Character creation
-Two characters level 7 and level 5 using 680 point buy (yes a
little more than the 660 typical but you are heroes)
-You will start with appropriate wealth to at least get you and
a few followers to the “new land” and to fund the construction of a small outpost,
we may do an adventure to help you earn more and you have options (see below).
You will also get an appropriate item or two.
-Select race (but perhaps wait until you choose starting
“kingdom” see below)
-Background option points apply e.g. common man 6 Half-elf
2
-If you want to spend them on extra wealth, higher status or
items that’s fine don’t roll but discuss with me
-You all start with a “free” lesser talent
-Cost of talents is per the talent/flaw cost chart – you pay the
selected talent fee (unless you want random) but can chose the flaw just check
with me first (its not a random flaw)
-A maximum of 1 vocation and 2 training packages are allowed for a
character. These can all be selected at generation time however you may want to
save one for later depending on how your characters role changes in this type
of campaign.
Character backstory
-Give me a back story with some hooks I can use in the campaign
(your choice if you share it with others- I wont). It doesn’t have to be long
(even a paragraph per character could be enough) just with some things to
tie your character in. The 10 characters all know each other and have
adventured together for at least a few years (this may have been in the past).
For these deeds they are able to request land in this new realm. If your
background option has you coming from a noble family but you don’t spend
background points on it I may twist it by making that family paupers or been
labelled traitors to the ruling body etc… There may be small benefits if
you want to do this.
Fate points
-One character starts with 2 the other with 1 (your choice).
Fate points are not gained at level up but instead when something major/heroic
is done e.g. “claiming your domain in person”, ending the scourge etc… They can
also be purchased (see later in campaign points). Also be aware fate doesn’t
like being tampered with and sometimes unintended consequences will occur if
they are used (though the main twist of fate e.g. avoiding the crit will always
work other things may also happen positive/negative).
Campaign points (CP)
-You start with 100 points in total across all the characters,
these are arguably more useful than fate points. You can also earn more during
the campaign for certain activities (while fate points are gained for major
activities you personally are involved with campaign points are basically
linked to how you interact with the various other parties in the campaign (more
details to come as I flesh this put). They represent how your heroics have
changed the world around you. Campaign points can be used for almost
anything so its hard to have a generic “cost” but here are some examples;
Purchase an extra background option point (5CP) so yes they
can help you in character generation but they can also be spent in the future
if you earn more.
Acquire information of use (1-10 CP) depends what you want to
know
Have access to additional resources (initially or in the future)
gold, construction materials, expertise, followers etc…
Create a favourable reaction when needed (1-5 CP except in
exceptional circumstances)
Pretty much whatever you can think of you can at least ask if
you can spend CP on it.
The trick of course is you have to agree how they are to be
spent. PS they don’t all need to be spent at the start, it also represents goodwill,
inherent potential etc….that you may access in the future
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The purpose with the campaign points and starting region is
two-fold to get you guys thinking of how you fit in the world and to get you
talking about things. There is no rush but I hope this gives you enough to see
I want to bring a slightly different flavor to this campaign! I highly
recommend you discuss a lot of options between yourselves (without me)
particularly as we get further into things.
The campaign will be split into stages
- Set-up which you have kicked
off now and will largly be email with the odd small adventure set in for
those that can make it. You need to consider where you want to set up in
Thyrela, what level of advance work you will do identify a location (or
will you just trust the GM to give you a shitty spot), what resources you
will take, what resources you expect to acquire there, the logistics
between getting from where you are to Thyrela and what you will do for
income once you are there.
- Stage 2- clearing out the
initial lands (if required), identifying the resources you have (assuming
it wasn’t found in stage 1) and if/how you will exploit them, what level
of defenses you will construct, what your priority of construction will
be, what your characters will contribute to these tasks
- Stage 3- ruling. Dealing with
bigger issues (you should have a few troops to take care of the minor
issues by now). Slightkly longer more important adventures and dealing
with the actual ruling and managing the people.
Obviously having fighting skills I important but so will
the social skills be. Hybrid characters like Paladins will find it tough so
they should clearly focus on a limited number of secondary skills. If however
someone just wants their character to be a blacksmith that’s fine they can and
the focus for them will be finding sources of unique materials and making
something out of them. You wont be able to do everything as your kingdom wont
generate enough income unless you “acquire” some through adventuring or use
campaign points.