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  • The VladGenX Houserules Journal

    Fantasy Age has a ton of really great material to use, and the following are just fan-made house-rules to expand player and GM options as an optional set of ideas.

    PART ONE: Ability Scores
    I always give my players 3 simple options to determine starting ability scores.

    1. Roll
    This one is straight out of the Fantasy Age Core Rulebook but with a twist. To avoid players falling behind in abilities, I always have them reroll any 1ís. This way, the minimum they can roll is a 6 which gives them an average score of 0. This way, they do not have any negatives in any Ability Scores so they donít have to spent levels making up for it later; though the GM may still allow lower scores to keep things interesting.
    3d6 Roll and Score
    3 (-2)
    4-5 (-1)
    6-8 (0)
    9-11 (1)
    12-14 (2)
    15-17 (3)
    18 (4)

    2. Pre-set scores
    This is one also straight out of the book. You have 9 pre-generated numbers; three 0ís, three 1ís, two 2ís and one 3. You can place them in any Ability you desire.

    3. Point-Buy
    For this one, I have a few secondary options based on genre mostly. You have a certain number of points to divide into your Abilities. They all start at 0 but cannot go above 4 in this case. Each raise is a 1-for-1 point system, so to increase a 0 to a 3 costs 3 points. Here are the options I have selected based on genre:
    a. Standard: 12 Points: Reductions possible to -2
    b. High Fantasy: 15 Points: Reductions possible to -1
    c. Romantic Fantasy: 10 Points: No Reductions
    d. Dark Fantasy: 7 Points: No Reductions


    PART TWO: Ability Focuses
    My players and I have created a list of new and interesting focuses that can be added to any game. Here they are with their respective Abilities.

    ACCURACY:
    Firearms (Replaces Black Powder Weapons): Proficiency with Firearms
    Crossbows: Proficiency with Crossbows (Now Separated from Bows)
    Chains: Proficiency with Chain Weapons
    Throwing Weapons: Proficiency with Throwing Weapons (Now Separated into a new WG)
    Curved Blades: Proficiency with Curved Blades

    COMMUNICATION:
    Diplomacy: Your skill at finding middle ground between 2 or more people
    Linguistics: Your ability to understand the subtleties of the spoken word, even if you do not speak it yourself
    Provocation: You skill at verbally angering a target
    Psychic: Innate ability to communicate via the mind

    CONSTITUTION:
    Fortitude: Adds the bonus to total Health (not per level, just once)
    Tolerance: Your ability to tolerate environmental conditions like heat or cold (Formerly called Environmental Resistance)

    DEXTERITY:
    Artisan: Your skill at manually dexterous art forms, like painting or sculpting. You can even get more specific on this one (as per the Trade Focuses rules in the Core Rules)

    FIGHTING:
    Flails: Proficiency with Flails
    Shields: Proficiency with Shields
    Brawling: Brutal hand to hand combat instead of finesse

    INTELLIGENCE:
    Astronomy: You knowledge of stars and planetary alignments
    Enchantment: Your ability to enchant Runes (More on that later)
    Literacy: You ability to understand the nuances of the written word, even if you do not know it
    Survival: You knowledge of how to survive in almost any terrain. You can even take this one a bit more specific like Urban Survival or Forest Survival, but the bonus will only apply to rolls involving the more specific version and not general survival
    Tactics: Your knowledge of tactical combat maneuvers
    Trading: You knowledge of the nuances of the Trading Industry

    PERCEPTION:
    Psychic: Your ability to notice things on a mystic or psychic level instead of physical

    WILLPOWER:
    Magic: Adds bonus to Total Magic Points (Not per level, just once)
    Purity: Maintaining Purity even despite temptation or corruption

    WEAPON GROUPS:
    Weapon Groups have been categorized into 3 sub-groups; Brutal Melee, Finesse Melee and Ranged.
    BRUTAL MELEE: Axes, Bludgeons, Brawling, Flails, Heavy Blades, Lances, Polearms, Spears
    FINESSE MELEE: Brawling, Chains, Curved Blades, Dueling, Light Blades, Staves
    RANGED: Bows, Crossbows, Firearms, Throwing

    PART THREE: Derived Traits and Weapons Groups
    Derived Traits have been changed a touch

    HEALTH:
    Health has changed into a simple formula instead of rolling each level. This way, you can easily calculate changes to Constitution and Level. Each Class Type (More on that in the Classes Chapter) will have a starting Health value, then your Constitution times five and level times two.
    Examples:
    COMBAT CLASS (Warrior): Base 30; adds 5xCON and 2xLevel. With a Con of 3 and level 2 (30+(5x3)+(2x2)) (30+15+4) equals 49 Health.
    STEALTH CLASS (Rogue): Base 25; adds 5xCON and 2xLevel. With a Con of 3 and level 2 (25+(5x3)+(2x2)) (25+15+4) equals 44 Health.
    MYSTIC CLASS (Mage): Base 20; adds 5xCON and 2xLevel. With a Con of 3 and level 2 (20+(5x3)+(2x2)) (20+15+4) equals 39 Health.
    Your Fortitude Focus will add the Bonus to TOTAL Health, not per level. So in the above examples, if they all have Fortitude, then they would be at 51, 46, and 41 respectively. At level 11, if they take it again, then they gain 1 more point to account the +3 bonus

