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  • AGE of Warcraft

    Welcome to AGE of Warcraft, some homebrewed rules to play warcraft in green ronin's AGE system.

    To play with these rules you'll need a copy of the Fantasy AGE core book, and also either mine Classless AGE rules (found here) or dracodruid's Free-Form AGE rules.

    While not essential, the DracoDruid Fantasy AGE supllement is highly recommended for its tweaks, specially on some specializations (just don't use the two-shields-guy specialization!).

    Without further ado, the rules!

    AGE of Warcraft



    RACES



    BEASTMEN
    Note:
    Represents the many anthropomorphic races of Azeroth, like Furbolgs, Hozens, Kobolds, Mantids, Nagas, Quilboars, Sauroks, Wolvars...
    Add 1 to your Constitution ability.
    Pick one of the following ability focuses: Constitution (Stamina) or Perception (Tracking).
    Racial Gift: Your unarmed attacks cause 1d6+Strength for damage.
    Your speed is equal to 12 + Dexterity (minus armor penalty if applicable).
    You can speak and read your people's tongue and another one.
    Roll twice below for additional benefits. Roll 2d6 and add the dice together. If you get the same result twice, re-roll until you get something different.

    2d6 Roll Result
    2 = +1 Strength
    3-4 = Focus: Willpower (Courage)
    5 = Focus: Dexterity (Traps)
    6 = Focus: Dexterity (Stealth)
    7-8 = +1 Fighting
    9 = Focus: Intelligence (Navigation)
    10-11 = Focus: Strength (Intimidation)
    12 = +1 Perception


    DRAENEI
    Add 1 to your Strength ability.
    Pick one of the following ability focuses: Intelligence (Healing) or Willpower (Faith).
    Dark Sight: You can see up to 20 yards in darkness without a light source.
    Racial Gift: You can perform the Heal action with but a touch. You do not require bandages or other aids to perform the heal action and you add your Willpower to the amount healed as well.
    Your speed is equal to 10 + Dexterity (minus armor penalty if applicable).
    You can speak and read Common and Draenei.
    Roll twice below for additional benefits. Roll 2d6 and add the dice together. If you get the same result twice, re-roll until you get something different.

    2 = +1 Communication
    3-4 = Focus: Intelligence (Religious Lore)
    5 = Focus: Strength (Might)
    6 = Focus: Willpower (Courage)
    7-8 = +1 Willpower
    9 = Focus: Communication (Leadership)
    10-11 = Focus: Intelligence (Enchanting)
    12 = +1 Intelligence


    DWARF
    As per F-AGE Core. Except that Dark Sight is the race's Racial Gift. Its languages are Common and Dwarven.


    GNOME
    Add 1 to your Intelligence ability.
    Pick one of the following ability focuses: Communication (Investigation) or Intelligence (Engineering).
    Racial Gift: You gain +1 Defense against attacks made by bigger opponents.
    Your speed is equal to 8 + Dexterity (minus armor penalty if applicable).
    You can speak and read Common and Gnomish.
    Roll twice below for additional benefits. Roll 2d6 and add the dice together. If you get the same result twice, re-roll until you get something different.

    2 = +1 Perception
    3-4 = Focus: Perception (Smelling)
    5 = Focus: Intelligence (Historical Lore)
    6 = Weapon Group: Firearms*
    7-8 = +1 Accuracy
    9 = Focus: Intelligence (Arcane Lore)
    10-11 = Focus: Dexterity (Stealth)
    12 = +1 Dexterity


    GOBLIN
    Add 1 to your Dexterity ability.
    Pick one of the following ability focuses: Pick one of the following ability focuses: Dexterity (Stealth) or Intelligence (Engineering).
    Racial Gift: You gain +1 Defense against attacks made by bigger opponents.
    Your speed is equal to 8 + Dexterity (minus armor penalty if applicable).
    You can speak and read Goblin and either Common or Orcish.
    Roll twice below for additional benefits. Roll 2d6 and add the dice together. If you get the same result twice, re-roll until you get something different.

