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Home Page > Player's Guide > Character Generation > Creation Guidelines > Intaawook CCG |
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Ability Scores
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Intaawook CCGVersion 1.0The world of Midwrathe awaits you. Everything you need to create your character as a native of the island of Intaawook can be found here in this document. As the world of Midwrathe grows, these guidelines will grow as well. The Portals of Midwrathe campaign is one of low-fantasy role-playing and character development. To facilitate this, characters are encouraged to start with a simple class and develop from that class into a character of heroic proportions. 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.
Racial modifiers are added after the ability scores are generated. Step 2: Race and ClassThere are four races of humans commonly encountered on the island of Intaawook: Yjsen, Aesyr, Womyr, and Skoja. Of the four, the Yjsen are by far the most common, and certainly hold all of the political power. In the water near Intaawook is a colony of merfolk, owing fealty to political masters far to the south. The classes originate from the PHB chapter three and the DMG chapter four. They are also described in the SRD. The available starting NPC classes are: adept, aristocrat, commoner, expert, and warrior. The available starting PC classes are: barbarian, beguiler, cleric, fighter, psion, ranger, and rogue. Players wishing to play an aristocrat, beguiler, cleric, or psion must first consult with the gamemaster. Commoners are automatically granted the Toughness feat in addition to their normal feats at first level. 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. Merfolk interested in the Paragon Merfolk class should contact their gamemaster. 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 and FeatsSkillsAll Skills from the SRD are eligible for play. A few skills need brief additional rulings: CraftThese skills allow characters to craft any normal, mundane items provided they have access to the appropriate workshop. 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 Arcana and 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. Knowledge (Local) is a class skill for all characters starting on Intaawook. Psicraft and SpellcraftThese are very unusual skills, and any players taking one or both of them must consult with their gamemaster. Speak LanguageThe local language on Intaawook is Yjsen, which is spoken by most of the common people. The next most commonly encountered language is Sardrinné, which is the common language of the nearby county of Maldan. LiteracyAll classes are considered to be illiterate, as per the core barbarian class (see p. 25 of the PHB). This means that anyone can spend two skill points to become literate, in which case they can read and write all of the languages that have written forms. Most characters on Intaawook are illiterate, so literate characters should have a good reason for their literacy included in their backstory. 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. FeatsFeats may be selected from those listed in the SRD. Players taking the Wild Talent feat must consult with their gamemaster. 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. 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 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 100 gp or less are available for purchase between adventures on Intaawook. 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. Step 6: BackgroundYou must choose an alignment that meets all requirements for your character's class from the following list: Lawful Good, Lawful Neutral, Neutral Good, Neutral, Chaotic Good, and Chaotic Neutral. Note that some gamemasters may not allow Chaotic Neutral characters into certain games. A character may begin play at any age from Adulthood to Middle Age, as defined in the Age section of Chapter 6: Description in the PHB. Age modifiers from Table 6-5: Aging Effects in the PHB should be applied appropriately to any character of advanced age, or to any characters that through the course of play become older. The character may be of any height and weight allowed by the height and weight tables for their race. Step 7: NationalityThe island of Intaawook is owned and ruled by the Tlanting clan of Yjsen, also called the orca clan. They are moderately successful in their ongoing wars against the neighbouring Yjsen clans, and Tlax features a prosperous trading centre. Within the confines of the town, traders of all races are permitted to gather and conduct business, though members of opposing Yjsen clans are not permitted to be armed. Warriors of the Aesyr and Skoja people travel to Tlax for trade and in search of employment. Though both Aesyri and Skojik warlords battle against the various Yjsen clans, none are currently at war with the Tlanting. A moderately successful work fair for mercenaries takes place in an informal way among the taverns of Tlax. The strangest sight in the markets of Intaawook are the blue-skinned Womyr, wearing outlandish garb that seems to share no stylistic similarities. Womyr are heavy practicers of body art, and are often covered in tattoos, brands, scars, and piercings. The Womyr are normally insular and secretive, but in the so-called "spring" of 475 an island colony near Loth-Marduk was completely covered in snow and ice, and the Womyr fled north to warmer climes. About sixty of them currently reside on Intaawook. Merfolk living near Intaawook are technically citizens of the underwave empire of Meröc. They are subject to imperial taxation, consisting of 20% of their income or 5 gp per year, whichever is higher. The Intaawook colony of merfolk is one of many far-flung imperial outposts, and serves to keep the empire informed of events in distant waters. 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. 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 ScriptsYjsen is the common tongue of Intaawook. It 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. Yjsen is free to all human PCs starting on Intaawook. Sardrinné is the common spoken language of the Greater Sard River Basin. For the most part this is just a spoken language. It is derived originally from Old Huani and then later from Huanésard and Sardorin. It does not have a strict one-to-one relationship to any alphabet or script; there is no written form of Sardrinné. The current form of Sardrinné is heavily influenced by Pendrinné, the High Tongue of the Kingdom of Pendar. Sardrinné is available to all PCs. Pendrinné is the High Tongue of the Kingdom of Pendar. The written form of Pendrinné is called Pendarûne and uses the second Kanna-Rune alphabet. Pendrinné is available to any PC. Almeric is the spoken language of the Duchy of Almeryss. It is related to Sardrinné in that it is derived from Old Huani. Unlike Sardrinné it contains fewer Skojik and Orodrin elements; it is more strongly influenced by Eboeic, Penhrani, Nahrik, and the languages of south and central Pendar. The written form of Almeric is Almerhadi, which uses a variant form of the second Kanna-Rune alphabet. Almeric may be taken by any PC. Old Huani was the ancient language of the An'orhee-Huan city-states (Yen Enoth and others) that arose in what are now the Northern Marches and the Duchies of Skarforce and Lanwerd. Old Huani was written utilizing Huan'orhok runes. Old Huani is an ancient language and only available to An'orheen dwarves, and scholars and students of ancient languages Huanésard evolved from Old Huani during the incursions and settlement of the Skoja. It borrowed heavily from Skojik and was written using Hüthrøc, a version of the Fräthrøc (Skojum runic alphabet). Huanésard is an ancient language and only available to scholars and students of ancient languages. Orodrin is the language of the Orodradi clans. This language is still spoken in remote portions of the Northern Marches. It is closely related to the various languages spoken among the Tærmod barbarians. Orodrin is written using The Rood, an ancient runic alphabet. Orodrin may be taken by any PC. Duati is the traditonal language of the Duatha fisherfolk. It utilizes a pictographic script know as the Mlooln. Many modern concepts do not translate well into Duati. Only language scholars and PCs of Duatha heritage may take Duati. The Cant is the spoken language of the urban underclass of the Kingdom of Pendar. It is generally used to convey illicit dealings and shady deals. The Cant may be taken by any PC starting on Intaawook except aristocrats. Qeelin is the language spoken in the underwave empire of Meröc. It is sometimes called "water speech" or something similar by land dwellers. It is available to any character starting on or near Intaawook that can breath (and speak) under water. Appendix C: Profession Skills
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