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Home Page > Player's Guide > Character Generation > Creation Guidelines > Chörm CCG |
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Ability Scores
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Chörm CCGVersion 1.0The Citadel of Chörm is an outpost of arcane spell-casters. It sits on the west coast of Tyrraria, over a hundred miles north of Maldan. The Chörmites are greatly feared, and with reason. They glory in causing shadowwarp effects, and use their mastery of the arcane arts to terrorize their foes. They are masters of the undead, and many of them look far from human. The goal of every Chörmite is to gain personal power, and internecine fights often leave bystanders dead or deformed. The citadel is supported by the surrounding Aesyri, many of whom hope to secure a place in the citadel for themselves or for their sons. Players cannot play characters from Chörm without special permission. Permission is hereby granted for the duration of the Spring Mini-Con taking place in Victoria, BC the weekend of April 29 to May 1, 2005. At the end of that weekend characters originating from Chörm will either be awarded special documentation detailing their options for future play or else will be considered unsuitable for general play. Players choosing options out of a publication other than the core rules are responsible for bringing a copy of that publication to the table. For the purposes of this campaign, core rules are considered to be version 3.5 of the System Reference Document (SRD). For the purpose of convenience, page numbers in the Dungeons & Dragons published rulebooks will be given in this document. When this is done, the following abbreviations will be used: D&D Player's Handbook 3.5 (PHB), D&D Dungeon Master's Guide 3.5 (DMG), and D&D Monster Manual 3.5 (MM). Step 1: Ability ScoresTo put all characters on even footing the campaign uses the point generation system.
Use the following table to build your abilities. Each ability score starts at 8 and is increased by spending points. The Ability Decay mutation (if chosen) is applied after ability scores are assigned.
Mutation-based modifiers are added after the ability scores are generated. A characters final Intelligence score must be no less than eleven. Step 2: Race and ClassThe main type of human found in the Citadel of Chörm is the Aesyri, though only male Aesyri are permitted to become spellcasters. Other races of humans have travelled to Chörm to study at the Citadel, sometimes even from other planes. The classes originate from the PHB chapter three and the DMG chapter four. They are also described in the SRD. The available starting classes are: expert arcane student, necromancer, and transmuter. No character can enter play multiclassed. Characters may continue to gain levels in their starting class, but must find a trainer before being able to gain levels in another class. The exception to this is that human characters may take levels in the Paragon Human class from Unearthed Arcana without training. Human characters never receive penalties for multiclassing. Step 3: Hit pointsAt first and second level, assign your starting character the maximum hit points possible for its class plus any Constitution modifier. Starting at third level assign hit points according to the new class by taking half the maximum value for the class, then adding one point plus the Constitution modifier. Step 4: Skills, Feats, and MutationsSkillsAll Skills from the SRD are eligible for play. A few skills need brief additional rulings: Arcane RitualThis is a class skill for necromancers and transmuters, and is commonly studied in the citadel. Players with sufficient reward certs to begin play with a ritual already memorized should consult with their gamemaster before doing so. Necromancers and transmuters begin play with the Call Familiar ritual already memorized. CraftThese skills allow characters to craft any normal, mundane items provided they have access to the appropriate workshop. Most craft skills are indicative of what a character did before coming to the citadel, but certain craft skills (particularly those related to magic item creation) are taught within its walls. Craft skills can only be chosen from those listed in the Craft Skill List (see Appendix A) unless permission is given by your GM. Depending on circumstances in the plotline PCs may have an opportunity to spend time units to earn money by practicing their craft. If your GM gives you such an opportunity at the end of a scenario the results are as per the core rules unless the GM rules otherwise. KnowledgeAll of the knowledge skills in the PHB are available. Some of them, such as Dungeoneering, will be unusual and will require an appropriate background to explain why the character has learned these things. Since Midwrathe is a role-playing encouraged campaign it makes sense to take knowledge skills relating to the character's background and social standing. PsicraftThis is a very unusual skill, and any players taking it must consult with their gamemaster. Speak LanguageThe local language on Chörm is Chormalik. The next most commonly encountered language is Aesyri, followed by Yjsen. Every character must select Chormalik as a spoken language. Necromancers and transmuters are also required to select Ryukan, as it is used in the creation of their spellbooks. LiteracyAll Chörmite characters are literate. Required Class SkillsAll expert arcane students of Chörm must select the following skills as class skills: arcane ritual, knowledge (arcana), and spellcraft. ProfessionProfession skills can only be selected from among those listed on the Profession Skill List (see Appendix C). Opportunities may arise for PCs to practice their profession and generate earnings. The GM will inform the PCs of such opportunities, which unless otherwise stated will follow the rules presented in the core rules. Most profession skills are indicative of what the character did before beginning studies at the citadel. Characters begin play as students, not professionals. FeatsFeats may be selected from any of those listed in the SRD except for the Wild Talent feat. In addition, the following feats from other printed materials are allowed (though some will be inaccessible to starting characters): Freeport: The City of AdventureBorn Marine, Greater Improved Initiative, Intellect Fortress, Pearl Diver, Press Ganger, Razor Tongue, Scoundrel's Luck, Skill Expertise, Skill Finesse. Seafarer's