Uriel
Living EN World Judge
None now could tell you how it came about, the Sundering. An Apocalypse that stripped the World of it's Mages,Priests and Druids...those names out of Legend, beings able to wield the Gifts without being a Scion. If tales be true,then these folk of the old world, the Old Ones as they are now called, died out, or left the World or...? No matter. Now steel and claw, scavanged ancient artifacts and tactics dictate the Wars of the World. A rudimentary Science has arisen to fill the void of the Magic of this old World.
Monsters and foul Fiends still walk the lands,They still have their Powers, and rumours of Dragons abound, the most awesome of Creatures. None that I have spoke to have ever seen one...Then, they started to appear.
At first people dismissed the tales of the Scions as superstition,wives tales and drunken hallucinations of madmen. Then, Felmiyar Wyvernstrike walked into the center of Fontus Bluff's townsquare and challenged the Marshall. Marshall Brond was a tough old Dwarf, a crack shot with his pistol as well as with his hammer, but he had no idea what awaited him in his precious few remaining moments of life. In the blink of an eye, Wyvernstrike breathed his Dragonflame upon Brond, reducing the Marshall to charred ash. The Scions had arrived.
Not all of the Gifted are Evil, though. Some are beneficial and kind of heart, Paragons of Virtue even. Nobody really knows just what their power comes from, though it is generally agreed that the Essence of the Old Races, as well that of Elementals,Dragons,Angels and Devils flows through the bodies of these new rulers of the World, the Scions.
***********************************************************
SCIONS of the New World is a rather different PbP setting.
Players are extremely powerful, while still 1st Level, more Super heroes than standard D&D Characters. Each has Templates added,reflecting whatever Old race aspects have settled in them. As well, while there are no more Wizards,Sorcerers,Druids or Clerics, each Scion has access to Gifts, having the Sorcerer's spell progression and the choice of any Wiz/Sorc/Druid/Cleric spells that they wish as their Gifts. Powerful,indeed...
RULES
CORE 3.5 Rulebooks Only. That means PH,MM,DMG,Miniatures Handbook,(as well as some Templates from Savage Species,Manual of the Planes)
39 Pt Buy
Max HP@1st Level, 3/4 thereafter.
Max Starting Money as per Class. No magic items may be purchased.
All Martial Weapons are 1.5X cost
All Players have the Sorc Progression at equal level,choosing from Wiz/Sorc/Druid/Cleric spells.
Available Classes are Barbarian,Fighter,Marshall (Minis HB)Monk,
Ranger,Rogue.
Races: Hill Dwarf,Mountain Dwarf,Grey Elf,High Elf,Wild Elf,Wood Elf,Goblin,Gnome,Lightfoot Halfling,Tallfellow Halfling,Human,Kobold,Orc.
Favored Classes
Barbarian: Wild Elf,Orc
Fighter:Mountain Dwarf,High Elf
Healer: Hill Dwarf
Marshall:Grey Elf
Monk:Tallfellow Halfling
Ranger:Wood Elf,Gnome
Rogue:Goblin,Lightfoot Halfling,Kobold
Later, higher ECL races may be found to have the Scion Gifts, but for now, it's ECL 0 ones alone.
Changes
Rangers do not gain spells; instead, their Animal Companion is considered as a Druid's Companion ( full Ranger Levels, not half strength.
Kobolds (being less than ECL 0, frankly) gain a Chameleon ability, gaining a +4 Hide bonus, as well as a +2 to Use Device, from their ancient Sorcerous bent, now long gone...
Templates
Feral +1
Half-Celestial(wingless) +3
Half-Elemental +2
Half-Fiend (wingless) +3
Half-Dragon +3
Insectile +2
Multi-Headed +2
Reptilian +2
Touched +1
Touched Template
You have a connection to the Old Races that others envy and are a little afraid of. You gain +2 to Con,+2 to Cha and may cast Guidance 3/day and you also gain the Luck ability of 1 reroll/day as per the Luck Domain.As well, your Detect Shard ability has twice the range as other Scions.
All Clases gain Knowledge-Rituals,Listen,Search,Spot and Use Magic Device as Class Skills.
Natural Armor bonus from Template sources stack.
No Item Creation Feats are allowed, as this is all Lost Lore in the World of the Scion.
All Characters gain the Sorcerer's Spells known and Progression.
