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 8/27/2007 3:41 PM
 
 Modified By Jeremy (Eloc)  on 6/25/2008 11:11:41 AM

Critical Healing (VH)

This spell allows the caster to create cast a healing spell that heals two points of damage for each point of fatigue spent in the casting.  For each threshold of 4 fatigue spent beyond the first, the caster suffers a cumulative penalty to cast.  The penalty follows the progression of -1, -2, -4, -4, and so forth.

Time to Cast: 1 sec.

Casting Cost: 1-4, variable

Prerequisites: Major Healing

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 12/28/2007 9:04 AM
 

After having read/skimmed the 4e Martial Arts book, we will begin to slowly introduce these into the campaign.  We will not be using cinematic abilities and I reserve the right to remove any ability that doesn't fit well into the campaign.

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 1/25/2008 2:03 PM
 
 Modified By Jeremy (Eloc)  on 1/25/2008 3:09:06 PM

Multiple Levels of Combat Reflexes: 5/10/15

Combat Experience: 5 points

  • +1 vs Fright Checks/Morale Checks
  • Reduce # of rounds you "Freeze" in combat by 2
  • +2 on all IQ roll to wake up, recover from surprise or mental stun

Combat Veteran: 10 points

  • +2 vs Fright Checks/Morale Checks
  • Reduce # of rounds you "Freeze" in combat by 4
  • +4 on all IQ roll to wake up, recover from surprise or mental stun
  • If you are the groups leader and you make your tactics roll, your side
  • gets +1 on initiative rolls to avoid a surprise attack

Combat Reflexes: 15 points (per Gurps Basic page 43)

  • +1 to all active defenses
  • +1 to all Fast Draw skills
  • +2 to all Fright Checks
  • Never freeze in surprise situation
  • +6 on all IQ roll to wake up, recover from surprise or mental stun
  • +1 on initiative rolls to avoid a surprise attack (+2 if you are the leader)
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 6/25/2008 11:27 AM
 

Teleport (VH)

I have modified the Teleport spell to limit the distances that can realistically be done. Instead of the normal distance penalty chart, use this one:

 

Distance Cost Skill Penalty
Within 10 yards 3 0
11-20 yards 4 -1
20-100 yards 5 -2
101-500 yards 6 -3
501 yards to
1 mile
7 -4
1.01 to 2 miles 8 -5
2.01 to 3 miles 9 -6
3.01 to 4 miles 10 -7
increase every mile +1 -1

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 11/13/2009 2:19 PM
 

Talent (Craftsman)

5 points / level

  • Armoury
  • Carpentry
  • Leatherworking
  • Masonry
  • Metallurgy
  • Smith
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