Pen & Paper - Rollenspiel > Pen & Paper - Rollenspiel- & Weltenbau

[Regelsystem] System mit LBD fuer ein Fantasygenre

<< < (4/4)

ting-bu-dong:
Garrh, nachdem ich eine halbe Stunde an einem Post zu den Faehigkeiten gesessen habe, ist mir mein Browser abgeschmiert. Da ich keinen Nerv habe das ganz nochmal zu schreiben, setze ich die Regeln hier mal in ihrer Originalversion herein (die meisten meiner Spieler koennen kein oder kaum deutsch, also wird das ganze auf englisch geschrieben). Ich denke die meisten Begriffe sollten verstaendlich sein.

brawn = Kraft
consecrate = segnen
desecrate = entweihen

Traits

Many professions, trades and other abilities grant advantages to characters that are not easily expressed in plain percentages. Instead they give a flat bonus or edge in a particular situation which distinguishes a character who has this trait from characters who do not. Depending on the skill, frequent use of trait may improve his trait level just as characteristics and skills improve as they are put to use.
   Traits come in two varieties. The first is inherent traits, which a character is born with, as a consequence of his heritage.
   Acquired traits are traits which represent a special ability which is obtained through training. This might be a special technique, rare resources or exotic knowledge.
   Acquiring a common trait generally requires training of one week and a cost of 100 gold pieces for each of the first three traits a character acquires. Each additional trait's cost doubles per additional trait. Uncommon traits have a base cost of 200 gp. Rare traits have a base cost of 500 gp. Note that a character that actively supports the character he is training may reduce that cost or even teach him for free. These costs are based on the assumption that the training occurs in a professional environment, such as guild training.

BACKSTAB
Taught by: assassin and thief guilds
Rarity: common
When you perform an attack against a target unaware of your presence, you must spend one round observing your target to get a +10% bonus to attack in the next round.
Scaling: Your bonus to attack increases by +5% for each level beyond the first.

FAMILIAR
Taught by: arcane spellcasters
Rarity: uncommon
You learn how to imbue a mundane animal with a small part of your soul so that you act as a unit with that animal and can communicate with it on a telepathic basis. You can share senses with your familiar so that you perceive what it perceives and vice versa. This means that the familiar's line of sight can be used for your own spells. If your familiar dies, you love 5 Mind points and can resummon your familiar in a ceremony that requires reagents worth 200 gold pieces and takes 24 hours.
Scaling: Every time this trait advances 1 level, you may increase one of your familiar's characteristics by 5 (associated skills increase accordingly.
Starting trait level 2, you any spell that you cast on yourself also has the same effect on your familiar.
Starting trait level 3, your familiar may speak one language of your choice in which you are proficient. He also gains social skills accordingly, although characters that do not expect and animal to be capable of speech or have reservations towards arcane magic may require a -20% penalty to social rolls as appropriate.
Starting trait level 4, you may choose a simple spell that the familiar can cast with its own mana reserve.
Starting trait level 5, you gain +10% to all magical skill rolls when your familiar is at arm's reach.
Starting trait level 6, the familiar may enter your body to remain there for an unlimited period of time without requiring air, space or  nourishment. Also, you may possess your familiar's body for any amount of time.
Experience for this trait is awarded whenever one of your magical skills gains experience. This trait cannot advance beyond level 6.

FIST FIGHTER
Taught by: fighter guilds, warrior monk orders
Rarity: common
Your unarmed attacks increase their damage by 1 step (1d6 for small characters, 1d10 for human-sized characters and 2d6 for large characters).
Scaling: Your unarmed attacks increase their damage by 1 additional step per level beyond the first up to 3 additional steps at trait level 4. Experience for this trait is awarded when the brawl skill is used to make unarmed attacks.

LIKE A ROCK
Taught by: barbarians and fighter guilds
Rarity: common
You are taught to endure superhuman amounts of physical punishment and to ignore most of its effects. You gain a natural PV equal to brawn/20.
Scaling: Increase your natural PV by +1 per level beyond the first. Experience is awarded for obstacles you overcome in which you take damage.

