Editing The Esoteric Order of Eldritch and Superlative Sorceries

Jump to: navigation, search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision Your text
Line 9: Line 9:
  
 
*Characters begin as Magic Users of the Fifth level of experience.  They start out with substantial assets and benefits befitting their elevated station in the world, and are assumed to have several notable accomplishments in their biography.
 
*Characters begin as Magic Users of the Fifth level of experience.  They start out with substantial assets and benefits befitting their elevated station in the world, and are assumed to have several notable accomplishments in their biography.
 
+
<br/>
 
*This is a human-only campaign. The normal demihuman races of dwarf, elf, halfling, orc, etc. do not exist. Antagonists will be either human or monstrous.
 
*This is a human-only campaign. The normal demihuman races of dwarf, elf, halfling, orc, etc. do not exist. Antagonists will be either human or monstrous.
 
+
<br/>
 
*Names should include a suitably impressive sobriquet.  Manos becomes Manos the Masterful, Delilah becomes Delilah of the Seven Secrets.  It is very important that your name portend great advantages for your allies and ignominious defeat for your enemies!  All must know that they deal with persons of pride and puissance upon hearing of you.
 
*Names should include a suitably impressive sobriquet.  Manos becomes Manos the Masterful, Delilah becomes Delilah of the Seven Secrets.  It is very important that your name portend great advantages for your allies and ignominious defeat for your enemies!  All must know that they deal with persons of pride and puissance upon hearing of you.
 
+
<br/>
 
*Each new PCs rolls three sets of six attributes, attributes being determined by rolling four six-sided dice and totaling the highest three.  The player then selects one of the three sets, and arranges them to taste.  Intelligence is the prime requisite for magic users.  The highly social nature of this campaign makes Charisma more important than it might usually be.
 
*Each new PCs rolls three sets of six attributes, attributes being determined by rolling four six-sided dice and totaling the highest three.  The player then selects one of the three sets, and arranges them to taste.  Intelligence is the prime requisite for magic users.  The highly social nature of this campaign makes Charisma more important than it might usually be.
 
+
<br/>
 
*Weapon and non-weapon proficiencies are not used.  The PCs are presumed to have studied all scholarly and technical fields extensively, or to have manuals of such available in their libraries. They are not omniscient, but obscure lore is their meat and drink.  NPCs use whatever weapons are appropriate to their wealth and profession; PCs are proficient with dagger, staff, dart, and any general class of weapon they may have studied the use of, if they have elected to do so.  If you have learned swordplay or the use of bows or similar, note it under Specialties on your character sheet.
 
*Weapon and non-weapon proficiencies are not used.  The PCs are presumed to have studied all scholarly and technical fields extensively, or to have manuals of such available in their libraries. They are not omniscient, but obscure lore is their meat and drink.  NPCs use whatever weapons are appropriate to their wealth and profession; PCs are proficient with dagger, staff, dart, and any general class of weapon they may have studied the use of, if they have elected to do so.  If you have learned swordplay or the use of bows or similar, note it under Specialties on your character sheet.
 
+
<br/>
 
*Alignment will not be used in this campaign.  The powers of law and chaos are weak in this era, and good and evil are arbitrary human inventions, more often used to rationalize behavior than as its original impetus.  If you have any spell that would normally detect a given alignment, it may instead be used to detect any general class of living creature, subject to the same range, duration, etc. as a spell detecting evil or good or what-have-you.
 
*Alignment will not be used in this campaign.  The powers of law and chaos are weak in this era, and good and evil are arbitrary human inventions, more often used to rationalize behavior than as its original impetus.  If you have any spell that would normally detect a given alignment, it may instead be used to detect any general class of living creature, subject to the same range, duration, etc. as a spell detecting evil or good or what-have-you.
 
+
<br/>
 
*All hit dice are re-rolled at each level, the player character keeping the previous total or taking the new one, whichever is better.
 
*All hit dice are re-rolled at each level, the player character keeping the previous total or taking the new one, whichever is better.
 
+
<br/>
 
*Each PC will receive the following spells, randomly rolled: six first level, four second level, two third level.  They may also pick one spell of each level, which should be a spell possessed by no other player character.   
 
*Each PC will receive the following spells, randomly rolled: six first level, four second level, two third level.  They may also pick one spell of each level, which should be a spell possessed by no other player character.   
 
+
<br/>
 
*The Cleric class does not exist in this setting, and so no clerical henchmen should be created.  To make up for this lack, all clerical spells are converted to magic-user spells.  Each PC may select one clerical spell of levels 1-3, and any found on scrolls or in spellbooks may be learned normally.  Any clerical spells which already exist in identical form on the Magic User list will be considered the level that they appear at for Magic Users.
 
