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The Annals of Glen Forkovian

Shadowdim Character Creation & House Rules

- Posted in Solo-RP by

Characters were created by deriving rules from the Beyond the Wall system. Character concepts come from two personae in an early 1990s AD&D 2e campaign.

Overlaid onto a majority of BTW's rules are the following house rules:

  • Damage
    • Scarlet Heroes style damage:
      • The Fighter-Thief (non dual-classed) gestalt has a d6 Fray die
      • The Wizard-Priest (non dual-classed) gestalt has a d4 Fray die
      • Fray Dice
  • Death
    • is permanent; no 'Raise Dead' or 'Resurrection' spells
    • Karma: your next PC has 79 pts distributed across Ability Scores
    • if slain character was level 5+, 80 pts distributed
    • if slain character was level 10+, 81 pts distributed
    • if slain character was level 15+, 82 pts distributed, etc.
    • if slain PC had gained 2+ levels since creation, or ...
    • slain PC involved in 5+ Actual Play reports, then...
      • his/her spirit enters companion's item, giving +1 magical bonus
    • replacement PC starts 1 level lower than perished PC
  • Fortune Points (restored after Long Rest)
    • sacrifice a FP to grant Advantage on your (or ally's) next roll
    • if not a Wizard-Priest, sacrifice a FP to cry out to Cromm for healing (2d6)
    • sacrifice a FP to regain two Surges if you're a Wizard-Priest
    • sacrifice a FP to draw +2 cards when using Playing Card Oracle
    • sacrifice a FP to get +1 Initiative for the next 10 rounds
    • sacrifice a FP to add +1 modifier (doesn't stack) to 2d6 roll to advance on a progress track
    • if you have 1+ FP, sacrifice them all: 95% chance plot armor kicks in to save your ass at a cost
  • Free Knacks - gain one per level through 9th
    • Tough (multiples stack, 5 max) - gain +3 permanent HP
    • Defensive (take up to twice, stacks) +1 to AC
    • Lucky (apply to different type each time taken) - +2 to one particular saving throw type
    • Fleet - +1 to Initiative (stacks)
    • Great Strike (take only once) - +1 to damage with all weapons
    • Resilience (take only once) - +1 to all saving throws
    • Adept (take only once) - your Surges use d8s, not d6s
    • Savant (pre-req Adept) - your Surges use d10s, not d8s
  • Healing
    • regain 1 hp immediately after a melee
    • regain 1 hp after a long rest
    • regain variable hp when wizard-priest or item assists
  • Leveling
    • Character Advancement is unlimited in levels
    • Every three levels, increase one stat by one point
    • after level 10, you only gain Con bonus to HP
    • when rolling for additional HP upon leveling, roll with Advantage
      • Wizard-Priests and Rogues use a d8; Fighters a d10
  • Spells
    • Surface Wizard-Priests don't cast spells; they enact rituals...
    • casters native to The Down have broader spell abilities
    • many Surface sages will pay handsomely for spellbooks from The Down
  • Surges
    • Wizard-Priests get 3 or [level] Surges daily, X equals level, whichever is greater
    • a Healing Surge restores 1d6+Wizard-Priest's level to target within 30 feet...
      • ... or split among multiple targets within 30 feet...
    • a harmful surge takes the form of a Spirit Bolt or Arcane Bolt vs single target
      • these deal (0.5)(1d6 + level), rounded down (min 1), to target within 30 feet
    • fortunate Wizard-Priests have 1+ rituals they can empower with 1+ Surges
  • Undead
    • Levels aren't permanent drained by powerful undead
      • restore one level whenever you:
        • (a) get full day of rest and
        • (b) obtain a Remove Curse

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