Tag: Houserules

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  • New Skill - Symbology

    *These rules are PRELIMINARY until further notice, but will be along the following lines regardless.* The Symbology skill is the identification and manipulation of Symbols. It is distinct from Casting; and is not necessary for using pre-prepared …

  • New Skill - Language

    Language is a new option that AP can be spent on; speaking it is governed by Air and understanding others is governed by Earth. Languages are bought like skills and function largely as skills; *1AP gives a bonus rank in a language*. However, unlike skills …

  • Language Groups

    Each independent nation is considered to have its own language in addition to those below, but these are within the geographical groups listed, and literally neighbouring countries’ languages are often mutually intelligible. If you speak a neighbouring …

  • Amended Skill - Craft

    *These rules are PRELIMINARY until further notice, but will be along the following lines regardless.* Each subset is taken separately. Defaulting between related categories may be possible (e.g. armoursmithing and weaponsmithing both require working …

  • Backgrounds

    Ignore standard character creation; you will have 25 aspect points rather than standard, though you calculate derived traits as in the PHB (excepting [[Karma Pool | Karma Pool]]). Background and Sire have been merged together into one, using the following …

  • Karma Pool

    All characters have a Karma Pool (amended slightly from core Fireborn), that can be used to add successes to tests and to activate legacies (and certain other effects). Karma Regeneration is more difficult for most than standard Fireborn; all …

  • Miscellaneous and Minor Rules Updates

    *Revisions to Existing Rules* * The *“Shadow Spinner”* Power, rather than simply ignoring armour, now attacks the opponent’s Mana Pool, dealing Drain (which may become physical damage). The base damage is now three per success on Air (Will) to maintain …

  • Superhuman-Subhuman Aspects

    Unlike standard Fireborn characters, characters in this game are one of the races of Taan, and deviate significantly from human norms. Superhuman aspects (as written in the PHB) refer to an unusual level of power that this race has in the aspect …

  • New Legacy - Archmage

    *Archmage* _This legacy replaces Wizard’s Bane._ The character is capable of casting spells that baffle and astound lesser beings, weaving and manipulating mana more expertly than all but the greatest of mages. *Prerequisite Power*: Steelmind * …

  • Edge Powers

    Some Powers might be available as Edge Powers for certain races. This is done to indicate that for some species some ‘powers’ are not in fact beyond the norm and are not based in magic at all - for example, a hypothetical Merfolk race would naturally …

  • New Legacy - Wind Wyrm

    From unpublished "Fireborn: Lost Legacies" official PDF. Your breath is a hurricane of howling winds. *Prerequisite Power:* Heir of the Storm *Aspect:* Air *Effect:* By spending 1 karma, you may create a cone effect 60’ long and 15’ wide at its end …

  • New Legacy - Scion of the North

    From unpublished official add-on, "Fireborn: Lost Legacies" You can breathe a cone of extreme cold, similar to the Firebreath legacy. *Prerequisite Power:* Coldspawn *Aspect:* Air *Effect:* By spending 1 karma, you may create a cone effect 60’ long …

  • New Power - Swift

    From "Fireborn: GM's Guide". Intended for NPC use, but it's hardly game-breaking to open up for player characters. At each rank, you count as one size category larger for the purposes of determining Stride distance. That is all.

  • New Power - Steelmind

    At each rank, add one to each threshold of the character’s Mana Pool except the threshold to ignore mana draw entirely (i.e. functioning exactly the way the Stoneskin power does for Wounds). Example: A character with Earth 3 thus has the following Mana …

  • New Power - Nurture Magic

    You gain the “Spawn Magic” mental action. When you have extensive access to a Trivial karmic boundary area around you (e.g. a room in a house that you’re staying in for some days) you may attempt to Spawn Magic there. Doing so is an Air (Ka) test with …

  • New Power - Manaweave

    At each rank, the character can bind more Spell Symbols together when casting spells, adding one to the maximum number of symbols they can use in each spell. Normal: A character can use only a single Spell Symbol when [[Spellcasting | casting]] a [[ …

