Manaburn

Welcome!

Hi guys, Glych here, just giving you a brief rundown of rules for this campaign, to help you work out if this is a game you’d like to play.

Magic

First of all, this will be a low magic campaign. Magic in Sohte is split into Tiers, like this:

Plain (a.k.a Pleb, Mundane)
Anything non-magical.

Tricks
Spells from level 0-2 can be cast by a few commoners, often manifesting as a single spell (or “trick”). The most common of these is known as “the sight” and is the ability to detect magic.

Noble
Spells from level 3-5 are only available to the 10 houses of each kingdom, due to their relationship to the King and Queen. It is uncommon and obvious displays of this magic will raise suspicion, if not outright alarm.

Jack
Spells of level 6 are referred to as “Jack Magic”, and is the domain of the 4 Jacks. It is almost never seen, due to the very nature of it being subtle.

Royal
Spells up to and including 9th level spells are referred to as “Royal Magic”, and is the domain of the Kings and Queens. A general rule of thumb is the King possesses Arcane Magic, while the Queen controls Divine, although Heart is an exception to this rule. The planet itself can only stand so many of these casters, and while a foolish noble will occasionally attempt to channel such power, he is always utterly obliterated.

Ace
Never seen. Only example known of is the Old Road, which is still used for transport within each kingdom by the merchant and noble classes. Ace magic is EPIC MAGIC, and cannot be replicated by anyone, not even the Kings and Queens.

Classes

Players will be able to play classes which can advance up to 6th level spell casting (except the Magus and Summoner, due to them getting higher level spells at lower levels). Be aware that blatant usage of such magic will alert authorities very quickly. Using magic in public is viewed in the same light as drawing a weapon and swinging it around; illegal.

“But Glych”, I hear you cry, “Why can’t I play a Wizard? They’re so much fun!”

The answer is simple; “Oh no they’re not”.
A wizard (and sorcerer, and cleric, and oracle, and favoured soul, and wu jen, and all the other variants) are all T1 or T2. They make the game boring for other players, make the story very difficult to control for the GM, and generally pull all attention onto themselves. This is precisely what I’m trying to avoid, as I KNOW that they can be countered, but I also know that countering a PC makes the PC feel victimised, even if it’s not the case. So no, no time stop in this campaign. No, not even then.

Luck

I know how much fun they can sometimes be, but I’m tweaking the ruling on the Natural 20 and its ugly brother, the Natural 1. Neither will be automatic success or failure, and instead will simply add a +10 or -10 to whatever check you are attempting. This is because it is ridiculous that a master painter has a 1 in 20 chance of stabbing himself in the eye with the paintbrush, the same chance a complete amateur has. As the saying goes “The more I practice, the luckier I get”. If you put the time into a skill, you therefore won’t suffer the -10 as much.

Races

Human only. This is due to the setting.

Stats

25 point buy, NO DUMPING STATS BELOW 10. You’ll see why in the first session.

Feats

I’m using the pathfinder rules, so 1 every odd level. 3.5 feats are allowed on a case by case basis, and are replaced by any in Pathfinder (so you can’t use the 3.5 Power Attack).

Alignment

No Evil. No Stupid.

Levelling

Start at level 6/7 (still deciding). Level up will be at my discretion, I’m not using xp.

Why so serious?

This is a slightly different request. I’m going to try to run a completely straight game. By this I mean I will refer to players by their character name in-game, and I’d prefer OOC discussions to be kept to a minimum. This is because I think that once people step OOC, any tension or story being developed can fall flat. So yes, try to keep in character.

Comments

Glych

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