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  • House ruled stunts and focuses

    Does anyone have any regularly used house ruled stunts or focuses in their games? I'd be interested in reading them.

    For the more specific focuses, we are discussing, for example, specific weapon vs. group (Scimitar vs. Heavy Blades) spell vs. type of spell (Cure vs. Healing) and specific regional lore vs. general lore (Aldis Culture Lore vs. Cultural Lore). Is that how others are doing it?
    Running: Blue Rose AGE (Cat's Cradle) Blue Rose AGE (Big Damn Heroes)
    "That Queer Goth Chick." "You are going to have to be more specific"

  • #2
    Re: House ruled stunts and focuses

    Originally posted by Baroness Nerak View Post
    Does anyone have any regularly used house ruled stunts or focuses in their games? I'd be interested in reading them.

    For the more specific focuses, we are discussing, for example, specific weapon vs. group (Scimitar vs. Heavy Blades) spell vs. type of spell (Cure vs. Healing) and specific regional lore vs. general lore (Aldis Culture Lore vs. Cultural Lore). Is that how others are doing it?
    i have never really considered specific Focuses like the ones you describe, but i have let a few players refine their focus similar to that using the optional Trade Focuses Rule in the Core FAGE Rulebook page 42. it basically says that a refined Focus can be taken like Armorsmith instead of the generalized Smithing. now, as far as adding new Focuses, here is my list of new ones:

    ACCURACY:
    Chains: your prowess with chain weapons (Added Chain Weapons)
    Curved Blades: your proficiency with Curved weapons (Added Curved Blades)
    Crossbows: Your skill with Crossbows (Crossbows is now a separate WG)
    Throwing: Your talent at throwing (Throwing Weapons now have their own WG)

    COMMUNICATION:
    Diplomacy: The ability to sit down and come to a compromise
    Linguistics: The talent to understand the spoken word, even if you donít know the language
    Provocation: The ability to taunt and create anger in your target

    CONSTITUTION:
    Environmental Resistance: The ability to resist natural dangers like extreme heat
    Fortitude: Fortitude adds its focus bonus to your total health (i use a formula for Health instead of rolling. it is Class Base (20 for Adepts, 25 for Experts and 30 for Warriors) +(5XConstitution)+(2xLevel). each level you gain 2 points and each time your CON goes up you gain 5. the Fortitude Focus adds the bonus to the total of the formula)

    FIGHTING:
    Flails: Your ability to use flails (I added Flails)
    Shields: Your Ability to properly use Shields (i use expanded rules for using Shields as weapons as well)

    INTELLIGENCE:
    Astronomy: Your knowledge of the stars and other celestial bodies
    Enchantment: you knowledge of enchanting and potion-making
    Fae Lore: Knowledge of the Faewylds and the monsters within
    Games: your knowledge of games
    Literacy: Your ability to understand the written word, even if you donít speak the language
    Memory: your ability to access memories of your past
    Survival: The art of surviving in the harshest conditions
    Tactics: Your ability to plan your battle strategies
    Trading: Your knowledge of trading and business

    When we play regular FAGE, i add this one:
    WILLPOWER:
    Magic Reserves: Reserves adds the focus bonus to Mana/Magic Points (I prefer the term Mana, but other do not so...) (I also use a formula to calculate Mana and it is 10+(5xWillpower)+(2xLevel). it works like the Health Formula where each level grants 2 points and increasing Willpower adds 5. the Focus adds to the total of the Formula)

    i know, it's quite a bit. my players like these though and i had many more but i refined the list recently to reduce redundancies. some of these can even be considered as Trade Focuses; like Fae Lore for example. Arcane Lore can also be used but Fae Lore is specific towards the Faewylds and its inhabitants.

    This is already a big Post so on the next one below, i will go over some new Stunts.
    [URL="https://drive.google.com/open?id=0ByE2hNokDtpAR0pWWHBadjJQdkU"]Age of Alchemy[/URL]
    [URL="https://drive.google.com/open?id=0ByE2hNokDtpAY1JteV9mQjhxamc"]Battlemap Rules based on HeroScape[/URL]
    [URL="https://drive.google.com/open?id=0ByE2hNokDtpAVzNDRUtWT0pjSnM"]Kingdom Hearts/Final Fantasy - Playtest version[/URL]
    [URL="https://drive.google.com/open?id=0ByE2hNokDtpATDZrZUhXaHBJd00"]Magic Items Repository Volume 1[/URL]
    [URL="https://drive.google.com/open?id=0ByE2hNokDtpAcHVOdVUtajJnV1k"]Magic Items Repository Volume 2[/URL]
    [URL="https://drive.google.com/open?id=0ByE2hNokDtpAcWM5VWFhcXVZUEU"]FAGE-TitansGrave Random Character Generator[/URL]
    [URL="https://drive.google.com/open?id=0ByE2hNokDtpANUxzNHo2aDYxejA"]20 races for FAGE...enjoy[/URL]
    [URL="https://vladgenx.wordpress.com/"]https://vladgenx.wordpress.com/[/URL] This is my new log Site i just created. it is going to have fantasy short story snippets for you guys. Enjoy

    Comment


    • #3
      Re: House ruled stunts and focuses

      Now, instead of one roll of initiative per encounter like the rules have, i like to have my players roll at the beginning of each turn so that is adds new options for teamwork and tactical thinking. that being said, myself (along with many from the forums here that gave me advice) have created Initiative Stunts. Stunts that only come into play when Initiative is rolled. as a note, i moved the Seize the Initiative Combat Stunt over to this chart.

