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April 18, 2024, 02:50:31 PM
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Rules Errata

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

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Bynw

Quote from: revanne on May 27, 2018, 01:43:42 PM
Horses or feet on roads are good.
I wonder how the portals that don't go anywhere work as  if I understand it correctly you have to know the "signature " of the portal you are going to before you jump.

Yes but it's trapped so you don't end up anywhere. So you think you are going to the Portal at location Z and never arrive because the moment you did actually arrive it bounced you to no where or never let you materialize or something horrible like that.
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revanne

Thank you -that makes a horrible  sort of sense.
God is our refuge and strength, a very present help in trouble.
(Psalm 46 v1)

Laurna

Ack! let us not do that. There would be no time for even a saved test from that. Unless a successful saved test bounced you back where you started. A failed saved test and you are dead, Instantly.

I still prefer the idea that a trapped portal has a set number assigned to it.  and everyone has to test themselves against that number.
Now because the person making the trap would have plenty of time to get it right. I would think they could choose the higher number from two separate rolls to assign to the trap. Maybe a Spell trained person rolls 2d6 but can get 2 rolls to pick the highest number, A ritual magic trait user 2d6 gets 3 rolls to pick the highest number, and a Spell master gets  3d6 with 2 rolls to pick the highest number.  and Archmage ( do we have that) gets 3d6 with 3rolls to pick the highest number.
The portal is assigned that number until the trap is disabled or the portal distroyed.

Example test for setting a trap
Ritual magic user rolls three times
12:00   Portaltrap   !roll 2d6
12:00   derynibot   5, 3 == 8
12:00   Portaltrap    !roll 2d6
12:00   derynibot   1, 1 == 2
12:07   Portaltrap   !roll 2d6
12:07   derynibot   4, 5 == 9

His highest score is 9. the portal trap is set at 9 and any one trying to detect that trap has to roll better than a 9.

Spell master setting a trap.
12:05   Portaltrap   !roll 3d6
12:05   derynibot   3, 4, 2 == 9
12:06   Portaltrap   !roll 3d6
12:06   derynibot   6, 1, 3 == 10
his highest number is a 10.  the portal trap is set at 10 and anyone trying to detect that trap must roll better than a 10.

The same number holds for deactivating the trap.

What do you think?

May your horses have wings and fly!

Laurna

There is only one ArchMage and that is Camber.
May your horses have wings and fly!

Bynw

Quote from: Laurna on May 27, 2018, 02:12:21 PM
Ack! let us not do that. There would be no time for even a saved test from that. Unless a successful saved test bounced you back where you started. A failed saved test and you are dead, Instantly.

I still prefer the idea that a trapped portal has a set number assigned to it.  and everyone has to test themselves against that number.
Now because the person making the trap would have plenty of time to get it right. I would think they could choose the higher number from two separate rolls to assign to the trap. Maybe a Spell trained person rolls 2d6 but can get 2 rolls to pick the highest number, A ritual magic trait user 2d6 gets 3 rolls to pick the highest number, and a Spell master gets  3d6 with 2 rolls to pick the highest number.  and Archmage ( do we have that) gets 3d6 with 3rolls to pick the highest number.
The portal is assigned that number until the trap is disabled or the portal distroyed.

Example test for setting a trap
Ritual magic user rolls three times
12:00   Portaltrap   !roll 2d6
12:00   derynibot   5, 3 == 8
12:00   Portaltrap    !roll 2d6
12:00   derynibot   1, 1 == 2
12:07   Portaltrap   !roll 2d6
12:07   derynibot   4, 5 == 9

His highest score is 9. the portal trap is set at 9 and any one trying to detect that trap has to roll better than a 9.

Spell master setting a trap.
12:05   Portaltrap   !roll 3d6
12:05   derynibot   3, 4, 2 == 9
12:06   Portaltrap   !roll 3d6
12:06   derynibot   6, 1, 3 == 10
his highest number is a 10.  the portal trap is set at 10 and anyone trying to detect that trap must roll better than a 10.

The same number holds for deactivating the trap.

What do you think?

I dont think 2 rolls and taking the best one would be good. There are Traits that allow for Luck that way to re-roll some Traits. Just one roll is all you get to get your number. But yes a with a Spell Trained/Ritual Magic you get 2d6 and with Spell Master you get 3d6.

As for Archmage, no there isnt anything for that in this rule set of the Deryni.
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Bynw

Quote from: Laurna on May 27, 2018, 02:41:01 PM
There is only one ArchMage and that is Camber.

