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May 13, 2024, 01:05:12 PM
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#1
Forgotten Shadows / Re: Deryni Magic Rules
Last post by Bynw - Today at 12:43:18 PM
Telekinesis, this Trait allows the Deryni to move objects with their mind. These are small objects. A Deryni cannot move a mountain or an extremely large object without help from others. Generally the object cannot be any heavier than something they could lift with brute strength. Like Power, this is rolled at Disadvantage.
#2
Forgotten Shadows / Re: FS Character Traits
Last post by Jerusha - Today at 12:02:20 PM
So I am a bit confused. Can my character keep the trait of Protective, or do I need to find another or similar trait?  Protective kind of suits her.

#3
Forgotten Shadows / Re: Deryni Magic Rules
Last post by Bynw - Today at 10:51:05 AM
All Deryni abilities are rolled with Disadvantage, at least in the beginning, unless they state otherwise.

Power is the primary Trait that controls all other Deryni Traits. Without Power, a Deryni is just a human without any special abilities of their Heritage.

Power allows a Deryni to do a number of things:
  • They can control their own body
  • They can cast about with their mind and extend their senses
  • They can read the surface thoughts of others
  • They can use Mind-Speech and Rapport
  • They can use Shields
  • They can Truth-Read
  • They can use basic utility spells such as Flame Conjuring, Handfire, basic Warding, and even use basic raw attacks, they can attune objects, and activate magical items.

Again, these all start out at Disadvantage. Although some things may be hard requiring a 6 to be rolled while other things maybe easy requiring a 4+ to be rolled.
Touch or line-of-sight is often required for these abilities.
#4
Forgotten Shadows / Re: FS Character Traits
Last post by Bynw - May 13, 2024, 01:35:13 PM
Animal Empathy is just a renamed Beastspeaker. But is not needed for the Deryni as any Deryni power can be used on an Amimal.
Dark Fighter is just a renamed Blind-Fighter.

Additional Weapon Mastery is OK to keep.
Additional Weapon Proficiency is OK to keep.

Ecologist is similar to Dungeoneer or Survivalist.

Fortunate and Protective have similar Traits already listed.

Born of Stone, Predator's Sense, and Vocal Mimicry are out.
#5
Forgotten Shadows / Re: FS Deryni Shields
Last post by Laurna - May 13, 2024, 12:53:10 PM
Bynw I think you could change this topic heading to Game rules of Deryni Magic.

Then add your other post on Deryni magic Fatigue to this topic.

That way all magic rules can be found more easily.

Thanks
#6
Forgotten Shadows / Re: FS Character Traits
Last post by Laurna - May 13, 2024, 12:20:37 PM
The new traits on your list from my old GOTP list are:
(Please send a private Message to Bynw for details if you would like one of these traits)
Animal Empathy
Armor Proficiency
Close Combat
Dark Fighter
Wealthy

The traits no longer on your lists are: (Please change your trait if you had chosen one of these)
Additional Weapon Mastery
Additional Weapon Proficiency
Blind-Fighter
Born of Stone
Ecologist
Fortunate
Predator's Sense
Protective
Vocal mimicry

Thank You Bynw.  My list is updated.
#7
Forgotten Shadows / Re: FS Character Traits
Last post by Laurna - May 13, 2024, 11:56:39 AM
Quote from: Bynw on May 13, 2024, 08:03:54 AMJust a quick note. Please be sure to use the list of Traits in this posting. If you have a Trait list from Ghosts of the Past do not use that one as some of those Traits have been dropped and folded into other Traits.

Also you can create a new Trait, that is an option if none of the listed Traits meet your character's concept. Please PM me about it and we can work it out.

Good to know, Bynw.  I still have the original GOTP Trait list.  I will make an effort to trim up and out the traits that are not on your list above.
#8
Forgotten Shadows / Re: FS Character Traits
Last post by Bynw - May 13, 2024, 10:54:00 AM

Fortunate: Luck favors the bold!
Once per session you can treat a normal success as a critical success.
#9
Forgotten Shadows / Re: FS Game System and Rules
Last post by Bynw - May 13, 2024, 10:52:25 AM
Critical Success and Failure (Crits)


Crits can only happen on Standard roll (2d6) or an Advantage roll (3d6). You cannot get a Crit while rolling Disadvantage (1d6).

Critical Failure is when 2 or more dice come up as a 1. Then the GM can have some bad things happen.

Critical Success is when 2 or more dice come up as a 6. Then the GM can have some good things happen. In combat this is usually more damage, but it could be something else.
#10
Forgotten Shadows / Re: FS Character Traits
Last post by Bynw - May 13, 2024, 08:03:54 AM
Just a quick note. Please be sure to use the list of Traits in this posting. If you have a Trait list from Ghosts of the Past do not use that one as some of those Traits have been dropped and folded into other Traits.

Also you can create a new Trait, that is an option if none of the listed Traits meet your character's concept. Please PM me about it and we can work it out.