    MAGIC POINTS:
    Magic Points have a similar formula to Health. It has a Base of 10 and adds five times your Willpower and two times your Level.
    Example:
    So one with a Willpower of 3 and is level 2 will have (10+(5x3)+(2x2)) (10+15+4) 29 Magic Points.
    Like Fortitude, the Magic Focus under Willpower will add its bonus to TOTAL Magic Points. So in the above example, if they have Magic, they have a total of 31 Magic Points. They will add one more point to it if they increase their Magic Focus to a +3 at level 11

    SPELLPOWER:
    This one remains the same. 10+Willpower+Magic Focus

    DEFENSES:
    Defense was always a great way to determine if one gets hit or not. But it lacked a bit of flare and flavor. So I divided the normal Defense Score into 2, with an optional third.
    PARRY: 10+Fighting+Weapon Focus (of any Melee Weapon) or Shield Bonus. This Defense if rolled against for Melee combat.
    DODGE: 10+Dexterity+Shield Bonus. This Defense is rolled against for Ranged Combat.
    PSYCHE: 10+Willpower (Self-Discipline). This is an optional Defense and can be rolled against if a Spell targets the Mind. That being said, all Attack Spells will go against a targetsí Defense Score instead of a TN. (More on that in the Magic Chapter)

    SPEED:
    This one remains the same; Racial Base+Dexterity-Armor. Some Talents may increase this.

    NOTICE:
    This one is new and is based on Perception. This is a TN that the GM will roll against to see if a person will notice something without an active search. Like Hearing a noise or spotting a glimmer. This is 10+Perception+Applicable Focus. If, for example, the GM wants someone to hear a light noise, then it is 10+Perception+Hearing. If the GM fails to beat the TN, then the person hears the noise.
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    [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]
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  • #2
    Re: The VladGenX Houserules Journal

    TALNTS:
    The Fantasy Age System has a ton of great Talents and Specializations. Her are just a few more to add a bit more depth to any game. The ones I use are straight out of The Fantasy Age Core Rulebook and the Companion. That being said, you need to add all the Talents and Specializations from those 2 books and just add these new ones.

    ALCHEMY (revised)
    You know how to craft Potions and Elixirs
    CLASS: Any
    REQUIRES: Intelligence 2+
    NOVICE: You can craft Novice Potions and Elixirs. You know 2 Novice formulae and can learn more in game
    JOURNEYMAN: You can craft Journeyman Potions and Elixirs. You know 1 Journeyman Formula and can learn more in game. Also, you must know a Novice formula in order to craft its Journeyman advancement
    MASTER: You can craft Master Potions and Elixirs. You know 1 Master Formula and can learn more in game. Also, you must know a Journeyman formula in order to craft its Master advancement

    CHAIN FIGHTING STYLE
    Fighting with Chain Weapons is easy for you
    CLASS: Rogue, Warrior
    REQUIRES: Dexterity 2+, Chain Weapons Group
    NOVICE: You gain a +1 bonus to Parry when using Chain Weapons
    JOURNEYMAN: you can trade Dexterity for Strength when using Chain Weapons
    MASTER: Select one Combat Stunt. You can use it for 1SP less when using Chain Weapons

    CLARITY
    The Waters of your magic are deep and wild
    CLASS: Mage
    REQUIRES: Willpower 2+
    NOVICE: You gain a +2 bonus to Total Magic Points.you can use your Magic Willpower Focus to replace any other Willpower Focus once per encounter
    JOURNEYMAN: You can reroll failed Casting Rolls unless the Stunt Die is a 1. You can only do this a number of times per Encounter equal to your Willpower
    MASTER: Gain another +2 bonus to Magic Points. you can perform the TRANSFERENCE Spell Stunt. for 3SP, you can transfer 1d6 MP to regain that same amount in Health or vice versa. This stunt can only be used on yourself.

