Portals of Midwrathe

 

Home Page > Player's Guide > Character Generation > Creation Guidelines > Renemen

Ability Scores

Race and Class

Hit Points

Skills and Feats

Equipment

Background

Nationality

Playing your Character

Allowable Professions and Crafts

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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