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| Keirma | |
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| Tweet Topic Started: May 23 2010, 10:47 PM (258 Views) | |
| Filrena | May 23 2010, 10:47 PM Post #1 |
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WARNING: THIS DATA IS SUBJECT TO UPDATE AS NECESSARY OR REALIZED Ok, session data, what everyone's looking for~ At least I would hope. -.-; House rules - Damage - =-Nonlethal damage is a build-up value much like 3.5/3E. Record current HP as x/y, x being subdual damage buildup and y is the normal thing of HP after reduction of damage. A subdual attack causes -2 to the attacker's accuracy, (Announce with your roll) but all damage, including ongoing, becomes subdual. You still make any save for ongoing damage. Subdual damage that reaches to your total starts inflicting lethal damage for any surpassing damage. Any form of recovery will heal subdual and lethal simutaniously and seperately with no penalty to the healing method for this inclusion. (The healer/healed can determine to not heal lethal, but not to heal lethal and avoid healing subdual. There is no benefit to not having your lethal healed) Subdual damage has no effect on the bloodied value. =-A person who has subdual=HP is disoriented. They take -1 to attack rolls and are restricted to at-wills (encounter/daily powers are too strenuous and cannot be performed properly.) Racial abilities, class/paragon/epic features, and feat features, are so innate to the persona's knowledge that they can apply/perform them as normal, even if the associated ability is encounter/daily. The penalties stack with any present penalties. You can use a healing surge, but you cannot use AP, if you are disoriented, because you are too out of it to peform properly. =-A person who has subdual>HP is unconscious. They make a pseudo death saving throw. They are not penalized for failures, but on success they recover from subdual by a value equal to level. If it reduces subdual to below/equal HP, it can only reduce subdual to as far as 1 below HP and the excess is discarded. If it succeeds on a 20, 1.5*level is used instead, and they can recover past 1 below if relavant. =-Subdual damage does not recover naturally in battle. In a short rest, reduce subdual damage by your bloodied value. In an extended rest, reduce subdual damage entirely. - Permissions - =-Keirma uses a couple custom races, dekaru and nokades, as NPC races...so yeah, I feel it's unfair if I don't at least give it a chance for custom races. Send me homebrew racial info, and I will try to accurately judge how balanced it sounds and permit/deny accordingly. =-Non-core books are permitted. if it's not a core book, try to let me know which book you're using, so I can double-check over things. =-PHB 3 RACES are not permitted. I feel that wizards have dropped the ball and overpowered the races and given them an unfair edge of customizability as well as a slew of available racial abilities. I see PHB3 classes the same way, however, I feel they are underpowered. I will permit the PHB3 classes but do not recommend them for this cause. Hybrid classes are very suspicious, so I do not permit them. =-You are not allowed to start at the southern continent unless if you lived at the northern rim. Life is very harsh there, and it is impossible for normal humanoids to live there. There is technically no restriction of making a creature humanoid's placement. (When logic is put to mind, anyway) - Other - =-The MC system will be taken with a bit of a risky approach because I feel that it's a ridiculous overtaxing to expend several feats to merely trade things. Here is the rule with Keirma MCing. You take a feat to initiate the ability to expand your available powers. You cannot retrain to a MCed power on the level you gain the MC feat, and you cannot initially learn an ability of the MCed class. However, every additional level, you can use your retraining to retrain a power that you possessed prior of the level to a power of the MCed class. You cannot have exclusively MCed powers of encounter/daily/utility at any given level: You must have at least one E/D/U, and when you have more than 4 utilities, at least 2 utilities, from your base class. There is still no at-will MC feat. =-The 9-point alignment system in 3/3.5 E is preferred due to unfortunate implications laid by fusing NG/CG, NE/LE, and xN to U. Shifting alignments is essentially the same as it works in 3.5. =-Not a rule so much, but rather a note, when 'element' is said, I usually am refering to the 10 damage types in 4E. Sorry for that. >.<; Locations - Regions Keirma - The world itself, Keirma is a flat world that expands endlessly. The sky eventually blurs into the land to cause a definitive maximum visual range, but this actual range is entirely unknown, just, really, really long. The ground seems to warp and reform somewhat inconstantly as one goes deeper underground, though the surface barely ever sees any change. Ground in Keirma gradually splits and draws in long-laying things slowly, meaning buildings have to maintained in periodic intervals in order to not be gradually swallowed by the land itself. There is no apparent decay process in Keirma, so this may well be the substitute of it. (advanced buildings, and old ruins, are specially designed to resist ground swallowing) Cholian - Eastern Continent dominantly populated by cinoids. It has few resources but what resources occur are easily attained. Characterized by uneven but solid ground. Molinoc - Northern Continent dominantly populated by monoids. There are many resources but they are practically impossible to attain. Characterized by even, but sand-like broken ground somehow not necessarily hard to traverse. Huroa - Western Continent dominantly populated by creatures, but also hold the only dekaru and nokades who are isolated in monster dense areas. Many resources easily harvested, but unfortunately the focal point of the War of Seasons. It has long stretches of constant landmass that is solid. Fulisha - Southern Continent dominantly populated by monsters. Unknown status, but is the focal point of chaos itself. Extreme levels of corruption