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| == Audience == | | == Overview == |
| This is a guide for PlaneShift Roleplay Tabletop ( name to be finalized) , to use the PlaneShift setting in a RolePlay tabletop game. You can gather your friends around a table with old style pen and paper RPG rules.
| | We have created a guide to play PlaneShift as a pen and paper tabletop roleplay game. You can gather your friends around a table and play in the PlaneShift settings. |
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| | PlaneShift Tabletop uses d20 System Edition 3.5, published as open license by Wizard of the Coast, with some significant modifications to be as close as possible to the mechanics of PlaneShift the videogame. |
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| == Game System ==
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| PlaneShift Roleplay uses d20 System Edition 3.5, published as open license by Wizard of the Coast. The rules defined here will reference the d20 3.5 manual and its chapters. You can obtain a copy from the internet, example here: http://spongedoc.hu/images/rpg/SRD3.5.pdf . I will probably create a document later on with the full set of rules we need.
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| == Players ==
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| You need a Game Master and at least 3 other players. Best is if the players know nothing about PS. If they do, please ask them to forget everything they know. | | You need a Game Master and at least 3 other players. Best is if the players know nothing about PS. If they do, please ask them to forget everything they know. |
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| == The Basics == | | == Player Handbook == |
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| Refer to "THE BASICS" in the d20 rules. All applies
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| == The Abilities ==
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| Abilities are somehow similar to the ones of D&D with the difference that Wisdom is Will in PS, and Constitution is Endurance in PS
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| Physical Stats:
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| STRENGTH: Measure the muscular power of your body. It’s useful to increase damages in combat, to lift heavy objects, to break things.
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| ENDURANCE: Express the general health of your body. Resistance to cold, heat, illness. Regeneration of wounds.
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| AGILITY: This represent your ability to control your body movement, it’s a mix of balance and precision. It’s used to perform complex tasks such as climbing walls, walking on ropes, dodging hits in combat, etc…
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| Mental Stats:
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| INTELLIGENCE: Indicates how quick you can solve a riddle, make complex calculations, make logic connections between your past experience and the current situation to find a solution. It’s used in casting spells of Blue and Brown Ways.
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| WILL: It express your skill on all non-rational mental abilities like intuition, wisdom, etc. This represents also your determination in completing tasks and to reach your goals. It’s used in casting spells of the Ways.
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| CHARISMA: Represents the ability to convince an audience of your ideas, to lead your soldiers in battle, to attract followers. It’s used in casting spells of the Ways.
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| (to be merged with the srd rules)
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| == Races ==
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| Use the descriptions found in planeshift.it, and the following bonuses to appli
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| HUMANS: Normal vision.
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| ELVES:
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| -Nolthrir: Nightvision. Breath underwater
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| -Dermorians:Nightvision.
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| -Stonehammer: Infravision. Bonus saving throw vs. poison and disease. ( to be reviewed: limit 8th rank for magic. limit 8th rank for martial arts.)
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| KRAN: Infravision. Limit 8th rank for magic. Limit 8th rank for thief abilities and martial arts. They develop anti-magic skill very quickly compared to other races. Immune to poison and disease. Natural “Kran armor”. They don’t breath so they can’t drown.
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| LEMURS: Infravision. (to be reviewed: max 8th rank for weapons and armors. )
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| DIABOLI: Nightvision. (to be reviewed: Bonus saving throw vs. elemental spells. Suffer double damage from blessed weapons and blessed magical items.
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| ENKIDUKAI: Nightvision. (to be reviewed:Bonus in Martial Arts, they start with 4th rank in one school.)
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| KLYROS: Nightvision. Fly for short time. Breath underwater. Due to they nature they can’t wear any kind of Heavy Armor.
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| YNNWN: Nightvision. Suffer double damage from gold, silver, platinum weapons. Magic Weapons doubles their bonus damage against them. (to be reviewed: Due to their nature they start with 2nd rank of Body Development.)
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| == Alignment ==
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| Refer to "Alignment" in the d20 rules. All applies.
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| == Classes ==
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| There are no classes in PS, everyone can choose the skills he wants.
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| == Feats ==
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| Feats are referring to the specific rank in each skill, see Skills.
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| == Skills ==
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| Refer to "Skills" in the d20 rules. Discuss with GM the ones you want, some may not apply.
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| == Equipment ==
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| Refer to "Equipment" in the d20 rules.
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| == Combat ==
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| Refer to "Combat" in the d20 rules.
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| == Monsters ==
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| Need to list here the PS monsters with the proper stats.
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| == Magic ==
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| Need to explain here the glyphs, how to obtain, purification, spell research.
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| == Spells ==
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| need to list here the PS spells with the proper stats.
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| == pre made Player Characters ==
| | [https://docs.google.com/document/d/1AtpWq_6i_afiVKgtXdmZj4u4HrC6qFucS_i1m1t9KsA Player Handbook] |
| For matter of simplicity there will be premade characters players can choose from. This saves time in creation of the player sheet. The idea is to maximise roleplay. The premade characters will also have background and traits , players may decide to tweak those after GM approval.
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| [Here PlaneShift roleplay characters] you can find the premade characters. | | [https://docs.google.com/spreadsheets/d/1P0xYTW_eQyy0hUhoEHL5prFNpPb0tV3vCjQ6swyCs7I Talents description] |
Overview
We have created a guide to play PlaneShift as a pen and paper tabletop roleplay game. You can gather your friends around a table and play in the PlaneShift settings.
PlaneShift Tabletop uses d20 System Edition 3.5, published as open license by Wizard of the Coast, with some significant modifications to be as close as possible to the mechanics of PlaneShift the videogame.
You need a Game Master and at least 3 other players. Best is if the players know nothing about PS. If they do, please ask them to forget everything they know.
Player Handbook
Player Handbook
Talents description