PDA

View Full Version : Campaign: Blood and Steel



JmOz
Feb 7th, '10, 04:02 PM
This is the official blood and steel cameign thread.

I will be starting gathering up information for a low end fantasy campeign, that I am calling blood and steel, just like the name is all

As visualised it starts with the players being very low powered and working up quickly

Here is the first part of my campaign guide, let me know what you think

BLOOD AND STEEL
A low powered Fantasy Campaign

General Description: The characters are village people living in a border town. The game will combine elements of epic fantasy, swords and sorcery, hack and slash.

Importance of the PC: The importance of the PC is minor at first, but as the campaign develops they will become more important.

Inspiration: Robert Jordan’s Wheel of time, D&D, Shannara series

Campaign Tone
Morality: (2.5) Good vs. Evil is mostly clear cut but with some cross over
Realism: (3) Neutral
Outlook: (2.5) Almost everything works out, but with setbacks
Seriousness: (3.5) Seriousness balanced by lighthearted moments & occasional stories
Lethality: (4) Characters kill regularly, but should be selective about whom
Continuity: (3.5) Short and long arcs, with some enforcement of continuity (subplots especially)

Physical World: The world is similar to our own, with the existence of magic, monsters, and demi-humans. Magic is fairly common.

50 Base Points
25 Complications (25 max per category)
25 Everyman skills
100 Total Points

8-20 Char
2-4 Speed
3-8 CV (Including skill levels and Martial Arts bonuses)

4-10 Damage Classes
0-75 Active Points

30-50 Skill Points (including bonus points for Everyman skills)
8-to15-Skill Roll:

3-10 Def
0-5 Resistant Def

NCM is used at default levels
Equipment does not costs Points .
Combat does not use hit location (initially, this will be added later)
Knockdown or Knock-back is not used (KB is buyable as a +1/4 advantage)
Long term endurance rules are not used
Limited Push is not used

House Rules or APG options:
Dex is divided into Dex and Initiative at a cost of 1 point each, as outlined in APG.
Sub divided skills (such as Navigation) can be bought for 3/2 including all sub skills, or normal costing for a single sub skill.
Mental Defense is a characteristic, similar to PD and ED
Experience will be handed out at x2 standard to start
Racial packages affect NCM
No everyman skills for free (25 points have been added to points total to allow for buying the everyman skills)


(RACIAL PACAGE DEALS GO HERE)

(EVERYMAN/CULTURAL PACKAGE DEALS GO HERE)

(PROFESIONAL PACKAGE DEALS GO HERE)

(EQUIPMENT LIST GOES HERE)