Spatzimaus
First Post
Quite a few people have posted or PM'ed me to get the details of the homebrew my friends and I have been using. I figured I'd get this all down once, so it's much easier to refer to in the future. And keeping it all in one thread makes things more convenient. Comments are welcome, of course.
The driving force was to make a setting where the players' world wasn't the center of the universe, and tie it to a somewhat generic game system that could be used for fantasy, modern, or futuristic settings. Thematically, it worked pretty simply: the adventures took place on Earth, but every good fantasy or science-fiction story was based on some event that had happened on one of Earth's planes, although details varied. (For instance, the events in Frank Herbert's "Dune" books were based on a revolt on the Plane of Fire.)
And as shocking as it may seem, this is going to be the short version for most of it. There's no point discussing the finer points of geography, history, or culture, beyond the most basic generalizations. I've got LOTS of pages of that stuff.
CHAPTER 1: Characters
There's no x4 skill points at level 1, and no max HP on the first die (which effectively shifts all CRs by 1). However, all adults are created as level 3 characters; level 1 are small children, level 2 are teenagers. This also means that the max skill ranks equal character level for class skills, or level/2 for cross-class (no +3 any more).
There are no LAs. Each race has at least one Racial Level, a race-specific HD that gives them their various racial abilities and that helps compensate for any extra racial abilities. Only humans have a single Racial Level; most player races have 2-3, a couple have 4-6, and Drak'hai have 9. Until you've taken all of your Racial Levels, they MUST be at least half your total levels.
Each race gives a few permanent class skills as well, some of which are flexible at creation. (For instance, Dwarves pick any three Craft, Profession, or Knowledge skills, plus Knowledge(Dwarf), plus any one other skill.) The skill points spent during Racial levels are not limited to the usual limit of max ranks = character level; if you're a high-INT Human and want to dump 10 points into a single skill at level 1, you can.
There's no Favored Class; multiclassing is encouraged. However, there are certain benefits that only apply to your very first class (your Primary); for instance, all class skills of your Primary class remain class skills no matter what you do later. And you can never have more levels in a secondary Basic class than you do in your Primary class. (Advanced/Prestige classes aren't limited like that, as they expand off of a Basic class.)
All magic is handled through Advanced classes, which can't really be taken until level 4 at the earliest (3 for Humans). Since it's partially skill-based, this doesn't hurt the nonhumans much, and the power ramps up slightly faster than the D&D classes. To enter these classes, you only need to take the appropriate Affinity feat (Innate, Freeform, or Ritual), which gives cantrip-level magic in that form. The only requirements for those Feats are that you had to have one save (Fort, Ref, or Will, respectively) be "good" in at least one previous class level or racial level.
All BAB and saving throws are fractional. You only get the +2 bonus for a "good" save once. (See UA.) Saves all depend on two stats equally; Fortitude uses both STR and CON (it's (STR bonus + CON bonus)/2, rounded down); Reflex uses DEX and INT; Will uses WIS and CHA. Magic-users can replace a Will save with a skill check using the new Manifestation skill.
INT changes give retroactive skill points (just like CON changes give bonus HP for all the previous HD), but only if it's a permanent INT increase (from leveling up, NOT from items). These retroactive points can only be spent on class skills for the classes in question. Only the current level matters for the purpose of max skill ranks.
That is, if I'm a Human 1/Fast 1/Channeler 6 and boost my INT by enough to increase my INT bonus, I effectively get 8 free skill points. 1 must be spent on a Human "class" skill, 1 must be spent on a Fast class skill, and 6 must be spent on Channeler class skills. In each case, I can only increase a skill to a maximum of 8 ranks.
CHAPTER 2: The Planes
Cosmology
There are ten Planes of existence: six Outer Planes, three Inner Planes, and the Hub. The six Outer Planes are placed in three opposed pairs with one Inner Plane connecting them. The three Inner Planes are connected through the Hub. (Ever play Jacks? That's what the whole thing looks like.)
Each Plane is usually represented by an element typically prevalent there. The Outer Planes are represented by the six “basic” elements (Life, Death, Fire, Water, Earth, Air), the Inner Planes are represented by the three “advanced” elements (Light, Nexus, Force), and the Hub is the basis of Time magic. Life and Death are connected through the Light plane, Fire and Water are connected through the Nexus plane, and Earth and Air are connected through the Force plane. Each element has its own distinct form of magic. In general, that form of magic is strongest in the appropriate plane, and weaker in opposed planes (if any).
