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Post by colerape65 on Mar 6, 2008 2:45:11 GMT -5
Details...I want more. Can anyone help me find info on campaign worlds. More monsters. More villians. More. More. More! I have already gone to the yahoo groups site for DC, but it doesn't look as if anyone has done anything with it in quite a while. Gear. Treasure. NPC's, adventures. I want it all.
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Post by oversoul on Mar 6, 2008 4:40:28 GMT -5
Great! Well lets talk about it you have already started the thread. Anyone have any cool ideas.
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Post by colerape65 on Mar 6, 2008 22:46:23 GMT -5
Here's two new treasures for those of you who are more religiously oriented.
My two boys met Miklos the local priest of the "God Most High." After telling him what they have done so far and what they are planning on doing. He explained to them about how the "God Most High" wants to bless them. Before heading off on their continuing quest he presented them with the "Armor of Righteousness" and the "Sword of the Spirit".
Armor of Righteousness is Scale Mail that has been "blessed" and is new in appearence and never succumbs to damage, wear or age. It also has a slight glow to those who are servants of the "God Most High". The big bonus is that the mail is AL 4.
The "Sword of the Spirit" is a long sword that is new and never wears. Glows for servants of the "God Most High". And has a DL of 4.
These tools were presented in a ceremony that recounted all the elements of the Full Armor of the "God Most High".
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Post by colerape65 on Mar 6, 2008 22:48:10 GMT -5
This is a quick and dirty guide to attributes in this campaign.
Talking-fast talking, persuasion, diplomacy, the gift of gab or blarney Sneak-camouflage, hiding, stealth Sticky Fingers-picking locks, picking pockets Traps-the art of setting or disarming traps Melee-muscle powered hand held weapons, wrestling, brawling Archery-ranged combat with muscle powered weapons First Aid-patching booboos Riding-riding a horse in a chase or in combat Spot-find hidden passages, hear noises or see distant smoke or camouflaged elves Track-track creatures through the wilderness Native Culture-the language and culture of different peoples (only one attribute point required) Willpower-The discipline to drive on despite the odds or the ability to ignore the unimportant Sage-the educated man or woman, ability to read and write well, to research to remember lore and tell stories from the past Magic (must have 3 attribute in minor prior to getting first attribute in major) Fire Water Air Earth Movement Healing Illusion Vision Enchantment Charm Communication Magic (cont.) Scrying Warding Conjuration Summoning
Divine Blessing Cursing Prayer
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Post by colerape65 on Mar 7, 2008 0:20:43 GMT -5
How I handle healing.
I treat the first aid attempt as a DL 1 attack and reward the number of dice to the person healed.
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Post by colerape65 on Mar 7, 2008 0:44:07 GMT -5
Spells used so far.
I envision minor attack spells as having a DL of 1 to 3 and a TN of 9 to hit. The caster can sacrifice up to 2 DL to improve accuracy/success. -3 TN for each DL decrease. The major attack spells will have special effects and a DL of 4 to 6 with the same accuracy mods.
Warding (Defense spells) use the same minor/major numbers. DL 1 to 3 (the successes yield AL increases) for minor and DL 4 to 6 for major. Each DL decrease yields a -3 TN. Major will also give ability to mass protect. You can ward against a specific energy if you are trained in it and this will give you double the protection minor would be 2, 4 or 6 DL.
Healing for minor would award at a rate of 1 to 3 DL range and at 9TN. With the same decrease in TN for the same decrease in DL. The roll result is the number of dice regained. Major healing would allow 4 to 6 DL again with the same 9TN and decrease of -3TN for each decrease of 1 DL. Major Healing would allow special effects such as cure disease or poison.
Spells used this session
Fire (minor)- Uji's flaming arrow. TN9 DL 3 range 25/50/75. The fireball flies at the speed of an arrow leaving a spectacular trail.
Healing (minor)-Boggan's boo boo remover (minor) TN 9 DL 3. each damage equals a die returned to the PC or NPC
Warding (minor)-Foolish blades. TN 3 DL 1. each dice damage equals a increase of AL for one session.
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Post by colerape65 on Mar 7, 2008 0:48:21 GMT -5
Another thing about healing. Only one method of healing can be used per day. first aid, spell magic, divine blessing or prayer, potion or salve. If a person reaches zero in their CP they can be healed using the above methods at the end of the battle or during the battle. If these fail or cannot be done the PC is dead.
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Post by colerape65 on Mar 7, 2008 0:52:22 GMT -5
Oops I didn't address duration of spells. Most are instantaneous. But minor allows for a duration of one battle. Major allows for duration of one day.
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