    COMBAT TACTICS
    You have uncanny knowledge of how to manipulate a battlefield
    CLASS: Rogue, Warrior
    REQUIRES: Intelligence (Tactics) Focus, 1 Fighting Style at Novice Level
    NOVICE: you can take up to a -3 on your next attack to gain up to that to Parry or Dodge until your next turn or Vice Versa
    JOURNEYMAN: TN 13 Tactics Test to gain a +1 circumstance bonus. You can use this Bonus on any Roll until the End of the Encounter. Making this test more than once will not give you any higher bonuses. You also gain access to Advanced Combat Stunts
    MASTER: you can take up to a -3 on your next attack to gain that to Damage until your next turn and Vice Versa

    DEVICE MASTERY:
    You have a deep understanding of how Arcane Devices work and can easily craft them as well as manipulate them. you can create a new Arcane Device with a TN 13 Dexterity (Crafting) or Intelligence (Arcane Lore) Test.
    CLASS: Mage
    REQUIREMENTS: Intelligence (Arcane Lore)
    NOVICE: Your knowledge of the Arcane is vast. When holding an Arcane Device, you can add extra damage to your Arcane Blast or Spell equal to your intelligence
    JOURNEYMAN: Your knowledge of the Arcane is deep. While using an Arcane Device, you have a +1SP bonus to generate Spell Stunts
    MASTER: Your knowledge of the Arcane is Strong. While holding an Arcane Device, You have a +1 bonus to AR

    FLEET OF FOOT
    You have great skill at running over, under and through many environments
    CLASS: Any
    REQUIRES: Dexterity 2+
    NOVICE: Gain a +1 bonus to Speed and Initiative Rolls
    JOURNEYMAN: you can reroll any failed Acrobatics Test and take the better result
    MASTER: You have a +1 bonus to generate Initiative and Chase Stunts

    IRON WILL
    Your willpower is as strong as any fortress
    CLASS: Any
    REQUIRES: Willpower 2+
    NOVICE: you can reroll any Failed Willpower Test and take the better result
    JOURNEYMAN: The Tower of Will Stunt costs 1SP less for you
    MASTER: you can substitute Purity or Faith for any other Willpower Focus. Select one of those 2 when gaining this Talent Degree

    MAGIC MASTERY
    Your understanding of the finite workings of magic is very strong and this makes you a very formidable opponent
    CLASS: Mage
    REQUIRES: Willpower 2+, at least 1 Arcana Focus
    NOVICE: you can take up to a -3 on your next casting roll to gain that to Spellpower or Psyche until your next turn and vice versa
    JOURNEYMAN: TN 13 Arcana Test to gain a +1 Circumstance bonus to anything Magic related until the end of the encounter. Taking this test multiple times will not increase this bonus. You also have access to Advanced Magic Stunts
    MASTER: you can take up to a -3 on your next casting roll to gain that to Spell Damage until your next turn and vice versa

    POISONER
    You know how to craft Poisons and Grenades
    CLASS: Any
    REQUIRES: Intelligence 2+
    NOVICE: You can craft Novice Poisons and Grenades. You know 2 Novice formulae and can learn more in game
    JOURNEYMAN: You can craft Journeyman Poisons and Grenades. You know 1 Journeyman Formula and can learn more in game. Also, you must know a Novice formula in order to craft its Journeyman advancement
    MASTER: You can craft Master Poisons and Grenades. You know 1 Master Formula and can learn more in game. Also, you must know a Journeyman formula in order to craft its Master advancement

    RUNECRAFTING
    Etching Runes is a very big deal, and you are skilled at doing just that.
    CLASS: Any
    REQUIRES: Intelligence 2+ or Enchantment focus
    NOVICE: You can craft Novice Runes. You know 2 Novice Runes and can learn more in game
    JOURNEYMAN: You can craft Journeyman Runes. You know 1 Journeyman Rune and can learn more in game. Also, you must know a Novice Rune in order to craft its Journeyman advancement
    MASTER: You can craft Master Runes. You know 1 Master Rune and can learn more in game. Also, you must know a Journeyman Rune in order to craft its Master advancement

    STREETWISE
    You know your way through the streets of any urban environment; where to go and who to see are a cakewalk for you
    CLASS: Any
    REQUIRES: Communication 2+ and Contacts Talent at Novice Level
    NOVICE: you have a +1 circumstance bonus when dealing with the underbelly of the urban scene, even creating Contacts
    JOURNEYMAN: you can make a series of Communication Tests (with a TN of the GM’s discretion) to find secret locations in an urban environment
    MASTER: all Exploration Stunts used in the Urban Scene always cost 1SP less for you

    TINKERING
    You know what to craft with left-over bits of technology. Creating tiny robots to building full-scale Cybernetics are your specialty
    Keep in mind that certain items require a certain level of the Talent to learn. If you get a schematic at a lower level, you cannot make it until you gain its appropriate level but you don’t have to buy it again. The Schematics Spell under the Technology Arcana is very useful when combined with this talent (More on this new Arcana later)
    CLASS: Any
    REQUIRES: Intelligence 2+ or the Intelligence (Engineering) Focus
    NOVICE: you can make and repair devices more effectively. You gain a +1 bonus to Tests involving repairing devices. Also, you know 2 Schematics for devices (Shown later). You can always learn more by advancing this Talent or by purchasing them
    JOURNEYMAN: your bonus to repairing devices increases to a +2. You also learn 1 more schematic of choice.
    MASTER: You learn one more Schematic and the bonus above increases to a +3

