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[[File:The_Sheltered_Hand.png]]
 
[[File:The_Sheltered_Hand.png]]
  
'''Acalan'''
 
 
[[File:Acalan.png]]
 
 
==Player Characters==
 
 
[[The_Sheltered_Hand:_Tereza|'''Tereza Dalca''']] ''played by'' [https://forum.rpg.net/index.php?members/potted-plant.24190/ Potted Plant]
 
 
[[Eglantine Belwyse|'''Eglantine Belwyse''']] ''played by'' [https://forum.rpg.net/index.php?members/nightgoblyn.56962/ NightGoblyn]
 
 
[[The_Sheltered_Hand:_Character 4|'''Caledon the Outsider''']] ''played by'' [https://forum.rpg.net/index.php?members/mr-adventurer.3201/ Mr Adventurer]
 
 
[[The_Sheltered_Hand:_Character 6|'''Idris Ofori''']] ''played by'' [https://forum.rpg.net/index.php?members/dersen-lowery.72493/ Dersen Lowery]
 
 
- retired -
 
 
[[The_Sheltered_Hand:_Mama Nguyen|'''Mama Nguyen''']] ''played by'' [https://forum.rpg.net/index.php?members/brahnamin.70442/ brahnamin]
 
 
'''[[Saxx Avendaar]]''' ''played by'' [https://forum.rpg.net/index.php?members/llayne.162426/ Llanye]
 
 
[[The_Sheltered_Hand:_Character 5|'''Arohata''']] ''played by'' [https://forum.rpg.net/index.php?members/ckirby.35473/ CKirby]
 
  
 
== A Brief History ==
 
== A Brief History ==
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== Character Creation ==
 
== Character Creation ==
  
D&D 5th Edition characters.
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'''Step One''' – Determine Characteristics
  
PHB, Xanathar's and Tasha's are in play.
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Characters have Might, Perception, Agility, Stamina, Presence and Will.
  
People:
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Assign values: 4, 4, 3, 3, 3, 2 as desired.
*Human (You can play as either Standard or Variant)
 
*Sinandre (Wood Elf)
 
*Esinandre (High Elf)
 
*Halfling (½ Elf)
 
*Tarat (Dwarf)
 
*Yryc (½ Orc) - No actual Half-Orcs, the Yryc are an Orcish People, using the ½ Orc rules.
 
*Gnomon (Gnome)
 
*Havlin (Halfing)
 
  
No Tieflings, no Dragonborn.
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'''Step Two''' – Choose People
  
Basic Array for Stats with a single free +1.
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Characters come from one of the following People: Humans, Sinandre, Tarat, Yryc, Havlin, Gnomon, and Halflings
  
All PCs get 1 Feat free at 1st Level. (Variant Humans therefore have two)
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Your choice of People gives your character Special Attributes, Advantages, or other benefits, which has been provided up thread.
  
Starting Level is 5th. HPs are Max at 1st level and average for class after that.
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'''Step Three''' – Choose Culture
  
Multi-classing - One class only, after 4th level (so all PCs will have 4 levels of their main class minimum)
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Characters come from one of ten different cultures.
  
All PCs get starting funds +35 GP per level (with the assumption that 15 GP per level went to living it up, paying needed dues, etc.)
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Each Culture provides three Abilities at Student (2) from a set list of five, a list of preferred weapons, and a Bonus Background, which covers the general knowledge learned within that Culture (See upthread).
  
All PCs can have 4 Common or 2 Common and 1 Uncommon Magic Item.
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'''Step Four''' – Choose or create Background.
  
Weapons and metal armour are assumed to be Bronze or Brass.
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Each Background provides two Abilities as Apprentice (3). In a change from upthread, if your Background increases a Cultural Ability, that Ability goes to Apprentice (3) and you can select another Ability at Student (2).
  
Every character may have 3 Iron Weapons or 1 Steel Weapon.
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'''Step Five''' – Choose or create a Profession
  
Iron Weapons will have a +1 to Hit '''or''' a +1 to Damage.
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Creating a Profession (I don’t have many created yet, my bad) is simple enough. Choose five Abilities that fit within that Profession. One of those Abilities will be raised to Adept (5), and two others to Journeyman (4).
  
Iron Armour (including Shields) gain a +1 to AC
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This includes Special Abilities such as Magic.
  
Steel Weapons will have a +1 to Hit and Damage.
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If one of the Abilities Raised already has a Level from Culture or Background, raise that Ability, then select another Ability (Choosing first from the others available to the Profession) to take the Level of the prior Ability.
  
Steel Armour will have a +1 to AC and increases the allowed Dex Mod by 1 / grants a +1 Max Dex Mod if there wasn't one.
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(Example: If selecting Melee Weapons to raise to Adept (5), but the character already has it at Student (2), Melee Weapons is raised to Adept (5) and another Ability is taken at Student (2).
  
