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22:36, 24th April 2024 (GMT+0)

RTJ/Character Creation/House Rules.

Posted by Bringer of DarknessFor group public
Bringer of Darkness
GM, 1 post
Tue 2 Nov 2010
at 03:39
  • msg #1

RTJ/Character Creation/House Rules

This game will be a house-ruled version of 4th Edition Talislanta, with some things gleaned from 5th Edition Talislanta.

While there is an initial set-up for the game it certainly isn't written in stone. SOMEONE will go to the aid of Carantheum even if the players decide not to. I just felt it was an interesting concept to run with and may grab some interest....as a side note this will be my first time GMing a game of Talislanta, my first time GMing on RPOL.net, and my first time GMing in over 15 years so I will likely make mistakes. Please bear with me and I will do my best to make sure people have fun...

That being said let us move on...

Player Requirements

1. Players must be 18 years of age and provide a verification of that prior to being allowed into the game as per RPOLs rules for Adult games.  RPoL name, age or DOB in general MM/YY format, and some variation on 'it's legal for me to view adult materials where I live'. As the game has been dropped to 'Mature' this part is no longer needed.

2. Players must have access to Talislanta material, at least the big blue 4th Edition tome o' goodness. The joy is that all necessary Talislanta material is available for free download at www.talislanta.com.

3. Keeping the game moving requires regular posting but it will be a bit slower than average. Please commit to 2 posts per week, minimum. If you're going to have an extended absence, please let us know, a separate thread for absences will exist to keep the OOC section a bit less cluttered. (Edited)

4. This game is rated 'adult.' I don't really see how one can have ravening hordes of the dead and keep a PG rating and I really have no desire to do so. There may be some dark stuff around any corner folks, so be ready. Anything falling under the X-rated category (like intimate encounters) will be a fade-to-black scenario. I can do the violence of zombies in a 'Mature' game at this point. There has been some violence but not enough to merit an 'Adult' rating.

5. I would like some kind of a writing sample prior to anyone actually beginning character creation. That being said a write up of the background of the character you would like to play is certainly sufficient if detailed enough.
This message was last edited by the GM at 22:34, Sun 23 Aug 2015.
Bringer of Darkness
GM, 2 posts
Tue 2 Nov 2010
at 03:43
  • msg #2

Character Creation

Character Archetypes and Skills: I will allow adjustments to archetypes skill levels based upon character concept as well as slight redistribution of skill levels in Modes to reflect a bit more flexibility in focus. All such changes are subject to approval, please don't be min-maxing. Have a concrete and logical concept in mind for the changes. As far as what archetypes are allowed I am willing to check out the additional fan-created archetypes and those from the Symposium and other sources. I do ask that people try and stick to archetypes that have a chance of playing well with others (barring a really good concept but be prepared to deal with the consequences). Archetypes marked as NPCs will remain as such.

Characters should have some history and background. Players should feel free to create 3 + CHA friendly contacts for their character. An additional 'friendly' contact can be created for every 'enemy' detailed, or every two rivals. These are just rough figures, and need to be GM approved. The idea isn't to play the numbers here, but to encourage some rounding out of your character's background.
Bringer of Darkness
GM, 3 posts
Tue 2 Nov 2010
at 03:50
  • msg #3

Character Creation (cont.)

Steps to Character Creation:

1) Pick an Archetype (see above).
2) Customize:
    2a) Add two points into Attributes (either both into one place or one point into two slots), decrease other Attributes by two points as well.
    2b) Pick out a Cultural Skill (Wandering, Nomadic, Rural, Urban) at +7, and then three Common skills +3.
3) Pick out some character contacts (3 + Cha rating, minimum of 1). Even if these are folks you've left behind or folks you've met recently. Basically, no one is ever capable of going through life completely alone. Forge some ties.

If there are any questions please feel free to ask.
This message was last edited by the GM at 14:19, Tue 02 Nov 2010.
Bringer of Darkness
GM, 4 posts
Tue 2 Nov 2010
at 03:57
  • msg #4

House Rules

Attributes Offsetting Penalties: I will be using this optional rule from 5e. Attributes can, at the GMs discretion, reduce or even negate certain associated penalties. Penalties can be reduced to a minimum of -0.
STR - Penalties due to being encumbered or wearing heavy armor.
DEX - Penalties from dual-wielding, or performing difficult actions while in combat (take half the DEX rating and round down).
CON - Penalties from diseases
SPD - Penalties from performing multiple actions in a round (take half the SPD rating and round down).
WIL - Penalties from spellcasting
PER - Penalties from distraction

Initiative: In lieu of initiative rolls at the start of combat or each round I am going to run it how writermonk seems to do it on his PbP game. It seems like actions are all resolved more-or-less simultaneously so I am going to try that and see how it runs.

Ranged Weapon fire: When calculating defense against ranged weapon attacks take into account range, cover, and speed if not aware. If the target IS aware modify the above by adding the BASE CR to the total defense, not CR plus weapon skill. Targets who attempt an active dodge receive full bonuses for the skills listed on page 27 of the 4th Edition Handbook. Parrying a ranged attack remains unchanged.