    TRAP-MAKING
    You know how to build traps from simple items
    CLASS: Any
    REQUIRES: Intelligence 2+
    NOVICE: You can craft Novice Traps with 1/2d6 damage and 1 Effect. You also have a +1 bonus to Spot and Disarm Traps
    JOURNEYMAN: You can craft Journeyman Traps with 3/4d6 damage and 2 Effects. You also have a +2 bonus to Spot and Disarm Traps
    MASTER: You can craft Master Traps with 5/6d6 damage and 3 Effects. You also have a +3 bonus to Spot and Disarm Traps

    VITALITY
    You have trained your body to resist almost anything
    CLASS: Any
    REQUIRES: Constitution 2+
    NOVICE: You gain a +2 bonus to Total Health. You also add 2 rounds to the total number before fully dying
    JOURNEYMAN: You can reroll failed Stamina Test unless the Stunt Die is a 1. You can only do this a number of times per Encounter equal to your Constitution
    MASTER: Gain another +2 bonus to Health. You retain the ability to take Minor Actions while in the Dying State, however each time you do you reduce the amount of time before death by 1 round


    SPECIALIZATIONS:

    MARTIAL ARTIST:
    This Specialization is now not limited to only the Rogue Class. Since all 3 classes can gain the requirements, they all can use it. This allows a bit more flare to each class as they take on a different version. The Rogue will be your agile martial artist while the warrior might be a bit more of a brute. The mage might end up being a tranquil monk, letting their inner reserves guide their bodies.

    SUMMONER*
    You are able to summon creatures like Ifrit and Shiva.
    CLASS: Any
    REQUIRES: Willpower 3+, Level 4 minimum
    NOVICE: You can Summon using Banked Stunt Points. You can summon 1 creature from the list.
    JOURNEYMAN: Your ability to summon has gained power. You can either gain 1 new summon or add the Heroic Template to your existing Summon
    MASTER: You are now a true master over summoning. You can either gain 1 new summon or increase your summon again to the Epic Template
    *See the section on Summoning for all of the details


    SPECIALIZATIONS AT LEVEL 1
    An interesting idea that one of my players came up with is that we had a very good reason to gain a Specialization at level 1. His reason was that since he was playing a Warrior Acolyte, he asked if he could take the Paladin Specialization at level 1. When I asked why, he said that since he had no magical powers, they trained him to fight but his faith is still strong and carries his every action. This reasoning was all I needed to allow it. This has led to a special Houserule that allows a player the ability to gain a Specialization at Level 1 that can be increased like a normal Talent.

    “If you can justify taking a Specialization at level 1, then you are allowed to do so. It must fit with not only character concept but also background as well.”

    For example, a mage who has the librarian background cannot take the Pirate Specialization; for this just does not make sense.
    Last edited by VladGenX; 09-13-2018, 05:37 PM.
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    [URL="https://drive.google.com/open?id=0ByE2hNokDtpATDZrZUhXaHBJd00"]Magic Items Repository Volume 1[/URL]
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    Comment


    • #3
      Re: The VladGenX Houserules Journal

      Class options placeholder
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      [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]
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      • #4
        Re: The VladGenX Houserules Journal

        Magic Rules Placeholder
        [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]
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        Comment


        • #5
          Re: The VladGenX Houserules Journal

          Equipment and Gear Placeholder
          [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]
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          [URL="https://drive.google.com/open?id=0ByE2hNokDtpANUxzNHo2aDYxejA"]20 races for FAGE...enjoy[/URL]
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          Comment


          • #6
            Re: The VladGenX Houserules Journal

            Other Rules Placeholder
            [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]
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            [URL="https://drive.google.com/open?id=0ByE2hNokDtpANUxzNHo2aDYxejA"]20 races for FAGE...enjoy[/URL]
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            Comment


            • #7
              Re: The VladGenX Houserules Journal

              I like your ideas and wish to subscribe to this newsletter

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              • #8
                Re: The VladGenX Houserules Journal

                I'm curious why, for your point buy, romantic fantasy is 10 pts?
                ᛬ᚼᛁᚾᛋᛁᚴᛁᚾ᛬ᛁᛘ᛬ᛁᚴ᛬

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                • #9
                  Re: The VladGenX Houserules Journal

                  It's more about the political intrigue rather than combat. More talking your way into or out of things rather than the high fantasy's "stab everything" mentality. Also, that being said, dark fantasy is low as well since it makes it a tad tougher to survive in a harsh world. Forcing you to think rather than stab. Every point system has a reason, and they are merely suggestions anyway. You do what you want.
                  [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]
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