BTS House Rules
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Re: BTS House Rules
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:
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
O.C.C. 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.
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.
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
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)
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