House Rules
General rules for character creation
Templates: The most common racial templates are listed later in this thread. Other templates, including less common racial templates, will not be listed. If you want a specific unlisted template, racial or otherwise, you will have to accept or reject that template based only on its cost and the description I will provide. Some templates are provided in Basic Set, Dungeon Fantasy 1, and elsewhere.
Dungeon Fantasy: Even though this is not a Dungeon Fantasy game, the templates, advantages, powers, and gear listed in DF1 can be used. Though powerstones and power items are not available. Assumptions regarding what creatures are repelled by in DF1 may not be entirely accurate. But this is still a player focused game and it is up to the players to decide how much time is spent in dungeons and how much time is spent elsewhere.
Extra Points: The detail of your character background may give you up to 10 additional character points.
TL: The Tech Level of this game is generally TL3.
Modifiers: The Multiplicative Modifiers Optional Rule (Powers 102) is used. That means that you may have at most -80% limitations to any trait (that allows modifiers) and that this limitation is applied to the total cost of advantage + enhancements. An advantage costing 10p with +20% enhancements and -80% limitations would then cost 3p (rounded up from 2.4) instead of 4 points.
Trading Points for Money: You will get at least $500, but you cannot do this after character creation.
Character Creation Limits: The following limits are in place at character creation: basic attributes lower than 18, basic attributes + talent lower than 22, and skills lower than 19.
After Character Creation: All traits available for purchase at character creation are available for purchase with points awarded during play.
The traits listed below are all found in Basic Set and what list a trait belongs to may be changed. Traits not in the Basic Set are approved on an individual basis.
Spending Awarded Character Points: If you want to improve something you already have, just PM me for my approval. If you want to learn something new, you have to find a teacher first and you have to spend money. You might also have to spend some time, up to a day per point.
Required Advantages
You must have these advantages.
Cultural Familiarity: You must have at least one cultural familiarity other than your native one. One of these must be Cultural Familiarity (Solamnic).
These include: Abanasinia, Balifor, Blöde, Blood Sea Isles, Centaurs, Desertfolk, Draconians, Ergoth, Estwilde, Gnomes, Goblins, Gully Dwarf, Hill Dwarf, Hobgoblins, Horselords, Icefolk, Junglefolk, Kagonesti Elves, Kender, Kern Ogres, Kharolis, Khur, Lemish, Minotaurs, Mountain Dwarf, Mountainfolk, Nordmaar, Ogres, Plainsfolk, Qualinesti Elf, Seafolk, Silvanesti Elf, Solamnic, Taman Busuk, Thanoi, Wildfolk
Language: You must have native fluency in at least one language other than your native tongue. One of these languages must be Common. Most people on Krynn know how to read. You need a good backstory to not be able to read.
Common Languages include: Common, Abanasinian, Dwarven, Elven, Ergot, Gnome, Gullytalk, Kalinese, Kenderspeak, Kharolian, Khur, Kothian, Nerakese, Nordmaarian, Ogre, Solamnic, Sylvan.
Desirable Advantages
Consider spending a portion of your points on these advantages.
Alternate Form, Absolute Direction or 3D Spatial Sense, Acute Senses, Animal Friend, Blessed, Charisma, Claim to Hospitality, Clerical Investment, Combat Reflexes, Cultural Adaptability, Cultural Familiarity, Danger Sense, Eidetic or Photographic Memory, Sensitive or Empathy, Enhanced Defense (any, max 3 levels), Extra Attack, Fearlessness, Fit or Very Fit, Gizmos, Hard to Kill, Healer, High Manual Dexterity, High Pain Threshold, Indomitable, Intuition, Language Talent, Languages, Luck (max 5 levels), Legal Enforcement Powers, Magery (max 5 levels), Medium, Night Vision, Oracle, Outdoorsman, Patrons, Perfect Balance, Power Investiture (max 5 levels), Rank, Rapid or Very Rapid Healing, Rank, Resistant, Smooth Operator, Social Chameleon, Sorcery (max 5 levels), Spirit Empathy, Status, Trained by a Master, True Faith, Unfazeable, Versatile, Voice, Wealth, Weapon Master, and many perks.
Restricted and Forbidden Advantages
Forbidden advantages are not available. Restricted advantages are not generally found in the general public, though some of them are available in approved templates, including racial templates. But as this is a cinematic game, advantages restricted as exotic and supernatural are available to the heroes.
