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<blockquote data-quote="Tibermoon" data-source="post: 7482546" data-attributes="member: 6702984"><p><strong>Classes, Heroic Paths, Armor, and Weapons</strong></p><p></p><p><span style="color: #454545"><span style="font-family: inherit"><span style="font-family: inherit"><strong><span style="font-size: 10px">Some additional thoughts on classes, heroic paths, armor, and weapons...</span></strong></span></span></span></p><p><span style="color: #454545"><span style="font-family: inherit"><span style="font-family: inherit"><strong></strong></span></span></span></p><p><span style="color: #454545"><span style="font-family: inherit"><span style="font-family: inherit"><strong>Classes & Heroic Paths</strong></span></span></span></p><p></p><ul> <li data-xf-list-type="ul"><span style="font-family: inherit">One of the Classes or Heroic Paths MUST be used in your High Concept Aspect (unless you use a Prestige Class instead)</span></li> <li data-xf-list-type="ul"><span style="font-family: inherit">Should inspire aspects, stunts, and/or skill choices</span></li> <li data-xf-list-type="ul"><span style="font-family: inherit">Doesn’t grant any additional aspects, skills, or stunts: it just gives </span><span style="font-family: inherit"><em>ideas</em></span><span style="font-family: inherit"> for them.</span></li> <li data-xf-list-type="ul"><span style="font-family: inherit">Player can choose a class, a heroic path, or both. As long as they meet the fictional requirements (can’t have an orc that’s an “Elven Archer” for instance) then they’re good to go.</span></li> </ul><p></p><p><span style="color: #454545"><span style="font-family: inherit"><span style="font-family: inherit"><strong>Prestige Classes</strong></span></span></span></p><p></p><ul> <li data-xf-list-type="ul"><span style="font-family: inherit">Entirely optional, but works the same as class and heroic path, providing inspiration for aspects, stunts, and/or skill choices.</span></li> <li data-xf-list-type="ul"><span style="font-family: inherit">Can be combined with a Class and/or Heroic Path if desired.</span></li> <li data-xf-list-type="ul"><span style="font-family: inherit">As with Class and Heroic Path, player must meet the narrative requirements to take a Prestige Class.</span><ul> <li data-xf-list-type="ul"><span style="font-family: inherit">Some Prestige Classes may not be available during character creation due to their implied power level. Ask your GM.</span></li> </ul></li> </ul><p></p><p><span style="color: #454545"><span style="font-family: inherit"><span style="font-family: inherit"><strong>Weapons & Armor</strong></span></span></span></p><p><span style="color: #454545"><span style="font-family: inherit"><span style="font-family: inherit"><strong></strong></span></span></span><strong>Armor</strong></p><p></p><ul> <li data-xf-list-type="ul"><span style="font-family: inherit">Armor: 0 is default. Generally speaking, this is what players have, regardless of whatever armor they’re wearing.</span></li> <li data-xf-list-type="ul"><span style="font-family: inherit">Armor: X means you absorb X stress from each hit (where applicable—might not apply to magic or whatever). </span></li> <li data-xf-list-type="ul"><span style="font-family: inherit">These rules are genereally only used for <em>magical</em> armor.</span></li> </ul><p></p><p></p><ul> <li data-xf-list-type="ul"><span style="font-family: inherit">If a character wants to be heavily armored (sans magic), that’s fine. Give them an aspect like “Plate Mail.” They can invoke it on a defensive action, but it may be compelled against them when trying to be stealthy, or athletic, or swim or whatever.</span></li> </ul><p><strong></strong></p><p><strong>Weapons</strong></p><p></p><ul> <li data-xf-list-type="ul"><span style="font-family: inherit">Weapon: 0 is default. Does nothing. This is normally what players have, regardless of their weapon.