Powers
For the most part the Arcane Backgrounds in Eberron may be unchanged.
Wizards and Sorcerers
Wizards and Sorcerers use Arcane Background (Magic) or Arcane Background (Ritual Magic).
Divine Spellcasters
Divine spellcasters of course have AB (miracles) however in Eberron there are no sins. However if the caster rolls a 1 on their Faith dice they suffer a crisis of faith which drops their Faith trait by one die type until they next successfully perform a miracle. If Faith is dropped below 1d4 then the caster cannot perform a miracle again until they successfully atone (in whatever way is appropriate to their faith). Divine spellcasting also requires an object of faith: a holy symbol, prayer book or something similar.
Bards
You may use the Troubador version of AB (miracles) or simply assume that a bard is a character who happens to be a skilled performer and has also dabbled in some form of magic, taking AB (magic) or (ritual magic).
Monks
Monks use the Chi Mastery Arcane Background from Deadlands. Essentially it functions like Super Powers but with some additional benefits and limitations. First Chi Mastery grants 2 Powers when purchased and while each Power requires its own skill the character automatically receives a score of d4 in that skill for free. However Chi Mastery only grants access to a small list of Powers. Powers marked with a * can only target the monk or their possessions but may be activated as a Free action.
Powers: Boost Trait*, Confusion (touch only, Spirit roll to resist), Deflection*, Draining Touch, Fly (via extreme leaps, balancing. must start and end each round on a solid surface)* Healing (self only), Lower Trait (touch only, -2 to resistance rolls), Quickness*, Smite* and Speed*.
Psionics
Psionics use the standard AB (Psionics).
Artificers
Artificers use their own Arcane Background (Infusions) and use the Magecraft (smarts) skill for casting. The Infusions AB functions much like the Blessed of the deadlands setting. Artificers do not choose Powers, instead they may draw from any powers that they are high enough rank to cast. However they suffer a -2 penalty per Rank of the power (-2 for novice, -4 for Seasoned, -6 for Veteran, etc). Artificers do pay the normal PP cost for their powers and they start with 15 PP. Infusing an object is also a slow process, artificers cannot take multiple actions on a round when they use an infusion and may only move half their Pace.
Infusions may only be used on objects or constructs, not creatures. When an artificer rolls a 1 on their Magecraft skill the power runs wild and the object suffers 1d10 damage per Rank of the power.
Powers:Armor, Boost Trait, Darksight, Deflection, Detect/Conceal Arcana, Environmental Protection, Farsight, Light, Quickness, Repair (functions as Healing but only affects objects or constructs, ignores the Golden Hour), Smite, Speed, Wall Walker, Warrior's Gift.
those with AB (infusions) may purchase the Mcgyver Edge (they may create objects with any Power they choose, not limited to standard infusions) as well as several others unique to them:
Artificer (Professional)
Requirements: Novice, AB (Infusions) Smarts d6+, Infusions d8+, Knowledge (occult) d8+, Repair d6+
You receive a +2 bonus to your Repair skill and may use Repair to fix damaged magical items. When using an Infusion the base duration of the spell is doubled for every raise the character scores.
Master Magecraft
Requirements: Novice, AB (infusions), Smarts d8+, Infusions d6+
You receive a +2 to all Magecraft rolls.
Rapid Infusions
Requirements: Novice, AB (Infusions), Smarts d8+, Infusions d8+
Your infusions are faster and simply require a standard action and you may use multiple actions as normal.
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