Other items which might benefit from Iron or Steel construction will have similar bonuses.
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In addition, every Profession either provides access to a Special Ability or it provides a set Advantage, representing a specific bit of training available only within that Profession. The value of the Advantage can be +1, +2 or +3, based on how specific the conditions of its use are.
  
Any items found in the three allowed books can be purchased with available gold.
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'''Step Six'''
  
== Peoples ==
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Spend Advances. Every character has 15 Advances available to spend on increasing Characteristics, Increasing Ability Levels and purchasing Special Attributes.
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Characteristics cost 2 Advances per point, so to increase a Characteristic from 4 to 6 would cost 4 Advances.
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Abilities are a little harder, mostly because they’re where all the action is. Increasing an Ability costs the Level you’re gaining in Advances. (To gain Master (6) from Adept (5) costs 6 Advances.)
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You can also purchase new Abilities. The cost is the same – gaining Neophyte (1) with an Ability costs 1 Advance.
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Special Attributes cost Advances based on their Scope and Impact. I’ll work with you on the cost of any Special Attributes.
  
'''The Sinandre''' (Elves)
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'''Step Seven'''
  
'''The Tarat''' (Dwarves)
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Final Steps.
  
'''Yryc''' (Orc)
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Determine secondary Characteristics:
  
'''The Havlin''' (Halfing/Hobbit)
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Wound Threshold is 2. Will of 5 or 6; or Stamina of 5 or 6 will add 1 to that (This is cumulative if you wish to spend sufficiently to get both). Add any benefits from People.
  
'''Gnomon''' (Gnome)
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Base Weight is 100 kg. Orcs have a Base Weight of 150 kg. Might determines how much your character can carry or lift.
  
'''Halflings''' (Half Elf)
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Movement: 8m. Only increases by purchasing an appropriate Special Attribute.
  
'''Humans'''
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Bruises: Wound Threshold +2. Most characters will have a value of 4.
  
[[Anam:Peoples|Additional Information on the Peoples of the Sheltered Hand]]
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Wounds: Wound Threshold +1. Most characters will have a value of 3.
  
== Cultures ==
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Conditions: All characters start with 3 Condition slots, unless a Special Attribute increases that value.
  
The Sheltered Hand is in the very '''very''' early Iron Age for the most part.
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Finalize Abilities:
  
Armour and Weapons are mostly of Bronze, with some Iron here and there.
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In addition to the Abilities provided by Culture, Background and Profession, character have some abilities that can be used at a Default Level, if not purchased higher. This is not a purchased Level, and only applies if the Ability was not purchased otherwise.
  
Two nations know how to make Steel, and do, but neither sells the secret, and costs for Steel weapons are astronomical.
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Athletics has a Default Level of ½ Might
  
[[Anam:Cultures|Cultural Information]]
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Acrobatics has a Default Level of ½ Agility
  
== Backgrounds ==
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Awareness has a Default Level of ½ Perception
  
Backgrounds from any of the three allowed books can be used.
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Presence provides a Default Level to one of the following Abilities: Deceive, Intimidate, Oratory, Persuasion or Seduction. The Default Level is ½ Presence.
  
If you want a custom background, speak to me.
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Gear
  
== Professions ==
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For anything except weapons and armour, the only restriction is that of reasonability – whatever your character is carrying, they should be able to carry, and shouldn’t include more than one minor luxury item (A Fur lined cape, a small, semi-precious stone, etc.)
  
AKA Classes. Only classes and class options found in the three main books are allowed.
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== Peoples ==
  
Each Culture has preferred and scorned classes. Each also provides a Bonus Skill. As with all such skill gains, if your PCs class or background would give them the same skill, you may choose another.
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'''The Sinandre''' (Elves)
  
'''Acalani''' - The Acalani prefer Bards, Paladins and Wizards. They scorn Barbarians, Rogues and Warlocks.
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Advantage: Elven Sight +3 on all Tests involving seeing at great distances (more than a mile).
*Bonus Skill: Persuasion
 
  
'''Trakken''' - The Trakken prefer Druids, Rangers and Fighters. They scorn Clerics, Rogues and Wizards.
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Special Attribute: Starlight Vision; Negate up to -3 Circumstance penalty due to lack of light if they are above ground under a clear sky.
*Bonus Skill: Survival
 
  
'''Caslaht''' - The Caslaht prefer Fighters, Paladins and Bards. They scorn Barbarians, Rogues and Sorcerers.
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Ageless
*Bonus Skill: Nature
 
