oh . . . my . . . GOD this would be so fun to play! I can just imagine a four hour block of a five hour session taken up by arguing with an elevator! Or having one of the PCs be a mattress from Squornshellas Beta! Or a PC that has mastered the art of flying (you know, tripping and then forgetting that you're supposed to hit the ground, so you don't?)! A sample skill:
Flying (Wis, see below)
You commonly forget that the ground is where it should be.
Check: Whenever you fall (weather on purpose or by accident), either you or your GM can state that your character is making a Fly check. If you succeed, your character floats a few inches to feet off the ground, and is now Flying. The base DC for Flying is 25; it increases by 2 to 6 points under times of special stress.
A Flying character can move with a speed of up to 30', plus an additional 5' per three full ranks in Fly. Manueverability is always considered to be Average, although with a Flying check (DC 14 for Good, 18 for Perfect), you can act is if you had a better manueverability for one full round.
Once every number of rounds equal to your ranks in Flying, you must make a Wisdom check (DC 15). If you succeed, you remember where the ground should be, and start to fall.
Retry: Yes, providing you trip or fall again.
Special: Instead of applying their Wisdom modifier to Flying checks as a bonus, they apply the opposite of their Wisdom modifier to Flying checks. Thus, a character with Wis 16 would recieve a -3 penalty, and a character with Wis 7 would recieve a +2 bonus.
-Jeph
Flying (Wis, see below)
You commonly forget that the ground is where it should be.
Check: Whenever you fall (weather on purpose or by accident), either you or your GM can state that your character is making a Fly check. If you succeed, your character floats a few inches to feet off the ground, and is now Flying. The base DC for Flying is 25; it increases by 2 to 6 points under times of special stress.
A Flying character can move with a speed of up to 30', plus an additional 5' per three full ranks in Fly. Manueverability is always considered to be Average, although with a Flying check (DC 14 for Good, 18 for Perfect), you can act is if you had a better manueverability for one full round.
Once every number of rounds equal to your ranks in Flying, you must make a Wisdom check (DC 15). If you succeed, you remember where the ground should be, and start to fall.
Retry: Yes, providing you trip or fall again.
Special: Instead of applying their Wisdom modifier to Flying checks as a bonus, they apply the opposite of their Wisdom modifier to Flying checks. Thus, a character with Wis 16 would recieve a -3 penalty, and a character with Wis 7 would recieve a +2 bonus.
-Jeph
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