BTS House Rules

Come and visit the Appalachian Mountains, full of darkness and mystery, where the dark and the green battle for the fate of the world. Set in 1925; Tennessee Valley.
BTS2 house rules, character creation, etc.
3-6 players; This game setting unlocked at 70 supporters.
DM: Consumer
AGM: OPEN
Discord: https://discord.gg/txme7C6atQ

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Consumer
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BTS House Rules

Post by Consumer »

User avatar
Consumer
Game Master
Posts: 1753
Joined: Sun Sep 13, 2009 2:26 pm
Location: Phase World GM (Galactic Rogues)
Contact:

Re: BTS House Rules

Post by Consumer »

Arcanist

Special Abilities
Sense Ley Lines and Nexus Points: The arcanist's senses enable him to see ley lines, which are invisible to normal humans. The character will "see" the faint traces of psychic energy running down the ley lines or seething at nexus points. Range: Line of sight or 1 mile, whichever is less.

Initial Spell Knowledge: The arcanist has the dedication, understanding and ability to focus and concentrate to cast magical invocations, read magic, and learn spells. At first level, the arcanist may select three spells from each spell levels one to four, for a total of twelve spells (three from each). Each additional level of experience, the character will be able to figure out/select one new spell equal to his own level of achievement/experience.

Learning New Spells: Additional spells and rituals of any magic level can be learned or acquired at any time regardless of the arcanist's experience level.

Base P.P.E.: 1D6x10 +P.E. +2D6 per level

P.P.E. Recovery: Spent P.P.E. recovers at a rate of five points per hour of sleep or rest. Meditation restores P.P.E. at 10 per hour of meditation and is equal to two hours of sleep when it comes to recovery from fatigue and physical rest.

Perception: +5% to Perception Rolls at levels 1, 3, 5, 6, 8, 10, and 12.

Attribute Requirements: I.Q. 12, M.E. 10, M.A . 8

Bonuses:
  • +4 to save vs magic.
  • +4 to save vs possession.
  • +2 to save vs mind control.
  • +4 to save vs horror factor.
Arcanist Special Training & Skills:

Understanding the Principles of Magic: Base Skill: 70% +4% per level

Read Magic: Base Skill: 80% + 3% per level

The Practiced Use of Magic: character has the knowledge, training and energy to use any type of magic.

Sense Magic: automatically sense magic energy Range: 120', but can't be pinpointed.

Recognize Magic Enchantment: Base Skill: 50% +5% per level


Investigating the Supernatural Has access to 25% of base P.P.E. and can usually only access spells that are useful while investigating the supernatural like Sense Magic, Sense Evil, Globe of Daylight, See the Invisible, See Aura, Climb, Detect Concealment, Mystic Alarm, Astral Projection, Charismatic Aura, Swim as a Fish, as well as any special exceptions and circumstances as allowed by the GM. Note: If the player wants to use an unusual or non-investigative spell at this power level, they should explain their intent with the GM and accept the GM’s decision if they say its not appropriate at this time.
Lesser Demons & Demonic Servants Has access to 50% of their base P.P.E., and can use any known spells they have enough P.P.E. to conjure.
Greater Demons & Demonic Servants Has access to all of their base P.P.E., and can use any known spells they have enough P.P.E. to conjure.
Ancient Evil and Alien Intelligences Has access to 125% their base P.P.E., and can use any known spells they have enough P.P.E. to conjure.


O.C.C. Skills
  • Native Language - 98%
    Literacy Native Language - 98%
    Mathematics: Basic - 98%
    Lore: Demon and Monsters (+30% bonus)
    Lore: Ghosts and Faeries (+30% bonus)
    Lore: Geomancy (+30% bonus)
    Lore: Religion (+30% bonus)
    Research (+30% bonus)
    Select three science skills (+20% bonus)
    Select two technical skills (+20% bonus)
    Select four languages (+20% bonus)
Hand to Hand: Basic can be selected as 1 "other" skill, hand to hand: expert at the cost of 2 "other" skills, and martial arts (or assassin if an evil alignment) at the cost of 3 "other" skills.

Elective Skills: Select 10 elective skills; 2 must be from the science category. +2 additional skills at level 3, and +1 at levels 6, 9, and 12. All new skills start at level one proficiency.
  • Communication: Any
    Medical: Any (+5%)
    Military: None
    Physical: Any
    Pilot: Any (+5%)
    Pilot Related: Any
    Rogue: None
    Science: Any (+10%)
    Technical: Any (+10%)
    W.P.: Any
    Wilderness: Any
Secondary Skills: The character also gets to select six secondary skills from those listed. These are additional areas of knowledge that do not get the advantage of the bonus listed in parentheses. All secondary skills start at the base skill level. +1 additional skill at levels 4, 7, 10, and 15.
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