    2 = +1 Perception
    3-4 = Focus: Dexterity (Lock Picking)
    5 = Focus: Communication (Deception)
    6 = Weapon Group: Firearms*
    7-8 = +1 Intelligence
    9 = Focus: Perception (Hearing)
    10-11 = Focus: Dexterity (Legerdemain)
    12 = +1 Accuracy


    HIGH ELF
    Add 1 to your Intelligence ability.
    Pick one of the following ability focuses: Communication (Etiquette) or Intelligence (Arcane Lore).
    Racial Gift: When you cast spells the Magic Point cost is reduce by 1 to a minimum of 1 to cast any spell.
    Your speed is equal to 10 + Dexterity (minus armor penalty if applicable).
    You can speak and read Thalassian and either Common or Orcish.
    Roll twice below for additional benefits. Roll 2d6 and add the dice together. If you get the same result twice, re-roll until you get something different.

    2 = +1 Communication
    3-4 Focus: Intelligence (Cultural Lore)
    5 = Focus: Perception (Hearing)
    6 = Focus: Willpower (Self-Discipline)
    7-8 = +1 Willpower
    9 = Focus: Perception (Tracking)
    10-11 Focus: Communication (Persuasion)
    12 = +1 Perception


    HUMAN
    As per F-AGE Core. Its languages are Common and Orcish. You also gain the following ability:

    Racial Gift: Pick one of the following abilities:
    -Gilnean Worgen: As a bonus action you may enter Worgen Mode. While Worgen Mode is active your unarmed attacks cause +1 damage and your speed is increased by +4 while on all fours, but you suffer -1 to Willpower (Self-Discipline) tests.
    -Half-breed: You are a rare creature born of two worlds and gain the parent race's Racial Gift.
    -Honest-to-god Human: Add 1 to a single ability.


    NIGHT ELF
    Add 1 to your Dexterity ability.
    Pick one of the following ability focuses: Dexterity (Stealth) or Perception (Seeing).
    Racial Gift: You can see up to 10 yards in darkness without a light source. Using a Major action, you can blend into the shadows. Any creature who didn't see you camouflage yourself must make a Perception (Seeing) test vs TN 10 + double your Dexterity (Stealth) in order to spot you. Taking any action other than “Prepare” gives your position away.
    Your speed is equal to 12 + Dexterity (minus armor penalty if applicable).
    You can speak and read Common and Darnassian.
    Roll twice below for additional benefits. Roll 2d6 and add the dice together. If you get the same result twice, re-roll until you get something different.

    2 = +1 Constitution
    3-4 = Focus: Intelligence (Historical Lore)
    5 = Focus: Perception (Tracking)
    6 = Weapon Group: Bows*
    7-8 = +1 Accuracy
    9 = Focus: Communication (Animal Handling)
    10-11 = Focus: Constitution (Running)
    12 = +1 Perception


    OGRE
    Add 1 to your Constitution and Strength abilities. Then subtract 1 from your Intelligence.
    Pick one of the following ability focuses: Accuracy (Brawling) or Strength (Might).
    Racial Gift: You get a +1 bonus on all non-combat Strength tests.
    Your speed is equal to 10 + Dexterity (minus armor penalty if applicable).
    You can speak and read Orcish and Ogre.
    Roll twice below for additional benefits. Roll 2d6 and add the dice together. If you get the same result twice, re-roll until you get something different.

    2 = +1 Willpower
    3-4 = Focus: Strength (Intimidation)
    5 = Focus: Intelligence (Arcane Lore)
    6 = Focus: Constitution (Stamina)
    7-8 = +1 Fighting
    9 = Focus: Strength (Climbing)
    10-11 = Focus: Willpower (Courage)
    12 = +1 Intelligence


    ORC
    As per F-AGE Core. Except that Dark Sight is the race's Racial Gift. Its languages are Orcish and Common.


    PANDAREN
    Add 1 to your Constitution ability.
    Pick one of the following ability focuses: Accuracy (Brawling) or Willpower (Self-Discipline).
    Racial Gift: Your unarmed attacks cause +1 damage.
    Your speed is equal to 10 + Dexterity (minus armor penalty if applicable).
    You can speak and read Pandaren and either Common or Orcish.
    Roll twice below for additional benefits. Roll 2d6 and add the dice together. If you get the same result twice, re-roll until you get something different.

    2 = +1 Intelligence
    3-4 = Focus: Constitution (Stamina)
    5 = Focus: Intelligence (Cooking)
    6 = Focus: Strength (Might)
    7-8 = +1 Fighting
    9 = Focus: Intelligence (Historical Lore)
    10-11 = Focus: Perception (Tasting)
    12 = +1 Willpower


    TAUREN
    Add 1 to your Strength ability.
    Pick one of the following ability focuses: Strength (Might) or Intelligence (Natural Lore).
    Racial Gift: Whenever you take “Charge” as a major action, your horns deal an additional 2 damage.
    Your speed is equal to 12 + Dexterity (minus armor penalty if applicable).
    You can speak and read Orcish and Taurahe.
    Roll twice below for additional benefits. Roll 2d6 and add the dice together. If you get the same result twice, re-roll until you get something different.

