PC Creation Rules
The Player's Handbook is valid except as noted on this site. Players need to use common sense with the transition of settings. A gold piece is worth one CD or Dinar; a copper piece is worth one dec or kuna. 100 decs make a CD, 100 kuna make a Dinar
A player can run one or two PCs. The Party Leader and Quartermaster must be Legates.
Chapter One: PC creation
1) Attributes will be determined by the point-buy system described on p.13.
2) In lieu of experience points, PCs will receive Honor for participation, ideas, and general gameplay. Forty Honor may be expended to increase a level. PCs may only level up to level 4+ in downtime, which requires three days; levels 2 and 3 only require a long rest. Honor from the last campaign is carried over as follows: last session's honor + one point per class level.
3) Stress Threshold: See the Stress rule.
5) Hits points are calculated as follows : (2x Basic Hit Points) + Con bonus at levels 1-3; (half hit points) plus Con bonus at levels 6-12. Basic hit points+ Con Bonus at all other levels. PCs are limited to a total of 100+Con bonus hit points.
If you plan to use heavy weapons such as machineguns, anti-material rifles, etc., have at least a STR of 12.
Chapter Two: Races
Humans only, due to the setting. A player will have to choose a home region (Clanners are restricted), and may choose a Faction. Humans know their Region Language and one other language, as noted in the PH.
Additionally, the player must decide if he is a Bravo or a Legate. A Bravo is a freelance wanderer (Clanner or Peasant) plying his skills for profit or a personal cause. A Legate is a member of a Faction, is bound by his Factions rules and standards., and higly values his Factions goals and values. Note that classes and Archtypes are often restricted by Faction choice, so make sure your class and Faction choices are compatible. Players will receive detailed information on their faction after they choose; this information will be kept secret from other players.
Anabaptist: Must be a Shepherd: Tyrant. As an Anabaptist, you must uphold the Three Virtues (Humility, Purity, Strength), and be intolerant of any moral undermining of the Human condition or society (note: intolerance and violence are not the same thing). Think of a mix of Solomon Kane and Book from Firefly: a reluctant warrior trying to guide people to the Light. They see the restoration and maintenance of moral fiber as the first priority of Mankind. Anabaptists normally refer to the Almighty as 'the Light'; a hand held in a left-facing 'C' over the heart is their symbol of faith and blessing. Roleplay this class with sensitively toward religion. Only one per party.
Chronicler: may be a Shepherd: Chronicler, or Tech: Engineer. Must have an IQ of 12+, and Charisma may not exceed 6. Chroniclers are cloistered academics, and have very poor social skills. They see the restoration of the Stream (advanced Internet) as Mankind's best hope. No more than two per party, and if two, must be different classes.
Hellvetics: May be Shepherd: Commander, or a Soldier. They are professional soldiers, out to polish their skills, and are the most individualistic of the Legates. Their faction is focused upon the security and integrity of their mountain fastness, and the passes they control.
Judges: May be Scout: Bounty Hunter, or Shepherd: Regent. Must have a minimum of IQ 10, Wisdom 10. Extremely lawful. Judges fall somewhere in a mix of a War Hammer Witch Hunter, 40k Inquisitor, Old West Texas Ranger, and Judge Dredd. They are investigator, judge, and administrator of punishments; integrity, impartiality, and wisdom are key traits in a good Judge. They believe that establishment of law and justice is the key first step towards restoring Mankind. Despite the name of the Archtype, a Judge is not a bounty hunter. No more than one Judge per party.
Spitalians: Must have an IQ of 11+ and a Wisdom of 10+. May be Tech: Pharmacist, or Tech: Surgeon. No more than two per party, and no one than one per class. Spitalians are deeply motivated enemies of the Primer and champions of Humanity; they place the investigation and destruction of the Primer as Mankind's chief concern.
While the examples given for Legates are ideal stereotypes, they have considerable truth to them, based upon the upbringing and training involved. Player will receive a document detailing their faction once they have committed to a class; this information will be kept secret. PCs must adhere to their factions' standards; they are expected to represent their factions in all things. If adhering to those standards is an issue, run a peasant or clanner.