*The Cleric class does not exist in this setting, and so no clerical henchmen should be created.  To make up for this lack, all clerical spells are converted to magic-user spells.  Each PC may select one clerical spell of levels 1-3, and any found on scrolls or in spellbooks may be learned normally.  Any clerical spells which already exist in identical form on the Magic User list will be considered the level that they appear at for Magic Users.
 
+
<br/>
 
*Each PC begins the game with two henchmen of apparent loyalty.  They should generally be of the fighter or thief class, although those with exceptional attributes might be members of other classes.  Paladins, Druids and Clerics do not exist in the setting.  Their attributes are generated by rolling 3d6 in order (For purposes of this game we will be listing attributes in the order: Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma.)  The player may select one attribute of the six to reroll, taking the better result.  Their hit points will begin at the maximum at first level, with each level thereafter being rolled and added to the total.
 
*Each PC begins the game with two henchmen of apparent loyalty.  They should generally be of the fighter or thief class, although those with exceptional attributes might be members of other classes.  Paladins, Druids and Clerics do not exist in the setting.  Their attributes are generated by rolling 3d6 in order (For purposes of this game we will be listing attributes in the order: Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma.)  The player may select one attribute of the six to reroll, taking the better result.  Their hit points will begin at the maximum at first level, with each level thereafter being rolled and added to the total.
 
+
<br/>
 
*The player should select any mundane equipment they like for themselves and their henchmen.  Such matters as non-magical weaponry and traveling supplies are beneath their notice, and even such extravagances as a pair of warhorses, good plate armor for their bodyguards, and a well-appointed carriage will not bankrupt them.
 
*The player should select any mundane equipment they like for themselves and their henchmen.  Such matters as non-magical weaponry and traveling supplies are beneath their notice, and even such extravagances as a pair of warhorses, good plate armor for their bodyguards, and a well-appointed carriage will not bankrupt them.
 
+
<br/>
 
*The characters are persons of wealth and substance.  They enter the game with a large estate, consisting of a townhouse or country manor, probably several other holdings, and investments or active schemes of extortion enabling them to survive in comfort with no visible means of support.  They have many material comforts and luxuries, in addition to full larders and extensive wine cellars, gardens, solariums, etc. etc.  You may assume their house has approximately ten thousand square feet of space, and contains a library and laboratory appropriate for the work of a magician.
 
*The characters are persons of wealth and substance.  They enter the game with a large estate, consisting of a townhouse or country manor, probably several other holdings, and investments or active schemes of extortion enabling them to survive in comfort with no visible means of support.  They have many material comforts and luxuries, in addition to full larders and extensive wine cellars, gardens, solariums, etc. etc.  You may assume their house has approximately ten thousand square feet of space, and contains a library and laboratory appropriate for the work of a magician.
 
+
<br/>
 
*Because objects of nearly-forgotten science are within the characters purview as well as magic, they likely have many mundane conveniences such as artificial lighting, an electrified fence, hot and cold running water, and wireless communications devices enabling them to send each other video and audio messages without the need to leave the bathtub.  These items, of a non-adventuring character, should be listed in the description of your estate if they are likely to ever matter.   
 
*Because objects of nearly-forgotten science are within the characters purview as well as magic, they likely have many mundane conveniences such as artificial lighting, an electrified fence, hot and cold running water, and wireless communications devices enabling them to send each other video and audio messages without the need to leave the bathtub.  These items, of a non-adventuring character, should be listed in the description of your estate if they are likely to ever matter.   
 
+
<br/>
 
*The estates also support up to a handful of servants if you like, generally being butlers, maids, cooks, dogsbodies, or automatons of a single hit die and no combat ability.
 
*The estates also support up to a handful of servants if you like, generally being butlers, maids, cooks, dogsbodies, or automatons of a single hit die and no combat ability.
 
+
<br/>
 
*Each character also begins the game with two potions rolled randomly, and a pair of likewise random wondrous items.
 
*Each character also begins the game with two potions rolled randomly, and a pair of likewise random wondrous items.
 
+
<br/>
 
*Each character has [1d4+6] x 1000 GP in ready cash, which may be constituted by whatever denominations of coin and gem they feel appropriate.  This should probably be kept in some kind of well-secured chest or small vault in their home.  Typical expenses such as staying at an inn or purchasing arrows or lockpicks or what-have-you will not be tracked, although PCs are encouraged to grumble at the expense of treating their fellows to feasting and drinking at their own table.
 
*Each character has [1d4+6] x 1000 GP in ready cash, which may be constituted by whatever denominations of coin and gem they feel appropriate.  This should probably be kept in some kind of well-secured chest or small vault in their home.  Typical expenses such as staying at an inn or purchasing arrows or lockpicks or what-have-you will not be tracked, although PCs are encouraged to grumble at the expense of treating their fellows to feasting and drinking at their own table.
  

Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see RPGnet:Copyrights for details). Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)

Template used on this page: