House Rules/Character Creation
From Westaven
This page indicates the general rules for creating a Westaven character. Some descriptions are general overviews and a more in-depth description is provided on other pages.
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[edit] TL & Genre
Westaven is considered a TL 3 world (c. 800-1100 AD Earth). Westaven is a "Low Fantasy" [pg. F6] world that is closer to Tolkien's Middle Earth than to Camelot or the era of the Crusades. The principal aim is realism, albeit with touches of the high fantasy, sword and sorcery, etc. (i.e. no outside mythological battles; personified gods; single handed killings of 125 orcs; etc.). Westaven is an historically "Eurocentric" themed land; therefore non-European skills, advantages, etc. of TL3 are inappropriate (ex: no karate, etc).
[edit] Setting
Westaven is a relatively small country of independent, sovereign kingdoms. The world of which it is a part may be in a different solar system (or galaxy) than Earth's - or perhaps in an entirely different plane of existence. (The latter being most likely, judging from the existence of magic and fantastical creatures...)
[edit] Starting Points & Money
Starting characters should generally be 100 point characters, with -50 points of disadvantages, maximum; in addition 5 quirks &/or 5 perks are allowable. Starting money is $1000 unless the Wealth advantage is chosen. NOTE: The GM may bend these guidelines to keep new players in-line with their more established cohorts.
[edit] Races
95% or more of Westaveners are humans, therefore starting characters should be as well. (Later in the campaign we will add other options such as Westrun Dwarves, but for now.....)
- Westaveners are considered white, "Anglo-Saxon" equivalents, so this is normally the default choice, although there are, of course, varieties in builds, hair color, etc.
- Note on your character sheet your polity of origin (default to Pollexia), which becomes important when in a foreign kingdom, for characters temporarily obtain the Social Stigma: Minority Group disadvantage (-2 to reaction rolls, minimum! [pg. B155]).
- About 5-8% of Westaveners are descendents of the stout, tawny Mawk'hidu, the indigenous tribes of Jocasta & Xenophy areas (+ Lognia, although there they evolved slightly differently, being more isoldated). The Mawk'hidu now mostly live as wandering gypsies, in urban enclaves, or as very low level servants / slaves. If a character chooses to be Mawk'hidu, they must take Social Stigma: Minority Group disadvantage [pg. B155] at all times & in all polities, for they will be oft-abused.
[edit] Background
Every character is required to have at least some minimal background story, even if vague or generic is the best you can do.
[edit] Culture
Although each Westaven "polity" (i.e., nation) is politically sovereign, they collectively share a unified culture derived from the ancient Aeneans. Thus assume PCs are culturally familiar with all kingdoms.
- Because there are no other easily-accessible cultures, Cultural Familiarity is not a valid advantage, unless (perhaps) the PC is of Mawk'hidu descent (although that culture has been defunct for a thousand years... so even those of Mawk'hidu descent do not practice their own traditional culture)
- Cultural Adaptability is likewise unavailable, except in unusual circumstances dependent upon the Unusual Background advantage (ex: why would your character be familiar with Goblins, Dwarves, etc. when almost no one else in all Westaven is?)
[edit] Languages
The Talent: Languages advantage is valid, for there are other races & peoples on the world of Westaven, although only five languages are available to beginning players:
- Enean - the "common tongue" of Westaven. This is the default language for all characters. There is a slight accent spoken by each polity (roll vs. listener's IQ-2 to detect, unless the speaker is using Acting or Mimicry [B24].
- Aenean - the "classic" language of Westaven, used by scholars and scholastics even though it is a "dead" language in the vernacular.
- Lognian (pronounced: LONE-e-an) - also called "Salt-tongue" because it is used almost exclusively by sailors, sea-merchants, fishermen, etc. of Lognia & the Northern coasts.
- Westrun - or the "Old Mountain" language is very rare; though it is still used by the more isolated communities tucked into the Westrun mountains.
- Mawk'hidu - the "ancient and dead" language of the Mawk'hidu tribes; a very primitive & very rare language, not even spoken by the descendents of those tribes.
[edit] Literacy
Illiteracy is the norm; thus it is not considered a disadvantage. To be literate, a character must purchase the advantage.
[edit] Status & Rank
Westaven is a social-class dominant society. Therefore, characters may buy status advantages normally. Rank may only be purchased in certain circumstances due to being reserved for special institutions (such as the Order of Aenean Knights) or religious sects.