Peasants choose their region. May be Fixer, or Basic class. Peasants become Bravos because life as a peasant sucks. Or for their own reasons. They are considers second-class citizens by faction members, and urban dwellers. Peasants come from the next-to-lowest rung of society, and are usually largely ignorant of the big picture.
Clanners are looked down upon by peasants, urban dwellers and members of Factions. Their world view is limited to their clan (assuming they are not an outcast).
May be Fixer, Warrior, Scout, or Basic Class. Must choose clan:
Exalter: Exalt was the Rome of post-Hammerfall Europe, a Borcan city-state which stabilized nearly all of the region before its fall. The Exalter clan slowly and patiently rebuild their home, and their young people often join Alpha Expeditions in order to gather wealth and experience which will further their city's recovery. Exalters, like the Emocja, are known as civilized clanners.
Garganti: (gar-gan-tea) The Garganti have been wandering Borca and Pollen on their mammoths for centuries, camping for the winter in the Balkhan. The reason for this is an ancient set of rules dealing with every aspect of living with the animals and other people. The old ones say that these commandments were given to their ancestors in the tower of creation together with the first mammoth. They touch the chain and stroke the bronze disc with its rune. This symbol, they say, was written on the gates to the world: Earth. Gargani PCs may take one of Borcan, Pollener, or Balkhani as their region language.
Resistance: The Pheromancers robbed Franka of its identity and its people of their culture. Many Frankans will not tolerate this. With the stories of their grandparents in mind, they get together to form the Resistance, saving national works of art, telling stories about battles and magnanimity, and generally conjuring up a time when Franka still knew how to win. Their children learn Bygone poems and sing songs that were once all but lost to time. With every rediscovered song, with every painting and every book, their pride grows. Today, thousands know that the culture of the Grande Nation is stronger than Pheromancer haze. In fact, it is the antidote.
Storski: (store-ski) A nomadic clan in east Borca which travel on trains drawn by steam locomotives. They place great value on hard work, and are one of the few clans which accept adult recruits. Their trains are rolling markets, selling goods, services, and entertainment to the communities linked by rail. As their population grows new trains are formed, and as a group they laboriously expand the rail network a few miles each year.
Chapter Three: Classes
There are six general classes, each broken down into three or four Archetypes (level 3+).
Basic Class: Some classes have most or all their Archtypes restricted to certain Factions. Peasant and Clanner PCs may still take that class, but they will not be able to take an Archetype. This is known as a Basic Class.
Chapter Four: Backgrounds
A PC history will be rewarded. It does not have to be in a narrative format; a player can just list key traits, attitudes, and the PC's general hopes or plans for the future.
Background: The Acolyte and Noble backgrounds will not be used. Artisan can be taken, but drop the Guild aspect. Only clanners can take Outlander. It is the player's job to explain how the background ties to the PCs Faction and Region. The GM will veto any combination which is not well explained. A Background is considered part of the PCs formative years prior to joining an Faction (if the PC is a Legate). All factions take in promising peasant orphans in the 6-12 age range to augment their ranks.
Inspiration: Disregard the Inspiration section.
Alignments: There aren't any. However, keep in mind that a Legate's parent organization will have very distinct views on acceptable behavior, and the PC must stay within the bounds of those views, which are not open to interpretation or negotiation. Bravos are subject to Legate authority.
Chapter Five: Equipment
PCs start with 100 + (4d4 × 20) CD. In addition, they receive any Kit in which they are proficient, basic winter clothing, suitable ordinary clothing, and a tinderbox. The clothing may be upgraded before game start. Legates may receive starting or discounted equipment from their Faction, and a Chronicler Communications Account (can send & receive electronic mail at any Chronicler facility for 50 dec a message, attachments are extra).
See separate site page for equipment.
Chapter Six: Customization Options
Multi-classing: Multi-classing is not allowed.
PHB Feats: Elemental Adept, Inspiring Leader, Mage Slayer, Magic Initiate, Ritual Caster, Sentinel, Sharpshooter, Spell Sniper, and War Caster are not available. The Martial Adept can only be taken by Warriors. Healer requires a First Aid or Medical Kit, and cannot be taken by a Tech: Surgeon.