    2 = +1 Perception
    3-4 = Focus: Willpower (Faith)
    5 = Focus: Constitution (Stamina)
    6 = Focus: Strength (Intimidation)
    7-8 = +1 Willpower
    9 = Focus: Perception (Tracking)
    10-11 = Focus: Intelligence (Cartography)
    12 = +1 Fighting


    TROLL
    Add 1 to your Constitution ability.
    Pick one of the following ability focuses: Constitution (Stamina) or Perception (Tracking).
    Racial Gift: Whenever you are healed, including by resting, you heal an additional amount equal to your Constitution. You may re-grow lost parts.
    Your speed is equal to 10 + Dexterity (minus armor penalty if applicable).
    You can speak and read Orcish and Zandali.
    Roll twice below for additional benefits. Roll 2d6 and add the dice together. If you get the same result twice, re-roll until you get something different.

    2 = +1 Dexterity
    3-4 = Focus: Constitution (Running)
    5 = Focus: Intelligence (Natural Lore)
    6 = Focus: Dexterity (Stealth)
    7-8 = +1 Perception
    9 = Focus: Intelligence (Religious Lore)
    10-11 = Focus: Perception (Smelling)
    12 = +1 Willpower


    UNDEAD
    The undead state isn't a race, but a condition. Pick a race as normal, but remove its Racial Gift and replace with the following Racial Gift:

    Gain +1 on tests to resist fear.
    Suffer -1 penalty to Communication tests when the target can see that you are undead or when dealing with animals.
    You no longer need to eat, sleep or breathe.
    You no longer heal by resting, but once per day you may consume a living creature to heal as if you had a long rest.




    MAGIC

    MAGICAL TRAINING [PICK ONE TYPE]
    REQUIREMENT:
    WILLPOWER 2 or higher.
    NOVICE: You start with a number of Mana equal to 10 + 2 x willpower and you gain willpower + 1 more whenever you gain a new level. You must keep track of your current Mana; this is a measure of how much magical power is at your command at any given time. You spend Mana when you cast spells; you can regain them through rest and meditation. If your willpower permanently changes, recalculate your total Mana, using: 9 + level + [(level + 1) x willpower].
    You must choose which type of azerothian magic you study, from those presented below; each type of magic limits the kind of Arcane Talents you may learn, and might have its own limitation.
    JOURNEYMAN: You cast spells with great confidence, and gain a +1 bonus on all your spellcasting tests, unless you choose Fel. In that case, when suffering a magical mishap you receive a +2 bonus on your willpower (self-discipline) test.
    MASTER: You gain a number of additional Mana equal to your current level. In addition, you receive one additional Mana on each subsequent level. If your willpower permanently changes, recalculate your total Mana, using: 8 + 2 x level + [(level + 1) x willpower].

    Types of Magic

    ARCANE
    The study raw magic power. The arcane arts are powerful, but pricy.
    Arcanas: Only the General Magic group.
    Drawback: Your spells need certain rituals. You need to speak and use both hands to cast a spell. If you can't provide them you must pay double its cost in Mana.

    FEL
    Demonic magic coming from the Burning Legion, wrecks the body and taints the soul.
    Arcanas: General and Fel Magic groups.
    Drawback: You don't recover Mana naturally by resting. When resting you must choose either Health or Mana to recover, unless you sacrifice a living being or perform another, similar, dark ritual.

    LIGHT
    The energy of life and purity, traditionally considered by most races as coming from the divine.
    Arcanas: Only the Light Magic group.
    Drawback: None. The small spell list is drawback enough.

    NATURE
    Magic coming from balance of mind, faith and discipline.
    Arcanas: General Magic group, and the Healing arcana.
    Drawback: You must follow the tenets of a philosophy, either Druidism, Shamanism or Pandaren Ascetism. If you break its tenets you don't recover Mana by resting until you atone.

    SHADOW
    The dark energy of madness and undeath, usually related to the Old Gods.
    Arcanas: Only the Shadow Magic group.
    Drawback: None. The small spell list is drawback enough.


