CHARACTER CREATION I CONCEPT AND GENERAL (useless) INFORMATION: Concept: Before I get to the truly useless information, there are a couple of things you, the players should know about the campaign. First of all, I am going to attempt to keep updates on Digital Fortress website at www.identicalsoftware.com at any points in which I have new and pertinent information over the course of this pre-beginning organization. Soon, I will upload a map (if all works well), and relevant additions will be made as I can. Please read the new additions so I don't have to repeat myself too much. Also, I can be reached at school via email (dpayne@clarku.edu or brando@identicalsoftware.com), via telephone [(508) 795-6303 (school), (508) 429-5469 (home)], and via snail-mail which I am not providing here. I am open to all suggestions and questions so please use me for this. On to the actual concept, you guys are all located within the small town of Ganor, in the northern part of the Kingdom of Ganthes. It is a mining town, newly fortified and relatively prosperous. Just about anything the average adventurer would need can be found in the abundant market and the people are friendly and considerate as a rule. Each of you have the option of not knowing the other characters in the game but that is also permitted. In either case, please inform me of individual decisions whether you are all friends beforehand or not. You are not natives to the town, but have just arrived from a nearby town, village or city, most likely Darna (the capitol), or Ockam (a little hamlet to the south). You can decide what has brought you to the town. Mining is an active business here, but rumors of trouble have been flowing through the countryside for days (this could be your reason, if not come up with a good one). Well, more information will be forthcoming, and expect emails as frequently as locusts. Enjoy the rest. General Information: Calendar of the Continent Serthen Spring (90 days) Fall (140 days) Althair- 30 days Zantis- 40 days Defcall- 30 days Fendet- 30 days Sarthem- 30 days Edund- 30 days Summer (140 days) Xantis- 40 days Rayven- 40 days Winter (90 days) Falts- 30 days Walthic- 30 days Guthal- 30 days Janitus- 30 days Vendes- 40 days Perthair- 30 days For your reference, the length of each day is comparable to our own for simplicity's sake. In general, time is referred to in the same way as we refer to it. The terms second, minute, hour, day, week, month, and year are basically the same. Exactly however, months are in general longer, and the year is composed of 460 days instead of 365 like ours is. There are seven days in a week, however, the names of the days are slightly different than our own: Sunday, Moonday, Godsday, Waterday, Earthday, Freeday, and Starday; each corresponding with the normal days of our week (starting with Sunday). The location of your compaign is providing of a climate much like here. The spring is a thawing period of fairly heavy rains; the summers are relatively mild, but have been known to be almost scorching; the fall is a relatively dry but colder period; and the winter is cold and harsh. At the beginning of your campaign, it is mid-spring: Defcall the 13th in the year 1002, which, just for reference, is a Waterday. II ATTRIBUTES: Characters may develop characters through the allocation of a maximum of 75 points. Also, the characters may be generated through methods I, II, or III, if you feel the need to generate the character randomly. Any character who has excessive points (say more that 85 or extremes which would be so unlikely to roll), the character can be subject to necessary trimming. III CHOOSING A RACE: After rolling up attributes, a player must choose a race from a selection of five: Dwarf, Elf, Half-Elf, Half-Orc, or Human. Each has different ability requirements, adjustments, and special abilities. Below are the racial requirements of each race, followed by he modifiers to the existing abilities. Dwarf Elf Half-Elf Half-Orc Human Strength 8/18 3/18 3/18 7/18 3/18 Dexterity 3/17 6/18 6/18 3/18 3/18 Constitution 11/18 7/18 6/18 7/18 3/18 Intelligence 3/18 8/18 4/18 3/16 3/18 Wisdom 3/18 3/18 3/18 3/16 3/18 Charisma 3/17 8/18 3/18 3/14 3/18 Modifiers: Dwarves: +1 con, -1 cha Elf: +1 dex, -1 con Half-Elf: +1 to any one ability Half-Orcs: +1 str, +1 con, -2 cha Humans: no adjustments DWARVES: Dwarves are short, stocky fellows, easily identified by their size and shape. They average four and a half feet tall. They have ruddy cheeks, dark eyes, and dark hair. Dwarves tend to live for 350 years. Dwarves are dour and taciturn. They are given to