World:Rysylis/Homebrew

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Homebrew


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Role-Specific Abilities

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.


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.


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.


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.


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.

At 5th level, the default 1d6 is bumped up to 1d8. At 10th level, the default 1d8 is bumped up to 1d10.


Weapon Damage/Breakage

Rules for weapons taking damage and being broken:

  • Upon scoring a 1 (d20) with a melee weapon the weapon is chipped; there is no statistical penaltys 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.