    Fel Magic arcanas: All blood mage spells and other eeeeevil arcanas you might find.
    General Magic arcanas: All arcanas not belonging in the Fel, Light or Shadow group. From Core it means Air, Divination, Earth, Fate, Fire, Lightning, Power, Water and Wood, but there are plenty of homebrewed good ones you might find in this forum or the wiki
    Light Magic arcanas: Healing and Heroic. Any other protection, life and healing arcanas you might add.
    Shadow Magic arcanas: Death (from DAGE spells as arcanas) and Shadow. Any other madness, undeath and fear arcanas you might add.



    SPECIALIZATIONS

    ANCHORITE

    Represents the Discipline priest spec.
    REQUIREMENT: WILLPOWER 2 or higher, and MAGICAL TRAINING (LIGHT MAGIC) [JOURNEYMAN].
    NOVICE: You may learn the Air, Earth, Fire, Lightning and Water arcanas, as cast them as if they were part of the Light Magic group. Furthermore, when casting a Light Magic spell you may use the Magic Shield stunt for 2 SP rather than the usual 3.
    JOURNEYMAN: When you cast area effect spells (whether on your allies or enemies), it inspires your allies. All allies within 10 yards of your position while you cast your spell gain +1 on all actions on their next turn.
    MASTER: You can add your Communication to any damage inflicted by a Light Magic Spell. Furthermore, when casting a Light Magic spell you may use the Mana Surge stunt for 3 SP rather than 4.


    ASSASSIN
    Represents the Assassin rogue spec.
    As per DracoDruid's FAGE 2.4.


    BEAST MASTER
    Represents the Beast Mastery hunter spec.
    REQUIREMENTS: COMMUNICATION 2 or higher, and ANIMAL TRAINING [JOURNEYMAN].
    NOVICE: You may bond with an animal companion with a 8 hour ritual. In combat and roleplay you and your pet act at the same time, and it left without orders it defends itself. When you are both adjacent to an enemy you can gain either +1 to attack rolls or +1 to defense. As a minor action you may give a command to your companion, such as engaging a specific opponent, fetching or fleeing, and it will keep following this instruction during its action until you give it another order as a minor action. You may only have one companion at a time.
    JOURNEYMAN: Your companion can perform the Lightning Attack stunt for 2 SP instead of the usual 3.
    MASTER: If you make an attack that is not charging or disengaging an opponent, your animal companion can make an attack as a minor action against the same target. The animal must be in range of the target.


    BERSERKER
    Represents the Fury warrior spec.
    As per DracoDruid's FAGE 2.4.


    DEATH KNIGHT
    Represents the whole Death Knight class.
    REQUIREMENTS: Special. You can't choose to enter this specialization as part of the normal character advancement. Instead you gain it for free when turned into a Death Knight.
    NOVICE: You become a Novice in the Magical Training (Shadow Magic) talent. Your Arcane Device is a Runeblade, a melee weapon that counts as magical (being able hit incorporeal creatures, for example). Furthermore you suffer no armor strain when casting spells from the Shadow Magic group. You lose your race's Racial Gift, but gain the Undead racial gifts.
    JOURNEYMAN: Your bond with your Runeblade strengthens. As long as you are within 100 yards of your weapon you can summon it to your hand as an Activate action.
    MASTER: You can add your Willpower to all damage rolls you deal against living creatures with your Runeblade.


    DEMONOLOGIST
    Represents the Demonology warlock spec.
    REQUIREMENTS: COMMUNICATION 2 or higher, and MAGICAL TRAINING (FEL MAGIC) [JOURNEYMAN].
    NOVICE: You may summon a demon companion with a 1 hour ritual. In combat and roleplay you and your pet act at the same time, and it left without orders it defends itself. As a minor action you may give a command to your companion, such as engaging a specific opponent, fetching or fleeing, and it will keep following this instruction during its action until you give it another order as a minor action. You may only have one companion at a time.
    You may summon different kinds of demons, each with its own ability.
    Felguard: +2 Damage
    Fellhunter: Focus: Perception (Tracking), +1/2 master's Intelligence to Perception
    Imp: Arcane Blast (Novice), +1/2 master's Intelligence to Intelligence
    Succubus: Focus: Communication (Seduction), +1/2 master's Intelligence to Communication
    Voidwalker: +15 Health
    JOURNEYMAN: Your demons gain the focus Accuracy (Brawling). You may use a minor action to cause 1d6 penetrating damage on your demon; if you do so you heal the same amount that you caused.
    MASTER: You now continuously siphon vitality from your demon. While your demon is within 3 yards of you, you gain a +2 to your Armor Rating. However, each time you take damage, your demon takes 2 points of penetrating damage. Furthermore your demons' abilities become such:
    Felguard: +4 Damage
    Fellhunter: Focus: Perception (Tracking) and Perception (Searching), +1/2 master's Intelligence to Dexterity
    Imp: Arcane Blast (Journeyman), +1/2 master's Intelligence to Intelligence
    Succubus: Focus: Communication (Persuasion) and Communication (Seduction), +1/2 master's Intelligence to Communication
    Voidwalker: +30 Health

