Note: Character Creation and House Rules
House Rules
Mining Adamantium in the Catacomb of Phandrak
Human, 8 to 10 h per day, will collect 7+1D4 pounds of Adamantium after 1 month. Dividable by weeks or days if necessary.
Skeleton working 24h makes double, since there is time wasted sorting all the stuff after.
Memory switch and recall
With countless mix of memories lingering within your character's brains, including your own dominant memories and a mix of one or two others, your characters have forgotten some knowledge and gained some new ones. The great thing is, they can try and recall or recover some of those lost memories temporarily.
Single Feature/Power/Skill
Your character can try to remember and recall a single feature or power or skill from his past/previous original Class. To do so, he needs to concentrate on it for 1 hour (a short rest). The switch will last until the character takes another short or long rest. Therefor, he cannot gain the benefits of more than one feature, power or skill this way.
- This will bring back 1 feature, power or skill, but somehow, it will also block another one of comparable proportion.
Example: Nanouk, who is now a monk, lost his ability to cast spells like he used to, but he can now use some powers with his Ki (which is a comparable feature). During a long rest, Nanouk can force himself to remember how he used to cast spells and regain this knowledge, but he will temporarily forget how to manipulate his Ki.
Note: It is possible to try and recall a feature, power or skill using 1 full round of concentration instead of a short rest, but the character must make a Wisdom or Intelligence Check (whichever is best) DC 14. A failed check will result in 2 level of exhaustion. A successful check will still impose 1 level of exhaustion, but the character will gain the benefit of his forgotten knowledge in just 1 round instead of a short rest. The character can do this multiple times for multiple forgotten features, powers or skills, but remember, each success is still an extra level of exhaustion.
Full Memory
Your character can switch back to his full memory of what he used to be before the encounter with Absyden. To do so, you must spend a short rest and focus on pushing aside all memories of the new person memories. This will mask all memories that took over. The down side is that the character will suffer 1 level of exhaustion. The switch will last until the character takes a short or long rest.
Sadly, those memories and switch will never 'grow' .. so even later, doing this will revert your character back to being what he was as a level 6 character before the encounter with Absyden. But it may still be useful sometimes.
Mithran: Due to his connection to Absyden, Mithran does not suffer exhaustion when trying to switch back entirely.
The Project Rule :: Finding secret about things, places and people
In this game, you are offered with a ton of information about the Districts, places of Interest and People of Interest, including all the NPCs from your Guild and other Guilds.
As a general Rule of Thumb, all those things, places and people may be worth your time and curiosity, but some may not. NPCs also have rumors about them that could be of interest should your character desire to Prove or Debunk it.
The Main quests and Missions may bring you to discover secrets about those things, but it may just bring you closer and not let you see its secret if there is one to be found.
I plan to 'run' one Quest/Mission per game, some may stretch over more than 1 game evening, but your characters may have free time on their hands at any moment, before, during or after a mission.
I encourage you to set your character into discovering more about any of those things, places or people and to do so, I will use the following house rule:
Every thing, places or people has a set DC for one or more skills, based on how hard their secret is to be found, and each also have a Secret Score you need to achieve before you can actually find something special about them. Some of those may also have more than 1 secret, but you may only discover/unlock the lowest DC first and work you way up each secret one by one.
Some may be a Weekly check, others may be a Daily check, and some rare cases, may be Monthly.
This means you'll have to make the Skill Check(s) once per Day, per Week or per Month and this would be your character's entire main focus for every day.
Of course, you may work on this with someone else and each could make rolls to improve the Current Score and find things faster, but never on the same Day.
This means, only one person may work to improve the score for a project in one day, up to 7 different people could work on a Weekly project, and so on.
Note: A Daily project should very rarely take more than 7 days to complete, unless of course you keep failing at your task. While a Weekly project should never take more than a month.
Secret Scores are adjusted in relation to their time, so a Daily project where you'd have 3 skill check to roll each time, would probably have a score between 25-30, so if all your checks are a success, it would mean you can reach 24 in 4 days, so on the fifth, you'd find something.
Example: You want to validate if the rumor about Chris (He'd have a brother in the Maleekym and they hate each other) is true.
It would require a lot of spying to do in the Maleekym ranks, as well as spying on Chris himself.
1) You would have to roll 3 Skill check for: Stealth, Investigation, and Perception. The DC may be the same for all 3, or may not be.
2) Each success would give you +2 points and Failure -1, while a natural 20 will be +4, but a natural 1 will result in a catastrophic failure of your project.
--- Catastrophic failure will inevitably transform into a Quest of its own, where you may be discovered by your target or its organization and consequences may be severe, or even deadly.