Restricted as Exotic: 360° Vision, Affliction, Altered Time Rate, Amphibious, Arm DX, Arm ST, Binding, Brachiator, Breath Holding, Catfall, Chameleon, Claws, Clinging, Compartmentalized Mind, Constriction Attack, Damage Resistance, Dark Vision, Detect, Discriminatory Hearing, Discriminatory Smell, Discriminatory Taste, Doesn’t Breathe, Doesn’t Eat or Drink, Doesn’t Sleep, Duplication, Elastic Skin, Enhanced Move, Enhanced Time Sense, Enhanced Tracking, Extended Lifespan, Extra Arms, Extra Head, Extra Legs, Extra Life, Extra Mouth, Filter Lungs, Flight, Fur, Growth, Healing, Hermaphromorph, Hyperspectral Vision, Infravision, Injury Tolerance, Innate Attack, Insubstantiality, Invisibility, Lifting ST, Metabolism Control, Microscopic Vision, Mimicry, Mind Control, Mind Probe, Mind Reading, Mind Shield, Modular Abilities, Morph, Neutralize, Nictitating Membrane, Obscure, Parabolic Hearing, Payload, Penetrating Vision, Permeation, Possession, Pressure Support, Protected Sense, Puppet, Racial Memory, Radiation Tolerance, Regeneration, Regrowth, Sanitized Metabolism, Scanning Sense, Sealed, See Invisible, Sensitive Touch, Shadow Form, Shrinking, Silence, Slippery, Speak Underwater, Speak With Animals, Speak With Plants, Spines, Stretching, Striker, Striking ST, Subsonic Hearing, Subsonic Speech, Super Climbing, Super Jump, Teeth, Telecommunication, Telekinesis, Telescopic Vision, Temperature Control, Terrain Adaptation, Tunneling, Ultrahearing, Ultrasonic Speech, Ultravision, Unaging, Universal Digestion, Unkillable, Vacuum Support, Vampiric Bite, Vibration Sense, Walk on Air, and Walk on Liquid.
Restricted as Supernatural: Clairsentience, Insubstantiality, Invisibility, Magic Resistance, Psychometry, Reawakened, Supernatural Durability, Terror, and Wild Talent.
Restricted as Cinematic: Chronolocation, Dominance, Jumper, Security Clearance, Snatcher, Warp
Forbidden as too Cinematic: Cybernetics, Digital Mind, Enhanced Defense 4+, Gadgeteer, Gunslinger, High TL, Illuminated, Luck 6+, Magery 6+, Mana Damper, Mana Enhancer, Power Investiture 6+, Psi Static, Rapier Wit, Sorcery 6+, Temporal Inertia, and Zeroed.
Desirable Disadvantages
Charitable, Chummy or Gregarious, Code of Honor, Duty (anything suitable to the job), Fanaticism (anything suitable to the job), Honesty, Intolerance, Overconfidence, Pacifism (anything suitable to the job), Selfless, Sense of Duty (anything suitable to the job), Truthfulness, and Workaholic.
Restricted and Forbidden Disadvantages
These disadvantages are generally not available, though some turn up in approved templates, including racial templates.
Inappropriate for Adventurers: Amnesia, Blindness, Cannot Learn, Cannot Speak or Mute, Combat Paralysis, Compulsive Behavior (not compatible with job), Chronic Depression, Confused, Cowardice, Deafness, Dyslexia, Epilepsy, Flashbacks, Hemophilia, Indecisive, Lame (Missing Legs, Legless, Paraplegic), Low TL, Maintenance, Manic-Depressive, Megalomania (not compatible with the job), Mundane Background, Neurological Disorder (Severe, Crippling), Non-Iconographic, Obsession (not suitable to the job), Pacifism (not compatible with the job), Paranoia, Phantom Voices, Phobias (not compatible with job), Quadriplegic, Restricted Diet, Sadism, Short Attention Span, Slave Mentality, Terminally Ill, Vow (not compatible with the job)
Irrelevant to the Setting: Space Sickness and Timesickness
Restricted as Exotic: Bestial, Cold-Blooded, Decreased Time Rate, Dependency, Electrical, Fragile, Horizontal, Increased Life Support, Invertebrate, No Fine Manipulators, No Legs, No Manipulators, Nocturnal, Reprogrammable, Self-Destruct, Semi-Upright, Shadow Form, Short Lifespan, Sleepy, Slow Eater, Stress Atavism, Unhealing, Unusual Biochemistry, Vulnerability, Weak Bite, and Weakness
Forbidden as Supernatural: Cursed, Destiny, Divine Curse, Draining, Dread, Frightens Animals, Infectious Attack, Lifebane, Revulsion, Supernatural Features, Supersensitive, Uncontrollable Appetite, Unique, and Weirdness Magnet.
Required Skills
Each skill must at least be at skill level 12.
Evryman Skills: As listed in the Skills post
Area Knowledge: As listed in the Skills post
This message was last edited by the GM at 05:30, Thu 26 June 2014.