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n4tune8
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I went back and reread both... there are many things that can't be ported easily to Cairn. The compendium classes would have to go. Everything that requires a "discern reality", or a +INT (or +WIS for perception) roll is hard to translate because Cairn doesn't have an intelligence stat or perception mechanism - it relies on player intelligence and description of their actions.
That's a bit of a problem with Cairn: with so little rules, most of the supplements can only give advice instead of hooking into the system.
Thank you. Which one did you use for the example characters in the video?
I also decided to go full "d6" and use 2d6 for saves. TN of 10 for "normal men", lvl 1 clerics and magic users, TN of 9 for lvl 1 Fighters and Thieves, decrease that TN by 1 at even levels. I know you don't use attributes, but I use them and add their bonus (-1 to +1) to the roll for appropriate saves.
As for critical hits, I'll use the following: Against living opponents, edged weapons deal double damage and blunt weapons stun them for 1 round.
I'll quote the text from the Sigil magic page to answer this:
"Characters can learn a number of magic sigils of any type equal to their PER. At first, learning a core sigil (first column) lets them cast a single spell (second column) even if they don’t know any expression sigil (first row) yet. As they progress, they can combine core and expression sigils to cast various spells, further modified by enhancement sigils."
Now, how they get their sigils is decided by the Referee. Are they found, do they research them... you decide.
Ok, so you learn one or more sigils and those give you access to specific spells. You need to learn at least one core sigil. Let's say I know the sigil of Earth - this gives me access to the Hold Portal spell. If later I learn the sigil of Focused Intent, I get access to the Stone Ram spell. Later, I learn the Fire sigil, giving me access to Produce Flame and Burning Hands (since I already know the Focused Intent sigil)...
So the sigils themselves do not have an effect, they unlock spells that you can use. Well, Enhancement sigils modify the spells, acting like metamagic in other systems.
Aiee! Get well soon Jason and thanks for the reply. I (obviously) started hacking the game as soon as I got hold of the Word file (thanks for that by the way, really appreciated. I should do this for my own game!). I added an ability penalty for each Decay (had to change some of them to spread the love among all stats and to fit on a single line).
Decay
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