The planes are heirarchical; an Outer Plane race simply can't travel to an Inner Plane or the Hub, and Time magic (the magic of the Hub) is simply impossible for them. The "higher" planes exist in more dimensions, making their inhabitants godlike to the Outer races (which they took advantage of).
Planar Turbulence is a common effect. The barriers between planes fluctuate in small amounts from day to day, and in larger amounts from year to year. Spellcasters who attempt to break these barriers classify the resistance as Low, Medium, or High. This turbulence has a large effect on Astral magic; when it is High for extended periods of time, Astral spells become almost unusable.
Historically this has followed a cycle of 1200-1300 years, where entire centuries can pass with only High turbulence, or with only Low turbulence. During most of the cycle, however, the turbulence averages a Medium level. Turbulence varies, but generally takes at least a day to move from one level to another.
History
First came the progenitor race, which has been called anything from "Travelers" and "Q" to "Old Gods" or "Amberites". They live on the Plane of Time.
They made three Inner Plane races: the Djinni (Force), Vortices (Nexus), and Wisps (Light).
There once was a protohuman race living in a jungle on the Plane of Life, aka Gaia. At some point, one member of one of the three Inner Plane races (no one knows who, but he's the cause of legends like Prometheus) found a way to give these protohumans magical ability. They proceeded to disperse across the six Outer Planes, evolving into ten distinct races (7 of which still exist): Humans (Life), Salamanders (Fire), Nymphs (Water), Dwarves (Earth), Sylphs (Air), Gargoyles (Death), and Shades (Death). Of these, six are playable; Shades are purely an NPC race, as they're completely xenophobic. These races can cross-breed easily, although all offspring (other than half-Humans, which are a special case) will have all of the base characteristics of one parent's race and only cosmetic signs of the other. Several of these races also have distinct subraces.
These races, in turn, magically Uplifted several other species into intelligence. These Uplifted races can only breed with themselves or with their nonintelligent ancestor race. There are many of these (at least a half-dozen with stable populations, and dozens of rarer ones), but the most populous are the Tabiranth (tigers), Fins (dolphins), Kraelphs (sort of sharks), and Drak'hai (drakes). The aquatic ones are off-limits for most campaigns for practical reasons.
Then there are the Gom'Tuu, on the Plane of Air, which are basically small organic telepathic zeppelins with two brains, four subgenders, and basic spaceflight ability. No one's really sure where they came from, but they ARE native to Earth. And yes, they're as strange as they sound.
The planes:
Amber (Time): No real information about it. Since the Q can travel through time at will, multiple copies of each person exist in Amber at any given time. Most of them never leave the plane; only a few have the knack to synchronize themselves with linear-time races.
Elysium (Force): Home of the Djinn, whose capital is the City of Brass. It's mostly a rocky wilderness, although the developed areas are beautiful, and the Djinn tend to focus on merchant empires. It's a cross between Mechanus and Sigil.
Limbo (Nexus): a randomly shifting plane, with a network of "moongates" connecting various areas. Pretty much all of the local life are shapeshifters of some sort. A cross between Limbo and the Astral Plane.
Adlivun (Light): think Plane of Shadow.
Gaia (Life): Very fertile; there's more life on Gaia than on the other nine planes combined. A wide variety of environments. Pretty much every race has had colonies here at one time or another.
Arrakis (Fire): Desert world with rocky outcrops, and some cities near the poles. And yes, it has sandworms, although they're not THAT large.
Ghoti (Water): Water world. There are a few dozen "continental" shelves just below the sea level; the few floating cities are anchored to the reef structures that grow on these shelves. The largest and oldest surviving city is, of course, Atlantis.
Kuuki (Air): Mountainous world with most lowlands covered in toxic mists. Pretty much everything flies, as a result, although there's always at least one ground-based temporary city in whatever valleys are clear of fumes this decade.
Terra (Earth): Flat-surfaced world with >200 mph winds; everyone lives in caverns underground (It's the Underdark, with a nasty 3-way war going.)
Svarga (Death): Very opaque atmosphere. Little light reaches the surface, making the whole thing very dim, extremely cold at night, and pretty hot during the day. Every creature has adapted in one of three ways: lycanthropy, vampirism, or protective hibernation. The fact that the two humanoid races are locked in an eternal Blood War doesn't make it any more pleasant.
