User:Guy/Splat/Variant Rules

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character creation[edit]

Method D: Iron Roll[edit]

When determining ability scores, roll 2d10 in order. Your first roll is your Strength score, your second becomes your Dexterity score, and so on.

  • ~6% chance of rolling a single 20 or 2
  • 31% chance of rolling at least one 18-20 (or at least one 2-4)
  • 63% chance of rolling at least one 16-20 (or at least one 2-6)
  • ~14% chance of rolling nothing above 14 (or nothing below 8)

This method is particularly random, and can easily create an underpowered or overpowered character. It is best reserved for a table more interested in chaos, gambling, and unequal power levels than in anything remotely 'fair.' For experienced players with system mastery, it can be used for a more perplexing character building process.

As with any roll you make during character creation, it's important to have the narrator or another player watch and verify your rolls.

Fated Lineage[edit]

Optionally, you can roll a d100 on the lineages table. This is your fated lineage. If you choose your fated lineage for your character, the fates reward you, and you can gain an extra improvement of your choice during step 5. No matter how many improvements you have, you can't gain more than one extra heritage during character creation.

It's important to have the narrator or another player watch you roll this d100. You can roll your fated lineage at any time during character creation, even before step 1, and still gain the benefit.

Fated Class[edit]

Optionally, you can roll a d100 on the classes table. This is your fated class. If you choose your fated class as the first class for your character, the fates reward you, and you can gain an extra improvement of your choice during step 5. No matter how many improvements you have, you can't gain more than one extra heritage during character creation.

It's important to have the narrator or another player watch you roll this d100. You can roll your fated class at any time during character creation, even before step 1, and still gain the benefit. If starting at {{#inpage|Level Zero}}, you can still gain the benefit of a fated class, you just don't get that benefit until you actually choose the class—and you can't choose to gain an extra heritage as this improvement.

Custom Gear[edit]

(stub)
During step 4...

Level Zero[edit]

Starting at Higher Level[edit]

Dual Improvements[edit]

When a player-character has the option to either improve their ability scores or gain a perk, they can take both options with no drawback. This generally makes players more powerful, but can help enrichen character building—especially at a table that believes few if any perks are "worth it" or vice versa.

Gestalt Classes[edit]

(stub)

This rule is best used in smaller groups of 3 or fewer players, where it's less likely players will overlap in class and more likely a desired class role won't be covered.

Buyable Mystic Items[edit]

Under default rules, during downtime players can't buy mystic items. This is in part to keep these items mystical. The expectation is for the narrator to hide them as treasures and rewards, though on occasion a particularly special merchant might be carrying a few mystic items for sale.

If every player can just buy all the magic items, many players will gravitate towards the "best" mystic items, they won't bother with using any others. The mystique of these items will quickly vanish.

Nonetheless, mystic items do have listed prices, and there's nothing stopping the narrator from running a world where the mystical has become the mundane.

Inspiration Coin[edit]

Work In Progress


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