- Each nation in Westaven generally has its own status levels, which may be found under the appropriate listings.
- When outside a characters' home polity, if recognized as "foreigners," reaction rolls are modified according to the temporary assignment of Social Stigma: Minority Group (-2 or more) [pg. B155]. This may be overcome with Acting, Mimicry, etc.
- High status characters may receive better treatment in a foreign polity (e.g. courtesy extended from one noble to another); especially if the character is able to use the Claim to Hospitality advantage.
- Westaven has one religion (vague as it may be). The temporary Social Stigma: Minority Group disadvantage therefore, does not apply or exist to any character with Religious Rank (Status) when the perceiver is a believer. (See also Religion & Clerical Powers below, Religion, and Pollexian Peerages for possible game effects.)
- Also see the Advantages, Disadvantages, & Skills page for more information on Status.
[edit] Advantages & Skills
- Exotic & Supernatural advantages/skills are not available to characters; stick to advantages that could realistically be picked up by a normal human (excepting Magic, that is!).
- Because the polities are so often at war and conscription is so common, the Soldier skill (at least at a very low level) is common for males.
- Certain kingdoms have slightly different tendencies for skills, but no wide divergences exist. Lognia, is the one exception, where even the youngest children learn the ways of the water, making Crewman: Seamanship [pg. B185], but more likely Talent: Mariner [pg. F132] very common advantages/skills.
- Certain Martial Arts Styles are available for use. Any realistic technique is allowed (including Combinations and Targeted Attacks), extremely few cinematic techniques are available and must be approved by the GM.
- These styles are available for use: Armatura {MA150}; Armatura Equestris {MA150}; Boxing (Ancient Greek) {MA153}; Boxing (Bare-Knuckle) {MA153}; Dagger Fighting {MA155}; Knightly Mounted Combat (Early Medieval) {MA175}; Polearm Fighting (Glaive, Bill, and Halberd) {MA187}; Pankration {MA189}; Quarterstaff {MA193}; Spear Fighting (Heroic and Viking) {MA196}; Sword and Buckler Play {MA199}; Sword and Shield {MA199}; and Wrestling (Combat and Greco-Roman) {MA205}.
- These styles may be available, GM approval is required: Archery {MA181}; Fencing Styles {MA156}; Hoplomachia {MA161}; Furusiyya {MA159}; Longsword Fighting {MA180}; Masters of Defense Weapon Training {MA182}; Pollaxe Fighting {MA191}; Shortsword Fighting {MA195}; Stick Fighting {MA157}; and Wrestling (Indian) {MA205}.
- These styles are NOT available: Any fully Asian based style (these do not fit in the campaign background); Boxing (Professional) {MA153}; Knightly Mounted Combat (High or Late Medieval) {MA176}; and Wrestling (Professional) {MA206}.
- For those wishing to blend a style in with their background, the following groups teach certain styles (although other styles can still be found within each group):
- Pollexian Legions primarily teach: Armatura {MA150}; Armatura Equestris {MA150}; and Pankration {MA189}.
- The OAKs primarily teach: Knightly Mounted Combat (Early Medieval) {MA175}; Sword and Shield {MA199}; and Wrestling (Combat) {MA205}.
[edit] Disadvantages
- Exotic & Supernatural disadvantages are not available to characters; stick to disadvantages that could be realistically picked up by a normal human.
- Players may take no more than 50 points in disadvantages
- Stubbornness, Selfishness, & Overconfidence are part of the national culture of Westaven, all the way back to the Aenean Era. Thus these are common disadvantages, though not required. Players may wish to modify & take one or more at the quirk level.
- All characters traveling outside their home polity are temporarily assigned the Social Stigma: Minority Group disadvantage (see Status, above).
[edit] Magic & Magery
Westaven's World works on "intrinsic magic" [pg. F18], meaning magic (mana) exists most everywhere, and a magician has the innate ability to detect and manipulate the surrounding power. This world has "normal" mana - although there may be occasional high or low aspect mana areas [pgs. F43-44].
- The Magery advantage is required to cast spells.
- The maximum Magery level allowed to PCs is 3.
- Magery in Westaven is "rare." There are no known "magic shops," "magic schools," or the like. Magic items are likewise very rare! Note that magic used openly will draw attention - and possibly reprecussions (e.g. by the religious infrastructure....)
- Established, high-point characters may perhaps utilize some varient of "Unlimited Mana" rules. (See "Magic".)