SWIFT SHADOW
Taught by: assassin, thief and spy guilds
Rarity: common
Increase your effective movement rate by 2m when using the stealth skill. You may not increase your speed beyond by more than you reduce it due to the stealth skill.
Scaling: Increase your effective movement rate by +1m per level beyond the first. Experience for this trait is awarded when the stealth skill gains experience and you were required to move while being stealthy.

NETWORKING
Taught by: trade guilds, spy organizations, can be awarded by making numerous NPC contacts
Rarity: common
You have made countless contacts with people whose skills can be useful to you. They are not allies or do not owe you in any other way, but you have made good business with them so they are inclined to offer you goods or services not put on public display. When you are in a settlement where you have spent enough time before, you can make a gossip roll to find one such contact.
Scaling: You gain +5% to barter and diplomacy per level beyond the first when dealing with contacts found through this trait.

NIGHTVISION [inherent]
Inherent to: elves, dwarves, orcs
You treat poor illumination as regular illumination and thus do not suffer -10% to all vision-related rolls in situations as races born without this trait do.
Scaling: This trait is not scaleable.

SCRIBE SCROLL
Taught by: priests, wizards
You know how to bind spells into formulae bound on a sheet of parchment. To scribe the spell onto a scroll, you require ink mixed with rare components (costing 20 gold pieces for a simple spell, 50 for an advanced spell and 100 for a complex spell), parchment (costing 2 gp per sheet) and the knowledge of the spell you want to scribe. The scribing process takes up 1 hour (simple spell), 2 hours (advanced) or 5 hours (complex spell). At trait level 1, you may scribe only simple spells.
Scaling: At trait level 2, you may scribe advanced spells. At trait level 4, you may scribe complex spells. Per level beyond first level, you gain +5% to rolls made to identify scrolls. Experience is awarded for the successful scribing of scrolls. Starting trait level 4, you no longer gain experience for scribing simple spells.

Abjuration
?
Alteration
?
Conjuration
?
Divination
Simple: Some owl feathers.   
Advanced: The crushed beak of a giant owl.   
Divine
Simple: Consecration or desecration (depending on the deity) of the ink used.      
Enchantment
Complex: A pixie's wings.
Illusion
Simple: Colored sand that makes the ink change color every few strokes.      
Nature
Simple: A small part of a plant, such as berries or roots.   
Advanced: A small part of a rare plant such as roots, blossoms or fruit.   
Complex: A strand of hair of a forest spirit such as a dryad or satyr.
Necromancy
Simple: Some soil from a fresh grave.   
Advanced: Blood of a living being or part of a non-sentient undead, such as the bone of an animated skeleton or the hand of a ghoul.   
Complex: Remains of a sentient undead such as ash of a vampire or part of a mummy's bindings.

STRONG LUNG
Taught by: professions related to swimming and diving
Inherent to: amphibious races
You gain +10% to brawn rolls for purposes of holding your breath, such as when diving or resisting suffocation.
Scaling: Increase your bonus by +5% for each level beyond the first. Experience for this trait is awarded for obstacles overcome in situations where resisting suffocation or drowning is essential.

SWIFT STRIDE
Taught by: rangers, elves
Rarity: common
Treat your agility as 10 points higher for purposes of determining your movement rate.
Scaling: Increase your effective agility by 5 points per additional level. Experience for this trait is awarded for obstacles overcome by means of running or jumping.

WINTER FUR
Taught by: inhabitants of arctic regions
Rarity: common
You gain +5% to rolls made to resist both mundane and magical cold.
Scaling: You bonus increases by +2% for each additional level beyond the first. Every even level, you gain a natural PV of 1 against cold damage.

Navigation

[0] Themen-Index

[*] Vorherige Sete

Zur normalen Ansicht wechseln