HandbookBarroom Brawler, Endurance Swimmer, Fool's Luck, Great Lungs, Lookout, Naval Heritage, Notorious, Parry, Parrying Weapon, Polar Bear Skin, Port Savvy, Riposte, Rope Climber, Sea Dog, Shanty Man, Storm Sense, Swing-By Attack, Two-Weapon Defense, Waterfront Native, Weapons of Opportunity. Alchemy & HerbalistsAll feats. Item creation feats can only be used when adequate supplies are available. Some situations will make this a non-issue, while others will make the use of these feats a challenge. MutationsAll residents of the Del Hestat dormitory are mutants as a result of over-exposure to shadowwarp effects. Use the mutation rules from the Modern SRD to give your character at least one cosmetic mutation. You may also choose other mutations in accordance with those rules except for Brittle Bones. Midwrathe is considered to be at Progress Level Two. Step 5: EquipmentCharacters begin with the maximum wealth for their class. Note that NPC classes begin only with equipment, and have no starting cash. Assign equipment to your character from the following sources:
You may not purchase other magical items for your character except through play opportunities. During character creation a PC may be given any of the equipment from the above sources. After creation, only items worth 200 gp or less are available for purchase between adventures in Chörm. More valuable items will need to be acquired through play opportunities or in another venue. The Carrying Capacity rule is used, so keep track of what your character is carrying and how much it weighs. Any equipment you can't carry while fleeing your room is unavailable to you for the duration of the mini-con. Necromancers and transmuters may begin play with a familiar if they allocate sufficient starting funds (100 gp) to do so. Familiars may be acquired after character creation via the Call Familiar ritual. Necromancers and transmuters begin play with a spellbook. This was assigned to them by the Citadel of Chörm, and they are responsible for keeping it safe. Any senior member of the Citadel may temporarily or permanently confiscate this spellbook at any time. These spellbooks have black leather covers, and a six-fingered left hand is embossed on both covers (with the palm on the front cover). Step 6: BackgroundYour character is neutral evil. Residents of the Del Hestat dormitory range in age from seventeen to nineteen, and can be of either sex (male students live on the ground and second floor while female students are on the third). The character may be of any height and weight allowed by the human height and weight tables. Mutations may cause the final numbers to be outside of these ranges; if so, please consult with your gamemaster. Step 7: ResidenceAs the spring mini-con opens, most of the Citadel of Chörm has been encased in a bubble of shadowwarp energy and a large shadowgate is slowly engulfing more and more territory. Beyond the shadowgate, planar effects are spreading rapidly. The only Chormites left outside the affected area are students from the outermost dormitory who fled before their building was encased in arcane energy. Students living in the Del Hestat residence all have visible mutations and are studying arcane magic. Step 8: Playing your CharacterTime UnitsOn January 1 every year each character receives 364 time units, which expire each December 31. Each time unit represents one day. All campaign activities, including adventuring, item creation, and metagaming activities, may have associated TU costs. Each adventure and activity that does will describe the specific time unit costs associated with it. Upon receipt of a new yearly allotment of time units players should age their character one year. Characters may not borrow TUs from future years to perform activities in the current year, nor may they carry over unused TUs from one year into the next. Any activity that uses more TUs than a character has available still takes place, but the remainder of the TU cost is taken from the following year's allotment and the character cannot be played again until new TUs are available. Character LogA character log is a set of sheets that track information about which adventures the character has participated in, the judge's information, any experience or treasure gained, and any notes about the adventure. Logs also are used to track meta-campaign activities and entries for any other character-changing event (such as changing deities). Logs are required for all characters. Each log entry must be signed by the GM. In the case of online play, the GM's e-mail address can be substitutes for their signature. All meta-campaign items must be approved by a GM and signed on the log sheet. Ongoing ViabilityAll characters from Chörm become inactive on May 2, 2005. They cannot be played after that time without special permission from a gamemaster. All players with a character from Chörm should seek out the convention coordinators at the end of the mini-con to receive documentation about the future of their character. Available SpellsPC spell casters can choose from the spells listed in the SRD, Seafarer's Handbook, and Freeport: The City of Adventure. Available PowersPsionics PCs may choose from the powers listed in the SRD. Banned SpellsThere are several spells that are not suitable for use in the campaign environment. The following spells are not available to PCs: permanency and true reincarnation. Other spells may be banned by the campaign staff in the future if necessary. Appendix A: Craft Skills
Appendix B: Languages and ScriptsChormalik is the main language of the Citadel of Chörm, and is spoken by all PCs beginning play there. It is based on Womyri and Aesyri, and contains some T'chuk-t'char colloquialisms. It is written using the spidery Ryukan script. Ryukan is a language originating off-plane, and is the standard language for describing magical effects. Chörmite spellbooks are written in Ryukan. The language has its own script, which is large and spare in its strokes. Aesyri is the common language of the Aesyr slavers who inhabit the islands near Chörm. It is written with Mlooln pictographs. Yjsen is popularly spoken through the Lothings and down the coast of Pendar, though the southerners refer to it as Skojik and speak it with a vile accent. It is written using the Fräthrøc, a runic alphabet. Appendix C: Profession Skills
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Midwrathe Copyright ©2003 Twilight Ink |
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