    Basic Demon statistics
    Defense: 10
    Armor Rating: 4
    Health: 30 + 1/2 master's total Health
    Speed: 9
    +2 (+1/2 master's Intelligence) Accuracy
    +0 Communication
    +2 Constitution
    +0 Dexterity
    +2 (+1/2 master's Intelligence) Fighting
    +0 Intelligence
    +0 Perception
    +2 (+1/2 master's Intelligence) Strength
    +0 Willpower
    Melee: Natural weapons +2 (2d6+2)


    DEMON HUNTER
    Represents the Demon Hunter class.
    REQUIREMENT: INTELLIGENCE 2 or higher, MAGICAL TRAINING (FEL MAGIC) [NOVICE] and DUAL WEAPON STYLE [NOVICE]
    NOVICE: You gain +2 to any tests involving the searching, stalking, tracking etc of demonic creatures, and on tests made to resist their abilities.
    JOURNEYMAN: When you perform the Pierce Armor stunt with a Melee Attack on demonic creatures, your damage is penetrating.
    MASTER: You can add your Intelligence to all damage rolls you deal against demonic creatures.


    DUELIST
    Represents the Outlaw rogue spec.
    As per DracoDruid's FAGE 2.4.


    ELEMENTALIST
    Represents the Elemental shaman, Balance Druid, and the three Mage specs.
    As per DracoDruid's FAGE 2.4.


    GUARDIAN
    Represents the Protection paladin and warrior specs.
    As per DracoDruid's FAGE 2.4.


    HEALER
    Represents all the healing specs, meaning Holy priest and paladin, Restoration druid and shaman, and Mistweaver monk. As both Arcane and Fel don't have access to healing spells, no mage or warlock may take this spec, and that fits into the Lore.
    As per Miracle Worker in DracoDruid's FAGE 2.4.


    HELLFIRE WARLOCK
    Represents the Destruction warlock spec.
    REQUIREMENTS: WILLPOWER 2 or higher, and MAGICAL TRAINING (FEL MAGIC) [JOURNEYMAN].
    NOVICE: You may learn the Air, Earth, Fire, Lightning and Water arcanas, as cast them as if they were part of the Fel Magic group. Furthermore, when casting a Fel Magic spell you may use the Fast Casting stunt for 3 SP rather than the usual 4, but the second spell must be a Fel Magic spell.
    JOURNEYMAN: You can double the range or area or your Fel Magic spells. Each time you cast a Fel Magic spell you might pick one or the other.
    MASTER: You can add your Willpower to all damage rolls you deal against living creatures with your Fel Magic spells.


    MARTIAL ARTIST
    Represents the Brewmaster and Windwalker monk spec.
    REQUIREMENTS: PERCEPTION 2 or higher, and UNARMED WEAPON STYLE [JOURNEYMAN].
    NOVICE: When wearing leather or no armor and not using a shield you add +1 to your Defense. Furthermore choose one path, Brewmaster or Windwalker; the path chosen dictates which abilities you gain.
    Brewmaster: If you fail a Constitution (Stamina) test, you can re-roll it, but must keep the results of the second roll.
    Windwalker: If you fail a Dexterity (Acrobatics) test, you can re-roll it, but must keep the results of the second roll.
    JOURNEYMEN: You gain the ability from your chosen path:
    Brewmaster: You can use the Defensive Stance stunt for 1 SP instead of the usual 2.
    Windwalker: You can use the Lightning Attack Stunt for 2 SP instead of the usual 3, but the second attack must be an unarmed attack.
    MASTER: You gain the ability from your chosen path:
    Brewmaster: When wearing light or no armor and not using a shield you can add your Constitution value to your Armor Rating.
    Windwalker: You can perform the Whirlwind Kick Stunt for 4 SP. This allows you to make two additional unarmed attacks, at the same target or at others nearby. If you roll doubles on either of these attack rolls, you do not generate any additional stunt points.