Charisma is used for the DC of Gifts.
Spells are chosen from the Cleric,Druid,Sorc/Wizard Lists.
No Spell Componants are needed,unless a GP amount is specified.
All Scions have Defensive Scores as per D20 Modern.
Barbarian,Fighter Healer,Marshall.........Monks and Rangers and Rogues
Level...............................................................Level
1 +1...............................................................1 +3
2 +2...............................................................2 +4
3 +2...............................................................3 +4
4 +3...............................................................4 +5
5 +3...............................................................5 +5
6 +3...............................................................6 +6
7 +4...............................................................7 +6
8 +4...............................................................8 +7
9 +5...............................................................9 +7
10 +5..............................................................10 +8
The following Racial Weapons are added to the list from the Player Handbook
WEAPON Cost Dmg(s) Dmg(m) Crit Range Inc Weight Type
Dwarf Hammer 36GP 1D8 1D10 x3 n/a 7lbs Bludgeoning
Elven Blade 45GP 1D6 1D8 18+/x2 n/a 4lbs Slash/Pierce
Elven Longknife 10GP 1D3 1D4 18+/x2 10' 2lbs Pierce/Slash
Sizes are Tiny and Small.
Elven Bow 150GP 1D6 1D8 x3 130' 3lbs Piercing
Goblin Flail 40GP 1D6 1D8 19+/x2 n/a 4lb Bludgeoning
Goblin Spike-Ball 20GP 1D4 1D6 20/X3 10' 1lb Piercing/Bludgeoning
Gnomish Sword 30GP 1D4 1D6 19+/x3 n/a 2lbs Piercing/Slashing
Gnome Spring-Knife 50GP 1D4 1D6 19-20/X3 10' 2lbs Piercing
Halfling Throwing Knife 10GP 1D3 1D4 19+/x2 20' 1lb Piercing/Slashing
Halfling Double-Mace 40GP 1D4 1D6 20/X3 n/a 6lbs Bludgeoning
Considered a Monk Weapon
Humans may choose 1 Exotic Weapon that is not racially aligned as a Martial Weapon.
Orcish Vurka 50GP 1D10 2D6 18+/X2 n/a 10lbs Slashing
Large Flamberge like weapon(the spiky Orcsword of fantasy!)
Orcish Ironfist Mace 30GP 1D8 1D10 20/X2 n/a 10lbs Bludgeoning
Monsters and foul Fiends still walk the lands,They still have their Powers, and rumours of Dragons abound, the most awesome of Creatures. None that I have spoke to have ever seen one...Then, they started to appear.
At first people dismissed the tales of the Scions as superstition,wives tales and drunken hallucinations of madmen. Then, Felmiyar Wyvernstrike walked into the center of Fontus Bluff's townsquare and challenged the Marshall. Marshall Brond was a tough old Dwarf, a crack shot with his pistol as well as with his hammer, but he had no idea what awaited him in his precious few remaining moments of life. In the blink of an eye, Wyvernstrike breathed his Dragonflame upon Brond, reducing the Marshall to charred ash. The Scions had arrived.
Not all of the Gifted are Evil, though. Some are beneficial and kind of heart, Paragons of Virtue even. Nobody really knows just what their power comes from, though it is generally agreed that the Essence of the Old Races, as well that of Elementals,Dragons,Angels and Devils flows through the bodies of these new rulers of the World, the Scions.
***********************************************************
SCIONS of the New World is a rather different PbP setting.
Players are extremely powerful, while still 1st Level, more Super heroes than standard D&D Characters. Each has Templates added,reflecting whatever Old race aspects have settled in them. As well, while there are no more Wizards,Sorcerers,Druids or Clerics, each Scion has access to Gifts, having the Sorcerer's spell progression and the choice of any Wiz/Sorc/Druid/Cleric spells that they wish as their Gifts. Powerful,indeed...
RULES
CORE 3.5 Rulebooks Only. That means PH,MM,DMG,Miniatures Handbook,(as well as some Templates from Savage Species,Manual of the Planes)
39 Pt Buy
Max HP@1st Level, 3/4 thereafter.
Max Starting Money as per Class. No magic items may be purchased.
All Martial Weapons are 1.5X cost
All Players have the Sorc Progression at equal level,choosing from Wiz/Sorc/Druid/Cleric spells.
