Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Rules for CRO Character Transfer
#1
Player Character Transfer from CRO to Knight Blades: The Awakening
 
 
Knight Blades is happy to announce the following rules for Player Character conversions from CRO.  This special offer is for those that have been affected by the closing of the CRO game.  If you are a CRO Player and you do not currently have a Knight Blades Character, please give our game a try with your current CRO Player Character.
 
Character Creation is done on our main website www.knightblades.net . 
Here is a direct link to Player Character Creation and Personal History forms:
http://knightblades.net/town-hall.html
 
The Knight Blades rulebook can be found here:
http://knightblades.net/rule-book.html
 
If you are reading this announcement as a guest on our forums, please take the time to create a forum account with us.  Once your information has been verified, we will build a Personal Forum for you where you can pose any questions you may have on this conversion.  You’ll also have access to your final Character Sheet for review.
 
 
Player Character Name: 
 
Your Player Character Name will remain the same.
 
 
Player Character Class: 
 
You must pick one of the four Player Character Classes from the rulebook.
 
 
Bonus Starting Character Points:
 
You will build your Player Character based on your XP from CRO.  Add up the Spent XP, Unspent XP, and Bonus XP from your CRO Player Character Sheet.  This is the Total XP from CRO.
 
The Total XP from CRO divided by 5 (round up) is the amount of extra CP you have for your Knight Blades Player Character. 
 
These CP are immediately available to spend for Player Character creation.  Be aware that all Knight Blades Player Characters begin with 50 CP.  The CP earned from CRO is in addition to this.
 
 
Player Character Skills: 
 
Use your CP to choose skills from the rulebook so as to recreate your Player Character from CRO.  Feel free to use your discretion and personal preferences when creating the Player Character.
 
 
Player Character Unique Abilities:
 
Your CRO Player Character might have had special abilities or powers that would be very difficult or impossible to obtain as a starting Player Character in Knight Blades.  We will waive the requirements of training, tutoring, and prerequisite skills if it seems appropriate.  However, Mastery Point requirements will not be waived.
 
 
Player Character Race: 
 
You will retain your Player Character Race.  The Costume Requirements are unchanged from the CRO rules.  Some of the Race Bonus abilities have been modified to fit the game system, as follows.
 
 
Player Character Racial Bonuses:
 
The Folk- None.
 
Dwellers- Resist one Disease effect per event.
 
Torvaar (High Elves)- Resist one Sleep or Charm effect per event.  In addition, they may cast the spell Magic Missile for free once per event.
 
Fayenvaar (Wild Elves)- Resist one Sleep or Charm effect per event.  In addition, Fayenvaar may use the skill Keen Shot for free three times per event.
 
Baelenvaar (Dark Elves)- Resist one Sleep or Charm effect per event.  In addition, Baelenvaar resist one Poison effect per event and gain an additional Hit Point at night (5:55pm to 5:55am) or when deep underground.
 
Drekhtnir (Mountain Dwarves)- Resist one Trip effect per event.
 
Drekhtgar (Deep Dwarves)- Resist one Trip effect per event.  In addition, Drekhtgar resist one Poison effect per event and gain an additional Hit Point at night (5:55pm to 5:55am) or when deep underground.
 
Gaol- Resist two Disarm effects and one Fear effect per event.
 
Raksha- Resist two Disarm effects and one Entangle effect per event.
 
Nymorians- Resist two Disarm effects and one Disable effect per event.
 
Gendran- Resist two Disarm effects and one Poison effect per event.
 
Celts- May cast the spell Spell Guard for free three times per event, but are only healed half (rounded up) by healing spells.  Potions, Empathic Healing, Self Sacrifice, and First Aid affect Celts normally.  Effects removed by healing (such as Disable) are still removed by a healing spell of the appropriate number, but the Celt only receives the reduced amount of numerical healing.
 
Satyrs- May use the Entangle effect for free once per event.  This is a Combat Call.  It is not a spell.  It can be delivered by packet or weapon strike.
 
Mokgor (Orcs)- Resist one Waylay effect and one Disarm effect per event.
 
 
Optional Racial Transfer:
 
A CRO Player may choose to adopt one of the Knight Blades Player Character Races instead of keeping the CRO Race.  It must be one of the equivalents listed below.  You must abide by the Costuming Requirements of the Knight Blades rules.
 
 
Player Character Race Equivalents (CRO to Knight Blades):
 
The Folk- Humans
 
Dwellers- Humans
 
Torvaar- High Elves
 
Fayenvaar- Wild Elves or Wood Elves
 
Baelenvaar- Dark Elves
 
Drekhtnir- Dwarves 
 
Drekhtgar- Deep Dwarves
 
Gaol- Hybrids
 
Raksha- Hybrids or Cat-Kin
 
Nymorians- Hybrids
 
Gendran- Ophidians
 
Celts- Humans
 
Satyrs- Fauns
 
Mokgor- Half Orcs
 
 
Improved Racial Advantages:
 
You may purchase the Improved Racial Advantage for you Player Character.  It will be a second/doubled use of the racial bonus already listed.  For example, Drekhtgar (Deep Dwarves) can resist one Trip effect and one Poison effect per event and gain an extra Hit Point at night.  The Improved Racial Advantage would result in resisting 2 Trips and 2 Poisons, and also gaining a total of 2 extra Hit Points at night.
 
