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AUTO CONFIRMATION OF
CRITICAL HITS

Unlike in standard D20 rules, rolling a number within your weapon's critical threat range is automatically a critical hit. You do not need to roll a second 'confirmation roll'.
However, only a Nat 20 is guaranteed to strike an opponent regardless of their Defense. For example, if you have a critical range of 17-20, and rolled a 17, and had a melee attack of +3, resulting in a total attack roll of 20, your critical would not land if the opponent's defense was a 23.

NAT 20 / CRIT FAIL ALL OF THE THINGS

• In standard D20 mechanics, natural 20s and critical failures only apply to attack rolls. You can not 'critically succeed' at a skill check, ability roll, or saving throw. That's no fun.
• In KOL, you may crit or crit fail anything. This gives everyone a slim chance of success on things they could normally not accomplish, and also keeps a possibility of disastrous failure for even someone who has 30 ranks in drive.

PENETRATION DAMAGE

• When you roll maximum on any damage die, you may roll that die again, and add the result to your total damage. There is no cap on this. For example, if you had a 2d4 weapons, and initially rolled a 2 and 4, you would roll 1d4 again. If you rolled a 4 again, you could roll 1d4 again. If you got a result of 3 this time, your total damage would now be 2+4+4+3=13.

ACTION POINTS

• In D20 Modern's standard rules, an action point allows you to add a d6 to any d20 roll. In KOL, an action point allows you to reroll the d20 entirely. You must take the new result.

NON-HUMAN SKILL POINTS

• In D20 Modern / Urban Arcana, Shadowkind creatures do not normally gain as many skill points per level as humans do. This rule is waived in KOL.

DIPLOMACY VS. WILL SAVE

• Instead of being based off a set Difficulty Class, making a diplomacy check to try to talk someone around is an opposed roll versus the target's will save.

FLIRTATION CHECKS

• To make 'flirtation' checks intended to make a target feel attracted to your character on some level, you may make a Charisma ability roll (D20 + cha modifier). This is an opposed roll versus the target's will save.
• Charisma heroes with the 'Charm' talent may instead roll a Diplomacy check, including their modifier from Charm. (In total: D20 + cha modifier + number of charismatic hero levels) This is an opposed roll vs. the target's will save.

SENSE MOTIVE

• The Gamemaster will never call for you to make Sense Motive rolls. If your character has cause to think an NPC may be Bluffing, you must take initiative to announce and make the roll.

SEX CHECKS

• Yes, we have rolls for this. To roll for what sex is like between two characters, they must both make a series of 5 rolls. It is not, of course, necessary to roll spectacularly high on all 5 in order for the sex to have been 'good'. Usually success in one category can balance out what is lacking in another.
• Strength check: dictating muscle control, and also necessary if your characters like it rough...
• Dexterity check: how good your character is with their hands, mouth, etc.
• Fortitude save: how long your character can last.
• Wisdom check: how good your character is at reading their partner's needs / understanding what they like and what's pleasurable, etc.
• Charisma check: how well your character sells it / how sexy they come off no matter how crappy their other rolls might be.

MASSIVE DAMAGE

• In standard D20 Modern rules, any time a character takes a single hit that exceeds their Constitution score, they must make a Fortitude Save (DC 15) or be knocked unconscious. In KOL, this number is equal to two times your Constitution score instead.

DISGUISE

• An alternate use of the Disguise skill in KOL is determining how effective they are at doing their hair/makeup/general appearance.

DEATH AND DYING

The number of times a character can be resurrected is limited. It is always equal to their Constitution modifier. Upon being successfully resurrected, their Constitution score is permanently reduced by 2, effectively lowering their modifier by 1. Characters with a Constitution Score of 11 or lower may not be resurrected upon death.
Resurrection is not guaranteed even for those with the requisite Con mod. Characters must succeed on a Fortitude save for the physical shock of the act, and a Will save to return their spirits to their bodies. DCs will be set by the GM and may vary. You may use action points to reroll these saves.
• Unlike in standard D20 rules, characters do not lose a level upon being resurrected.

WILL SAVES

• The Gamemaster encourages using Will saves for many things in KOL: determining whether a character is brave enough to speak their mind when an opportunity presents itself, refraining from punching someone when they know they shouldn't, not eating that entire chocolate cake, etc. Anything that requires an act of will is an appropriate opportunity to roll a Will save.

REPUTATION SCORE

We do not use Reputation Scores at KOL.

