World:Rysylis/Homebrew
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< World:Rysylis(Difference between revisions)
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|gamesystem=Misc | |gamesystem=Misc | ||
|worldname=Rysylis | |worldname=Rysylis | ||
| - | |summary=A | + | |summary=A homebrew Iron Heroes campaign setting inspired by 10th century Scandinavia. |
}} | }} | ||
{{SK-Header|Homebrew}} | {{SK-Header|Homebrew}} | ||
| - | + | == Role-Specific Abilities == | |
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'''Leader''' | '''Leader''' | ||
| - | ''Inspire Allies'' - Once a day the Leader can rally his allies into action, granting them +1 to attack rolls and damage rolls. The recipient must be able to hear the Leader in order to receive the bonus. Move Action. | + | :''Inspire Allies'' - Once a day the Leader can rally his allies into action, granting them +1 to attack rolls and damage rolls. The recipient must be able to hear the Leader in order to receive the bonus. Move Action. |
'''Archer''' | '''Archer''' | ||
| - | ''Deadly Aim'' - Once a day the Archer can focus his skill to strike a particularly devastating blow on his enemies. Grants a +2 to attack rolls when using a ranged weapon. Standard Action. | + | :''Deadly Aim'' - Once a day the Archer can focus his skill to strike a particularly devastating blow on his enemies. Grants a +2 to attack rolls when using a ranged weapon. Standard Action. |
'''Fighter''' | '''Fighter''' | ||
| - | ''Woeful Strike'' - Once a day the Fighter can muster all of his strength to combat his enemies. Grants a +2 to damage rolls when using a melee weapon. Standard Action. | + | :''Woeful Strike'' - Once a day the Fighter can muster all of his strength to combat his enemies. Grants a +2 to damage rolls when using a melee weapon. Standard Action. |
'''Scout''' | '''Scout''' | ||
| - | ''Wilderness Lore'' - Once a day the Scout can concentrate his knowledge to aid him in the wilderness. Grants a +2 bonus to any wilderness related checks. | + | :''Wilderness Lore'' - Once a day the Scout can concentrate his knowledge to aid him in the wilderness. Grants a +2 bonus to any wilderness related checks. |
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| + | == Action Points == | ||
| + | Every character gets '''1 + Level''' Action Points. You use Action Points to add a 1d6 to any roll at any time. You do not have to specify before the roll that you wish to use an Action Point. You can only use 1 AP a round, but you can trade an extra Action Point to upgrade your die. Example, if you have 2 Action Points, you may use both to give you a 1d8 instead of the normal 1d6. If you have 3 Action Points you can spend all three to give you a 1d10 instead of the normal 1d6. | ||
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| + | At 5th level, the default 1d6 is bumped up to 1d8. At 10th level, the default 1d8 is bumped up to 1d10. | ||
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| + | == Weapon Damage/Breakage == | ||
| + | Rules for weapons taking damage and being broken: | ||
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| + | * Upon scoring a 1 (d20) with a melee weapon the weapon is chipped; there is no statistical penalties from a weapon being chipped. | ||
| + | * If a chipped weapon is used and scores yet another 1 (d20), then the weapon is damaged; a damaged weapon takes a -1 penalty to attack rolls. | ||
| + | * If a damaged weapon is used and scores another 1 (d20) then it is broken. | ||
| + | * If the weapon is magic, it gains a special protection from being damaged. They have a 4 part breaking process instead of three, but if a magic weapon only suffers a single roll of 1 (d20) on any given day, that will self repair overnight. However, if a magic weapon scores two 1's (d20) on that given day then the weapon is chipped and doesn't self repair, and continues to take damage as a normal weapon. | ||
| + | * A bow or cross-bow, that scores a 1 (d20) will have its string break, although they only have a one part breaking process they are by far the cheapest to repair. A replacement string for a bow or cross-bow of any size is only a silver piece, and requires a DC 12 Use Rope check to put on the weapon. | ||
| + | * To repair a chipped weapon is 1/10 of its base price; to repair a damaged weapon is 1/2 of its base price; to repair a broken weapon is its base price. | ||
| + | == Knowledge (Homeland) == | ||
| + | Each character has special knowledge of their homeland. They know major cities and well-travelled roads, distinct landmarks and geographical features, famous kings and infamous criminals. To represent this knowledge, each character receives +2 ranks on Knowledge (Homeland). | ||
| + | This bonus stacks with any other ranks put into this skill. | ||
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|gamesystem=Misc | |gamesystem=Misc | ||
|worldname=Rysylis | |worldname=Rysylis | ||
| - | |summary=A | + | |summary=A homebrew Iron Heroes campaign setting inspired by 10th century Scandinavia. |
}} | }} | ||
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