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Hybrid4.

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22 February 2014

Gene D.'s D20/FATE house rules, Version 4


Revised 20 February 2014

Aspects: Origin, Occupation, Trouble, Guest Star, Personality Attributes: Str, Dex, Con, Int, Wis, Cha Combat Stats: Hit Points, Base Attack Bonus, Armor Class Skills Stunts, Refresh, Spells/Powers Equipment, Weapons Description, Bio, Contacts, Followers Advancement

Attribute Score 1-3 4-5 6-8 9-11 12-14 15-17 18-20 21-23 Combat Stats:

Penalty/Bonus -3 -2 -1 0 +1 +2 +3 +4

Hit Points (by occupation, start at max., plus Con bonus; +1 hit die per every 5 sessions or level) Fantasy examples: -Cleric (incl. Shukenja, Wu): 1d8

Aspects (can use a Fate point to tag for a +1d6 or a reroll on a 1d20 for skills, plus compels; gain one aspect or +1 to one attribute every 10 sessions or 2 levels): Origin (species/race/nationality/homeworld, affects attributes, stunts) Fantasy examples: -Dwarf: +2 Con, -1 Cha -Elf: +2 Dex, -1 Con (Half-Elf: -+1 Dex, -1 Con) -Gnome: -2 Str, +1 Dex, +1 Cha -Halfling: -1 Str, +2 Dex -Human: +2 to any one stat at creation -Humanoid (typical): +2/-2 (Gnoll: +2 Str and Con, -2 Int and Cha; Modron: +1 Con and +1 Int, and -1 Dex or -1 Wis) Occupation/level (class/subclass/archetype; affects stunts; Lvl. = No. of sessions divided by 5) Fantasy examples: -Cleric, incl. Druid, Monk, Paladin -Fighter, incl. Barbarian, Cavalier, Ranger -Rogue, incl. Acrobat, Assassin, Bard -Wizard, incl. Sorcerer, specialist Mage Trouble/foibles Guest Star (not a fellow party member or follower) Motivation (alignment/allegiance/personality)

-Fighter (incl. Bushi, Kensai, Samurai): 1d10 -Rogue (incl. Ninja, Yakuza): 1d6 -Wizard (incl. Wu-Jen): 1d4 Base Attack Bonus (on 1d20 to hit, +1 every 10 sessions or 2 levels; no Dex bonus, see also Martial Arts, Melee, and Shooting) Armor Class (modified by Dex bonus, equipment allowed) Fantasy examples: 11: None, regular clothing 12: Padded (max for Wizard without -4 penalty) 13: Leather or hide 14: Studded leather or ring mail (max for Rogue without -4 penalty) 15: Chain or banded (-1 on Endurance) 16: Scale or splint (-1 on Acrobatics/Reflex) 17: Plate mail (-2 on all Dex checks) 18: Full plate (rare, -3 on all Dex checks) +1: Shield +2: Large shield (-2 on all Dex/Reflex)

Skills (on 1d20; 10 points to start, +1 point per session or +5 points per level; ranks limited to level): Acrobatics (Dex/Reflex save; incl. escape artist, fly, tightrope, tumble) Animal Handling (Wis; ride) Area Knowledge (Int; by region; geography, history, law/politics) Athletics (Str; climb, fly, jump, lift) Craft (Dex/Int; specialize by creation, e.g. alchemy, armory, cooking, create magic items, herbalism, poisons, weapon smith) Deception (Cha; bluff, disguise)

Attributes (roll 4d6, drop the lowest, reroll 1s; modified by Origin, usually +/-2): Strength (x5 = max. carry, x10 = max. lift) Dexterity (x2 = ft. per round; to initiative) Constitution Intelligence Wisdom Charisma

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22 February 2014

Diplomacy (Cha; bargaining, etiquette, persuasion, taunt) Devices (Dex; constructs, locks, traps, vehicle mechanic) Endurance (Con/Fortitude save; physique/stamina, run, swim) Engineering (Int.; architecture, dungeoneering, siege engines, power systems): Gaming (Int; card, tabletop, gambling, strategy) Intimidation (Str; instead of persuasion) Leadership (Cha; ranks = total follower levels, but must be 2 levels lower than P.C.) Linguistics (Int; 1 pt. per language beyond native; incl. decipher script, forgery) Martial Arts (Dex; unarmed combat, stacks with BAB, one maneuver cluster per rank) Medicine (Int/Wis; heal) Melee (Str; hand-to-hand weapons, stacks with BAB) Mysteries (Int or Wis; need to use arcane/divine/psionic/super powers; ranks equal total castable levels of spells per day) Perception (Wis; empathy/sense motive, notice, search) Perform (Cha, etc.; by artistic medium, incl. acting, dance, painting, sculpture, music, poetry) Profession (Int; nonadventuring activity; e.g., appraisal) Resolve (Wis/Will save; concentration, to cast under stress) Science/tech (Int; lore, by specialty, such as biology/nature, computers) Shooting (Dex; ranged weapons; stacks with BAB) Sleight of Hand (Dex; holdout) Stealth (Dex; follow, hide in shadows, move silently) Streetwise (Cha; contacts/gather info, rapport) Survival (Wis; incl. tracking; by terrain): Vehicles (Dex; drive/pilot, by type/medium) Warfare (Int; fighting, tactics, strategy, weaponry) By attribute: Str: Athletics, Intimidation, Melee Dex: Acrobatics, Craft, Devices, Martial Arts, Shooting, Sleight of Hand, Stealth, Vehicles Con: Endurance Int: Area Knowledge, Craft, Engineering, Gaming, Linguistics, Medicine, Mysteries, Profession, Science, Tech, Warfare Wis: Animal Handling, Medicine, Mysteries, Perception, Resolve, Survival Cha: Deception, Diplomacy, Leadership, Perform, Streetwise

