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<blockquote data-quote="Murkmoldiev" data-source="post: 6629840" data-attributes="member: 6777915"><p>I have a few... </p><p></p><p>What skills cover- </p><p></p><p>Nature- Humanoids, Fey, Giants, The Underdark, The Wilderness , Vermin, Weather.lands, terrain, climate, people.</p><p></p><p>Arcana : Ancient mysteries, magic traditions, arcane symbols, cryptic phrases, constructs, dragons, magical beasts, Spells, Magic Items , Planes. </p><p></p><p>Religeon : Gods and goddesses, mythic history, ecclesiastic tradition, holy symbols, undead.</p><p></p><p>Lore : ( Replaces History ) royalty, wars, constructions, legends, laws, customs, traditions, lineages, heraldry, family trees, mottoes. Towns, Citys and Countries. </p><p></p><p></p><p></p><p></p><p>Elves and half elves get advantage on active perception checks- low light Vision but not dark vision. </p><p>+4 to passive checks </p><p></p><p>Firing into combat - disadvantage and on a 2 so 3 if mised to not hit friend ( roll to hit ) </p><p></p><p>Armor. Unless the player has St enough as listed Dis is applied to Strength and dex cheks.</p><p></p><p>Spells cast within the last 12 hours count against the total for the day.</p><p></p><p>Only one short rest per day </p><p></p><p>A caster can try to cast a lower or higher level spell by combining spell slots.</p><p>An ability check of 10 + Level of spell trying to make does it.</p><p>Failure wastes the slots. This is a free action.</p><p>Clerics can change up thier domain spells with no roll. </p><p></p><p>Any failure to cast a spell triggers a wild surge. A caster must make a Concontration check if damaged within the last round or as damaged a readyied action. </p><p></p><p>Get con bonus to the Dying saves.</p><p></p><p>Extravagant Living</p><p>Gold may be wasted on senseless activities in exchange for experience points. 100 gp may be wasted for every 1 % of that levels needed x.p. gained. This rule allows encourages players to rid themselves of excess wealth without spending it on character power escalation. Typical activities are,smoking black lotus, gambling, having lavish parties, buying useless trinkets, making bad bargains, destroying evil magic items instead of selling them etc. </p><p></p><p>The NOOOOOOOOOOO ! </p><p></p><p>Once per game session , a player is allowed to use a NO. </p><p>This allows a reroll with 3 d 20 advantage. Or can be used to avoid something horrible by rolling 7 or higher.</p><p>this no may be saved up from session to session.</p><p></p><p>The HERO POINT.</p><p></p><p>Ths is awarded to players who perform heroic deeds, usually at great personal risk.</p><p>These encourage players to take risks often with spectacular results.</p><p>They are usually awarded at the end of a massive quest for the side of good, where there have been trials of great magnitude.</p><p>A HERO POINT allows the player to accomplish the impossible.</p><p>Perform multiple actions at once, dive free of instant death, or break the rules in some way </p><p>or automatically hit with a maximum damage critical.</p><p>There is always a chance of failure or reward with using up a hero point.</p><p>When the Hero point is used a d20 is rolled. On a 1 critical failure occurs.</p><p>On a 20 the hero point is not used up.</p><p></p><p></p><p></p><p></p><p>COMING BACK FROM THE DEATH EXPERIENCE</p><p></p><p>When a character recovers from having under 0 hit points, that character is exhausted To a certain level depending on how far down he went. only the Heal 5th or up spell or similar powerful magicks, will wipe this out. This repairs at over a peroid of days.</p><p>.</p><p></p><p>1. The character has disadvantage on attacks and checks and saves and cannot maintain concentraion on spells.</p><p></p><p>2. Speed reduced to half and DC 10 Con check to cast a spell. Hp 3/4 Max </p><p></p><p>3. Speed 1/4 max Hp max reduced to half. 3 d 20 disadvantage.</p><p></p><p>4 Speed 0 Max Hp redeced to 1/4 and above. </p><p></p><p></p><p>Also, all memorized Arcane, spells are lost for a Wizard. </p><p></p><p></p><p>Character creation - Min + 5 or re roll.</p></blockquote><p></p>
[QUOTE="Murkmoldiev, post: 6629840, member: 6777915"] I have a few... What skills cover- Nature- Humanoids, Fey, Giants, The Underdark, The Wilderness , Vermin, Weather.lands, terrain, climate, people. Arcana : Ancient mysteries, magic traditions, arcane symbols, cryptic phrases, constructs, dragons, magical beasts, Spells, Magic Items , Planes. Religeon : Gods and goddesses, mythic history, ecclesiastic tradition, holy symbols, undead. Lore : ( Replaces History ) royalty, wars, constructions, legends, laws, customs, traditions, lineages, heraldry, family trees, mottoes. Towns, Citys and Countries. Elves and half elves get advantage on active perception checks- low light Vision but not dark vision. +4 to passive checks Firing into combat - disadvantage and on a 2 so 3 if mised to not hit friend ( roll to hit ) Armor. Unless the player has St enough as listed Dis is applied to Strength and dex cheks. Spells cast within the last 12 hours count against the total for the day. Only one short rest per day A caster can try to cast a lower or higher level spell by combining spell slots. An ability check of 10 + Level of spell trying to make does it. Failure wastes the slots. This is a free action. Clerics can change up thier domain spells with no roll. Any failure to cast a spell triggers a wild surge. A caster must make a Concontration check if damaged within the last round or as damaged a readyied action. Get con bonus to the Dying saves. Extravagant Living Gold may be wasted on senseless activities in exchange for experience points. 100 gp may be wasted for every 1 % of that levels needed x.p. gained. This rule allows encourages players to rid themselves of excess wealth without spending it on character power escalation. Typical activities are,smoking black lotus, gambling, having lavish parties, buying useless trinkets, making bad bargains, destroying evil magic items instead of selling them etc. The NOOOOOOOOOOO ! Once per game session , a player is allowed to use a NO. This allows a reroll with 3 d 20 advantage. Or can be used to avoid something horrible by rolling 7 or higher. this no may be saved up from session to session. The HERO POINT. Ths is awarded to players who perform heroic deeds, usually at great personal risk. These encourage players to take risks often with spectacular results. They are usually awarded at the end of a massive quest for the side of good, where there have been trials of great magnitude. A HERO POINT allows the player to accomplish the impossible. Perform multiple actions at once, dive free of instant death, or break the rules in some way or automatically hit with a maximum damage critical. There is always a chance of failure or reward with using up a hero point. When the Hero point is used a d20 is rolled. On a 1 critical failure occurs. On a 20 the hero point is not used up. COMING BACK FROM THE DEATH EXPERIENCE When a character recovers from having under 0 hit points, that character is exhausted To a certain level depending on how far down he went. only the Heal 5th or up spell or similar powerful magicks, will wipe this out. This repairs at over a peroid of days. . 1. The character has disadvantage on attacks and checks and saves and cannot maintain concentraion on spells. 2. Speed reduced to half and DC 10 Con check to cast a spell. Hp 3/4 Max 3. Speed 1/4 max Hp max reduced to half. 3 d 20 disadvantage. 4 Speed 0 Max Hp redeced to 1/4 and above. Also, all memorized Arcane, spells are lost for a Wizard. Character creation - Min + 5 or re roll. [/QUOTE]
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