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#Post#: 946--------------------------------------------------
Zach's Errata Proposals
DIR By: ZachC
Date: June 26, 2015, 6:32 am
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I'm sure I'm going to be adding more to this list but here's
what I have at the moment.
Edit Game History section to include the current in game year.
Plus Strength
Can be used with all weapons that the character is proficient
with.
Constitution Plus
Add Line: "Players that can run 1.5 miles in less than 15
minutes can purchase Constitution +1.
Estimate Value
Remove from Scholar Skills and add as a first level bonus to
Merchant.
Instruction
Add line "This skill does not reset during games."
Polytheist
This skill allows characters to have faith in up to three plot
approved Masters. Faith points acquired through faith levels in
one master can be used for faith abilities of other masters.
Allow Grand Master, Magic Mastery, Polyglot, Lore Master, and
Stealth Master(?) to have a single free instruction slot for the
purposes of teaching skills under the umbrella of the master
set.
Stealth Master
This skill allows the character to purchase all
non-burnable/non-leveled Stealth Skills at the cost of 0
Character Points.
Disable Device: Levels 1-5
This skill allows a character to attempt to disarm traps or pick
locks found in game. This allows for either a bead pick affected
by the quality of the trap, tools at the character’s disposal,
level of Disable Device, and other variables (see Bag Pick
entry) or the option to physically deactivate a phys-repped trap
or pick a phys-repped lock. Physically completing the task
awards a character bonus experience twice the quality of trap or
lock and succeeding in a bead pick to disarm the trap or lock
will award the character with bonus experience equal to the
quality of the trap or lock. Trap and lock ratings equal one
third of their production cost. Failure on a bag pick or
physical attempt sets off the trap causing the player to take
the trap’s effect unless otherwise able to protect his or
herself. Different traps require different levels of this skill
in order to operate: Snare, Foot, and Resettable Weapon traps
require 1 level; Massive Resettable Weapon traps require 2
levels; all other traps may only be deactivated, not operated
with this skill. At this skills 4th level the character can
attempt to pick a Wizard Lock and the 5th level allows a
character to attempt to disarm a magical Glyph but both require
a bag pick.
Edit bead pick section to give +2 good beads for each level of
Disable Device
Escape Artist
This skill allows the character to escape any bond (physical,
magical, or alchemical) after completion of a 15 count,
announced “Escape Artist 1, Escape Artist 2, etc. If the
character is effected by multiple bonds they must perform the 15
count for each bond. This is a visible action and the count
should be loud enough that nearby players can hear it.
High Magics
Change all 3/5ths requirements to 11 spells and ½ requirements
to 9 spells.
Spell Block :
gopher.createaforum.com:70 /forums/aldeon/p/148:75: port field too long