Viking Bastard
Adventurer
Right, post yer characters.
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Level - All characters start of 5th level.
Attributes - Point Buy 30 pts.
Sources - Core Books, Splatbooks and d20 Modern (not classes).
Hit Points - Half total HD.
Equipment - Whatever you want non-magical.
Races - The rules for the races are the same as in traditional D&D, but with new (short) descriptions and origins.
ELF = Fey Blooded – When the denizes of the Faerie planes mate with a mortal the result is the Fey Blooded. Like the dreamchildren, their offspring come in all shapes and sizes and it’s most often easily spooted if one is of the blood or not. Different cultures take on them differently. Kentaari humans usually fear them, but the Gnomes who traditionally are in more touch with their dream-self see them as a natural part of life, altough they know that like their fey kin, the Blooded are often not to be trusted and therefor want much to do with them. The Orcs, on the other hand, see the birth of a Blooded one as the ultimate blessing.
HALF-ELF = Fey Touched – People of Fey Blooded kin where the faerie blood is farther back in history, even dozens of generations back. The Touched are not as obviously of Faerie kin as the Blooded, but still show some physical signs of it like pointy ears, a tail or miscoloured eyes. They blend in easier than the Blooded and can usually pass for a normal human without trouble.
DWARF = Mountainfolk – The though skinned Gnomes from the southern mountains live deep beneath the surface in their majestic cities. They are slightly shorter that the others of Gnome stock and the other Gnomes usually refer them as ‘the dwarves’… never to their face though, as they are known for both their stubborness and hot temperment. The mountains are the only place where to find Wild Orcs in modern times, so they find themselves fighting them off constantly, resulting in a much stronger warrior culture than with the other Gnomes.
HALF-ORC = Orc – The savage and usually dim witted race of Orcs used to be the masters of the New World before the coming of the Kentaari. After that they were hunted and killed or enslave for centuries. It’s not until the Revolution that they became free as citezens of the new Merchant Guild’s Union.
GNOME = Cityfolk Gnome – When the ships of the Kentaari Empire first came to the New World, a minority of the Gnomes welcomed them with open arms. Disinterested in the lifestyle of their forfathers they embraced the more adventurous lives of the newcomers. Since then, the Cityfolk have evolved into a nation of their own with quite a different view to life than their content cousins.
HALFLING = Smallfolk Gnome – Most Gnomes did not like the humans when they first appeared in the New World. Content with their lives as they were (except maybe their neighbours, the Orcs, which they could have gone without). They are mostly simple farmers and craftsmen, with the occasional scholar thrown in. Still, even among these simple folk, one and one Gnome can be found with a thirst for adventures like their cousins the Cityfolk.
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Classes - BARBARIANS, BARDS, FIGHTERS, ROGUES, MONKS, DRUIDS, WIZARDS, RANGERS and PALADINS need no alternate descriptions.
CLERICS = The Imperial Church was founded a millennium ago by the Kentaari Emperor. It united the many splinter factions of the believers of the Book of Father (where it tells us of Father and his first, second and third children, the Celestials, Titans and Mortals). Through the years, the many factions slowly evolved to form three major factions (which each is splintered into smaller factions which I won’t go into):
SORCERERS = Sorcerers (often of Fey or Titan blood) are able to shape the fabric of reality after their own will. Still, their strength over different aspects of reality depends heavily on the origin of their gift (Faerie, Titan, Spirit, Celestial or Demon).
Instead of the traditional Sorcerers of D&D, use the PsiHB for Sorcerers (Psion=Sorcerer, Psychic Warrior=Warlock). Instead of z Psion taking just one Discipline, a Sorcerer takes two in the form of one (NOTE: One does not need to be Fey Blooded/Touched to be a Dreamweaver, the tainting may go that long back):
The Celestial and Demon blooded Sorcerers are not for play for PCs since the power of the blood is so powerful that it turns most insane.
.
Firearms in next post.
.
Level - All characters start of 5th level.
Attributes - Point Buy 30 pts.
Sources - Core Books, Splatbooks and d20 Modern (not classes).
Hit Points - Half total HD.
Equipment - Whatever you want non-magical.
Races - The rules for the races are the same as in traditional D&D, but with new (short) descriptions and origins.
ELF = Fey Blooded – When the denizes of the Faerie planes mate with a mortal the result is the Fey Blooded. Like the dreamchildren, their offspring come in all shapes and sizes and it’s most often easily spooted if one is of the blood or not. Different cultures take on them differently. Kentaari humans usually fear them, but the Gnomes who traditionally are in more touch with their dream-self see them as a natural part of life, altough they know that like their fey kin, the Blooded are often not to be trusted and therefor want much to do with them. The Orcs, on the other hand, see the birth of a Blooded one as the ultimate blessing.
