p><p><strong><u>Spell Researcher (INT)</u></strong> </p><p>You dedicate yourself to intense study of magical arts.</p><p> <strong>Arcane Sage</strong>: Boost Arcana, History, and Literacy checks by +3.</p><p> <strong>Bonus Spells</strong>: You learn any 2 basic magic abilities or 1 intermediate magic ability of your choice, all drawn from the same class, which may be any class, for which you qualify.</p><p> <strong>Spell Thesis</strong>: Select 1 specific basic or intermediate magic ability you know. Up to 5x daily, up to 1/round, when you use the spell, you may improve it 1 of 10 ways: 1) Treat your level as 2 levels higher, 2) Apply a +2 bonus on your attack roll, 3) Improve its casting time from a standard action to a move action, 4) Double its duration (max 24 hours), 5) Double its range, 6) Double its area of effect, 7) Activate it without an implement, 8) Activate it with 0 vitality cost, 9) Exclude a single 5-ft cube from the area of effect, or 10) Activate it as an immediate action to negate use of the same spell by someone within 30 ft. The chance your improvement succeeds in combat equals 70% + 2% per level. The improvement costs +2 vitality.</p></blockquote><p></p>
[QUOTE="AncientSpirits, post: 6320828, member: 55778"] Here are 3 more kits: [B][U]Racial Exemplar (Cha)[/U][/B] You embody everything that makes your race special. [B]Bonus Racial Attributes[/B]: Add +2 to an attribute for which your race has a bonus, and apply -1 to an attribute where your race has a penalty. If your race does not have both an attribute bonus and an attribute penalty, add +1 to any single attribute. [B]Racial Gifts[/B]: You gain 3 racial abilities for which you qualify. [B]Role Model[/B]: You are somewhat famous and mostly well-liked among members of your race. You enjoy a +5 bonus on Diplomacy, Insight, Literacy, and Nobility checks involving your race and members of your race. Of course, your fame may invite members of your race to seek your help on hard tasks, and you may attract rivals. [B][U]Risen Quester (Con)[/U][/B] You died but have returned from the afterlife for a purpose. [B]Afterlife Insights[/B]: You experience flashbacks to your time in the afterlife. While usually inchoate, these occasionally inform the present. To use this ability, you may search your flashbacks for insight regarding an immediate choice you face such as whether to open a chest or enter a room. You receive an answer of weal (good fortune), woe (bad fortune), or unclear (mixed fortune). The chance you receive an answer equals 70% + 1% per level. The answer is based on the likely outcome within the next 10 minutes. The process is tiring and costs 2 vitality. [B]Disturbing Dreams[/B]: On any day that you use Afterlife Insights, you suffer disturbing dreams that night and awaken with 3 fewer vitality points (min 1 vitality) the next day. [B]Quester Skills[/B]: Boost Insight, Perception, and Religion checks by +3. [B]Soul in the Balance[/B]: Due to your disturbing flashbacks and dreams, you learn that your soul returned to the living for a reason. Roll 1d6: 1) Your soul did not arrive in the proper realm in the afterlife, 2) Deities are arguing over or betting on your soul, 3) Your deity has special plans for you, 4) You have unfinished business and asked to return to life, 5) Someone raised you from death for an unclear purpose, 6) Your return to life is a total mystery. [B]Stabilize[/B]: When reduced to negative wound points, you automatically stabilize. If you already have this ability then you gain +3 wound points instead. [B]Thrice ReviveM[/B]: Up to 3x in your career, when an attack would kill you, you may instead choose to fall to -1 wounds and stabilize as an immediate action. You must be conscious to benefit from this ability. If you died before gaining this ability and needed it to return to life, then you only have 2 remaining uses. [B][U]Spell Researcher (INT)[/U][/B] You dedicate yourself to intense study of magical arts. [B]Arcane Sage[/B]: Boost Arcana, History, and Literacy checks by +3. [B]Bonus Spells[/B]: You learn any 2 basic magic abilities or 1 intermediate magic ability of your choice, all drawn from the same class, which may be any class, for which you qualify. [B]Spell Thesis[/B]: Select 1 specific basic or intermediate magic ability you know. Up to 5x daily, up to 1/round, when you use the spell, you may improve it 1 of 10 ways: 1) Treat your level as 2 levels higher, 2) Apply a +2 bonus on your attack roll, 3) Improve its casting time from a standard action to a move action, 4) Double its duration (max 24 hours), 5) Double its range, 6) Double its area of effect, 7) Activate it without an implement, 8) Activate it with 0 vitality cost, 9) Exclude a single 5-ft cube from the area of effect, or 10) Activate it as an immediate action to negate use of the same spell by someone within 30 ft. The chance your improvement succeeds in combat equals 70% + 2% per level. The improvement costs +2 vitality. [/QUOTE]
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