Available Classes are Barbarian,Fighter,Marshall (Minis HB)Monk,
Ranger,Rogue.
Races: Hill Dwarf,Mountain Dwarf,Grey Elf,High Elf,Wild Elf,Wood Elf,Goblin,Gnome,Lightfoot Halfling,Tallfellow Halfling,Human,Kobold,Orc.
Favored Classes
Barbarian: Wild Elf,Orc
Fighter:Mountain Dwarf,High Elf
Healer: Hill Dwarf
Marshall:Grey Elf
Monk:Tallfellow Halfling
Ranger:Wood Elf,Gnome
Rogue:Goblin,Lightfoot Halfling,Kobold
Later, higher ECL races may be found to have the Scion Gifts, but for now, it's ECL 0 ones alone.
Changes
Rangers do not gain spells; instead, their Animal Companion is considered as a Druid's Companion ( full Ranger Levels, not half strength.
Kobolds (being less than ECL 0, frankly) gain a Chameleon ability, gaining a +4 Hide bonus, as well as a +2 to Use Device, from their ancient Sorcerous bent, now long gone...
Templates
Feral +1
Half-Celestial(wingless) +3
Half-Elemental +2
Half-Fiend (wingless) +3
Half-Dragon +3
Insectile +2
Multi-Headed +2
Reptilian +2
Touched +1
Touched Template
You have a connection to the Old Races that others envy and are a little afraid of. You gain +2 to Con,+2 to Cha and may cast Guidance 3/day and you also gain the Luck ability of 1 reroll/day as per the Luck Domain.As well, your Detect Shard ability has twice the range as other Scions.
All Clases gain Knowledge-Rituals,Listen,Search,Spot and Use Magic Device as Class Skills.
Natural Armor bonus from Template sources stack.
No Item Creation Feats are allowed, as this is all Lost Lore in the World of the Scion.
All Characters gain the Sorcerer's Spells known and Progression.
Charisma is used for the DC of Gifts.
Spells are chosen from the Cleric,Druid,Sorc/Wizard Lists.
No Spell Componants are needed,unless a GP amount is specified.
All Scions have Defensive Scores as per D20 Modern.
Barbarian,Fighter Healer,Marshall.........Monks and Rangers and Rogues
Level...............................................................Level
1 +1...............................................................1 +3
2 +2...............................................................2 +4
3 +2...............................................................3 +4
4 +3...............................................................4 +5
5 +3...............................................................5 +5
6 +3...............................................................6 +6
7 +4...............................................................7 +6
8 +4...............................................................8 +7
9 +5...............................................................9 +7
10 +5..............................................................10 +8
The following Racial Weapons are added to the list from the Player Handbook
WEAPON Cost Dmg(s) Dmg(m) Crit Range Inc Weight Type
Dwarf Hammer 36GP 1D8 1D10 x3 n/a 7lbs Bludgeoning
Elven Blade 45GP 1D6 1D8 18+/x2 n/a 4lbs Slash/Pierce
Elven Longknife 10GP 1D3 1D4 18+/x2 10' 2lbs Pierce/Slash
Sizes are Tiny and Small.
Elven Bow 150GP 1D6 1D8 x3 130' 3lbs Piercing
Goblin Flail 40GP 1D6 1D8 19+/x2 n/a 4lb Bludgeoning
Goblin Spike-Ball 20GP 1D4 1D6 20/X3 10' 1lb Piercing/Bludgeoning
Gnomish Sword 30GP 1D4 1D6 19+/x3 n/a 2lbs Piercing/Slashing
Gnome Spring-Knife 50GP 1D4 1D6 19-20/X3 10' 2lbs Piercing
Halfling Throwing Knife 10GP 1D3 1D4 19+/x2 20' 1lb Piercing/Slashing
Halfling Double-Mace 40GP 1D4 1D6 20/X3 n/a 6lbs Bludgeoning
Considered a Monk Weapon
Humans may choose 1 Exotic Weapon that is not racially aligned as a Martial Weapon.
Orcish Vurka 50GP 1D10 2D6 18+/X2 n/a 10lbs Slashing
Large Flamberge like weapon(the spiky Orcsword of fantasy!)
Orcish Ironfist Mace 30GP 1D8 1D10 20/X2 n/a 10lbs Bludgeoning
Last edited: