Post by rulandor on Jul 3, 2013 15:10:29 GMT
Currently I am running two campaigns for my players - a very much tv-series-like Time Lord campaign (albeit with a self-created Time Lord) and a 19th century somewhat Torchwood-like campaign with little emphasis on trime travel and a tendency towards Fantasy elements.
For this I home-made a magic trait that I am presenting here for scrutiny and comment:
Heart of a Dark Star
Special Good Trait, 4 character points for characters without Alien special trait, 2 character points for characters with Alien special trait.
The character has been taken by a training master on a journey through the Spheres and has been confronted with the most disturbing of sights: the heart of a dark star. A lot of acolytes grow mad by this experience (similar to being confronted with the Untempered Schism), but if they remain mentally functional, they are now mages. In case of player characters, this should be automatic; if you want to roll: Ingenuity + Resolve against a difficulty of 18.
With this special trait a character gains access to all special and alien traits; because having survived confrontation with the heart of a dark star, they are mentally very powerful and receive a flat +2 bonus on all rolls made in application of psychic or alien traits. If that trait already confers a significant bonus (like the Psychic trait), the mage gains instead the benefit of needing less story points for special effects - effect one step above the actual investment on the character sheet list.
What do you think?
For this I home-made a magic trait that I am presenting here for scrutiny and comment:
Heart of a Dark Star
Special Good Trait, 4 character points for characters without Alien special trait, 2 character points for characters with Alien special trait.
The character has been taken by a training master on a journey through the Spheres and has been confronted with the most disturbing of sights: the heart of a dark star. A lot of acolytes grow mad by this experience (similar to being confronted with the Untempered Schism), but if they remain mentally functional, they are now mages. In case of player characters, this should be automatic; if you want to roll: Ingenuity + Resolve against a difficulty of 18.
With this special trait a character gains access to all special and alien traits; because having survived confrontation with the heart of a dark star, they are mentally very powerful and receive a flat +2 bonus on all rolls made in application of psychic or alien traits. If that trait already confers a significant bonus (like the Psychic trait), the mage gains instead the benefit of needing less story points for special effects - effect one step above the actual investment on the character sheet list.
What do you think?