I would say Camber was close but Orin was the one and only.
President pro tempore of The Worlds of Katherine Kurtz Fan Club
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Jerusha

i am relieved that Darcy has no idea how to use a portal.  Or even what a portal is. 
From ghoulies and ghosties and long-leggity beasties and things that go bump in the night...good Lord deliver us!

 -- Old English Litany

Bynw

Topic - Wards and Wards Major

I've been looking through the past posts that we have had in the game concerning Wards/Warding/Wards Major aka Ward Cubes. And I have found the following to be true and we should continue to use this pattern.


  • Creating Wards or Warding requires a Test
  • Activating Ward Cubes or dispelling Ward Cubes (by the owner of said set) does not require any Test
  • Using someone else's Ward Cubes would require a Test

This has been what we have been doing all along just wanted to make it Official.
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DesertRose

Quote from: Bynw on May 27, 2018, 02:51:02 PM
Quote from: Laurna on May 27, 2018, 02:41:01 PM
There is only one ArchMage and that is Camber.

I would say Camber was close but Orin was the one and only.

I would argue that Dom Emrys, Dom Queron, and Lady Evaine came pretty close as well, and Joram probably also.
"If having a soul means being able to feel love, loyalty, and gratitude, then animals are better off than a lot of humans."

James Herriot (James Alfred "Alfie" Wight), when a human client asked him if animals have souls.  (I don't remember in which book the story originally appeared.)

Bynw

#54
I have updated the Trait list in the Character Creation Thread. I am also putting it here as well.


TRAIT LIST

Acrobat: You gain Advantage when Testing to do acrobatic tricks such as tumbling, long-distance jumps, climbing, and maintaining balance.

Additional Weapon Mastery: You can choose another weapon to have Mastery within any weapon group you are proficient in.

Additional Weapon Proficiency: You can choose a 2nd or more weapon group to be proficient with allowing you to use more weapons without penalties.

Alchemist: Provided the right reagents and recipes, you can mix potions, elixirs, and poisons. You also gain Advantage when identifying unknown liquids.

Ambush Specialist: You gain Advantage on Tests to locate, disarm, and detect ambushes and traps. You also gain Advantage on Save Tests to avoid traps.

Anger Issues: When you are down to your last hit point, your anger-fueled attacks do 2 Hit Points of damage. You cannot flee, stop fighting, or heal yourself until the encounter is over.

Armor Master: You have mastered wearing armor like a second skin. When wearing any form of armor, you have an extra 3 Hit Points that must be lost before you take physical damage. These hit points cannot be healed and must be restored via repairing your armor. It takes a full 8 hours to repair all 3 Hit Points.

Awaken (Deryni): You can give Deryni like power to a Human. Thus they have the ability to learn further Deryni only Traits, with the Game Master's permission. The newly Awakened has the Power Trait automatically and can gain any others that the Deryni using this Trait has on a successful 1d6 Test. This Trait requires the Ritual Magic Trait.

Backstabber: When using the Focus Action, your next attack on a surprised opponent inflicts 2 points of damage.

Beastspeaker (Deryni): You are able to communicate with animals. This form of communication is primitive and very simplistic. This Trait requires the Power Trait.

Blind-Fighter: You are able to fight in total darkness or while blinded without Disadvantage.

Blocker (Deryni): You have the ability to make any Deryni into a human by blocking their Psionic abilities with just a Standard Test. You can also restore any blocked Deryni with a Standard Test. This Trait requires the Healer Trait. There is no save Test against this Trait.

Born Of Stone: You gain Advantage when building with stone and working in mines. When searching for secret doors and passages in caves, mines, dungeons, etc., you are successful on a Test of 4, 5, or 6. This Trait works with Perceptive.

Brawler: You gain Advantage when making unarmed attacks.

Butcher: If you drop an opponent with a melee attack, you get an immediate extra melee attack against an opponent within reach. You cannot move before using this extra attack. You can do this once per turn.

Charismatic: You gain Advantage when attempting to convince someone of something or otherwise influence them.

Connected: You have connections to a group or organization, from a local government official to a criminal syndicate. You gain Advantage when Testing to gain a favor from the person or group. If your Test is successful, the group will grant you access to equipment, share information, remove red tape, etc.

Defender: When you defend an area by taking a stand and sacrificing all offensive attacks, you get a melee attack on all opponents who come within your reach.

Diehard: When an attack would reduce you to 0 Hit Points, it instead reduces you to 1 Hit Point. You can do this once per day.

Drunken Master: When fighting while intoxicated, your attacks are successful on a Test of 4, 5, or 6. This cannot be used with the Focus Action.

Dungeoneer: You gain Advantage when attempting to find your way through a dungeon or cave system, and when attempting to identify creatures native to dungeons or caves.