  • New Edge - Ki Devotion

    By pushing yourself a little harder and stretching your limits, you can handle more integral powers and effects within yourself. At each rank, add one Ki to your Ki Pool. This is the only known method for a character to gain additional Ki points; once …

  • Ki Pool

    'Powers' are specifically not innate features of a character's species (in the case of playable races, at least – though see also [[Edge Powers | Edge Powers]], referring to race-specific Edges that function like powers, e.g. flight, or aquatic creatures) …

  • Key Items, Powers, and Legacies

    Key Items (or simply, Keys) are items that can enhance a character's repertoire and allow them to spend AP on related Powers. A character can gain multiple powers from one Key; and there is no limit to how many Keys can be used. Gaining a Power from a …

  • Mana Pool

    All persons have an innate magical potential that can be tapped to cast spells. This is their Mana Pool. The Mana Pool functions exactly like a wound chart, except based on a character's Earth aspect. Spells consume, or 'draw', Mana to cast; at the …

  • Spellcasting

    There are some significant changes to the standard Fireborn spellcasting, as follows. Firstly, casting [[Spells | spells]] is possible by any character who possesses an appropriate spell [[Triadic Concepts (List) | Symbol]]; however the spell effects …

  • Rituals

    Ritual spellcasting works a little differently to standard spellcasting. Any spell can be cast as a ritual rather than as a ‘standard’ spell; and some spells may only be possible as rituals (e.g. if they require more symbols than the primary caster …

  • Spells

    [[New Power - Manaweave | See the Manaweave power.]] At their core, all spells have the same Template, unless otherwise specified (or if the desired effect would not sensibly need the parameter, e.g. creation of a small rock from thin air does not have …

  • New Edge - Runesmithing

    The character gains the ability to craft [[Symbological Item Creation | Symbological items]] without using powerful magical rituals. A character does not need the ability to [[New Edge - Symbolweaver | Extract/Transcribe symbols]], but if they do not …

  • New Edge - Symbolweaver

    At each rank, the Symbologist gains new abilities as per the table below. Rank 1: Symbologists can *Create* symbols with a rank no higher than 1, and Extract/Transcribe symbols with a potency no higher than 2. Created symbols must be 4 ranks lower than …

  • New Power - Flight

    This power grants the character the ability to fly. How this is done depends on the Key used. A jetpack, for instance, might give a different base Fly ability to a Body symbol (which might cause a character to sprout wings) or an Energy symbol (which …

  • New Edge - Crafty

    You excel in the act of creation and the use of your craft skills. At each rank, gain one reroll on all Crafting and related tests. In addition, at each rank, choose a subcategory of Craft skill; when using that skill to create an item, you require 10% …

  • New Legacy - Sensate

    _Submitted by Anonymous_ Nothing can escape your gaze…or hearing, or any of your other senses for that matter. You see all, hear all, and feel all. Prerequisites: Heightened Senses (Any) Aspect: Air Effect At Will: You gain full successes on …

  • New Power - Prescient

    _Submitted by Anonymous_ You are a ‘Precog’ – one who can see into the future. Admittedly your glimpses through time are fragmentary and brief, but they give you an edge few can match. Mechanics Rank 1: Your instinctive knowledge of the immediate …

  • New Power - Strength of Steel

    _Submitted by Anonymous_ For each rank in this power you gain 1 automatic success in any check or test (not attacks) that involves brute strength, such as lifting and carrying heavy objects. Each rank increases your carrying capacity by half your …

  • New Power - Nightmarish Presence

    _Submitted by Anonymous_ Rank 1: You gain the Cause Fear mental action, which can make those who come near be terrified of you. The effect lasts for the rest of the scene, unless ended sooner with another mental action. While it lasts anyone (friend or …

  • New Legacy - Titanic Strength

    _Submitted by Anonymous_ Prerequisites: Strength of Steel Aspect: Fire Effect At Will: You gain full successes on all unopposed Athletics tests involving feats of strength Spending Karma: Persons with this legacy may spend karma in the …

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