hard work and care little for most humor. They are strong and brave. They enjoy beer, ale, mead, and even stronger drink. Their chief love, however, is precious metal, particularly gold. They prize gems, of course, especially diamonds and opaque gems. Not overly fond of drow, they have a fierce hatred of orcs and goblins. They are ill-disposed towards magic and have little talent for it, but revel in fighting, warcraft, and scientific arts such as engineering. Though dwarves are suspicious and avaricious, their courage and tenacity more than compensate for these shortcomings. By nature, dwarves are nonmagical and never use magical spells (clerical spells are used though). This gives a bonus to dwarves' saving throws against attacks from magical wands, staves, rods, and spells. This bonus is +1 for every 3 1/2 points of constitution. Similarly, dwarves have exceptional resistance to toxic substances. All dwarven characters make saving throws against poison with a bonus equal to a +1 for every 3 1/2 points of constitution. Also because of their nonmagical nature, dwarves have trouble using magical items. All magical items that are not specifically suited to the character's class has a 20% chance to malfunction when used by a dwarf. This check is made each time a dwarf uses a magical item. A malfunction affects only the current use; the item may work properly next time. For devices that are continually in operation, the check is made the first time the device is used during an encounter. If the check is passed, the device functions normally until it is turned off. If a cursed item malfunctions, the character recognizes its cursed nature and may dispose of the item. A malfunction check is used on all magical items except for weapons, shields, armor, gauntlets, and girdles. This penalty does not apply to dwarven clerics using clerical items. In melee, dwarves add 1 to their attack rolls versus orcs, goblins, and hobgoblins. When giants and trolls attack dwarves, they do so at a -2 to hit because of the dwarves' small size, and combat ability against these much bigger creatures. Due to the significantly small size of dwarves they move at a base rate of 6. ELVES: Elves tend to be somewhat shorter and slimmer than normal humans. Their features are finely chiseled and delicate, and they speak in melodic tones. Although they appear fragile and weak, as a race they are quick and strong. Elves often live to be over 1200 years old, although long before this time they feel compelled to depart the realms of men and mortals. Where they go is uncertain, but it is an undeniable urge of their race. Elves are often considered frivolous and aloof. In fact, they are not, although humans often find their personalities impossible to fathom. They concern themselves with natural beauty, dancing and frolicking, playing and singing, unless necessity dictates otherwise. They are not fond of ships or mines, but enjoy growing things and gazing at the open sky. Even though elves tend toward haughtiness at times, they regard their friends and associates as equals. They do not make friends easily, but a friend (or enemy) is never forgotten. They prefer to distance themselves from humans, have little love for dwarves, and hate the evil denizens of the woods. Their humor is clever, as are their songs and poetry. Elves are brave but never foolhardy. They eat sparingly; they drink mead and wine, but seldom to excess. While they find well-wrought jewelry a pleasure to behold, they are not overly interested in money or gain. They find magic and swordplay (or any refined combat art) fascinating. If they have a weakness it lies in these interests. Elven characters have 90 percent resistance to sleep and charm- related spells. This is in addition to the normal saving throw allowed against a charm spell. When employing a bow of any sort other than a crossbow, or when using a short or long sword, elves gain a bonus of +1 to their attack rolls. An elf can gain a bonus to surprise opponents, but only if the elf is not in metal armor. Even then, the elf must either be alone, or with a party comprised only of elves, or 90 feet or more away from his party to gain this bonus. If he fulfills these conditions, he moves so silently that opponents suffer a -4 to their surprise rolls. If the elf must open a door or similar screen, this penalty is reduced to -2. Elven infravision enables them to see up to 60 feet in darkness. Secret doors and concealed doors are difficult to hide from elves. Merely passing within 10 feet of a concealed door gives an elven character a 1 in 6 chance to notice