Mater, The Mother

"A coward turns away, but a brave man's choice is danger." -- Euripides

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General Description

The PCs are young adventurers begining their career.

Importance of the PCs

The PCs will begin the campaign as Important and will increase their importance through experience and reputation. In the begining the PCs will have influence in certain regions, but outside of those areas, things happen that they have no control over.

Campaign Tone

Morality: 4 - There is little distinction between good and evil.

Realism: 2 - Romantic.

Outlook: 3 - Successes balanced by failures.

Seriousness: 3 - Seriousness balanced by light-heartedness.

Continuity: 4 - Mostly serial, some enforcement of campaign continuity.

Character Building Guidelines

Base Character Points: 75

Maximum Points from Disadvantages: 75

Maximum Points from one Disadvantage Category: 75

Characteristics: 10-20

Speed: 2-4

Combat Values: 3-7

Damage Classes: 3-8

Active Points: 15-60

Skill Points: 30-75

Skill Roll: 8-13

Defense/Resistant Defense: 11/3

Characteristics

Magic ability will be based on Presence. Therefore, Presence will cost 2 character points for each 1 point of Presence. Base Presence is still 10.

Psionic Endurance and Psionic Recovery: Psionics will draw from a different Endurance pool than normal. If you plan to play a Psionic, you may wish to add Psionic Endurance and Psionic Recovery as characteristics. Endurance for Psionics will be based on Ego x 2. Recovery for Psionics will be based on Ego ÷ 2½. Additional Endurance may be purchased at ½ character point for 1 Endurance and Recovery for 2 for 1 Recovery. This additional Endurance and Recovery may only be used for Psionics.

Magic Endurance and Magic Recovery: Magic will draw from a different Endurance pool than normal. If you plan to play a Mage, you may wish to add Magic Endurance and Magic Recovery as characteristics. Endurance for Magic will be based on Presence x 2. Recovery for Magic will be based on Presence ÷ 2½. Additional Endurance may be purchased at ½ character point for 1 Endurance and Recovery for 2 for 1 Recovery. This additional Endurance and Recovery may only be used for Magic.

Disadvantages Limitations

Extreme Disadvantages will not be allowed. The Game Master has final say on what will be allowed in the campaign. Disadvantages should be used to add dimension to the character and will to come into play.

Age: Age will not be allowed.

Dependent NPC: Dependent NPC is not allowed since characters will be traveling.

Reputation: No Reputation recognized more than sometimes (8-) will be allowed since the characters are begining their careers.

Unluck: Unluck will be allowed, however, I strongly suggest against it.

Perks

Access: Access is an inappropriate Perk for this campaign.

Anonymity: Anonymity is an inappropriate Perk for this campaign.

Computer Link: Computer Link is an inappropriate Perk for this campagin.

Reputation: Reputation will not be allowed beyond a small or medium sized group (the PC's home village).

Powers

Most powers will be bought as Psionics or Spells. Some powers may be purchased outside this framework but must be approved by the Game Master and may have additional costs. Racial powers included in approved Package Deals are acceptable.

A Psionic Multipower Reserve may not be greater than the character's Ego x 3. Endurance for all powers within the Multipower will draw from Psionic Endurance. Endurance Reserve may be purchased for Psionics, however, this Endurance Reserve may only be used for Psionics and will not get any cost reduction for this limitation. Normal Endurance may not be used for Psionics and Magic.

A Magic Multipower Reserve may not be greater than the character's Presence x 3. Endurance for all powers within the Multipower will draw from Magic Endurance. Endurance Reserve may be purchased for Magic, however, like a Psionic Endurance Reserve this Endurance Reserve may only be used for Magic and will not get any cost reduction for this limitation. Normal Endurance may not be used for Psionics or Magic.

Maximum Active Points: 60

Elemental Controls and Variable Power Pools will not be allowed.

Special powers may be allowed in a Psionic or Spell Multipower. These will be approved on a case by case basis.

Skills

If a Professional Skill is bought without an appropriate Knowledge Skill (i.e. PS Jeweler, KS Jewelry) that Professional Skill may not be raised above its base level. When both skills are purchased, the Professional Skill may never exceed the appropriate Knowledge Skill.

Campaign Rules

Combat Uses Hit Locations Chart*

Knockdown Rules Used

Long-Term Endurance Rules Used

Limited Push

*See House Rules

House Rules

Damage will be a factor of how well you made your attack roll. The number of dice of damage or effect will be multiplied by the number you made your attack roll up to a maximum multiple of 6. This does not increase the amount of damage you can do with an attack, but dramatically increases the probability of doing full damage.

Examples:
5d6 Fire Ball, player makes their attack roll by 3, Body: 5 Stun: 18
10d6 Ego Blast, player makes their attack roll by 8, Stun: 60

The Hit Locations Chart will be used, however, all non-called shots will be assumed targeting the Chest at no penalty to hit. All other locations may be targeted at their normal penalties.