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What is Soldiers and Spellfighters20? QA for RPGObjects upcoming Modern20 setting...
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<blockquote data-quote="mikelaff" data-source="post: 4353144" data-attributes="member: 39664"><p><strong>Q: How about some rules crunch? Since this is the rules discussion forum</strong></p><p><strong>A: Fair enough. For divine and elemental spellcasters - we've taken a page from <em>Pathfinder</em> and given them the special ability to channel energy. Here's a brief excerpt summarizing how we're doing that in this setting:</strong></p><p> </p><p><strong>"</strong><span style="font-size: 10px"><em>Some spellbindings (particularly those associated with deities or elemental forces) have channeling energy as a granted ability. The character with this spellbinding can smite their foes and heal their allies by channeling the pure energy of the entity or elemental force they are bound to.</em></span> </p><p><span style="font-size: 10px"><em>All undead creatures in a 30 ft burst take 1d8 damage (+1d8 every two levels after first) with a Will save for half damage and to avoid running in fright. Allies in the area will take 1d10+4 points of healing (this amount does not increase with level).</em></span></p><p> </p><p><span style="font-size: 10px"><em>By spending an action point and declaring it at before the action, a spellcaster can also turn Fey (in this setting - that term applies to all extra-planar beings) as they would turn undead. In the same way, a spellcaster can channel negative energy that heals undead and damages the living.</em></span></p><p> </p><p><span style="font-size: 10px"><em>Channeling energy is usable 4 times a day. Additional channeling is possible with a Will save with a DC equal to 25 and increasing +2 for every additional turning attempted after 4 (the 5th turning attempt in 1 day has a DC of 25, the 6th has a DC of 27, the 7th has a DC of 29, etc.) If you fail this saving throw, you become fatigued until you rest for one hour. A second failed saving throw will render you exhausted and unable to cast any spells until you rest for 8 hours (in addition to the normal penalties for being exhausted)."</em></span></p><p></p><p><strong><span style="font-size: 10px">Q: Any other changes for divine spellcasters?</span></strong></p><p><strong><span style="font-size: 10px">A: It seems like divine spellcasters kind of short shrift - especially in modern settings. We try to address that in setting fluff by making the religions in the game setting as contentious as the can be historically. There are raging theological debates spurred by the awakening of magic. If clerics of all faiths are able to access and cast divine magic - what does that mean for faiths that claim they're the one true way? </span></strong></p><p> </p><p>The rabbinical community in Europe claims that only jewish clergy are truly accessing the magic of the one true God and therefore Christians and Muslims must be trafficking with demons when they practice their version of the practical kaballah.</p><p> </p><p>The resurgence of interest in folkways and traditional religions in Europe in the early 20th century is given a tremendous boost by the awakening of magic. The New Church of the Æsir is founded in Scandinavia in 1910 and quickly declared satanic by the Catholic Church. (The Lutheran church is a bit more moderate in their views and attempts to convert neo-pagans back into the fold rather than damning them outright.)</p><p> </p><p>Catholic priests in Ireland lead a popular revolt in 1911 and free the entire country from English rule. They immediately establish a Catholic theocracy and soon thereafter the nascent Irish pagan community begans a low grade civil war - demanding the freedom to practice their religion.</p></blockquote><p></p>
[QUOTE="mikelaff, post: 4353144, member: 39664"] [B]Q: How about some rules crunch? Since this is the rules discussion forum[/B] [B]A: Fair enough. For divine and elemental spellcasters - we've taken a page from [I]Pathfinder[/I] and given them the special ability to channel energy. Here's a brief excerpt summarizing how we're doing that in this setting:[/B] [B]"[/B][SIZE=2][I]Some spellbindings (particularly those associated with deities or elemental forces) have channeling energy as a granted ability. The character with this spellbinding can smite their foes and heal their allies by channeling the pure energy of the entity or elemental force they are bound to.[/I][/SIZE] [SIZE=2][I]All undead creatures in a 30 ft burst take 1d8 damage (+1d8 every two levels after first) with a Will save for half damage and to avoid running in fright. Allies in the area will take 1d10+4 points of healing (this amount does not increase with level).[/I][/SIZE] [SIZE=2][I]By spending an action point and declaring it at before the action, a spellcaster can also turn Fey (in this setting - that term applies to all extra-planar beings) as they would turn undead. In the same way, a spellcaster can channel negative energy that heals undead and damages the living.[/I][/SIZE] [SIZE=2][I]Channeling energy is usable 4 times a day. Additional channeling is possible with a Will save with a DC equal to 25 and increasing +2 for every additional turning attempted after 4 (the 5th turning attempt in 1 day has a DC of 25, the 6th has a DC of 27, the 7th has a DC of 29, etc.) If you fail this saving throw, you become fatigued until you rest for one hour. A second failed saving throw will render you exhausted and unable to cast any spells until you rest for 8 hours (in addition to the normal penalties for being exhausted)."[/I][/SIZE] [B][SIZE=2]Q: Any other changes for divine spellcasters?[/SIZE][/B] [B][SIZE=2]A: It seems like divine spellcasters kind of short shrift - especially in modern settings. We try to address that in setting fluff by making the religions in the game setting as contentious as the can be historically. There are raging theological debates spurred by the awakening of magic. If clerics of all faiths are able to access and cast divine magic - what does that mean for faiths that claim they're the one true way? [/SIZE][/B] The rabbinical community in Europe claims that only jewish clergy are truly accessing the magic of the one true God and therefore Christians and Muslims must be trafficking with demons when they practice their version of the practical kaballah. The resurgence of interest in folkways and traditional religions in Europe in the early 20th century is given a tremendous boost by the awakening of magic. The New Church of the Æsir is founded in Scandinavia in 1910 and quickly declared satanic by the Catholic Church. (The Lutheran church is a bit more moderate in their views and attempts to convert neo-pagans back into the fold rather than damning them outright.) Catholic priests in Ireland lead a popular revolt in 1911 and free the entire country from English rule. They immediately establish a Catholic theocracy and soon thereafter the nascent Irish pagan community begans a low grade civil war - demanding the freedom to practice their religion. [/QUOTE]
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