    PALADIN
    Represents the Retribution paladin spec.
    REQUIREMENT: WILLPOWER 2 or higher, MAGICAL TRAINING (LIGHT MAGIC) [NOVICE] and HEAVY ARMOR TRAINING [NOVICE]
    NOVICE: When casting Light Magic spells you suffer no strain. Furthermore, attacks from your weapons count as magical (being able hit incorporeal creatures, for example).
    JOURNEYMAN: When you use the heal action your target is healed an extra 1d6 damage.
    MASTER: You can add your Willpower to all damage rolls you deal against Demons and Undead.


    SHADOWCASTER
    Represents the Affliction warlock and Shadow priest spec.
    REQUIREMENTS: ACCURACY 2 or higher, and ARCANE BLAST [NOVICE] and MAGICAL TRAINING (SHADOW MAGIC) [NOVICE].
    NOVICE: When you affect a target with a Shadow Magic spell, you also curse them. Cursed enemies suffer +1d6 shadow damage from all damage sources until the end of your next turn. Furthermore, each time you use your Arcane Blast, you may decide that it counts as Shadow Magic for all purposes.
    JOURNEYMAN: Whenever an enemy that you have cursed dies, you may regain your choice of 1d6 Health or 1d6 Mana points.
    MASTER: In any round where you move after having cast a Shadow Magic spell, you gain light cover until the start of your next turn.


    SHAPESHIFTER
    Represents the Feral druid spec.
    Thinking about it, the Shapeshifter from the wiki fits nicely enough. I'll just paste it here.
    REQUIREMENT: WILLPOWER 2 or higher, and MAGICAL TRAINING (NATURE MAGIC) [JOURNEYMAN].
    NOVICE: You learn the shape shifter spell, Small Animal Form. While you’ve taken on a creature’s form with a shapes shifter spell, the following general rules apply.
    -You cannot speak or cast spells. Spells you cast before the transformation remain in effect as normal, and you can pay mana when required to keep them going.
    -You retain your Intelligence and your Health if it is greater than your new shapes, but the rest of your stats are determined by the shape shifter spell you use.
    JOURNEYMAN: You learn the shape shifter spell, Large Animal Form.
    MASTER: You learn the shape shifter spell, Vicious Beast Form.

    Small Animal Form
    Requirements: Shape shifter Specialization
    Spell Type: Utility
    MP Cost: 5+
    Casting Time: Major Action
    Target Number: 12
    Test: None
    You transform yourself into a small animal for a number of rounds equal to your Willpower ability. You can extend the spell for the cost of 1 MP per additional round. Dogs and Falcons are examples of small animals You retain your own Intelligence and Willpower but otherwise your stats are those of the animal. GMs may create similar stats for others

    Large Animal Form
    Requirements: Shape shifter Specialization
    Spell Type: Utility
    MP Cost: 10+
    Casting Time: Major Action
    Target Number: 12
    Test: None
    You transform yourself into a large animal for a number of rounds equal to your Willpower ability. You can extend the spell for the cost of 3 MP per additional round. Black Bears and Giant Spiders are examples of large animals. You retain your own Intelligence and Willpower but otherwise your stats are those of the animal. GMs may create similar stats for others

    Vicious Animal Form
    Requirements: Shape shifter Specialization
    Spell Type: Utility
    MP Cost: 25+
    Casting Time: Major Action
    Target Number: 12
    Test: None
    You transform yourself into a vicious animal for a number of rounds equal to your Willpower ability. You can extend the spell for the cost of 10 MP per additional round. Manticore and Ogres are examples of large animals. You retain your own Intelligence and Willpower but otherwise your stats are those of the animal. GMs may create similar stats for others


    SHARPSHOOTER
    Represents the Marksmanship hunter spec.
    As per DracoDruid's FAGE 2.4.


    SPELLSWORD
    Represents the Enhancement shaman spec.
    As per DracoDruid's FAGE 2.4.


