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AnchorsA character may not buy an anchor more than once, with the exception of the Weapon Mastery Anchors. A character may purchase an anchor that duplicates abilities from the character's background, making her more specialized in that area. Example: Balnor the Human Werewolf has the Scout background. He may purchase the Scouting anchor, once, and become more proficient in those skills. Bloodlines & Bloodkin EvolutionBloodlines are allowed to be selected by a guild character. A starting character may select either of these anchors. However, if a character wishes, she can randomly roll to determine her bloodline. Roll a d6 and then consult the following table to determine the results:
Characters that take the Bloodkin Evolution card are more easily detected. Necromancers can drain non-dragon Bloodkin at the rate of 1 for 1, while dragon Bloodkin are drained at the rate of 2 for 1. FlawsA character with a flaw may remove the flaw by
paying the point cost of the flaw in card points. This can happen for one
flaw any time after a character reaches 50 card points. If the character
has two flaws, the second may be bought off when the character gains an
additional 50 card points.
Example: Pithan the Unicorn has the Unhealthy and Unobservant flaws. When Pithan reaches 50 card points he can choose to buy off one of his flaws. He waits and buys off his Unhealthy flaw at 80 card points. He cannot buy off the Unobservant flaw until he reaches at least 130 card points. Item CreationItems, such as Spectral Tattoos and
Wizard Rings, may be created by a character. However, they must pay
the full cost of the item. This cost reflects paints, herbs, ointments,
metals and other special materials that are consumed in the item's
creation. After completing the item, the
character must wait a period of time equal to the creation time before
making another one. A full day of work constitutes 12 hours, half a day
of work is 6 hours. A character with one of these anchors
may create one item at the beginning of a guild-sanctioned game, provided
that the character has the appropriate amount of gold to spend. Tattoos
purchased in this way can only be applied to the character, not to any
companions. The Storm Warden may disallow the creation of any item if the
item’s creation would conflict with the scenario.
Tattoos, Rings, Charms, and other items that
duplicate a spell can be used and activated by a character as if they
could normally cast the spell. Weapon MasteryA Weapon Mastery anchor may be selected more than once
by a character. However, a character may only take one anchor for
every 100 card points earned by that character. This means that the
earliest that a character can take a weapon mastery anchor is at 100 card
points and may take a second one once the character is at 200 card points
and so on. |
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