it. If actively searching, elven characters have a 1 in 3 chance to detect a secret door, and a 1 in 2 chance to detect a concealed door. HALF-ELVES: Half-elves are usually much like their elven parent in appearance. They are handsome folk, with the good features of each of their races. They mingle freely with either face, being only slightly taller than the average elf. They typically live 250 years. In general, a half-elf has the curiosity, inventiveness, and ambition of his human ancestors, and the refined senses, love of nature, and artistic tastes of his elven ancestors. Half-elves do not form communities among themselves; rather, they can be found living in both elven and human communities. The reactions of humans and elves to half-elves ranges from intrigued fascination to outright bigotry. Half-elven characters have a 30 percent resistence to sleep and all charm-related spells. Half-elven infravision enables them to see up to 60 feet in darkness. Secret doors and concealed doors are difficult to hide from half- elves. Merely passing within 10 feet of a concealed door gives a half-elven character a 1 in 6 chance to notice it. If actively searching, half-elven characters have a 1 in 3 chance to detect a secret door, and a 1 in 2 chance to detect a concealed door. HALF-ORCS: Much like Half-Elves, Half-Orcs tend to adopt most of their traits from their nonhuman parent. For this reason, Half-Orcs tend to be ugly and ill-tempered like their orcish parent. In most cases, half-orcs can pass off as very ugly humans. They stand about 6 feet tall and live about ninety years. Half-orcs are distrusted by both human and orc cultures because they remind each other of the other's racial stock. Half-orcs advance in human cultures by associating with people who don't care about appearance. They are quite often employed as soldiers since they seem to actually enjoy war, yet another trait inherited from the orcish parent. They are not appreciative of direct sunlight, but their skin is not as sensitive to it. They are quick to anger, some having even shorter tempers than dwarves, but are easily appeased through mere flattery of their brutishness. Half-Orcs are not overly fond of most others, but have learned to tolerate them since they have found that fighting doesn't win all battles. They are especially hating of elves, but even when dealing with them, they have shown remarkable ability to hide their true opinions. Half-Orcish infravision enables them to see to 40 feet in darkness. IV CHOOSING A CLASS: After a race has been chosen, the character's class must be chosen. Certain races can not be certain classes and all classes have pre-requisites. The following will show which races can be what classes and what the pre-requisites are. Any changes will be provided along with the above information. As a general note: all classes can no longer attract followers at higher levels if they could before. Since everyone feels the need to know, I do not allow kits. No exceptions. WARRIOR: Fighter - any race may be a fighter. 9 str Paladin - human and dwarf only. 12 str, 9 con, 13 wis, 16 cha Paladins no longer have specialized mounts. They no longer have a limit on the amount of magical items that they can possess. Ranger- human, elf, half-elf. 13 str, 13 dex, 14 con, 14 wis As a note, the ranger character should come up with his specialty creature as early as possible, and provide a reason for the creature. I am not going to limit the choices to those in the PH, but I get final say on it. ROGUE: Thief - any race may be a thief. 9 dex Bard - human, half-elf, elf. 12 dex, 13 int, 15 cha PRIEST: Cleric - any race may be a cleric. 9 wis and variable(s) All clerics must design approved mythos. I have several designed already, please ask me if you need any help, but they are according to rules for Dungeon World. Feel free to use them as a reference for designing your mythos. N.B. No mythos may be taken that are worshipped only by giants and half-giants. These are specific to those races to off-balance their restrictions and are far too powerful for the surface world. WIZARD: Mage - human, elf, half-elf, half-orc. 9 int Specialists - all of the races above can be any specialist, with the exception of half-orcs who may only be evokers. V ALIGNMENT: I DO NOT USE ALIGNMENT! Players are assumed to be able to keep to the same tendencies throughout a campaign and changes will indicate changes within the lifestyle of the character. If this is not consistent then the gods might become aware of it (XP penalty). VI NONWEAPON PROFICIENCIES: All races begin with the trade tongue