(all of these planes, collectively, are "Earth". The differences aren't nearly as huge as in stock D&D; the plane of Fire is just a desert world, not an actual plane made of fire.)
More to come later.
The driving force was to make a setting where the players' world wasn't the center of the universe, and tie it to a somewhat generic game system that could be used for fantasy, modern, or futuristic settings. Thematically, it worked pretty simply: the adventures took place on Earth, but every good fantasy or science-fiction story was based on some event that had happened on one of Earth's planes, although details varied. (For instance, the events in Frank Herbert's "Dune" books were based on a revolt on the Plane of Fire.)
And as shocking as it may seem, this is going to be the short version for most of it. There's no point discussing the finer points of geography, history, or culture, beyond the most basic generalizations. I've got LOTS of pages of that stuff.
CHAPTER 1: Characters
There's no x4 skill points at level 1, and no max HP on the first die (which effectively shifts all CRs by 1). However, all adults are created as level 3 characters; level 1 are small children, level 2 are teenagers. This also means that the max skill ranks equal character level for class skills, or level/2 for cross-class (no +3 any more).
There are no LAs. Each race has at least one Racial Level, a race-specific HD that gives them their various racial abilities and that helps compensate for any extra racial abilities. Only humans have a single Racial Level; most player races have 2-3, a couple have 4-6, and Drak'hai have 9. Until you've taken all of your Racial Levels, they MUST be at least half your total levels.
Each race gives a few permanent class skills as well, some of which are flexible at creation. (For instance, Dwarves pick any three Craft, Profession, or Knowledge skills, plus Knowledge(Dwarf), plus any one other skill.) The skill points spent during Racial levels are not limited to the usual limit of max ranks = character level; if you're a high-INT Human and want to dump 10 points into a single skill at level 1, you can.
There's no Favored Class; multiclassing is encouraged. However, there are certain benefits that only apply to your very first class (your Primary); for instance, all class skills of your Primary class remain class skills no matter what you do later. And you can never have more levels in a secondary Basic class than you do in your Primary class. (Advanced/Prestige classes aren't limited like that, as they expand off of a Basic class.)
All magic is handled through Advanced classes, which can't really be taken until level 4 at the earliest (3 for Humans). Since it's partially skill-based, this doesn't hurt the nonhumans much, and the power ramps up slightly faster than the D&D classes. To enter these classes, you only need to take the appropriate Affinity feat (Innate, Freeform, or Ritual), which gives cantrip-level magic in that form. The only requirements for those Feats are that you had to have one save (Fort, Ref, or Will, respectively) be "good" in at least one previous class level or racial level.
All BAB and saving throws are fractional. You only get the +2 bonus for a "good" save once. (See UA.) Saves all depend on two stats equally; Fortitude uses both STR and CON (it's (STR bonus + CON bonus)/2, rounded down); Reflex uses DEX and INT; Will uses WIS and CHA. Magic-users can replace a Will save with a skill check using the new Manifestation skill.
INT changes give retroactive skill points (just like CON changes give bonus HP for all the previous HD), but only if it's a permanent INT increase (from leveling up, NOT from items). These retroactive points can only be spent on class skills for the classes in question. Only the current level matters for the purpose of max skill ranks.
That is, if I'm a Human 1/Fast 1/Channeler 6 and boost my INT by enough to increase my INT bonus, I effectively get 8 free skill points. 1 must be spent on a Human "class" skill, 1 must be spent on a Fast class skill, and 6 must be spent on Channeler class skills. In each case, I can only increase a skill to a maximum of 8 ranks.
CHAPTER 2: The Planes
Cosmology
There are ten Planes of existence: six Outer Planes, three Inner Planes, and the Hub. The six Outer Planes are placed in three opposed pairs with one Inner Plane connecting them. The three Inner Planes are connected through the Hub. (Ever play Jacks? That's what the whole thing looks like.)
Each Plane is usually represented by an element typically prevalent there. The Outer Planes are represented by the six “basic” elements (Life, Death, Fire, Water, Earth, Air), the Inner Planes are represented by the three “advanced” elements (Light, Nexus, Force), and the Hub is the basis of Time magic. Life and Death are connected through the Light plane, Fire and Water are connected through the Nexus plane, and Earth and Air are connected through the Force plane. Each element has its own distinct form of magic. In general, that form of magic is strongest in the appropriate plane, and weaker in opposed planes (if any).
