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Rules Errata

Started by Bynw, May 19, 2018, 11:12:26 AM

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Bynw

Quote from: JediMatt1000 on July 17, 2018, 11:49:10 AM
What about Haldane powers?

Haldane powers are the same as Deryni powers. Just like any other human who is given Deryni-like powers through a power assumption ritual like what originated with Cinhil
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Bynw

More on XP

Also for 10 XP you can get an additional Action.

There is a limit though on actions and movement. But I'm not sure yet what they will be. Probably 4 Actions and 50 feet but we will see.
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Bynw

Quote from: Bynw on June 12, 2018, 12:37:35 PM

Falling Damage

Since Washburn decided to fly out of the ruins, but fortunately for him he failed. That does bring up the possibility of getting hurt from falling. There is always the "he needs to be hurt for the story line". In that case it would be automatic and the player would get to have fun with it.

Now on the other hand if falling is a random act and we need to determine by the roll of the dice if there is any damage. Use this as a guideline.


  • If a character falls less than 15 feet (roughly less than 5 meters) then there is NO damage unless you want him to have it.
  • If a character falls 15 to 29 feet (roughly 5 to 10 meters) then that character makes a Save Test, failure is 1 HP of damage.
  • If a character falls 30 to 49 feet (roughly 10 to 17 meters) then that character makes 2 Save Tests, failure is 1 HP of damage each failed Test.
  • If a character falls 50 to 74 feet (roughly 17 to 25 meters) then that character makes 3 Save Tests, failure is 1 HP of damage for each failed Test plus 1 HP.
  • If a character falls 75 to 124 feet (roughly 25 to 42 meters) then that character makes 4 Save Tests, failure is 1 HP of damage for each failed Test plus 1 HP.
  • If a character falls 125 to 174 feet (roughly 42 to 58 meters) then that character makes 5 Save Tests, failure is 1 HP of damage for each failed Test plus 2 HPs.
  • If a character falls 175 feet or more (roughly 59 or more meters) then that character makes 6 Save Tests, failure is 1 HP of damage for each failed Test plus 3 HPs.

So follow the Rule of Thumbs. Don't fall.

With a bit of work and simplification to the above. The following are the new rules on falling damage:


  • Falling 20 feet or less the character makes a Save Test or suffers 1 HP of damage
  • Falling 21 to 40 feet the character must make 2 Save Tests or suffer 1 HP of damage for each Test that failed
  • Falling 41 to 80 feet the character must make 3 Save Tests or suffer 1 HP of damage for each Test that failed
  • Falling 81 to 120 feet the character will take 1 HP of damage and must make 4 Save Tests or suffer 1 HP of damage for each Test that failed
  • Falling 121 to 160 feet the character will take 2 HP of damage and must make 5 Save Tests or suffer 1 HP of damage for each Test that failed
  • Falling 160 feet or more the character will take 3 HP of damage and must make 6 Save Tests or suffer 1 HP of damage for each Test that failed
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Bynw

As this game continues to advance I'm going to post more additional rules here. Or of course if something comes up I will do the same.

These are hard limitations on character Advancement.

Movement, starts at 25 feet and can be increased with XP in 5 feet intervals. There is a limit here, you can only increase that base movement to 40 feet.

Hit Points, you can increase these until the sky turns pink with orange poka dots. In otherwords, there are no limits to this.

Traits, you can have up to 7 Traits. At this point you can either swap out an old Trait for a new Trait at the cost of 10 XP, but you cannot remove your Heritage Trait (Deryni this is Power). The other thing you can do is go beyond the 7 Trait limit by spending 20 XP for the 8th Trait, 30 XP for the 9th Trait, 40 XP for the 10th Trait, and so on.

Weapon Proficiencies, well there are only 3 or 4 of them. So it wont take long to max them out. Weapon Mastery, each individual weapon will require that. So there will eventually be a limit once you learn every weapon in existence.

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HoundMistress

So did you only have a certain # for the whole game before?
Judy Ward
You can buy a pretty good dog with money but you can't buy the wag of its tail.

Bynw

Quote from: judywward on March 06, 2019, 08:03:00 PM
So did you only have a certain # for the whole game before?

Everyone has a Heritage Trait, for the Deryni that is Power. Humans get to choose one. And then everyone gets 3 more Traits. With XP you can bring that up to a total of 7 Traits.
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Laurna

Wash now has the full 7 traits plus Power. I am very glad to see that it is possible to go beyond that because I was thinking that would be all he could do.
Check out Washburn's character sheet on the character page if you want to see the listing. I keep it up to date.
May your horses have wings and fly!

Bynw

One thing that is present in the Deryni Books that isn't being used in the current Ghosts of the Past game is the idea that certain uses of Deryni magic causes fatigue. It is tiring and even exhausting.

But fear not. I already have those rules penciled up for future play. But they wont be used in GotP. But any future game being ran using these same rules will have the added fatigue mechanic added in.
President pro tempore of The Worlds of Katherine Kurtz Fan Club
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