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| ===[[The Next Hundred Years]]=== | | ===[[The Next Hundred Years]]=== |
| The epilogue of the War of Two Shadows, including the player-selected changes to the world and universe. | | The epilogue of the War of Two Shadows, including the player-selected changes to the world and universe. |
− | ==Mechanics and House Rules== | + | ===[[The Imperial Curse and the War of Two Suns]]=== |
− | ===Disadvantages===
| + | A summary of the campaign leading up to the War of Two Suns, and the history from the War of Two Suns and Tomorrow Never Dies.=== |
− | Decidedly non-public occurrences on the second day of thunder mean that disadvantages of passion (including Greedy, Lecherous, many Compulsions, and many Driven) or ambition (Many other instances of compulsion or driven) are illegal. This list is not comprehensive, so if you think a disadvantage may fall into this category, ask.
| + | ===[[Tomorrow Never Dies]]=== |
− | ===Starting Skills===
| + | A band of plucky heroes have no idea what they're getting into when they're submitted for the Crystal Championships. |
− | The change in emphasis from war to small skirmishes and duels is reflected in the skills taught in the dojo. Any bushi school that does not already start with Iaijutsu may swap out any one bugei skill for it. | |
− | ===[[New Rule: Star Power]]===
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− | ===Shugenja and Spellcasting Rolls===
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− | Shugenja spells no longer determine casting roll using spellcasting rank. Instead, use the Spellcraft skill, with emphasis in the appropriate element.
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− | ===Spellcraft===
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− | Spellcraft skill gains two additional mastery abilities:
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− | ''Rank 3'': You may draw or store a spell scroll as a free action.
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− | ''Rank 7'': You may take 5 raises on a 1 action spell to cast it as a simple action.
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− | ===General Spellcasting Changes===
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− | Damaging spells can generally be considered attacks, and have damage raises made at the usual rate of 1 raise for +1k0 damage. Called shots and other maneuvers may also be usable, depending on the spell in question and the situation. Ask your local GM!
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− | ===Increasing Initiative===
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− | Many characters can benefit from increasing their initiative during a battle, for various reasons.
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− | Any character may spend a Complex Action to roll Battle(Skirmish)/Perception and add the result to their initiative.
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− | ===Feint=== | |
− | Feint is really dumb as-is and also people keep bitching about how you shouldn’t be able to do it with ranged attacks, even though that is dumb and so are they. So from now on, feint is still 2 raises, and when it is successfully executed, the target loses their reflexes x 5 to TN against the next attack that targets them before their next turn, as they are off balance and out of position. This does make it useless unless you have either a friend or a second attack, but that’s the nature of things. This should also make it evident, flavor-wise, that is it perfectly legitimate to execute with a bow or other missile weapon.
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− | ===[[Ancestor:Doji Akikaze]]=== | |
− | ===[[Ancestor:Bayushi Katsu]]===
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A summary of the prequel campaign, run over six and a half years.
The epilogue of the War of Two Shadows, including the player-selected changes to the world and universe.
A summary of the campaign leading up to the War of Two Suns, and the history from the War of Two Suns and Tomorrow Never Dies.===
A band of plucky heroes have no idea what they're getting into when they're submitted for the Crystal Championships.