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Rules

Page history last edited by Gribble_the_Munchkin 12 years, 1 month ago

 New Rules

 

This page will detail the new rules used in the Scions of Nathas game.

 

House Rules

 

Go here for the Scions of Nathas House Rules

 

 

Character Creation

 

There are four "classes" available to Players at the start of the game. They are Paladin, Priest, Mage and Druid and they represent the four great magical traditions of their homeworld.

 

Character generation follows the Ars Magica rules with a few differences.

 

1. Choose character class and concept

 

2. Select virtues and flaws. Characters receive free virtues and flaws from their class but can take an additional +10/-10 of virtues and flaws from the Ars Magica rulebook. Certain virtues/flaws may not be suitable (such as social class or anything that relates to people/places or situations in Nathas). GM has final veto over all virtues/flaws.

 

3. Buy Characteristics. Characters have 9 points to spend on their characteristics.

  

4. Experience for Early Childhood (0 to 5 years of age). Speak language: Nassian 5, 45 experience points to spend on the following skills: Athletics, Awareness, Brawl, Charm, Folk ken, Guile, Stealth, Survival, Swim

 

5. Experience for later life up until Apprenticeship (6 to start of apprenticeship). 15 experience points per year on any skills the character can learn based on their virtues and their early childhood skills.

 

6. Experience for apprenticeship. 300 experience to spend on magical abilities and skills from the characters class list. This phase of the characters life lasts 15 years.

 

7. Pick spells. 120 levels in total, none of which can be higher than (Technique+Form+Magic Theory+int+3).

 

8. Years outside apprenticeship. 30 experience per year to be spent on any skills, magical abilities or spells. Maximum of 3 years.

 

9. Personality. Pick three personality traits and assign them values from -3 to +3. Any Paladins should have a score of Brave +1 at least and any mage should have determined +1 at least.

 

10. Confidence. Characters start with a confidence score of 1 and 3 confidence points.

 

11. Equipment. Choose any equipment that the character might reasonably be expected to have. Subject to GM fiat.

 

 

Character Classes - Skills, Virtues and Abilities

 

Paladins

Priests

Magi

Druids

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