The Isle Of Renemen
NOTE: This copy is provided as a convenience
to players. Check the files section for the latest guidelines.
Character Creation Guidelines
Version 1.0.4
The world of Midwrathe awaits you. Everything you
need to create your character can be found here in this guideline.
As the world of Midwrathe grows, these guidelines will grow as well.
The Living 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 rule books are responsible for bringing a copy
of that publication to the table.
Step 1: Ability Scores
To put all characters on even footing, the point
generation system is used for Living Midwrathe.
Commoner
32 points
NPC Class 28 points
PC Class 25 points
Use table 2-1 in the DMG to build your abilities.
Racial bonuses are added after the ability scores
are generated.
Step 2: Race and Class
Humanity is the most common race on Renemen. Humans follow the rules
as presented in the PHB.
The classes originate from the PHB chapter three, the DMG chapter
two.
The available starting NPC classes are: adept, aristocrat, commoner,
expert, and warrior. Players wishing to play a cultist must first
consult with the GM.
The available starting PC classes are: barbarian, cleric, fighter,
ranger, rogue. Players wishing to play a cleric or sorcerer must
first consult with the GM.
Commoners are automatically granted the Toughness Feat in addition
to their normal feats at first level.
No character can enter play multiclassed.
Characters wishing to multiclass must have access to an instructor
of the new class.
Step 3: Hit points
At 1st and 2nd level, assign your starting character the maximum hit
points possible for its class plus any Constitution modifier.
Starting at 3rd level, for each additional
character level, assign hit points according to the new class by
taking half the maximum value for the class, then adding 1 point,
plus the Constitution modifier, if any.
Step 4: Skills and Feats
Skills
All Skills from the PHB are eligible for play in PORTALS OF
MIDWRATHE.
A few skills need brief additional rulings:
Alchemy Skill and Craft Skill
These skills do not allow you to craft items other than the ones
that PCs can purchase normally (see Step 5). No acid or other such
equipment is allowed unless approved by the campaign directors.
Craft skills can only be chosen from those listed in the Craft skill
description in the Player's Handbook 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 PHB unless the GM rules
otherwise.
Knowledge Skill
Knowledge skills cannot be anachronistic. Remember that the more
specific a field of knowledge, the lower the difficulty class for
information related to that knowledge; it is better to be specific
in what you know.
In addition, since Midwrathe is a role-playing encouraged campaign,
it makes sense to take knowledge skills relating to the character's
background and social standing.
Speak Language
The local language of Renemen is Sardrinné. Other mainland languages
are also spoken.
Profession Skill
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
PHB. Allowable Profession and Craft skills in Renemen can be found
in Appendix A.
Feats
Feats may be
selected from those listed in Chapter 5 of the Player's Handbook:
In addition, the following feats from other printed materials are
allowed:
* Freeport: City of Adventure
Born Marine, Intellect Fortress, Pearl Diver, Press Ganger, Razor
Tongue, Scoundrel's Luck, Skill Expertise
*Seafarer's Handbook
Aquatic Armor Proficiency, Barroom Brawler, Endurance Swimmer,
Fool's Luck, Great Lungs, Improved Positional Advantage, Lookout,
Naval Heritage, Notorious, Parry, Parrying Weapon, Polar Bear Skin,
Port Savvy, Pressure Survival, Riposte, Rope Climber, Sea Dog,
Shanty Man, Storm Sense, Swing-By Attack, Two-Weapon Defense,
Waterfront Native, Weapons of Opportunity.
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: Equipment
Assign equipment to your character from the following sources:
* Trade Goods, Weapons, Armor, and Goods and Services sections of
Chapter 7: Equipment in the Player's Handbook.
* Rowboats and Oars from Chapter 5: Campaigns of the DMG
A player may not purchase most items from table 7-9: Special and
Superior Items in Chapter 7: Equipment in the Player's Handbook.
You may not purchase magical items for your character except through
play opportunities. Special items,Superior items, and Masterwork
weapons will be available through game play.
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 in Ratjik. 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: Background
You must choose a non-evil alignment that meets all requirements for
your character's class from the following list: Lawful Good, Lawful
Neutral, Neutral Good, Neutral and Chaotic Good. Player characters
may not play evil characters by choice. Evil characters are not
permitted in the campaign, and any evil actions committed may be
grounds for dismissal from the campaign.
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 Player's Handbook.
The character may be of any height and weight
allowed by the height and weight tables for their race.
Disadvantages may be purchased according to the
background rules presented in the Spycraft Espionage Handbook. All
disadvantages must be approved by the GM. The limit of three serials
between appearances of the disadvantage before a buy-out becomes an
option is lifted.
Step 7: Nationality
Citizens of Renemen serve Lord Diaga. He tithes
exported tin and seafood, and also levies a small tax on
shopkeepers.
Renemen is part of the barony of Loth-Maldan,
ruled by Baroness Moria Ironstorm.
Step 8: Playing your Character
Time Units
On January 1, 2003, and on the same date each succeeding year, each
character receives 364 Time Units, which expire on December 31 of
the respective year. 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.
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 Log
A character log is a set of sheets that track information about
which adventures the character has participated in, the judgeÕs
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 PORTALS OF MIDWRATHE 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.ÊAll
meta-campaign items must be approved by a GM and signed on the log
sheet.
Available Spells
PC spell casters can choose from the spells listed in the PHB,
Seafarer's Handbook, and Freeport: City of Adventure.
Banned Spells/Powers
There are several spells and powers that are not suitable for use in
a LIVING Campaign environment.
The following spells are not available to PC's: polymorph other,
polymorph self, permanency, resurrection, true reincarnation, true
resurrection.
Other spells may be banned by the campaign staff in
the future if necessary.
Appendix A: Allowable Professions & Crafts
Sailor
Fisher
Merchant
Miller (Timber)
Farmer
Miner
Woodcutter
Clerk
Herbalist
Butcher
Distiller
Brewer
Forester
Scribe
Servingmaid/man
Soldier
Tinsmith (Craft)
Shipwright (Craft)
Jeweler (Craft)
Woodworking (Craft)
Carpentry (Craft)
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