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<blockquote data-quote="GMMichael" data-source="post: 6381557" data-attributes="member: 6685730"><p>[h=2]Classes[/h]The heroes of the game find themselves in the mysterious dungeon with only a portion of their normal gear, so they must rely first on their combat and magic skills to survive. The following classes describe the beginning powers and gear of each character. When characters gain level points (awarded by the GM), a die amount (d#) increases by one die type, or a number increases by one. For example, if the warrior gained two level points, he could increase his melee to d12, and his armor to 4. An attribute at d12 adds a bonus to the d12 for each level point, starting at d12+1.</p><p></p><p>WARRIOR – the Warrior holds one virtue above all others, valor, and defends that virtue with one attribute, strength. In fact, he doesn’t wear armor, which helps him to put his strength on display. His uses a battle axe to dispatch foes.</p><p>Melee d10</p><p>Speed 3</p><p>Shot d8</p><p>Armor 3</p><p>Magic d6</p><p></p><p>ELF – a fearsome hunter who never misses his mark, the Elf slays foes from afar with his elven bow. He is fleet-footed, which ensures that no prey can escape his eagle eye, or his arrows.</p><p>Melee d6</p><p>Speed 4</p><p>Shot d8</p><p>Armor 3</p><p>Magic d8</p><p></p><p>VALKYRIE – trained as an elite guardsman, the Valkyrie is deadly with her sword. She follows a code of honor that requires her to defend her fellow soldiers, and she defends herself with a suit of heavy armor and a shield.</p><p>Melee d8</p><p>Speed 3</p><p>Shot d6</p><p>Armor 5</p><p>Magic d6</p><p></p><p>WIZARD – the Wizard is a keeper of arcane knowledge. One whisper from his mouth creates a searing flame, which he delivers to destroy his foes. He needs neither sword nor shield, but uses magical potions to great effect.</p><p>Melee d6</p><p>Speed 3</p><p>Shot d8</p><p>Armor 3</p><p>Magic d10</p><p></p><p>[h=2]Conversion[/h]The Modos RPG rules contain a more robust system for creating and interpreting your character. If you want to use your favorite Modos character in Amulet, it’s easy to quickly derive his numbers. After that, you’ll find an explanation of how to use other elements of your character – like his larceny or sneaking skills – or include these skills in a standard Amulet character.</p><p> </p><p>[sblock]GENERATING AMULET NUMBERS – Your Modos character will need a new set of five abilities: Armor, Magic, Melee, Shot, and Speed. Some of these terms have other meanings and uses, so keep them separate from your other elements. You’ll also have a health count of 100, which is similar to your physical damage pool, but you’ll see later that it’s easier just to track health on dice.</p><p>The first step in converting the numbers is to establish your points in each ability. For Armor, give your character one point for every point he has in his total defend-parry bonus. Then, assign him one armor point for each die type above d4 that his protection represents. For example, a d4 would be 1 point, a d6 would be 2 points, and a d8+1 would be 3 points.</p><p>For Magic, give your character a point for his total, highest, cast spell bonus. Then assign another point for each die type of damage dealt by this spell.</p><p>For Melee, give your character a point for his total fight-melee or fight-unarmed bonus, whichever is higher. Then assign another point for each damage die type of his primary weapon.</p><p>For Shot, give your character a point for each point in his total fight-missile bonus. Assign another point for each die type of damage dealt by his missile weapon. If your character primarily casts damaging spells at range, use the Magic calculation for Shot instead.</p><p>For Speed, give your character a point for each point in his total movement bonus. Assign an additional point for each movement-related perk he has.</p><p>Once each ability has a total, arrange them in descending order, and assign them brand-new scores in this order: 4, 3, 3, 2, 2. Since the conversion process is a guideline, you may swap two consecutive abilities before assigning the scores. At the GM’s discretion, you may add one additional point to any ability per character level above 2.</p><p> </p><p>USING ADDITIONAL ELEMENTS – Let’s say your Modos character has all sorts of cool abilities, for example, larceny, healing spells, and some really flavorful uses for his hero points. You can still use these in a game of Amulet! Most of these things behave the same way that they do in a standard Modos game. The main difference is that time is all-important in Amulet. The GM cannot use one-roll conflicts, because these neglect tracking the time involved to accomplish something. Whenever characters do something in Amulet, everyone takes all actions at the same time, so if you want to cast a four-action spell (4[SUP]th[/SUP] level), or spend several rounds picking a lock, the other characters should also be given the opportunity to act. Otherwise, they will be watching their lives dwindle, due to the Countdown, while you perform something time-consuming.[/sblock]</p></blockquote><p></p>