and condition turbulence induce elemental effects randomly and constantly. (with total resistance/immunity piercing) Monsters seem immune to these conditions. Keirma has no North Star, but there is a South Aurora, which is in the sky of Fulisha. Fulisha's ground itself is inconsistent forms that mimic the element types. Oceans - Varlit is the outer rim portion. It divides the continents based on the following smaller oceans derived from the continents' names: Chomol (NE), Hurmol (NW), Fulroa (SW), Fulian (SE). The center eternal whirlpool...is just named the God's Pit where it is believed that things underground and in the ocean eventually will come to. Great bridge - The great bridge is a particular point of interest, as an insanely massive bridge that spans between Cholian and Huroa. It is considered the highest achievement of cinoids. Hint-offs considered, Keirma has a spread of four continents across the cardinal directions. These continents are segregated by the oceans, and beyond the continents is the chaos haze, of gradually more distorted coloration of the area itself. At an eventual point of an object's individual threshold, it can spontaneously shatter in the chaos haze. It is widely accepted that at eventual points through the chaos haze, that anything will have sooner/later become destroyed by it. Although not chaos haze, as one goes more underground, the ground warps and shifts as mentioned earlier. At an eventual point of depth, the turbulence is so violent that it literally and actively rips apart things that venture far enough inward. More inward to Keirma's center, the oceans drop in sudden elevations, causing waterfalls as one works from between any two continents towards the center. The continents do not drop with the oceans, causing them to jut higher and higher above the relative sea level in sharp cliffs. Eventually the oceans meet together in a massive whirlpool called the God's Pit, which is said to suck in everything material, eventually. It is said that spirits detach from their physical entities, to drop their bodies in the God's Pit, and literally ascend into the sky, free from Keirma's seeming deliberately destructive nature. Locations - Specificey Barigass - The city that cvonnects to the Great Bridge. It is lead by a human race fighter class ancient. At the other end of the great bridge is an half-orc race wizard class ancient. (Both cinoids) Terminology - Races There are four categories of life---err...of beings that aren't non-living. These catagories are passed on by inheritance, as it's part of the identity of being a species. These categories technically do not influence a species, but, it determines who may or may not perceive a 'corruption' out of the individual being. This corruption is that a being holds an invisible but detectable aura of some kind of supernatural corruption, that induces an instinctual impulse on the observer that the being's presence is improper and must be destroyed. The individual also, in process of development, inherits features that, when percieved with the corruption, seem to give their aura literal monster traits. The being itself will be accurately identified, though. (Thus, you can for example see a ton of tenticals from a monoid human as a cinoid elf, but won't try to hack away at the illusionous tenticals. Corruption also emits to the general area. If a being resides in an area long enough to effectively be living there, they will 'touch' the area with the corruption. They leave a residue that causes the area to be percieved as corrupted, but it is also understood that the aura of corruption is not actually part of the area, but instead polluting it. The first two pertain to the dominate variety of humanoids, and are "cinoids" and "monoids". Cinoids perceive corruption in monoids, and monoids perceive corruption in cinoids. Otherwise, any race choice available to cinoids or monoids in equal and similiar variety. Cinoid/monoid identity does not rewrite the behaviors of a species outside of their corruption-perceiving impulses. A cinoid/monoid very well can be evil towards their own catagory: There is no criteria that defines how a species must behave besides that they may or may not perceive a corruption. There are no special traits associated with cinoids/monoids being one or not being the other whatsoever. HOWEVER, cinoids/monoids tend to different cultures due to their originating continents. Cinoids have dominately developed a way to harvest a type of life-bond based functionality technology, and some biotech to support it. Monoids use magic-based tech, and there's not much to note considering how familiar people seem to get with magitech stuff. (So you know, though, since this seems to oppose D&D's general association of it...Crystals are considered an optimal medium for magic to inhabit, in Keirma: it's not a psionic thing.) There's a significant thing to note on the side. It is possible for someone to overlook corruption in the opposing side. They'd get temptations, but, ultimately they can try to dettach themselves from it enough to deal with them, if they're inclined. (The most major problem probably would be cooperation, though) Furthermore, a monoid and cinoid can reproduce together. If they do, there are some consequences from that alone: Many such pregnancies end in stillbirths, many births end up with severe birth defects, and the circumstances to a monoid/cinoid pregnancy may not live the whole pregnancy and maturing. (As the parent may die to the non-pregnant parent's cinoid/monoid siding, or the pregnant parent may end up getting killed for siding against her kind.) One thing to keep in mind is that cinoids/monoids do not like eachother by instincts alone. The idea of a pairing is strange, and, strongly implies that the woman was raped...and in fact, that a lot of women were raped and sooner or later the desired defectless birth occured...Yeah, not very good tones being set here. (This does not have to be the real cause, mind you.) When a creature, whether a defect birth or a fully healthy one, is born out of cinoid/monoid relationship, they turn out to be a creature type being. See the description for creatures