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Anyone check out Radiance RPG yet?
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<blockquote data-quote="AncientSpirits" data-source="post: 6321823" data-attributes="member: 55778"><p>You've got a year: Do you plow and herd on a big parcel of "free" land as a homesteader, meditate and study at a church, or retreat into the wilderness for simple living with animal friends? Here are 3 more kits for Radiance RPG.</p><p></p><p></p><p><strong><u>Iron Homesteader (Con)</u></strong> </p><p>You manage a farm, which takes much work and knowledge.</p><p> <strong>Farming Lore</strong>: Boost Nature checks by +5, or by +10 involves agriculture.</p><p> <strong>Homestead</strong>: You gain 2,5000 gp worth of farm property, which might include a vineyard (worth 1,000 gp), a stable (1,000 gp), and live stock consisting of either 50 cows (500 gp) or 250 sheep (500 gp). See RPG, pages 165 and 171 for details. If you already have a farm, simply add 2,500 in value to it. Otherwise, consider this either a land grant that you gain for free so long as you developed it or a land you purchased after turning on a profit on an initial investment of some other kind.</p><p> <strong>Homesteader Skills</strong>: You enjoy a +3 bonus on Athletics, Craft, Endurance, Handle Animal, Heal, and Mechanics checks.</p><p></p><p></p><p><strong><u>Monastic Disciple (Wis)</u></strong> </p><p>You devote yourself to deepening your faith.</p><p> <strong>Ardent Aura</strong>: Your fellow faithful know you well. Whenever you meet someone who shares your alignment, deity or religion, apply a modifier on all skill checks with him equal to +2d6-5. Thus, you usually gain a small bonus, sometimes enjoy a large bonus, and occasionally suffer a penalty due to a rivalry, bias, or disagreement over doctrine. If you change deities, the modifier applies to the new deity and changes to -2d6+5 for faithful of your old deity.</p><p> <strong>Bonus Faith Points</strong>: At each new level or new year, you gain 2 bonus faith points (RPG, page 129).</p><p> <strong>Divine Lore</strong>: Boost Religion checks by +5, or by +10 regarding your deity. This bonus does not apply to any future deity.</p><p> <strong>God’s Gift</strong>: You permanently know 1 basic boon of your deity for which you quality. The gift changes if you change deities.</p><p> <strong>Monastic Skills</strong>: You enjoy a +2 bonus on Craft, Heal, Insight, Music, and Religion checks. </p><p></p><p></p><p><strong><u>Wilderness Survivor (Wis)</u></strong> </p><p>You thrive in the hardships of the great outdoors.</p><p> <strong>Animal Companion</strong>: You gain a healthy, young adult natural animal as a friendly, loyal companion. Its level equals 2 less than your own (min 1, max 10). You enjoy a +10 bonus on Handle Animal checks when interacting with it. When not in its native terrain, feeding it has a daily cost of 1 cp for Tiny animals, 1 sp for Small animals, and 1 gp, 5 gp, and 50 gp for Medium, Large, and Huge animals. The animal will do its best to scout, entertain others, defend you, take you to safely if you fall unconscious, and so forth, though it will not initiate combat and will retreat when it suffers wound damage. If you lose the animal, you attract a replacement after 1 month, or 3 days in a wilderness area.</p><p> <strong>Outdoor Skills</strong>: Boost Endurance, Handle Animal, and Nature checks by +3.</p><p> <strong>Nature Skills</strong>: Apply a +2 bonus on Acrobatics, Athletics, Craft, Heal, and Stealth checks.</p><p> <strong>Survivalist</strong>: Boost Survival checks by +5, or by +10 once daily.</p></blockquote><p></p>
[QUOTE="AncientSpirits, post: 6321823, member: 55778"] You've got a year: Do you plow and herd on a big parcel of "free" land as a homesteader, meditate and study at a church, or retreat into the wilderness for simple living with animal friends? Here are 3 more kits for Radiance RPG. [B][U]Iron Homesteader (Con)[/U][/B] You manage a farm, which takes much work and knowledge. [B]Farming Lore[/B]: Boost Nature checks by +5, or by +10 involves agriculture. [B]Homestead[/B]: You gain 2,5000 gp worth of farm property, which might include a vineyard (worth 1,000 gp), a stable (1,000 gp), and live stock consisting of either 50 cows (500 gp) or 250 sheep (500 gp). See RPG, pages 165 and 171 for details. If you already have a farm, simply add 2,500 in value to it. Otherwise, consider this either a land grant that you gain for free so long as you developed it or a land you purchased after turning on a profit on an initial investment of some other kind. [B]Homesteader Skills[/B]: You enjoy a +3 bonus on Athletics, Craft, Endurance, Handle Animal, Heal, and Mechanics checks. [B][U]Monastic Disciple (Wis)[/U][/B] You devote yourself to deepening your faith. [B]Ardent Aura[/B]: Your fellow faithful know you well. Whenever you meet someone who shares your alignment, deity or religion, apply a modifier on all skill checks with him equal to +2d6-5. Thus, you usually gain a small bonus, sometimes enjoy a large bonus, and occasionally suffer a penalty due to a rivalry, bias, or disagreement over doctrine. If you change deities, the modifier applies to the new deity and changes to -2d6+5 for faithful of your old deity. [B]Bonus Faith Points[/B]: At each new level or new year, you gain 2 bonus faith points (RPG, page 129). [B]Divine Lore[/B]: Boost Religion checks by +5, or by +10 regarding your deity. This bonus does not apply to any future deity. [B]God’s Gift[/B]: You permanently know 1 basic boon of your deity for which you quality. The gift changes if you change deities. [B]Monastic Skills[/B]: You enjoy a +2 bonus on Craft, Heal, Insight, Music, and Religion checks. [B][U]Wilderness Survivor (Wis)[/U][/B] You thrive in the hardships of the great outdoors. [B]Animal Companion[/B]: You gain a healthy, young adult natural animal as a friendly, loyal companion. Its level equals 2 less than your own (min 1, max 10). You enjoy a +10 bonus on Handle Animal checks when interacting with it. When not in its native terrain, feeding it has a daily cost of 1 cp for Tiny animals, 1 sp for Small animals, and 1 gp, 5 gp, and 50 gp for Medium, Large, and Huge animals. The animal will do its best to scout, entertain others, defend you, take you to safely if you fall unconscious, and so forth, though it will not initiate combat and will retreat when it suffers wound damage. If you lose the animal, you attract a replacement after 1 month, or 3 days in a wilderness area. [B]Outdoor Skills[/B]: Boost Endurance, Handle Animal, and Nature checks by +3. [B]Nature Skills[/B]: Apply a +2 bonus on Acrobatics, Athletics, Craft, Heal, and Stealth checks. [B]Survivalist[/B]: Boost Survival checks by +5, or by +10 once daily. [/QUOTE]
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