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PostPosted: Fri Dec 06, 2013 8:43 am 
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Ranger Lord
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Location: Just west of the future site of Defiance.
1. No spitting on the floors
2. Empty your own bed pans EVERY MORNING or as needed.


MrHemlocks wrote:
Hello

Do weapon skills have a stat/2? Or is the starting % for weapon skills just the base chance + points added? I reworked all my skills and they should be correct. Just need to check on weapon starting %.


Okay. I'm going to institute a house rule on this.
Melee and thrown weapons(including slings) gain a state bonus of 1/2 DEX+ 1/2 STR
Ranged Weapons gain a stat bonus of full DEX

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PostPosted: Wed Dec 11, 2013 6:37 am 
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Races other than human gain a free 20% in Language: human

Humans receive a free 20% in any Communication skill.

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PostPosted: Sun Feb 09, 2014 1:49 pm 
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Location: Just west of the future site of Defiance.
Hunting for food in the jungle will require a Traps, Knowledge (wilderness ), or a tracking roll to provide sustenance.
Finding water will require a knowledge(wilderness ) roll.
A character who does not eat sometime before resting will awaken fatigued. Fatigued characters double their chances to fumble a skill roll. A second day without food will triple the chances of fumble. A third day without food will call for CON rolls with a -10% cumulative penalty per day before passing out and possibly starving.

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PostPosted: Tue Feb 11, 2014 7:27 am 
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Location: Just west of the future site of Defiance.
Damage is healed naturally at a rate of 1d3 HP per week with the first HP healed after an 8 hour rest (requiring rations be used)
Use of the Physik skill allows healing of 1d3 HP per wound as Long as bandages are applied.
There are salves,potions, and spells that can also speed the process.

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 Post subject: racial ability
PostPosted: Wed Feb 19, 2014 5:34 am 
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Location: Just west of the future site of Defiance.
Earth Sense

Dwarfs move in the dark using a supremely-developed touch called Earthsense. They can sense other beings by the slight air currents created in any movement. They direct blows in combat by feeling their enemy’s body heat, and dodge or parry his blows by perceiving the air currents produced when he swings. Earthsense – a combination air current/heat sensing system—might be possessed by a few other underground species as well.

Night Vision
Elves and some other races have more keen vision in low light environments than humans.
If even star light or a candle is present their eyes can perceive 50' as If in daylight. This vision lacks much of the color spectrum however, and is limited to mostly shades of grey.

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PostPosted: Mon Feb 24, 2014 10:16 am 
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Thrown Weapons that canalso be melee have their own seperate skill rating that starts out at 25%
Code:
Javelin, melee: Str/2%+Dex /2%
            Javelin, thrown: 25%+Str/2%+Dex /2%


Two Weapon Melee weapons have a seperate skill rating for each hand but the off hand automatically starts with 1/2 skill of primary hand IF they are the same weapon class. Until a skill reaches 100% Only 1 attack per round is possible with one hand, however if a PC desires to attack with the off hand weapon as well he/she may do so 5 DEX ranks later and as a difficult roll (1/2 skill %). (Ripost attacks on a special parry don't count against this)
When the off hand weapon skill reaches 100%+ the second attack is made as a normal skill roll ,5 DEX ranks later.
Code:
Dagger, primary: 50%
            Dagger, off:25%

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PostPosted: Tue Feb 25, 2014 9:17 am 
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Ranger Lord
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When casting any spell, a failed knowledge roll only takes away 1 MP per level of spell regardless of spell cost per level.

Code:
example: Gandalf attempts to cast Magic Missile at level 4 which costs 3 MPs per level for a total of 12 MPs.
He fails his roll so only wastes 4 MPs in the failure instead of 12.


A fumble on the Knowledge roll will still eat up the full spell cost and produce a random effect determined by the Chronicler. :twisted: Think Wand of Wonder...

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PostPosted: Tue Feb 25, 2014 11:39 am 
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ALL dice rolls in the roller MUST have what the roll is for spelled out in the roll.
You don't have to make a macro for everything and can use the roll -on the-fly method still.

Code:
example:     Tooley rolls charisma skill check (99) [1d100]

Or
Code:
Ax strike(75) [1d100]

This way when you make multiple rolls on one post, you can't pick and choose where they go, and tthere's no confusion on my end When I look up the rolls.

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PostPosted: Thu Jul 09, 2015 6:48 am 
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I'm going to house rule a ritual called Analyze Dweomer. Takes 1 hour to initiate and an additional hour per special property. 100 BP worth of ritual trappings, and a MP per hour.

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