HALF-ELF = Fey Touched – People of Fey Blooded kin where the faerie blood is farther back in history, even dozens of generations back. The Touched are not as obviously of Faerie kin as the Blooded, but still show some physical signs of it like pointy ears, a tail or miscoloured eyes. They blend in easier than the Blooded and can usually pass for a normal human without trouble.
DWARF = Mountainfolk – The though skinned Gnomes from the southern mountains live deep beneath the surface in their majestic cities. They are slightly shorter that the others of Gnome stock and the other Gnomes usually refer them as ‘the dwarves’… never to their face though, as they are known for both their stubborness and hot temperment. The mountains are the only place where to find Wild Orcs in modern times, so they find themselves fighting them off constantly, resulting in a much stronger warrior culture than with the other Gnomes.
HALF-ORC = Orc – The savage and usually dim witted race of Orcs used to be the masters of the New World before the coming of the Kentaari. After that they were hunted and killed or enslave for centuries. It’s not until the Revolution that they became free as citezens of the new Merchant Guild’s Union.
GNOME = Cityfolk Gnome – When the ships of the Kentaari Empire first came to the New World, a minority of the Gnomes welcomed them with open arms. Disinterested in the lifestyle of their forfathers they embraced the more adventurous lives of the newcomers. Since then, the Cityfolk have evolved into a nation of their own with quite a different view to life than their content cousins.
HALFLING = Smallfolk Gnome – Most Gnomes did not like the humans when they first appeared in the New World. Content with their lives as they were (except maybe their neighbours, the Orcs, which they could have gone without). They are mostly simple farmers and craftsmen, with the occasional scholar thrown in. Still, even among these simple folk, one and one Gnome can be found with a thirst for adventures like their cousins the Cityfolk.
.
Classes - BARBARIANS, BARDS, FIGHTERS, ROGUES, MONKS, DRUIDS, WIZARDS, RANGERS and PALADINS need no alternate descriptions.
CLERICS = The Imperial Church was founded a millennium ago by the Kentaari Emperor. It united the many splinter factions of the believers of the Book of Father (where it tells us of Father and his first, second and third children, the Celestials, Titans and Mortals). Through the years, the many factions slowly evolved to form three major factions (which each is splintered into smaller factions which I won’t go into):
- Hammerites – The Hammerites (or the Holy Order of Father’s Will) are easily picked of the street for their blue robes and huge warhammers each of the clerics is armed with (seen as a holy weapons since Father himself shaped the world with a hammer). They believe that Law and Order are the main teachings of Father and all his rules and guidelines should be uphold without exception, with force if necessary. Over time the Hammerites have become the Kentaari Empire’s keepers of law and peace but their power has only affected the New World slightly as the Guild tries to keep the Church’s power in check. The Hammerites’ domains are Law, Strength and War.
- Hospitalers – While the Hammerites see Father as a strict parent, the Hospitalers (the Humble Children of Father) see him as a pacifist guide. Instead of out rightly forcing us to follow his laws, he merely points them as a road to a better life (or death). The Hospitalers have raised hospitals and sanctuaries all over the Empire where they help and heal the needy. The Hospitalers’ domains are Good, Healing and Protection.
- Stargazers – The Stargazers (the Church of Understanding) seek to further understand Father and his world. They believe that only through understanding Father’s creations can they truly understand Father. Faithful scholars, the Stargazers seek out to learn every detail of science and occult secret of the universe. Whether in nature, magic or technology, on Earth, in space or in the outer planes. The Stargazers’ domains are Knowledge, Magic, Luck and Chaos..
SORCERERS = Sorcerers (often of Fey or Titan blood) are able to shape the fabric of reality after their own will. Still, their strength over different aspects of reality depends heavily on the origin of their gift (Faerie, Titan, Spirit, Celestial or Demon).
Instead of the traditional Sorcerers of D&D, use the PsiHB for Sorcerers (Psion=Sorcerer, Psychic Warrior=Warlock). Instead of z Psion taking just one Discipline, a Sorcerer takes two in the form of one (NOTE: One does not need to be Fey Blooded/Touched to be a Dreamweaver, the tainting may go that long back):
- Dreamweavers – The ones tainted with the blood of the Faerie have access and great understanding over the ethereal realms. The realm of dream, faith, the mind and one’s inner self. The Dreamweaver’s disciplines are Telepathy and Psychometabolism. Their Attribute is Charisma.
- Savant – The ones of Spirit blood have power over the elemental forces and energies. To control the surroundings and even create objects out of thin air. The Invoker’s disciplines are Metacreativity and Psychokinesis. Their Attribute is Intelligence.
- Fatespinner – The Titan blooded can access the Source itself, the power that binds all elemental and ethereal energies together. They can read the fabric of reality like a book (granted, a very heavy and tough book, but book nonetheless). The Fatesoinner's disciplines are Psychoportation and Clairsentience. Their Attribute is Wisdom.
The Celestial and Demon blooded Sorcerers are not for play for PCs since the power of the blood is so powerful that it turns most insane.
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Firearms in next post.
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