Ecologist: You gain Advantage when attempting to find your way through natural environments, and when attempting to identify dangerous creatures.

Educated: You gain Advantage when checking to see if you know specific information.

Eidetic Memory: When Testing to recall information you have seen or heard previously – even in passing – you succeed on a roll of 4, 5, or 6.

Escape Artist: You gain Advantage when attempting to slip out of restraints.

Fleet of Foot: Your speed increases from 25 feet to 30 feet.

Fly Swatter: When both hands are empty, you can Test 1d6 whenever you are hit by a ranged weapon. If your test is successful, you swat the projectile out of the air and do not take damage. Common sense and the GM should limit which types of ranged weapons can be deflected. Arrows, yes! Boulders, no!

Hatred: You have a profound hatred for one specific type of creature. When you successfully attack such a creature, you cause 2 points of damage.

Healer (Deryni): As an Action, you can Test 2d6 to heal another creature or Test 1d6 to heal yourself. If the Test is successful, the target creature is healed for 1d6 Hit Points or 1d6/2 (round up) Hit Point if used on yourself. This Trait can also be used to cure poison, disease, and other physical ailments that are non-magical. You must be next to the creature to heal it. This Trait requires the Power Trait.

Inspiring: Your inspirational words can bring out the greatness in others. With a successful Test, nearby allies gain Advantage on all Tests for a number of rounds equal to the number of dice with a success on your Test.

Marksman: When using the Focus Action, your next attack with a ranged weapon is successful on a Test of 3, 4, 5, or 6.

Nimble Fingers: You gain Advantage when Testing to pick locks, steal, or do slight-of-hand.

Opportunist: If an enemy within range fails to hit with an attack against you, you may immediately make an attack with Disadvantage against that enemy.

Perceptive: You gain Advantage when Testing to gain information about your surroundings or find things which may be hidden. You gain this even while asleep.

Precise Attacker: IWhen using the Focus Action, your next attack with a light melee weapon is successful on a Test of 3, 4, 5, or 6.

Predator's Sense: One of your senses is particularly keen. When examining your surroundings to gain information with this sense, you are successful on a Test of 4, 5, or 6. One sharp sense is chosen at Adventurer Creation. This Trait works with Perceptive.

Prepared: You gain Advantage when making a Cinematic Ammo Test at the end of a fight. Twice per mission you can Test with Disadvantage to see if you brought a specific piece of Common equipment with you.

Protective: You can Test with Advantage to block a successful attack on an adjacent ally. If your Test is successful, you and your ally take no damage. You can do this once per round of combat.

Power (Deryni): You have power because of your species or you are a human that has been granted power by another Deryni. You can read minds of others, create hand-fire or light a campfire or candle, you can tell if someone is lying. And you can communicate telepathically with others. Doing this is an action, and you must make a Test at a Disadvantage 1d6. If you are trying to manipulate an object or creature, you must have eye contact with it or better yet be touching it.

Quick Shot: You are able to reload a Ranged Weapon and fire it in one Action.

Resolute: You gain Advantage on all Save Tests.

Resourceful Fighter: You are Proficient with improvised weapons. This is in addition to the weapon group chosen at Adventure Creation.

Ritual Magic (Deryni): You are more adept at channeling the arcane power flowing through your veins and can empower greater magical effects through rituals. There are specific rituals for nearly every purpose. With a successful Test, you can affect a wider area, more targets, or create a more powerful result. As always, the Game Master is the judge of what you can and cannot attempt to do. Ritual Magic is a Standard Test that succeeds on a 4,5, or 6 due to the focal nature of Rituals. This Trait requires the Spell-Trained Trait.

Shapechange (Deryni): As an Action, you can Test 2d6 to transform into someone else, compleating changing one's appearance and even gender. You can revert to your normal form as an Action. This Trait requires the Spell-Trained Trait.

Sharpshooter: When using the Focus Action, you may Test to make a called shot. You can pin a target to a wall, tree, etc., or knock an item out of their hand. This does not grant an instant kill unless your opponent loses their last Hit Point. You must have Mastery with a Ranged weapon.

Shield Bearer: While wielding a shield, Test with 2d6 on Evade Actions instead of 1d6. If you choose this Trait, your Adventurer gains a shield at Adventurer creation.

Sneaky: You gain Advantage when Testing to hide or sneak around without others noticing you.

Spell Master (Deryni): You have learned to push your inherent magical abilities to their upmost potential. All of your Deryni power Tests at an Advantage. The Game Master is the judge of what you can and cannot attempt to do. This Trait requires the Ritual Magic Trait.

