Adept: Like a Druid but with skills
and spells based in the world designed by Williams. Future dreaming and
visions for these characters were common.
Necromancer: A character class like a mage, but based on the powers of
reanimating the dead by force of will, and a clairvoyant possession.
Loremaster: Like a mix between a mage and an alchemist. Lots of alchemy
and legend lore, but very little in the way of spells.
Bard: Like a standard bard class, but ALL skills and spell effects derive
from music and Legend Lore.
Extra Rules:
There were some strong limiting rules for this campaign
All characters must be one of the races of human:
1. Erkynlander - Like the medieval English
2. Nabbani - Like a mix of the medieval French and Italian
3. Rimmersmen -Like the medieval Norse
4. Hernystri - Like the medieval Celts
5. Thrithing Folk - Like a mix of the early medieval Spanish/Andalusia's
and the Mongols
6. Wrannamen - Like a mix of the early medieval Mediterranean and African
cultures.
They are VERY few magic items. All
magic items are very old. Most of what is perceived of as magic is done
buy chemistry and alchemy. The only truly "Magical" race was
the Sithi. The Sithi are like elves but more feline in grace and motion.
The all have an bronzey-golden complexion, and white hair which they dye
various colors.
Characters start out with 0-100% chance
of reading and writing.
Characters are issued starting funds
based on their Social Class and Birth Order.
Characters have several new attributes:
1. Religion: The religion of their culture or the religion of Aedon.
2. Piety: Their piousness level. This stat determined a character's reaction
when performing Faith- based magic.
3. Belief in Magic: This stat determined how well a character could learn
and deal with magic and alchemy.
4. Tolerance: Their level of tolerance of other cultures and ideas.
5. Superstition: This stat determined how a character might react when
faced with situations that were out of the ordinary (omens, signs, etc.)
Characters had a list of learned skills.
Similar to the skills and Feats that came out later in D&D 3rd edition,
but with a lot of aadaptation by me.
Characters had Bogeys and Idiosyncrasies:
EXAMPLES: Allergies, fears and phobias, mental problems, social deviancies,
innate magical powers, super skills, Dream Road Travel, Witness Sight,
Gift of Tongues, etc.
For the game I developed an entire
skill set and rule set for Loremasters which included herbal medicine,
alchemy, mathmatics, legend lore, historical studies, dead languages,
etc.
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