    SURVIVALIST
    Represents the Survival hunter spec.
    REQUIREMENT: CONSTITUTION and PERCEPTION 2 or higher, and TOUGHNESS [JOURNEYMAN].
    NOVICE: You are attuned to danger and can re-roll any Constitution (Stamina) and Perception (Searching) tests but you must keep the results of the second roll.
    JOURNEYMAN: You gain +1 to all tests to find food, water and shelter whilst in the wild. You may also re-roll any test taken to avoid environmental hazards or damage, or effects caused by such hazards, but you must take the results of the second roll.
    MASTER: You gain +2 to any test reflexively made to avoid damage, resist a spell or otherwise escape harm.


    WEAPON MASTER
    Represents the Arms warrior spec.
    REQUIREMENT: FIGHTING and STRENGHT 2 or higher, and TACTICAL TRAINING [JOURNEYMAN].
    NOVICE: When wielding a weapon you are proficient with and not using a shield you add +1 to your Defense, and a +1 bonus to damage. You also learn a new weapon group of your choice.
    JOURNEYMAN: If you would be disarmed, shoved, or knocked prone while wielding a weapon you are proficient with, you may make a strength (might) test versus the attack total. The stunt is canceled if you succeed. You also learn a new weapon group of your choice.
    MASTER: The bonuses from the Novice degree become +2 to Defense and Damage, and you also gain +1 to hit.
    Last edited by DiBastet; 7th July 2016, 06:45 PM.
    DiBastet's Homebrew - My own homebrew. Use them, mine them for ideas, change them, as you see fit.
    AGE of Darkness - Converting World of Darkness to Fantasy Age.
    AGE of Wacraft - Playing AGE in Azeroth.

    Age of Homebrew - Links to other homebrew. Feel free to add more.

  • #2
    Re: AGE of Warcraft

    \o/ !!!!

    ... ahem.

    This is wonderful! Thank you so much for the time and effort, and I can feel the utmost care and respect you put into this project. It is so very much appreciated, and I'm sure my little group will have a ball rolling their characters this weekend.

    Again, so much thanks from myself and my students, and I hope this opens up the door for others to adventure on Azeroth (and beyond!) with us!

    /salute

    Comment


    • #3
      Re: AGE of Warcraft

      Originally posted by DiBastet View Post
      ...
      While not essential, the DracoDruid Fantasy AGE supllement is highly recommended for its tweaks, specially on some specializations (just don't use the two-shields-guy specialization!)...
      EXCUSE YOU?!

      That specialization is absolutely perfect for any Dwarven Defender or similar , I tell you!

      No but seriously,

      Very nicely done, DiBastet.

      Thank you very much.

      -----------------------------------
      EDIT:

      Though I have a few small ideas/questions:

      - Layout: Make "Racial Gift:" bold. It's easier to find and read.
      - Do Orcs and Dwarves really only get Darksight as a racial gift. In early D20 Warcraft, Dwarves could use some form of stone skin and orcs could get some sort of berserker boon, I guess.
      - I would give High Elves a higher Max Mana and a faster mana regeneration, but that's just me.
      - Any idea about Blood Elves? Maybe some form of Mana Cannibalism?
      - Nagas should get their own Template, being the mutated remnants of the early Highborne and such...
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      Free-Form Fantasy AGE System: Essentials - Version 2.5

      DracoDruid's Fantasy AGE: The Thread | Version 2.4

      Fantasy AGE - Revised Alchemy Rules: The Thread | Version 2.0

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      • #4
        Re: AGE of Warcraft

        I recently read the old Warcraft RPG rules (google it, there is a google drive with almost all of them for download). The things I would most copy over to AGE would be the prestige classes (convert to a specialization) and the racial features (usually 3, could map these to a talent where the prerequisite is being that race). The warcraft RPGs had a ton of prestige classes.

        For races with interesting mechanics like stoneform or the blood elf mana thing, I would put these into the talents conversion and not into the base race as to not bloat level one. Basic race stats would remain +1 STAT and 2 focuses.
        [URL="http://herdingdice.tumblr.com/"]Herding Dice[/URL] - A tumblr where I put things about Adventure Game Engine design.

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        • #5
          Re: AGE of Warcraft

          stoneskin is a problem because lore-wise it almost never happens IC and it seems more like a homage to 'that mountain-king ability from w3', kinda like the human ability. And bloodlust... they kinda got over it at the end of w3, so I'm torn about it. But good one on the bold part
          DiBastet's Homebrew - My own homebrew. Use them, mine them for ideas, change them, as you see fit.
          AGE of Darkness - Converting World of Darkness to Fantasy Age.
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