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Taming The Westmark
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==House Rules== ===Standard of Living costs=== At the beginning of each month, each PC must pay a Cost of Living fee based on their level. This covers normal food and drink, lodging, common spell components, and ammo replenishment. *1st level 20 gp *2nd level 60 gp *3rd level 150 gp *4th level 300 gp *5th level 600 gp *6th level 1,000 gp *7th level 1,500 gp *8th level 5,000 gp *9th level 10,000 gp ===Reputation=== *High Line Trading Concern - Rescued caravan from Shou raiders (IC 15) *Shining White Diamond Trading Company - Rescued traders from Shou slavery, returned them to Machida (IC 216) *Machida farmers - Rescued farmers from Shou slavery, returned them to Machida (IC 216) ===Calendar=== A year on this planet is 365 days. There are 12 months of 30 days each, plus five festival/trade fair/religious feast days at the beginning of the 3rd, 5th, 7th, 9th, and 11th months. ===Languages=== Imperial is the language of Xian and is the most common language spoken in the Westmark. All traders speak Imperial, even if they have a different native tongue. Other languages include: *Dwarvish *Eirengarder *Elvish *Eshkanti *Gadaali *Kobold *Kueh *Lizardfolk *Ogrish *Shou (bugbears, goblins, orcs, and hobgoblins are all tribes of Shou) *Skandr There is one dead language (that you know of): *Old Ektau - known only as a written language of whichever ancient people lived on the Isles before the Celestial Empire relocated there ===Coinage=== Most modern coinage in the Westmark is minted by Xian *The copper “stalk” is the smallest coin of exchange, named for the rice shoot crudely stamped on one face, the other being embossed with the name and year of the current Mandarin. *The silver “wheel” is stamped with the Wheel of Rebirth on one side, and the image of the current Mandarin and his regnant year on the other. *The gold “koku” is a coin carefully marked with a basket of rice on one side and an intricate pattern on the other. The tools used to fashion these coins leave a milled, ridged edge around its rim. Should a clipper try to shave the edges, the milling will be worn down. When it is no longer possible to tell one ridge from the next, the coin is no longer valid as currency, and must be turned in to the Xianese treasury to be re-minted. *1 gold koku = 10 silver wheels = 100 copper stalks ===Encumbrance=== We're using the optional rules on p 44 of the LL rulebook. *You don't have to drop a movement category if you're wearing armor. *Anything under one pound will not count at all toward encumbrance. *Players must indicate which items are "readied". These items are considered to be worn or easily available for use. **However, any fragile readied items may have to pass a saving throw if the PC takes a large amount of damage in a given turn, falls 10 feet or more, etc... *The LL reserves the right to limit the number of readied items if the players abuse the process. {| class="wikitable" ! style="text-align:left;"| Encumbrance ! Turn/Encounter/Running Movement |- |Up to 40 lbs |120/40/120 |- |41 to 60 lbs |90/30/90 |- |61 to 80 lbs |60/20/60 |- |81 to 160 lbs |30/10/30 |} ===Backgrounds=== Each player can choose a Background for their PC at the start of play. These backgrounds represent the character’s skill set before becoming an adventurer. *Artist (Painter, Sculptor, etc) *Laborer (Farmer, Miner, etc) *Gambler (Card shark, Dice roller, etc) *Performer (Actor, Singer, Musician, etc) *Professional (Accountant, Merchant, Scribe, etc) *Tradesman (Armorer, Jeweler, Leatherworker, Smith, etc) PCs can earn money in their area of expertise when not adventuring (LL to determine monthly wage). They can also answer questions or remember facts about their profession. PCs are considered Proficient at their profession. They can increase their proficiency by one step to Expert, and again to Master, by spending Skill points later in their career. *Proficient PCs have a 50% chance of answering questions about their profession. *Expert PCs have a 70% chance of answering questions about their profession. *Master PCs have an 85% chance of answering questions about their profession. ===PC Creation=== These rules apply to all newly created PCs *LL rolls 4d6, drop lowest for ability scores *Player may put scores in any order *All PCs start at 3rd level *All PCs start with standard GP, plus a horse with saddle and bag, and a randomly determined magic item *All spellcasting PCs choose their starting spells as per the LL rulebook. The LL will then randomly chose one 1st and one 2nd level spell to add to their spellbook *All PCs get maximum HP at 1st level. The LL will then re-roll HP for each level gained. If the roll is less than the previous total, the PC instead gains 1 HP ===Missile Use=== *Consider the common D&D dice: d4, d6, d8, d10, d12, and d20. For any collection of missiles, round up to the nearest die. For example, if you have 13 arrows, you would roll a d20. Every time you use one or more missiles in combat, roll the respective die at the end of combat. If you roll under half, drop to the next lowest die. When you hit a d4 and roll a 1 or 2, you're out of missiles. *Seems a bit unfair to have 20 arrows, fire one, roll under, and drop to a d12 so we'll say you have to roll under twice with a d20 to drop to d12. *"Roll under" means you roll one of the lower half of numbers on the die. **d4 = 1-2 **d6 = 1-3 **d8 = 1-4 **d10 = 1-5 **d12 = 1-6 **d20 = 1-10 *Note that your monthly cost of living fee covers missiles so you can always refill your total by visiting any merchant who sells them, or if you find some in the wilderness.
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