If you choose to convert the character to a Knight Blades Race, then the Improved Racial Advantage can be purchased as usual for a Player Character of that Race.
 
 
Player Character Starting Equipment:
 
In order to compensate for the loss of all items from CRO, your Player Character will be given an enhanced starting equipment package. 
 
Knight Blades will be giving each converted PC the Starting Equipment Package that is listed in the rulebook.  In addition to the standard package for new Players, we will give you five random potions.
 
Your coins from CRO will be honored as viable currency.  A gold coin (either type) will equate to one Gold Piece in Knight Blades.  Silver coins will be valued as Silver Pieces.
 
Any magic item you may have possessed will be converted into a nonmagical Item of Quality, as it has somehow lost its magical abilities crossing through The Penumbra.  However, it is theoretically possible for the item to regain some or all of its magical abilities.  This restoration would be an In-Game endeavor and must be accomplished through In-Game means.
 
 
The Gods from CRO:
 
The gods from the CRO world will continue to grant spells.  The exact details of how this is possible must be discovered In-Game.  The following list may prove helpful, should your Player Character choose to carry on the worship of CRO deities.
 
Equivalent Deities (CRO to Knight Blades):
 
Lisana – Light, any Light undergod
Charnox – Nekros, any Dark undergod
Garmandis – Nexus, Aureus, Karma, Halcyon
Dessidra – Sylvik
Ohmaia – Urgo, Arcana
Sarness – Clandesta, Urgo, Tempesta
Korthon – Bellicose, Nexus
Barbarus – Bellicose, Kull, Tempesta, Sepsis
Areesia – Phoenix, Sylvik
Rishnaak – Sepsis, Tempesta, Sylvik
Mentarus – Nemesus, Nexus
Severin – Sepsis
 
The Player Character may keep on referring to the deity by the old name from CRO, or may accept the new Knight Blades name.  However, any Player Character receiving spells from a deity will have the Knight Blades name of the deity on the character sheet.  In the case of multiple equivalent deities, the Player is allowed to decide which will be written on the sheet.
Jay
Knight Blades Staff


“Did you read the rulebook?”
Reply
#2
I have edited this post to include additional info that was requested.
Jay
Knight Blades Staff


“Did you read the rulebook?”
Reply
#3
Im suuuuper excited for all the new stuff ^^ I hope we get new drow !!!
Reply
#4
Just a few additional details and notes…
 
 
Magi Pearls:
Each Magi Pearl will be converted to a gem (Player will choose from an assortment of random gems).
 
 
Locks:
Nonmagical locks from CRO will convert to Locks of Level Zero.  Magical locks from CRO will convert to Locks of Level 5.
 
 
Holy Symbols:
To avoid confusion with the rules, all casters of Divine Spells will require a Holy Symbol meeting the description from the Knight Blades rulebook.  In-Game, the holy symbol in the Player Character’s possession magically transformed itself into this new image and shape upon arrival in the Knight Blades world. 
 
Additional symbols bearing the original image can be carried, but at least one official Knight Blades holy symbol is needed for casting Divine spells.
 
For convenience, here is the information on Holy Symbols from the rulebook:
 

Quote:
Holy Symbols
 
A holy symbol is a special device honoring a deity.  Any Player Character with Divine spells must wear or hold their holy symbol in order to cast Divine spells.  The holy symbol is a conduit to the deity; the deity’s power flows through it and then through the caster.
 
To meet the requirements of a suitable conduit, a holy symbol must be a solid white, grey, or black disc with a minimum diameter of two inches.  If the Player Character follows an undergod, then the holy symbol must have the appropriate image on the disc as well without replacing or totally covering the solid main color of the holy symbol. 
 
The holy symbol must be its own distinct item - it cannot be affixed or built into a shield, weapon, garment, or other item.  It is not uncommon to have additional symbols emblazoned on shields and garments, but these cannot be used as the conduit for Divine energy.
 
It is not required to openly display the holy symbol, but most priests will do so unless there is a dire need not to.  Concealing one’s holy symbol is usually considered an affront to the deity, unless there is a good reason for it.  Clandesta priests usually conceal it, but not always.  Priests of evil gods may sometimes temporarily conceal their symbols in order to evade justice if necessary.   
 
Players are responsible for providing their own holy symbol if needed.  Holy symbols are therefore usually personal “props” and cannot be stolen.  Certain magic items in the form of holy symbols can be stolen, however.  It is best to clarify with the owner before taking a holy symbol.
Jay
Knight Blades Staff


“Did you read the rulebook?”
Reply
#5
The racial advantages for the clawed races have been modified:
 
Gaol- Unlimited Resistances to Disarm effects and Resist one Fear effect per event.
 
Raksha- Unlimited Resistances to Disarm effects and Resist one Entangle effect per event.
 
Nymorians- Unlimited Resistances to Disarm effects and Resist one Disable effect per event.
 
Gendran- Unlimited Resistances to Disarm effects and Resist one Poison effect per event.
 
Important Note:  In order to make use of the unlimited resistances to Disarm, the Player must be wielding a weapon that is no longer than 28 inches (this was the maximum length of claws at CRO).  Also, please be aware that ten inches is the minimum length of any weapon that has a core at Knight Blades.
Jay
Knight Blades Staff


“Did you read the rulebook?”
Reply


Forum Jump:


Users browsing this thread: 1 Guest(s)