3) When you get a total accumulated points equal to the Secret Score, you will have proof enough, or you will be very much certain the rumor is either true or false.
The project Rule also apply if your character decides to find something that is rare, like magical items in the current End of Magic Era. Even if its magic doesn't work anymore, it would be very hard to find. But yes, your character could invest his time in a project to try and find a magical weapon, which in his hands, may work sometimes.
Also, your character can split his time for multiple Daily projects, even help others in their Daily projects, but if he's invested in a Weekly or Monthly project, he will have to substract a penalty from all his Weekly or Monthly project rolls for that month where he spends one or more days helping others or working on other projects. The penalty is = to the number of days spent working on a Daily Project other than his main Weekly or Monthly project.
A weekly or Monthly project doesn't mean your character spends 20h per day on that, but is considered to at least invest 6 to 8 hours on it, whatever it be; searching for someone, investigating a place or room or building, tailing someone, making friend with someone, rummaging garbage, begging on a corner to spy on someone or eavesdrop, etc.
For the game mechanics, you may consider that working for the guild, your character is always assign to one Weekly or Monthly project for the Guild, which will not be calculated to help make things simple.
Using Magic
Spellcasting and Natural Abilities (for NPC only, although some may have the same special gift as the players)
Any and all Spellcaster, except our lovely players that is, must roll a save to successfully cast a spell or even to use any supernatural ability such as Shapechange (Changelings or others).
System rule: Roll a saving throw DC 25 with Disadvantage, using the related spell casting attribute, or Constitution save for natural abilities that aren't related to any attributes.
- If the power can be performed at will (like a Doppleganger's Shapechange), the creature may only attempt to use it once per minute.
Long Lasting Spells and Effects (for NPC and Players)
All spells that last more than a day will end after 24h unless its owner succeed on a Arcana Check DC 20 [or a save using the same stats as the one to cast the spell] to prevent the spell form ending.
Magical Items and Objects, including Potions and Scrolls. (for NPC and Players)
The most common magical item has became very rare and very hard to find since they can no longer be detected and can no longer be crafted (if anyone can, they must be extremely rare), but non the less, some magical items, still circulates, maybe more than anyone can think, but are being used as whatever item they actually are since their magic is no longer working and cannot be detected. Even a Detect Magic spell will not reveal one of those magical item, unless it is currently activated and operational.
Some strong willed character may be able to activate an item, should they know exactly what it is and what it can do, since Identifying an object doesn't work either, again, unless it is currently activated and operational.
- Items that can cast spells or have instant effects, require activation for each and every attempt to use them.
--- Items that have permanent continual effect(s) will be activated for 24 hours.
Making a check to activate one charge from an object can be attempted as many times as you want and requires a normal Action (if done in combat), and remember, every attempt to use a charge STILL use that charge even if it failed.
Making a check to activate a permanent/continual effect from an item requires a full 1 minute (10 rounds if in combat, but who'd do that really) and can only be attempted once per 24 hours per person. (Multiple person can try to activate an object that DOES NOT require Attunement, but only the Attuned person can activate an item that requires attunement)
As the long lasting effects, this item will become inactive after 24h if the owner/wearer is not wearing it when this 24h happens. If the object is worn, then its owner must succeed on a Arcana Check DC 20 [or a save using the same stats as the one to cast the spell] to prevent the item to deactivate.
System rule for the Gifted (Players): Roll an Arcana Check DC 20 to activate the item/charge/use/spell.
System rule for NPC: Roll an Arcana Check DC 25 with Disadvantage to activate the item/charge/use/spell.
** NOTE: This check is only to 'Make it work'. Normal game mechanic applies afterwards, such as casting a Spell from a scroll of a higher level, still requires another Arcana check to succeed.
Attuned Objects: Somehow, attunement sticks once attuned. Any object requiring Attunement would first need to be Activated (as if it were a continual effect) and then attuned through the normal 1 hour attunement process, as long as the attunement is perform within 24 hours after the item was 'activated'.
-- BONUS: Objects that ARE attuned to a creature are a little easier to activate. The owner/attuned person has Advantage on his check. So in other words, Players have Advantage and NPCs don't have the Disadvantage, but the DC are not affected.
Character Creation Rules
Attributes
16,14,13,12,10,8
Start lvl 3 Rogue avec 1 archetype.
Starting gear as normal
No magical item of any sort
Your character have 4d4 x10 Gold extra hidden in one or multiple places *Carrying Gold on you is very risky, since the Constables may take it anytime for no reason)
- Please identify each hiding places (under your bed, inside your mattress, in a hole under the corner of this or this building, etc.)