The planes are heirarchical; an Outer Plane race simply can't travel to an Inner Plane or the Hub, and Time magic (the magic of the Hub) is simply impossible for them. The "higher" planes exist in more dimensions, making their inhabitants godlike to the Outer races (which they took advantage of).
Planar Turbulence is a common effect. The barriers between planes fluctuate in small amounts from day to day, and in larger amounts from year to year. Spellcasters who attempt to break these barriers classify the resistance as Low, Medium, or High. This turbulence has a large effect on Astral magic; when it is High for extended periods of time, Astral spells become almost unusable.
Historically this has followed a cycle of 1200-1300 years, where entire centuries can pass with only High turbulence, or with only Low turbulence. During most of the cycle, however, the turbulence averages a Medium level. Turbulence varies, but generally takes at least a day to move from one level to another.
History
First came the progenitor race, which has been called anything from "Travelers" and "Q" to "Old Gods" or "Amberites". They live on the Plane of Time.
They made three Inner Plane races: the Djinni (Force), Vortices (Nexus), and Wisps (Light).
There once was a protohuman race living in a jungle on the Plane of Life, aka Gaia. At some point, one member of one of the three Inner Plane races (no one knows who, but he's the cause of legends like Prometheus) found a way to give these protohumans magical ability. They proceeded to disperse across the six Outer Planes, evolving into ten distinct races (7 of which still exist): Humans (Life), Salamanders (Fire), Nymphs (Water), Dwarves (Earth), Sylphs (Air), Gargoyles (Death), and Shades (Death). Of these, six are playable; Shades are purely an NPC race, as they're completely xenophobic. These races can cross-breed easily, although all offspring (other than half-Humans, which are a special case) will have all of the base characteristics of one parent's race and only cosmetic signs of the other. Several of these races also have distinct subraces.
These races, in turn, magically Uplifted several other species into intelligence. These Uplifted races can only breed with themselves or with their nonintelligent ancestor race. There are many of these (at least a half-dozen with stable populations, and dozens of rarer ones), but the most populous are the Tabiranth (tigers), Fins (dolphins), Kraelphs (sort of sharks), and Drak'hai (drakes). The aquatic ones are off-limits for most campaigns for practical reasons.
Then there are the Gom'Tuu, on the Plane of Air, which are basically small organic telepathic zeppelins with two brains, four subgenders, and basic spaceflight ability. No one's really sure where they came from, but they ARE native to Earth. And yes, they're as strange as they sound.
The planes:
Amber (Time): No real information about it. Since the Q can travel through time at will, multiple copies of each person exist in Amber at any given time. Most of them never leave the plane; only a few have the knack to synchronize themselves with linear-time races.
Elysium (Force): Home of the Djinn, whose capital is the City of Brass. It's mostly a rocky wilderness, although the developed areas are beautiful, and the Djinn tend to focus on merchant empires. It's a cross between Mechanus and Sigil.
Limbo (Nexus): a randomly shifting plane, with a network of "moongates" connecting various areas. Pretty much all of the local life are shapeshifters of some sort. A cross between Limbo and the Astral Plane.
Adlivun (Light): think Plane of Shadow.
Gaia (Life): Very fertile; there's more life on Gaia than on the other nine planes combined. A wide variety of environments. Pretty much every race has had colonies here at one time or another.
Arrakis (Fire): Desert world with rocky outcrops, and some cities near the poles. And yes, it has sandworms, although they're not THAT large.
Ghoti (Water): Water world. There are a few dozen "continental" shelves just below the sea level; the few floating cities are anchored to the reef structures that grow on these shelves. The largest and oldest surviving city is, of course, Atlantis.
Kuuki (Air): Mountainous world with most lowlands covered in toxic mists. Pretty much everything flies, as a result, although there's always at least one ground-based temporary city in whatever valleys are clear of fumes this decade.
Terra (Earth): Flat-surfaced world with >200 mph winds; everyone lives in caverns underground (It's the Underdark, with a nasty 3-way war going.)
Svarga (Death): Very opaque atmosphere. Little light reaches the surface, making the whole thing very dim, extremely cold at night, and pretty hot during the day. Every creature has adapted in one of three ways: lycanthropy, vampirism, or protective hibernation. The fact that the two humanoid races are locked in an eternal Blood War doesn't make it any more pleasant.
(all of these planes, collectively, are "Earth". The differences aren't nearly as huge as in stock D&D; the plane of Fire is just a desert world, not an actual plane made of fire.)
More to come later.
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