</span></li> <li data-xf-list-type="ul"><span style="font-family: inherit">Weapon: X means you deal X <em>bonus</em> stress on a hit.</span></li> <li data-xf-list-type="ul"><span style="font-family: inherit">These rules are generally only used for magical weapons.</span></li> </ul><p></p><p></p><ul> <li data-xf-list-type="ul"><span style="font-family: inherit">If player gets disarmed and doesn’t have a stunt for that, they get a temporary “Disarmed” aspect which will get compelled against them.</span></li> </ul><p></p><p></p><ul> <li data-xf-list-type="ul"><span style="font-family: inherit">In addition to potentially having weapon:X or armor:X ratings, fancy/magical weapons and armor can have aspects, giving them special effects above and beyond the norm.</span></li> </ul></blockquote><p></p>
[QUOTE="Tibermoon, post: 7482546, member: 6702984"] [b]Classes, Heroic Paths, Armor, and Weapons[/b] [COLOR=#454545][FONT='inherit'][FONT='inherit'][B][SIZE=2]Some additional thoughts on classes, heroic paths, armor, and weapons...[/SIZE] Classes & Heroic Paths[/B][/FONT][/FONT][/COLOR] [LIST] [*][FONT='inherit']One of the Classes or Heroic Paths MUST be used in your High Concept Aspect (unless you use a Prestige Class instead)[/FONT] [*][FONT='inherit']Should inspire aspects, stunts, and/or skill choices[/FONT] [*][FONT='inherit']Doesn’t grant any additional aspects, skills, or stunts: it just gives [/FONT][FONT='inherit'][I]ideas[/I][/FONT][FONT='inherit'] for them.[/FONT] [*][FONT='inherit']Player can choose a class, a heroic path, or both. As long as they meet the fictional requirements (can’t have an orc that’s an “Elven Archer” for instance) then they’re good to go.[/FONT] [/LIST] [COLOR=#454545][FONT='inherit'][FONT='inherit'][B]Prestige Classes[/B][/FONT][/FONT][/COLOR] [LIST] [*][FONT='inherit']Entirely optional, but works the same as class and heroic path, providing inspiration for aspects, stunts, and/or skill choices.[/FONT] [*][FONT='inherit']Can be combined with a Class and/or Heroic Path if desired.[/FONT] [*][FONT='inherit']As with Class and Heroic Path, player must meet the narrative requirements to take a Prestige Class.[/FONT] [LIST] [*][FONT='inherit']Some Prestige Classes may not be available during character creation due to their implied power level. Ask your GM.[/FONT] [/LIST] [/LIST] [COLOR=#454545][FONT='inherit'][FONT='inherit'][B]Weapons & Armor [/B][/FONT][/FONT][/COLOR][B]Armor[/B] [LIST] [*][FONT='inherit']Armor: 0 is default. Generally speaking, this is what players have, regardless of whatever armor they’re wearing.[/FONT] [*][FONT='inherit']Armor: X means you absorb X stress from each hit (where applicable—might not apply to magic or whatever). [/FONT] [*][FONT='inherit']These rules are genereally only used for [I]magical[/I] armor.[/FONT] [/LIST] [LIST] [*][FONT='inherit']If a character wants to be heavily armored (sans magic), that’s fine. Give them an aspect like “Plate Mail.” They can invoke it on a defensive action, but it may be compelled against them when trying to be stealthy, or athletic, or swim or whatever.[/FONT] [/LIST] [B] Weapons[/B] [LIST] [*][FONT='inherit']Weapon: 0 is default. Does nothing. This is normally what players have, regardless of their weapon.[/FONT] [*][FONT='inherit']Weapon: X means you deal X [I]bonus[/I] stress on a hit.[/FONT] [*][FONT='inherit']These rules are generally only used for magical weapons.[/FONT] [/LIST] [LIST] [*][FONT='inherit']If player gets disarmed and doesn’t have a stunt for that, they get a temporary “Disarmed” aspect which will get compelled against them.[/FONT] [/LIST] [LIST] [*][FONT='inherit']In addition to potentially having weapon:X or armor:X ratings, fancy/magical weapons and armor can have aspects, giving them special effects above and beyond the norm.[/FONT] [/LIST] [/QUOTE]
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