Spell-Trained (Deryni): You have been given a full set of training in the Deryni Arts. There is almost nothing you cannot do with your powers. You use a Standard Test 2d6 on all of your Deryni powers now. This Trait requires the Power Trait.

Strong: You gain Advantage when Testing to do something with brute force.

Survivalist: You gain Advantage when Testing to forage for food, find water, seek shelter, or create shelter in the wild.

Tactical: With a successful Test, your allies gain Advantage on the next Initiative Test.

Team Player: You know how to make the most of fighting alongside your allies. When fighting alongside someone else with the Team Player Trait, you gain an additional non-movement Action during your turn (for a total of three Actions).

Telekinesis (Deryni): You can move small objects just by thinking about it. You must have eye contact with the object and make a standard 2d6 Test. This Trait requires the Power Trait.

Tough: You gain 1 additional Hit Point. This Trait can be taken more than once.

Tracker: You gain Advantage when Testing to track someone or an animal in the wilderness. While outside, you can also locate true north without Testing.

Trader: You can Test with Advantage when negotiating a financial transaction. If your test is successful, you save or earn 10% extra for each die with a success on your Test.

Trapmaster: You gain Advantage when Testing to create, locate, and disarm traps. You also gain Advantage on Save Tests against traps.

Vigilant: You gain Advantage on Initiative Tests.

Vocal Mimicry: You gain Advantage when Testing to reproduce a voice you have heard before.

Well Trained: You gain Advantage when fighting with one specific type of weapon, like daggers, for example. This weapon is chosen at Adventurer Creation, and you start with one of these weapons. This is in addition to the Mastered weapon chosen at Adventure Creation.
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Laurna


Quote
Telekinesis (Deryni): You can move small objects just by thinking about it. You must have eye contact with the object and make a standard 2d6 Test. This Trait requires the Spell-Trained Trait.
I noticed you changed Telekinesis to say that it requires the Spell-Trained trait.
Washburn has used Telekinesis several times during battle an I still want him to have Telekinesis. I Would love to give him the Spell Trained Trait too. I know we have agreed that he has had spell training from his family but had not completely finished it.  That is why he rolls 1d6 with a success on 4,5,6.
He is currently learning Healing. I would have finished off his Spell Training trait first, as it would have been much faster to do 6fails and 6 successes, if I had realized in the early months just how long the Healing Training takes. There has only been a few times that he could heal.( and that is impossible to pursue in his current state!) So Where does Washburn stand on Spell Training and Telekinesis?
May your horses have wings and fly!

Bynw

Quote from: Laurna on May 28, 2018, 03:05:34 PM

Quote
Telekinesis (Deryni): You can move small objects just by thinking about it. You must have eye contact with the object and make a standard 2d6 Test. This Trait requires the Spell-Trained Trait.
I noticed you changed Telekinesis to say that it requires the Spell-Trained trait.
Washburn has used Telekinesis several times during battle an I still want him to have Telekinesis. I Would love to give him the Spell Trained Trait too. I know we have agreed that he has had spell training from his family but had not completely finished it.  That is why he rolls 1d6 with a success on 4,5,6.
He is currently learning Healing. I would have finished off his Spell Training trait first, as it would have been much faster to do 6fails and 6 successes, if I had realized in the early months just how long the Healing Training takes. There has only been a few times that he could heal.( and that is impossible to pursue in his current state!) So Where does Washburn stand on Spell Training and Telekinesis?

Thanks for pointing that out. It was a typ0. Just not paying attention when I'm typing sometimes. It's been fixed to Power Trait being required.
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Bynw


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.
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Laurna

All I can say is, I am glad our characters are made of a bit more rubber than us mere humans are. Don't change it, but a 175 feet usually means 'died of cement poisoning'. Our characters have a chance of actually surviving that. If you can get at least one save point in and they weren't already down a hit point of two.  :o
Wash promises to not doing any attempts at flying. :-\  "Falling with style" Now, that might be more fun.  ;)
May your horses have wings and fly!

Bynw

Quote from: Laurna on June 12, 2018, 04:10:09 PM
All I can say is, I am glad our characters are made of a bit more rubber than us mere humans are. Don't change it, but a 175 feet usually means 'died of cement poisoning'. Our characters have a chance of actually surviving that. If you can get at least one save point in and they weren't already down a hit point of two.  :o
Wash promises to not doing any attempts at flying. :-\  "Falling with style" Now, that might be more fun.  ;)

Are characters are not the man on the street type. They are a cut above the rest. I would say, using Tiny D6, that your average normal man on the street only has 3 HP, maybe 4 HP if they are more hardy. So that fall that does an automatic 3 will kill them.
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