and their native language (spoken only in both cases). Half-breeds can speak both languages of their parents at the beginning. Reading and writing are now within the general category. All classes may transfer two nonweapon proficiencies for one weapon proficiency. VII WEAPONS, WEAPON PROFICIENCIES AND EQUIPMENT: All of the styles within the Fighter's handbook are allowed, however, groups are not allowed in either form. If the character can't afford the weapons they are proficient in (this pertains specifically to the arquebus and hand crossbow), you better have a very good explanation of how your character became proficient in it. VIII STARTING MONEY: All characters buy their equipment with the normal figures for starting gold. A reminder to all of you who are broke, you will need money to stay at inns, so start saving now. IX OTHER: As a minor note, all mages start with 3d4 spells plus detect magic and read magic. Mages should create their spellbooks and determine the number of pages for each spell. In creating their spellbooks, the mages should provide a description of what the book looks like (the more creative the better), a section on the contents, and should provide a list (in order) of the spells in that spellbook. The first spellbook of all mages contains 1d20+80 pages. The number of pages for each spell is determined by the formula 1d6 -1 + lvl of the spell. The spellbook itself weighs five pounds. What about spell components? Well I hate to tell you that yes I do use them. However, most are available to you with little hassel. Components that are not available for free are for the following spells: 1st level magic: armor- finely cured leather blessed by a priest (10 uses will cost you 50gp, only available in lots of ten) identify- ground pearl (100gp+) read magic- prism or crystal (2gp, unlimited uses unless shattered) floating disc- drop of mercury (1gp for a vial with approx 100 uses) wizard mark- diamond dust (100gp) 1st level prayers: bless- holy water (25gp for vial containing enough for 3 uses in this manner) detect poison- specially blessed vellum (50gp for 10 uses, in lots of 10 only) protection from evil- holy water (as above) sanctuary- silver mirror (15gp, unlimited uses, unless broken) The above is only a partial list, listing only those in the PH. Other spell components from the other many sources of spells should be double checked with me, but use common sense in most instances. Another thing is a character history. Please take the time to think of what your character looks like and from where he came from. Little tidbits about the character's past can only help in your ability to roleplay him better. Have fun with it, but please keep out the completely fantastic. At the beginning of the adventure, I wish for one person to be designated the leader. This does nothing, and he doesn't necessarily speak for the party, but he does do a couple of things. First of all, he keeps a small amount of order in the group, helping me keep control over the game. Secondly, during combat, he rolls initiative. This is group initiative which is then modified according to weapon speed and other factors for each character. Although I have toyed around with the idea of using it, I have finally decided not to use the weapon type vs. armor modifiers as quite simply, I don't want to deal with them. On the off chance that one of you actually rolls a natural 20 during combat to hit, you get a second attack right away (if you should manage to roll a 20 again, you do get a third), and on a natural 1, I will probably make you fall or fumble in some way. Be prepared. An issue that is all too prevalent in my games: Yes, I do use hovering on death's door. Quite frankly, for anyone who knows the term, I am a CHAOTIC SUICIDAL DM (and player). What this means is I quite often have been known to kill off my players and actually derive a lot of pleasure from it. Your job is to prevent me from actually doing it. I have toyed around with many of the rules in regards to XP. First, I don't give an extra ten percent XP to those characters who have high prime abilities. Quite frankly my position on this is not to reward the too powerful. You don't need that 10 XP anyways. In respect of when I will award experience, I will award it at the end of every gaming session, with very few exceptions. Not that you'll need to worry about it too early on anyways, but I am not using the methods for training. You wouldn't have enough money for it anyways. Talk to your neighborhood DM in case of any other problems or in case of fire. David Payne Your friendly neighborhood DM