Number of Spells/Spell Creation: The spell limitation rules from Codex Magicus will be used in this game. To summarize a caster receives 1 spell in each Mode per +1 Mode rating and additional spells equal to the caster's MR. Spells will be created as per the Codex Magicus for the most part, with all parameters except the spell level set. As noted Heal, Illusion, Summon, and Transform need to have the spell level set at creation. That being said there is some flexibility around the spell creation rulings so if you have a concept write it up and run it by me. I encourage creativity in spell creation.

Spell Touch Attacks: As there is no consensus on how to handle touch based spells I decided to come up with my own decision. The caster rolls to cast the spell as normal. Once this is done the caster touches the target to discharge the spell. As there only needs to be a brief contact there is no additional attack roll needed, however the target is entitled to roll to resist the spell using the appropriate ability vs. half the spell level. On a full success the damage (if any) is reduced by 50%, on a critical success the damage is reduced by 75%.

Conjure Mode ruling: In looking at Conjure in regards to conjuring gases I feel the rules are prohibitive. One cubic foot of gas per spell level is a very small amount, even at a higher level (at 8 spell levels that is a cube of gas 2 feet per side). For purposes of conjuring gases I am changing the rules to allow the creation of a cube of 1 foot per side per spell level (thus at level 10 one would have a cube 10 feet per side). Now if this becomes a problem in play it will change but I am trying it for now.

Illusion Mode ruling: I am increasing the base duration of Illusion mode spells from 5 rounds in 4th Edition to the 1 minute duration in 5th Edition. Illusion spells overall are expensive enough without the lower duration.

Influence Mode ruling: In looking at how Influence is done in 4th Edition the description says 1 round base duration but the spell examples all go with a 5 round base duration. In 5th Edition the duration is bumped to 1 minute but the WIL roll is further modified by MR. I am going to stick with the 4th Edition version but go with a 5 round base duration with each additional round adding 1 to the difficulty of the spell. All other factors will remain the same.

Move Mode ruling: I have decided to utilize a slightly adjusted version of the 5th Edition Move mode, it seems to give a bit more leeway than it is written in the 4th Edition. So the synopsis of Move mode spells is this:

     STR: -9 (25 lbs) +1 STR (25 lbs) per spell level
     SPD: -8 (20 feet per round) +1 to Difficulty per +1 SPD
     Range: 50 feet (+1 to Difficulty per additional 10 feet)
     Area: Single Target (+1 to Difficulty per 1 foot radius)
     Duration: 1 minute (+1 to Difficulty per additional minute)

Ward/Defend Mode ruling: In Codex Magicus they changed how Ward spells work, that they do not have to be a minimum of level 10 to work but also are no longer complete protection. What they did NOT do was speak on Hex spells. I think Hex spells got hit with the Nerf bat in 5th Edition, but at the same time don't care for the double damage thing. Hex spells will increase the damage from the selected source by 1 point for every 2 levels of the spell. Also, Defend and Ward are going to be combined into Ward as in 5th Edition. It makes sense to me as both Modes protect the target in some way. Likewise the base duration for all Ward spells is 1 minute. Base barrier size is 10 feet x 10 feet and base dome size is 5 foot radius.

Spell Penalty: Casters will receive a cumulative -1 penalty to casting rolls for any result less than a full success. Casters also may cast 1 spell free before accumulating spell penalty but that number is modified by the caster's WIL score (ie. a caster with WIL +2 can cast 3 spells before beginning to accumulate spell penalty.). Casters who have a WIL of +0 or lower still can cast 1 spell free before accumulating spell penalty. I am going to go with an idea I had on how to deal with spell penalty without having to have 7 hours of rest. The idea is as follows and is subject to being changed/removed based on how it plays out: a caster may ignore 1 or more levels of spell penalty on the fly by "boosting" their magical output. For each point of spell penalty ignored the caster receives 2 hp of damage due to magical stress. This damage cannot be healed normally in combat as it reflects both magical and psychic overload. The damage can be healed out of combat normally. Again this is an experiment and may change in play.

Equipment: I will be allowing weapons, armor, and equipment from the Symposium and am willing to consider equipment that may have not been listed in those 2 sources (such as any non-redundant equipment from 5th Edition). Also, armor for humanoids of unusual shape/structure will cost 25% more as it needs to be worked around wings/tail/extra limbs/etc.
This message was last edited by the GM at 01:34, Fri 03 Aug 2012.
Bringer of Darkness
GM, 541 posts
Thu 29 Oct 2015
at 13:48
  • msg #5

House Rules

Casting from written works:

Scrolls: 2 rounds, +5 to cast
Scrolls give information but neglect the fine details.

Spellbooks: 10 rounds (1 minute), +5 to cast, may protect against Mishaps
Spellbooks have very detailed information, multiple pages per spell, copious personal notes and diagrams.



The 4th edition book only mentions spellbooks, but says that it takes 1 minute per spell level - which seems a bit excessive.
Codex Magicus gives stats for scrolls (used above) but lowers the bonus from a spellbook.
Think of the above as a compromise in the two.
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