for further information. Races that do not reproduce (Example, deva reincarnation) do get permanantly sided towards cinoid/monoid, but mysteriously this is not always the case. Sometimes they are creatures. There are also cases in which races with supposed relations to monster counterparts, get individuals who are monster types. Circumstances that would produce a monster are not known. (it is not by creatures breeding with cinoids/monoids. This produces a reproduction with similiar effects as a cinoid/monoid reproduction. Creature/creature produces a creature youth.) The next two catagories are of creatures and monsters. A monster induces the sensations of corruption from all creatures, but they are the only being type that does not become twisted in form due to this corruption: by all means, what a non-monster senses of a monster, is what there is. Monsters are known for their needless hostility back to non-monsters, suggesting that monsters may sense a type of corruption in them, but it's unclear. Please note that lore can be taken loosely in Keirma, and there might be unusual instances of beings as being monster types even if they'd normally be considered holy or something of the like. For example, like 3.5's version, angels actually are considered monster types. (strangely, devas aren't. They're monoids/cinoids, dominatly.) Monsters do not disturb the environment's conditions. A creature is essentially the opposite idea of a monster. Creatures do not induce the sensation of corruption from cinoids or monoids. They can sense the corruption in all types of non-creature beings, in a special way: They do not feel the reactions that are supposed to go with sensing corruption, and instead only percieves it as a subtle 'mark' of IDing an individual as being one of the four creature types as appropriate of what they are. (It's not even recognized to be a 'corruption' to them, merely an ID mark of sorts) A creature type that is one type's environment is percieved to be victimized of corruption (But not holding the corruption) by the other type, between cinoids<->monoids. A humanoid that normally is only a cinoid or monoid can be a creature type. They are not significantly more feral, but are subject to the same conditions concerning corruptions notheless. Because of the rarity of creature types, there is no typical technology that they use. Creature types typically meet their demise --- Typically it goes like this: Any race a player can pick is available to cinoids/monoids. Races not permitted by houserule-based restricting but validated for the setting as NPCs are also cinoids/monoids. Because this is not the standard D&D environment and a custom world, the nature of races will be downplayed to be a basic stereotype that makes other races uneasy towards them, but not suspecting. (There is no actual underdark, that drow are a part of, for example. They're banished and it's considered that their dark arts practices have literally stained their skin with a discoloration that makes them black. Mind you this does not make for an excuse of crazy-colored drow, like blue drow, as much as I was tempted to say 'ok'. Shifters are people who have tainted themselves with lycanthropy but aren't formal lycanthropes, typically by alchemical means) (please ask me about the theme of the race XD I will handle it case-by-case unless if it gets too severe of an issue) Dekaru and Nokades are creatures, but they favor cinoids/monoids, simply out of respect to following a long history of technical loyalty. Dekaru favor cinoids, nokades favor monoids. There's a level of suspecting due to the way an aura depicts corruption. Beings who seem very close to humans are considered alright, but beings that are monsterous in features, such as dragonborn for example, will be regarded as causes of curses and bad luck. It's difficult to be a monsterous race or a generally unaccepted race, but neither of them are directly prosecuted by law. Some more chaotic individuals may take the law into their own hands, to the misfortune of such races, but it is more likely for a chaotic individual or guards' suspicions to react to a monsterous race, unless if it is themic of the unaccepted race. Finally, there are ancients for each class except psionic classes. Each ancient has only -one- associated monoid individual, and one associated cinoid individual. The race is random with no relation to optimizing for the class, and no relation between the cinoid/monoid race. There are no ancients for creatures or monsters, and ancients are never a homebrew race (including Dekaru and Nokades) or class. Ancients are associated with the cinoids/monoids but not creatures/monsters. Ancients will live in high class, advanced areas that are more frequently populated with members of their class/race, but there is no hard rule for ancients. The variety of Ancient individuals are not planned out. --- Dekaru/Nokade data is coming soon, for reference. Events War of Seasons - Since the earliest histories, the WoS has come in phases. In the phase of spring, cinoids and monoids come to Huroa to populate it and reap its benefits, gradually spreading across the continent. In the phase of summer, the cinoids and monoids have populated enough that they feel they have conflicted too much, and a focus shifts from pioneering to destroying. In the season of autumn, the death and destruction has attracted monsters, and cinoids and monoids who have not destroyed eachother amongst Huroa have by now encouraged the monsters to finish them off. In the phase of winter, Huroa is a place of mystery and taboo. In the phase of spring...the races cannot overlook their starvation of resources anymore and come to Huroa again... ---One consistancy lays in the WoS. The cinoids and monoids hate eachother, and they will always fight---they have always fought, with little regard to their reasons, considering the spur of primal instinct and history of warfare to be enough for them. Even in winter, cinoids/monoids will traverse to eachother's continents and fight more... The WoS seems to show no signs of truely stopping, only pausing... |
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2:33 PM Jul 11