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  • New Talents and Specialisations

    Here is my list of new talents and specialisations for review:

    http://demiurge.proboards.com/thread...pecialisations
    https://drive.google.com/open?id=0B7FwXQHZFXPwRVVJTjMwbXNtNDg
    The (updated) Fantasy AGE Atomic Expansion with new arcana, talents, specialisations, expanded magic rules, and arcane orders/rune cults.

    https://drive.google.com/open?id=0B7FwXQHZFXPwdWF3ZTRicnQ0ZHc
    Fantasy Age Atomic Monster Index Vol. 1 with 21 new monsters and 7 types of minions.

    Agent of Satan, but my duties are largely ceremonial.

  • #2
    Re: New Talents and Specialisations

    Some non-combat stuff, nice.

    I think the wood wise and desert wise can be turned into one talent since they pretty much do the same. Call it Terrain wise (or something of the sorts) and have the player pick a "favorite terrain" type at novice.

    For the infiltrator specialization I don't really like the journeyman one, for two reasons:
    • You're rolling for another player, usually players want to roll for their own stuff
    • It could be a huge difference, especially if you have 5 dex + stealth focus compared to an ally who has say 1 dex, that's a bit much I think.

    Perhaps it could be more like the Set Up stunt, where you assist others in rolling their stealth check. Maybe something like everyone within 2x Dex (+focus if applicable) yards gets a +2 bonus to their stealth check (or advantage on their roll, if you use that).

    For SpellBlade you might want to add what the arcane device does.. I mean I imagine it can't do all the things a mage's Arcane device can do.
    In addition perhaps a note about how much MP they'll get?

    For Archmage, I'm not exactly sure what you mean with detection pulse range? Is that some sort of range at which magic can be detected by others so they are aware of the magic user, if so that's kinda cool.

    Comment


    • #3
      Re: New Talents and Specialisations

      These rules tie into my arcana expansion, found here:

      http://roninarmy.com/threads/5306-For-review-new-arcana

      There are rules for rogue and warrior mana and the full write up of the detection pulse, which can be summed up as "casting spells makes noise that other mages can hear."

      Interesting idea about the journeyman infiltrator.

      What else does an arcane device do other than shoot arcane bolts?
      https://drive.google.com/open?id=0B7FwXQHZFXPwRVVJTjMwbXNtNDg
      The (updated) Fantasy AGE Atomic Expansion with new arcana, talents, specialisations, expanded magic rules, and arcane orders/rune cults.

      https://drive.google.com/open?id=0B7FwXQHZFXPwdWF3ZTRicnQ0ZHc
      Fantasy Age Atomic Monster Index Vol. 1 with 21 new monsters and 7 types of minions.

      Agent of Satan, but my duties are largely ceremonial.

      Comment


      • #4
        Re: New Talents and Specialisations

        Originally posted by Doctor Atomic View Post
        What else does an arcane device do other than shoot arcane bolts?
        Thanks for the rules! As for the above, at certain levels the mage learns things that empower the arcane device (spell blast stunt, big blast, power blast) does someone who has an arcane device get these things as well?

        Comment


        • #5
          Re: New Talents and Specialisations

          I would think so, yes.
          https://drive.google.com/open?id=0B7FwXQHZFXPwRVVJTjMwbXNtNDg
          The (updated) Fantasy AGE Atomic Expansion with new arcana, talents, specialisations, expanded magic rules, and arcane orders/rune cults.

          https://drive.google.com/open?id=0B7FwXQHZFXPwdWF3ZTRicnQ0ZHc
          Fantasy Age Atomic Monster Index Vol. 1 with 21 new monsters and 7 types of minions.

          Agent of Satan, but my duties are largely ceremonial.

          Comment


          • #6
            Re: New Talents and Specialisations

            I had two thoughts:

            1. Normally when a talent gives a re-roll, that's all it gives.

            2. I don't really think the Infiltrator Journeyman should be necessary. IMO, if there is a group stealth check, I think it's best to go with the highest or lowest check. If everyone makes one, the probability is just too high that someone will fail. With that in mind, I'd probably go high because going low just nerfs the specialist every time.

            Comment


            • #7
              Re: New Talents and Specialisations

              I really like these and might consider using them in my campaign! Thanks for sharing
              ZENITH COMICS: BE HEROIC!
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