Stunts (race/class abilities, skill specializations/feats and attribute swaps, spells, signature items, superpowers, etc.; provide citations) Refresh (out of initial total of 6 Fate points, can be used to tag an aspect, make a declaration, or activate a stunt; plus 1 every 10 sessions or 2 levels) Spells/Powers (1 stunt slot per level of castable spells; save DC = 10 + spell level + 1/2 character level)

Equipment (As per D20; cite sources, cost, weight, location.) Weapons, melee (reach, +Str bonus to damage, qualities) Weapons, ranged (range, damage, and ammunition) Magic/empowered items Clothing, armor Occupational tools (may grant bonus to relevant skill, plus masterwork) Rations Other gear Animals/transport Money

Description Gender Date of birth/age (and date created) Eyes, hair, complexion Height, weight Languages Appearance, mannerisms Image links Bio/backstory (incl. homeland/nationality, allegiances) Contacts, allies/enemies, followers, strongholds

Advancement: Every session: +1 skill point Every five sessions (D20 level): +1 hit die Every 10 sessions: +1 to Base Attack Bonus and +1 Refresh; also +1 Aspect or Attribute

Hybrid4.doc

22 February 2014

Character record sheet for Gene D.'s hybrid house rules

Player Character: Role-Player: Campaign: Game Master: Gene D. Adventuring party: Rules systems: D20, Fantastic Adventures in
Tabletop Entertainment (FATE)

Hit Points (by occupation, start at max., plus Con bonus; +1 hit die per every 5 sessions or level): Base Attack Bonus (on 1d20 to hit, +1 every 10 sessions or 2 levels; no Dex bonus): Armor Class (modified by Dex bonus, occupation): Skills (on 1d20; 10 points to start, +1 point per session or +5 points per level; ranks limited to level):
Skill Acrobatics Animal H. Area Know. Athletics Craft Deception Diplomacy Devices
Attrib. Bonus Ranks Total

Dex Wis Int Str Dx/In Cha Cha Dex Con Int Int Str Cha Int Dex In/Ws Str In/Ws Wis Cha/+ In/Ws Wis Int Dex Dex Dex Cha Wis Dex Int

Notes Reflex Ride History Climb Creation Bluff,disg. Persuasion Locks/trap Fort. Systems Gamble Interr. Follow +Nat./p.5 Unarmed Heal H2H Spell/psi Empathy Media Nonadv. Will Lore Ranged Holdout Shadow Contacts Terrain By type Tactics

Date revised: Aspects (can use a Fate point to tag for a +1d6 or a reroll on a
1d20 for skills, plus compels; gain one aspect or +1 to one attribute every 10 sessions or 2 levels):

Origin (species/race/nationality/homeworld): Occupation/level (class/subclass/archetype; Lvl. = No. of sessions divided by 5): Trouble/foibles: Guest Star (not a fellow party member or follower): Motivation (alignment/allegiance/personality): Adventuring/reputation: Additional Aspects: Attributes (roll 4d6, drop the lowest, reroll 1s; modified by Origin): Strength (x5 = max. carry, x10 = max. lift, to dam): Dexterity (x2 = ft. per round; to initiative): Constitution: Intelligence: Wisdom: Charisma:

Endurance Engineering Gaming Intimidation Leadership Linguistics Martial Arts Medicine Melee Mysteries Perception Perform Profession Resolve Science/tech Shooting
SleightHand

Stealth Streetwise Survival Vehicles Warfare

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Skill notes:

Stunts (race/class abilities, skill specializations/feats and attribute swaps, spells, signature items, superpowers, etc.; spells on p. 6)
Stunt Type Source Notes

Refresh (out of initial total of 6 Fate points, can be used to tag an aspect, make a declaration, or activate a stunt; plus 1 every 10 sessions or 2 levels): Weapons (ranged/melee):
Weapon Range Damage +/Ammo Notes

Equipment
Magic/empowered items (nonweapon):

Clothing, armor:

Occupational tools:

Rations:

Other gear:

Animals/transport:

Money:

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22 February 2014

Description: Gender: Date of birth/age (and date created): Eyes: Hair: Complexion: Height: Weight: Languages:

Bio/backstory (incl. homeland/nationality, allegiances):

Appearance, mannerisms: Image links: Contacts: Allies: Enemies: Followers: Strongholds:

Advancement: Every session: +1 skill point Every five sessions (D20 level): +1 hit die Every 10 sessions: +1 to Base Attack Bonus and +1 Refresh; also +1 Aspect or Attribute

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Spells/Powers (see also Mysteries; 1 stunt slot per level of castable spells; save DC = 10 + spell level + 1/2 character level ):
Level Spell/power Source Notes

Attach pages for additional aspects, items, backstory, stunts, and spells/powers, as needed.