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Starting a Character
- The default starting setting and technology is a Dark Ages European setting.
- Any non-human race will need an explanation. Why would X get onto the ships with the humans and why would humans have X on a ship with them? For example: a half-orc who acts like an orc would not be realistic.
- Starting at 1st level
- 4d6 discard the lowest die for abilities
- Max starting hits
- Max starting gold
- At the start the characters won't have access to anything that wouldn't fit on a long-ship.
House rules
- Skills cost one point per rank. Class skills can be advanced by four ranks per level, and cross cross-class skills by a maximum of 2 ranks per level.
- A Spear can be used one handed as a Martial Weapon (I watch too much history channel)
- Shields provide a percentage of cover depending on size:
Reflex bonus applies vs. effects that would do half damage on a successful save.
- Light Shield +2 AC +1 reflex save
- Heavy Shield +4 AC +2 reflex save
- Tower Shield +4 AC +2 reflex save, may be used to take cover
- Bastard Swords are martial weapons that do 1d8 damage.
- Battle Axes and Bastard Swords can be used one or two-handed.
- Clerics: It is rare for anyone to be a devotee of any one God. Few would pray to Arwan before a battle, or to Cairbre for a good harvest. Choose two domains based upon your philosophy. Are you a guide, war priest, or a seeker of knowledge.
The Pantheon
Arawn Guardian of the Dead Beli-Mawr Light Bringer, God of valor Brighit Goddess of Healing & the Hearth Cairbre The Divine Bard, God of music and poetry Daghda God of fertility and abundance. Creator of Crafts Epona Goddess of Horses, Travelers, & Trade Manannan God of the seas. Math God of Magic Melkor God of Shadows Morrigan Battle Raven Goddess of war, rage, & despair.
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