      INITIATIVE STUNTS: Applies when doubles are rolled on Initiative, but no other time
      SP Stunt Effect
      1+ Sudden Turn of Events You can add +1 to your INTV for each Stunt Point spent
      2 Surprise Blow You get a +1 bonus against an enemy that has not yet acted during this round
      2 Stay Hidden Immediately make a DEX (Stealth) test against all foes to stay in cover/concealment until you act
      3 Fast-Talker You briefly convince your enemies you are not a threat. During the first round of the Encounter, any enemy that targets you with an attack or spell must make an opposed test of their WILL (Self-Discipline) vs. your COM (Persuasion). Spells or effects that target multiple targets ignore the effects of this stunt as long as another target is also affected
      3 Quick Reaction You can take a Minor Action before the Encounter begins
      4 Act First You take first turn despite initiative order for the first round, then you get dropped to your normal place afterwards
      4 Seize the Initiative As the Combat Stunt, just moved over
      5 Lightning-Quick Reaction You can take a Major Action before the Encounter begins
      6 No Hesitation You can take a full turn before the Encounter begins, then another turn on your normal initiative time

      These are very cool and my group gets a really good kick out of using them.

      I also use the Divine Stunts ported over from the Divine Gifts PDF for Dragon Age. i reworked them a touch to fit better in FAGE but here they are:
      SP Stunt Effect
      1-3 Armor of Faith You gain AR equal to the SP spent up to 3 on your next turn
      1-5 Divine Sacrifice You can sacrifice up to 5 points of Health to heal an ally by DOUBLE that amount
      2 Divine Inspiration You or an Ally gains a +2 bonus to all Willpower Tests for 1 minute
      2 Overcome Resistance You ignore any Resistance to non-magical Weapons a creature may have for this attack
      3 Divine Mercy Any ongoing effects (such as poison or Spells) are removed, but you do not heal the damage already taken
      3 Shield of Faith you gain a +2 bonus to Defenses on your next turn
      4 Divine Mantle Pick a target to challenge, for the encounter you gain a +2 bonus to all attacks against that target. you can only have 1 Divine Mantle active at a time
      4 Divine Awe All foes will take a -2 penalty on all tests until the end of your next turn

      now the way i do Divine Stunts is that i don't have the Talent like in the PDF. instead, they work like Combat Stunts and can be used by the more Spiritual characters in the group. I also use these Stunts given for free sometimes if the player says a prayer before the encounter or some other sign of faith. it is more of a roleplaying fiat than anything else, but my players like these as well and have used them to some pretty great extent without causing any imbalance.

      anyway, those were some of my houserules. i hope you enjoyed reading them and please, feel free to use them at your table. have a great day
      [URL="https://drive.google.com/open?id=0ByE2hNokDtpAR0pWWHBadjJQdkU"]Age of Alchemy[/URL]
      [URL="https://drive.google.com/open?id=0ByE2hNokDtpAY1JteV9mQjhxamc"]Battlemap Rules based on HeroScape[/URL]
      [URL="https://drive.google.com/open?id=0ByE2hNokDtpAVzNDRUtWT0pjSnM"]Kingdom Hearts/Final Fantasy - Playtest version[/URL]
      [URL="https://drive.google.com/open?id=0ByE2hNokDtpATDZrZUhXaHBJd00"]Magic Items Repository Volume 1[/URL]
      [URL="https://drive.google.com/open?id=0ByE2hNokDtpAcHVOdVUtajJnV1k"]Magic Items Repository Volume 2[/URL]
      [URL="https://drive.google.com/open?id=0ByE2hNokDtpAcWM5VWFhcXVZUEU"]FAGE-TitansGrave Random Character Generator[/URL]
      [URL="https://drive.google.com/open?id=0ByE2hNokDtpANUxzNHo2aDYxejA"]20 races for FAGE...enjoy[/URL]
      [URL="https://vladgenx.wordpress.com/"]https://vladgenx.wordpress.com/[/URL] This is my new log Site i just created. it is going to have fantasy short story snippets for you guys. Enjoy

      Comment


      • #4
        Re: House ruled stunts and focuses

        Oh some truly awesome ones there thank you for sharing!
        Running: Blue Rose AGE (Cat's Cradle) Blue Rose AGE (Big Damn Heroes)
        "That Queer Goth Chick." "You are going to have to be more specific"

        Comment


        • #5
          Re: House ruled stunts and focuses

          Originally posted by VladGenX View Post
          i hope you enjoyed reading them and please, feel free to use them at your table. have a great day
          These are great! You should also post this in the FAGE forum.

          Comment


          • #6
            Re: House ruled stunts and focuses

            Hey!!
            I can speak only for FAGE core in terms of actual play, since I'm jumping into BR right now, but for the matter I guess it's fine xD

            In our FAGE campaign, me as a GM actively encourage players to narrate stunts and make their own, using the basic ones as guidelines.

            I'm not that fond of creating new stunts, unless they serve as a developement tool for new talents, specs or the like.

            I would encourage you to jot down a couple of variations for basic stunts and use them to invite your players not to freeze for option paralysis and just decide how to play out a stunt.

            It seems like Modern AGE will provide a framework to speed things up, so I guess that's a wanted direction. I wouldn't see much "freedom" in a 3 pages long stunt list.

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