Ambidextrous: You can use either hand (but not both at the same time), and receive 1 to Dexterity.
Buccaneer: When you use the attack action with a one-handed melee weapon, you can spend a bonus action to fire a handgun in your off hand at the same target or a target within 10 feet. Or you can use a bonus action to attack with a one handed melee weapon if you use your attack action with a handgun. While wielding a handgun and a one-handed melee weapon, you gain a +1 bonus to your AC against melee attacks. Add 1 to Strength.
Close Quarters Combat: Making an attack with a long gun in melee does not cause Disadvantage. Add 1 to Con.
Fast Sights: You can make opportunity attacks with firearms at a distance of up to 15 feet. Add 1 to Wisdom.
Shootist: Before you make an attack with a handgun (non-shotgun) you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add d10 plus 2 to the attack's damage; cannot be used with full-auto. Add 1 to Dexterity.
Sniper: Before you make an attack with a rifle you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add d10 plus 2 to the attack's damage; cannot be used with full-auto. Add 1 to Strength.
Steady: Add +5 to Stress Threshold, add 1 to Wisdom.
Chapter Seven: Using Ability Scores
Arcana is replaced by Tech Lore, and is used for tech the way arcana is used for magic. The PC's scope of knowledge is based upon their background; for example, Bravos will not know much about pre-Fall tech. Spitalians will only know about tech from their class's area of expertise, and so forth.
History includes regional politics.
Engineering is an advanced version of Stonecunning, p.20, PH.
Throw Grenade (Dex)
Carrying Capacity (p.176): Strength times 8.
New Weapon Proficiencies: Pistol, SMG, Shotgun, Rifle, Machinegun, Grenade Launcher, Missile Launcher.
African (High Arabic with some French and English)
Balkhani (a mix of Balkan dialects)
Borcan (German with Dutch, Danish, and Scandinavian influences)
Frank (French and Flemish, predominately the former)
Pollener (a mix of Polish and Russian)
Hellvetics speak one of Borcan, Frankish, or Purgar.
Names are important. They tell the people things about a person’s social status and convey a mood. Regions retain traditional names; for example, for Balkhan names Google “Slavic names.”
Spitalians: First name and family name from the region of their birth.
Hellvetics: German, Italian, or French first name and family name.
Chroniclers: Words from the IT universe, names of computer programs, etc, followed by a two-digit number.
Judges: The Protectors prefer old German or other unusual first and family names (“Artjom Manteufel”).
Clanners: The civilized or high-tech Clans tend to use the usual combination of regional first and family name. More primitive clans use Skandivanian names with suitable adjectives ("Skurgarr the Magnificent")
Anabaptists: Latin or regional first and family names. Names tend to be short, simple, and plain.
Peasant: Usually a regional first name and a descriptor ("Little John, Eric the Red")
Age: Peasants and Clanners should be 18+1d6, Legates 20+1d6. Players may choose to have older PCs if they wish.
Family Ties: Up to the player. But the player should note any immediate family still alive, if they choose to have any. Names are not essential, but welcome.
Handedness: Choose whether your PC is right or left handed.
POGs: PC Pogs need to be in square frames. If you don't have that option, send the pic to me. No Honor will be awarded to a PC unless he has a suitable name and a pog.
Downtime: Legates have downtime activities built in; Bravos will have to find something to do, and players building Bravos PCs should give that some consideration.
To ensure that new recruits are worthy for admittance, Factions assign them a variety of merits, the accomplishment of which is intended as both a final test of their abilities and a method of instilling a good working knowledge of the practical world. Noteworthy Legates are treated somewhat differently, being sent out for extended periods of time; sometimes indefinitely. Such Legates generally band together (along with bravos) into Alpha Groups for safety; this is encouraged as it produces a broader world view among the survivors.
Since the Group's reputation reflects upon the Legates, Bravos serving with the Group will be required to conduct themselves in a civilized manner. In practice, this limits the Bravos' options insofar as murder, assault, and robbery.
The PCs are Alpha Group 2595-3, the third Group to be formed in this new year of 2595; Antor Grase formally swears them in. They start out at the Hellvetic border outpost of Moreno, on the Purgare border.