  
'''Delisse''' - The Delisse prefer Druids, Clerics and Rangers. They scorn Fighters, Rogues and Warlocks.
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'''The Tarat''' (Dwarves)
*Bonus Skill: Nature
 
  
'''Sartana''' - The Sartana prefer Barbarians, Clerics and Monks. They scorn Druids, Rangers and Sorcerers.
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+2 Bruise Track
*Bonus Skill: Religion
 
  
'''Kal Tora''' - The Kal Tora prefer Clerics, Paladins and Sorcerers. They scorn Barbarians, Rogues and Wizards.
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Special Attribute: Low Light Vision; Negate up to -3 Circumstance Penalty if there is any light within 120’.
*Bonus Skill: Athletics
 
  
'''Faram''' - The Faram prefer Bards, Sorcerers and Wizards. They scorn Barbarians, Fighters and Rogues.
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'''Yryc''' (Orc)
*Bonus Skill: Investigation
 
  
'''Anlat''' - The Anlat prefer Barbarians, Druids and Rangers. They scorn Monks, Rogues and Warlocks.
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Special Attribute: Stronger - Increase Base weight by 50 kg.
*Bonus Skill: Survival
 
  
'''Sinandre''' - The Sinandre prefer Druids, Rangers and Sorcerers. They scorn Paladins, Monks and Wizards.
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Special Attribute: As above.
*Bonus Skill: Athletics
 
  
'''Esinandre''' - The Esinandre live amongst Humans and take the culture in which they live.
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'''The Havlin''' (Halfing/Hobbit)
  
'''Tarat''' - The Tarat prefer Clerics, Fighters, and Paladins. They scorn Barbarians, Rogues and Wizards.
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Tough - +1 Bruise Track
*Bonus Skill: Perception
 
  
'''Yryc''' - The Yryc take the Culture in which they live. They can be found amongst all save only the Tarat.
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Advantage: Halfing Arm; +2 on any attack with a small (< 1 lb) thrown object.
  
'''Havlin''' - The Havlin take the Culture in which they live. They can be found amongst all Peoples.
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1 Extra Advance
  
'''Gnomon''' - The Gnomon can be found amongst the Tarat, the Sartana, or the Kal Tora, and take that culture.
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'''Gnomon''' (Gnome)
  
== The Creed ==
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Advantage: Move with Nature; +2 on Stealth Tests when outside.
  
The Creed – more properly known as The Creed of Carran – are the primary Church within the Sheltered Hand. Individual gods have their own churches and centers of worship, yet almost all acknowledge the authority of the Creed of Carran.
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Special Attribute: Low Light Vision: As above
 
The Creed takes its name from the agreement that Carran reached with the gods that they would not war against each other, an agreement which they have upheld. As none of the gods who were part of a pantheon were able to convince their entire pantheon to join Carran, the Gods within the Shield represent numerous cultures and belief structures, the Creed gives them all some stability and a framework within which they can work together.
 
  
The Creed do not worship any single God, rather they give reverence to the agreement – the Creed – which Carran made, and in general to the Gods for upholding the Creed.
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2 Extra Advances
  
To this end, they have amassed a great deal of temporal power. The various nations are allowed to function as they will, within their borders, saving only that they do not persecute any followers of the Creed, or of Gods who follow the Creed.
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'''Halflings''' (Half Elf)
  
Any conflicts between nations are expected to be placed before the Creed for arbitration.
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Advantage: Elven Sight: As above.
  
Most of those currently ruling the nations have been put into place by the Creed, either directly or by more subtle means.
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Advantage: Charismatic: +1 with all Social Tests.
  
== Gods of the Sheltered Hand ==
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2 Extra Advances
  
The Creed recognise 18 Gods – these are the ones who came with Carran and created The Shield.
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'''Humans'''
  
They are, as noted, representative of numerous cultures and pantheons. Most of these Gods can be found in any nation, though each nation does tend to have favourites.
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+1 Condition
  
[[Anam:The_Rosseni|The Rosseni]] - Popular amongst the Acalani
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3 Extra Advances
  
[[Anam:The_Twins|The Twins]] - Most popular amongst the Anlat and the Delisse
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[[Anam:Peoples|Additional Information on the Peoples of the Sheltered Hand]]
  
[[Anam:The_Family_of_Rehma|The Family of Rehma]] - Most popular with the Trakken and the Delisse (as well as any fisherfolk, no matter where they live)
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== Cultures ==
  
[[Anam:Individual_Gods|Individual Gods]]
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[[Anam:Cultures|Cultural Information]]
  
[[Anam:Non-Creed_Gods|Non-Creed Gods]]
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== Essential Rules ==
  
[[Anam:The_Anathema|The Anathema]]
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[[Anam:Resolution_Rules:Resolution_Rules|Resolution Rules]]

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