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Slaine RPG from Mongoose Publishing
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<blockquote data-quote="MonkeyBoy" data-source="post: 408405" data-attributes="member: 1229"><p>all god points erekose,</p><p></p><p>as i said, i'm really in the process of ripping bits off here and there, so i've simply decided that IMC there will be "supernatural feats" - a PC gets one bonus feat at creation with which to either take a supernatural feat or a bonus normal one. (supernatural feats only available at creation or when the game situation warrants it; i.e. at my discretion)</p><p></p><p>To cut a long story short, Warped then becomes a supernatural feat, and at the moment i'm seing it as being a kind of "advanced rage", using similar rules to rage, but with different effects. (its all a bit vague at the moment, one thing is for sure, it won't cost magic points) I'd probably keep a warp effect table and roll, with some modifiers for situation, but if you could warp a certain number of times in a given period, i wouldn't have the spasm fizzle to nothing...</p><p></p><p>This keeps spasms rare (only unusual NPCs and PCs get the supernatural feats, and PCs will generally only get 1), but preserves the player being able to choose to play a warped character.</p><p></p><p>Currently other supernatural feats include a danger-sense type effect, fey-touched (only way to play a demi-human in the setting) and a second-sight effect. (which is ill-defined at this point)</p></blockquote><p></p>
[QUOTE="MonkeyBoy, post: 408405, member: 1229"] all god points erekose, as i said, i'm really in the process of ripping bits off here and there, so i've simply decided that IMC there will be "supernatural feats" - a PC gets one bonus feat at creation with which to either take a supernatural feat or a bonus normal one. (supernatural feats only available at creation or when the game situation warrants it; i.e. at my discretion) To cut a long story short, Warped then becomes a supernatural feat, and at the moment i'm seing it as being a kind of "advanced rage", using similar rules to rage, but with different effects. (its all a bit vague at the moment, one thing is for sure, it won't cost magic points) I'd probably keep a warp effect table and roll, with some modifiers for situation, but if you could warp a certain number of times in a given period, i wouldn't have the spasm fizzle to nothing... This keeps spasms rare (only unusual NPCs and PCs get the supernatural feats, and PCs will generally only get 1), but preserves the player being able to choose to play a warped character. Currently other supernatural feats include a danger-sense type effect, fey-touched (only way to play a demi-human in the setting) and a second-sight effect. (which is ill-defined at this point) [/QUOTE]
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