[QUOTE="GMMichael, post: 6381557, member: 6685730"] [h=2]Classes[/h]The heroes of the game find themselves in the mysterious dungeon with only a portion of their normal gear, so they must rely first on their combat and magic skills to survive. The following classes describe the beginning powers and gear of each character. When characters gain level points (awarded by the GM), a die amount (d#) increases by one die type, or a number increases by one. For example, if the warrior gained two level points, he could increase his melee to d12, and his armor to 4. An attribute at d12 adds a bonus to the d12 for each level point, starting at d12+1. WARRIOR – the Warrior holds one virtue above all others, valor, and defends that virtue with one attribute, strength. In fact, he doesn’t wear armor, which helps him to put his strength on display. His uses a battle axe to dispatch foes. Melee d10 Speed 3 Shot d8 Armor 3 Magic d6 ELF – a fearsome hunter who never misses his mark, the Elf slays foes from afar with his elven bow. He is fleet-footed, which ensures that no prey can escape his eagle eye, or his arrows. Melee d6 Speed 4 Shot d8 Armor 3 Magic d8 VALKYRIE – trained as an elite guardsman, the Valkyrie is deadly with her sword. She follows a code of honor that requires her to defend her fellow soldiers, and she defends herself with a suit of heavy armor and a shield. Melee d8 Speed 3 Shot d6 Armor 5 Magic d6 WIZARD – the Wizard is a keeper of arcane knowledge. One whisper from his mouth creates a searing flame, which he delivers to destroy his foes. He needs neither sword nor shield, but uses magical potions to great effect. Melee d6 Speed 3 Shot d8 Armor 3 Magic d10 [h=2]Conversion[/h]The Modos RPG rules contain a more robust system for creating and interpreting your character. If you want to use your favorite Modos character in Amulet, it’s easy to quickly derive his numbers. After that, you’ll find an explanation of how to use other elements of your character – like his larceny or sneaking skills – or include these skills in a standard Amulet character. [sblock]GENERATING AMULET NUMBERS – Your Modos character will need a new set of five abilities: Armor, Magic, Melee, Shot, and Speed. Some of these terms have other meanings and uses, so keep them separate from your other elements. You’ll also have a health count of 100, which is similar to your physical damage pool, but you’ll see later that it’s easier just to track health on dice. The first step in converting the numbers is to establish your points in each ability. For Armor, give your character one point for every point he has in his total defend-parry bonus. Then, assign him one armor point for each die type above d4 that his protection represents. For example, a d4 would be 1 point, a d6 would be 2 points, and a d8+1 would be 3 points. For Magic, give your character a point for his total, highest, cast spell bonus. Then assign another point for each die type of damage dealt by this spell. For Melee, give your character a point for his total fight-melee or fight-unarmed bonus, whichever is higher. Then assign another point for each damage die type of his primary weapon. For Shot, give your character a point for each point in his total fight-missile bonus. Assign another point for each die type of damage dealt by his missile weapon. If your character primarily casts damaging spells at range, use the Magic calculation for Shot instead. For Speed, give your character a point for each point in his total movement bonus. Assign an additional point for each movement-related perk he has. Once each ability has a total, arrange them in descending order, and assign them brand-new scores in this order: 4, 3, 3, 2, 2. Since the conversion process is a guideline, you may swap two consecutive abilities before assigning the scores. At the GM’s discretion, you may add one additional point to any ability per character level above 2. USING ADDITIONAL ELEMENTS – Let’s say your Modos character has all sorts of cool abilities, for example, larceny, healing spells, and some really flavorful uses for his hero points. You can still use these in a game of Amulet! Most of these things behave the same way that they do in a standard Modos game. The main difference is that time is all-important in Amulet. The GM cannot use one-roll conflicts, because these neglect tracking the time involved to accomplish something. Whenever characters do something in Amulet, everyone takes all actions at the same time, so if you want to cast a four-action spell (4[SUP]th[/SUP] level), or spend several rounds picking a lock, the other characters should also be given the opportunity to act. Otherwise, they will be watching their lives dwindle, due to the Countdown, while you perform something time-consuming.[/sblock] [/QUOTE]
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