AASIMARS & TIEFLINGS

In D20 Urban Arcana, aasimars are meant to be the descendants of gods or other celestial servants of gods. Tieflings are meant to be the descendants of devils or demons.
In KOL, this is different. Both aasimars and tieflings are always descended from deities. Aasimars are descendants of good or neutral-aligned gods, while tieflings are descended from evil gods. Descendants of demons or devils are referred to as either demons, fiends, or pit fiends, depending on the circumstances of their birth. If you have a character who is descended from something demonic or diabolic in nature, you must speak to the GM about this, as they will not have tiefling stats.
Aasimars and tieflings have very extended life expectancy. The fewer generations they are away from their divine ancestor, the longer they will live. Those with a deity as a direct parent, for example, will live for thousands of years. Those with a deity as a great-great-great-great-great-great-great grandmother may live for a couple hundred.
Aasimars and tieflings are psychologically predisposed towards behavioral tics, morals, and interests that align with their ancestor's divine portfolio and dogma. This does not mean that they have to like this fact, or that they have to even indulge in these instincts, however, they are an inescapable part of their nature.

WISDOM CHECKS

Wisdom checks may be used in a number of alternate ways in KOL. For example, trying to remember something that your character heard a long time ago in game would require a Wisdom check. Identifying a strange smell or where an accent is from would also be a Wisdom check. Knowing what the 'best' course of action to take might be could be a Wisdom check. Realizing it might be a bad idea to poke the sleeping dragon even when you really want to could be a Wisdom check. Feel free to use these gratuitously.

RUNNING

While most characters have a base speed of 30 feet, during 'chase' scenes, the Gamemaster will often call for characters to make Dexterity checks to see who is running 'faster'. This incorporates who is better at dodging obstacles, etc. Characters with a base speed that is higher than 30 feet get a +5 to their Dex check for every extra 5 feet in their base speed.

TRAINED VS UNTRAINED SKILLS

• In regular D20 rules, there are many skills that you cannot even attempt unless you possess the skill as a class skill. This rule is waived in KOL. Anyone may attempt to do anything, whether they are trained to do so or not. The Gamemaster will add modifiers to compensate for the fact that your character likely has no idea what they are doing if they, for example, try to pilot a helicopter with no prior experience, and the DC will be more difficult to be successful.
SPOT VS. SEARCH VS. INVESTIGATE

• Spot is used primarily to notice visual clues / hidden creatures, etc, while doing a cursory glance around. Search, on the other hand, involves actually looking through drawers, pockets, etc. Investigate is a step further than this, and involves crime scene like analysis of an area, collecting fingerprints, etc. to be later looked at in a crime lab.

DREAM ROLLS

• At any point you may determine what your character dreams on a given night by rolling a d100.  The further from 50 your result, the more they will remember the dream when they awake / the more extreme it will be.  Numbers above 50 quantify as bad dreams / nightmares, and numbers below 50 are good dreams.  

TYPES OF MAGIC

• Arcane magic (the Weave): What most people classify as 'magic'. Includes sorcery, wizardry, rune magic, some demonic magic, and draconic magic. The source of this power is a mystical substance of raw magic called the Weave, that permeates reality. Casters tap into it via various methods to channel its power and bend it to their will. Non-magic users may tap into the Weave via complex incantation rituals. This magic is negated by anti-magic zones, and disappears from our world during times when 'magic' no longer functions.
Divine magic: Usually divine magic involves power granted to mortals by their deities in order to enact their will on earth. Includes magic gained from divine sources, spirits, nature, etc. This magic is supported by the Weave, but may not be accessed by just anyone. When the Weave is unstable, it is affected. Divine magic is negated by anti-magic zones, and disappears from our world during times when 'magic' no longer functions.
Psionics: Latent powers of the brain. Characters must be innately psionic to unlock these abilities - they cannot be learned by someone who does not posses the talent. This magic is negated by anti-psionic zones, and disappears from our world during times when 'magic' no longer functions. Psionic magic comes in two flavors: telepathic (mind reading/mind control) and psychokinetic/telekinetic (influencing objects/nature). Most psionics have a natural predisposition towards one over the other.
Supernatural magic: Supernatural abilities are tied to the invisible world of angels and demons, and run much deeper than the Weave. This magic cannot be negated or dispelled by anything other than another supernatural spellcaster ( for example, the ability to see demons in the Material plane is a supernatural ability ). These powers always function, even when 'magic' is not present in the world.
The Shadow Weave: A force of magic that is the inverse and opposite of the Weave. Dark magic that drains life, muddles the mind and senses, and destroys the fabric of reality. Technically this magic exists in the 'gaps' of the Weave, and is the realm of the goddess Shar - only those who worship her or learn from her disciples can access its secrets without losing their sanity.


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