[edit] Religion & Clerical Powers
Westaven is a traditionally polytheistic society, still clinging to the deities of the late Aenean Era of over a thousand years prior (with an eon of superstition & folklore now rolled in). Each polity officially maintains allegiance to a particular deity while still supporting the others. Temples are ancient, elaborate, and ubiquitous. This being said, there is a growing tendency in every strata of society toward lackadaisical adherence to the old ways, if not downright agnosticism.
Still, clerical powers are real--in the sense that they are a particular form of magery. Although all priests of Westaven would vehemently deny it, for game purposes "gods" do not grant power, manipulation of mana does. In fact, this argument is quite common among the learned mages, and explains one of the many reasons Westaven religion is fading: the clerical magic which once seemed so miraculous now seems like mumbo jumbo vs. actual mages who approach magic more "scientifically."
- Advantages such as Blessed, Channeling, Medium, Oracle, Spirit Empathy are valid choices, as are skills such as Exorcism, but all power derives from mana, rather than an actual connection with a divinity - although a character will not be aware of this, for their faith is the divining rod of these powers; without the faith, a cleric has no power to manipulate mana! In other words, a character must believe their powers are in fact derived from their patron god. (Conversely, mages do not need this belief for they have the "technology" to focus their efforts [the gestures, words, etc.]. In fact, most priests in Westaven believe mages are blasphemers, using powers granted by the gods while being devoid of faith.)
- To wield such clerical powers a character must take Power Investiture & upkeep at least one of the "self-imposed mental disadvantages" [pg. B121] in addition to Disciplines of Faith: Ritualism. (For all intents & purposes, Power Investure is the cleric's Magery level.)
- Faith in a particular deity from the Westaven pantheon determines a cleric's abilities, for only prayer-spells pertaining to the character's chosen deity apply (treat as "limited Magery: one-college only" [pg. B67; pg. F129]). A list given by the GM will determine permissible spells per deity & the particularities of that sect. (See also the individual deity descriptions.)
- Ignore all prerequisites for clerics' learning & using prayer-spells, except read "Magery" in each's prerequisite as "Power Investiture" (so Magery 1 requirement=Power Investiture 1). Also, casting is at -1 for each listed prerequisite not met, all the way down the chain, to a maximum of -4. For example, if a cleric learns Walk on Air, but does not have the listed prerequisite (Shape Air) or that spell's prerequisite (Create Air), or that spell's prerequisite (Purify Air), he is missing 3 earlier links to the "chain," and thus casts at -3. If that same cleric used bonus points to purchase any spell of the "chain" (say, Shape Air), casting reduction would lower to -2. [Note: the deduction is for casting costs only, although the GM may also apply it to other rolls based upon the spell, at his discretion.]
- Clerical Investment is a requirement, for without at least the most minimal stamp of approval from a divine order, "faith" is lacking & hence powers will not work.
- Disciplines of Faith: Ritualism is a required disadvantage at a minimum -5 pts. Every sect of Westaven religion has its own fundamental rituals that must be carried out.
- Consequently, all casting times for clerics are DOUBLED, due to the elaborate prayer rituals necessary.
- The Religious Ritual and Theology skills are both required.
- Religious Rank is strongly suggested, but not required. Up to 6 levels are available (although at the top are very important, nationally powerful priests, probably unattainable by beginning PCs). (See also Religion and Pollexian Peerages.)
- A priest may not have the Magery advantage or cast non-clerical spells. In Westaven the two are at odds, for a hallmark of clerical faith is belief in powers deriving from a god, which is untrue for mages. (A poor, real world analogy could be manner in which Fundamentalists view science--er,... if science were rarer & more fantastical!)
- The True Faith advantage is not usable in this campaign. (Faith in the Westaven pantheon only allows a user to manipulate mana; it has no special power of its own.)
- One major advantage clerics of Westaven have over mages lies in the fact that theirs is a "meditative magic" system [pgs. F161-2], which basically means a priest has a "store" of mana they build over days, months, and years, which may be used in either small doses or large increments. Although pg. F162 says there is no limit, in this campaign the limit is 50 points per level of Power Investiture. "Point Debt" is not available in this campaign.
[edit] Psionics
Psionics are not available in this campaign. This includes advantages such as Illuminated, Mind Probe, Mind Reading, Mind Shield, Mindlink, Precognition, Psi Static, Racial Memory, Psychometry, Reawakened, Telekinesis, etc. (The GM may, however, allow these if altered to derive from magical ability vs. mental psionic power)


