Game Mechanics

This page will include links and rules for playing in the Sanguine Sentinals Windsheim Campaign. Below will be lists of important rules and adaptations to rules as determined by the GM and Gaming Group for this Campaign. Important links will take a player to an area where information can be found listing details on playing particular types of characters, ie. Cyberknights and Lizardmen, being allowed by the GM and more expanded defenitions of tables of rules:

Higher or Lower Tech Levels � Almost every skill has an associated Tech level. In GRIFTS that tech level can vary by as many as ten points in some cases. If an item is used that is of a higher tech level the skill to use that item is at a -5. If an item of a lower tech level is used, that character is at a -1 per level of difference, to a max of -5. Each time that item is used successfully (i.e. an opponent is hit (weapon), a vehicle is driven (pilot), etc. the player in question may make an IQ test. If successful that character can reduce the penalty by 1 until the entire negative modifier has vanished. This is per item, not per tech level. So a familiarity with an English smoothbore musket (TL4) whose user has reduced his penalty to -2 (from -4) does not allow that same user to use a French musket of the same TL. Only the skill Rifles at TL 4 would eliminate this issue.



Character Creation and Growth



Combat Rules



Magical Advantage Conversions



Magic Use



Grifts Weapons & Equipment



Group Contacts and CP awards



Calendar of Events



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