Starting Funds
Times have gotten rougher the last few year. Food is more expensive, rents keep going up, many of your neighbors have been thrown out on the streets. You have no more possessions to pawn and don't have enough money to make it to the end of the week.
You start the game with the following;
Expenses
Jobs
Times have gotten rougher the last few year. Food is more expensive, rents keep going up, many of your neighbors have been thrown out on the streets. You have no more possessions to pawn and don't have enough money to make it to the end of the week.
You start the game with the following;
- d20 copper pieces
- Poor cloths
- d4 days of poor food
- A poor leased tenement apartment (no kitchen), sparse furnishings.
- One moderately "useful" item [sack, wooden crate, 1/2 a candle, rope, oil lamp (no oil).
- You can start with a utility knife for 10c (-5% to hit, -2 to dam).
- NOTHING else (no weapons, no armor).
Expenses
- Poor Food 2.5c / day (17.5c / week)
- Housing 2c / day (14c / week)
- Clothes and misc. 1.5c / day (10.5c / week)
- Total 6c / day (42c / week)
Jobs
- Part Time 39+d6c / week (this is the money you make via your job and any illegal activity)
- Everyone starts with some kind of part-time job. It pays your bills, but leaves you with no money for unexpected expenses. In the resent past jobs paid slightly more and expenses were slightly less, allowing the urban poor to live a dignified if not comfortable life. Now every time a small expense crops up you have to pawn something or go into debt to pay the rent.
- PCs only receive these money if you actually spend the time doing your dead-end job, and aren't adventuring, training, learning new skills, etc.
- Expect to track money very closely in this campaign (at least in the beginning).
Background and Character Generation
This campaign will be (likely) set almost exclusively within the coastal city of Urb. It will be an urban campaign, not a maritime campaign, but ships, boats, wharfs, and the sea may come up often. You will play a group of the urban poor, forced into a life of ‘adventuring’ by economic hardship.
You start play with 10 XP and at level one, you can be unclassed, a fighter, or a rogue. If you want to eventually be a wizard or a priest, let me know. It will be your job to facilitate that with role playing, but I'll help.
Ability scores are below. You may choose between rolling and taking something close to the average for some of your scores. For reference human scores range from 3-24. Attributes are Strength, Constitution, Dexterity, Problem Solving, Recall, Wit, and Leadership. See the Claymore Rule book for more.
21
20
4d8DL or 16
4d8DL or 16
3d8 or 13
3d8 or 13
10
This campaign will be (likely) set almost exclusively within the coastal city of Urb. It will be an urban campaign, not a maritime campaign, but ships, boats, wharfs, and the sea may come up often. You will play a group of the urban poor, forced into a life of ‘adventuring’ by economic hardship.
You start play with 10 XP and at level one, you can be unclassed, a fighter, or a rogue. If you want to eventually be a wizard or a priest, let me know. It will be your job to facilitate that with role playing, but I'll help.
Ability scores are below. You may choose between rolling and taking something close to the average for some of your scores. For reference human scores range from 3-24. Attributes are Strength, Constitution, Dexterity, Problem Solving, Recall, Wit, and Leadership. See the Claymore Rule book for more.
21
20
4d8DL or 16
4d8DL or 16
3d8 or 13
3d8 or 13
10
New Rules: Leadership
In this campaign you should not except a high leadership score to make it more likely that NPCs above your social status will take you seriously or agree to your plans. In this campaign high leadership allows PCs to have contacts that they can call upon during gameplay.
Minor Contacts:
A minor contact is a friend, relative, or associate that likes you or owes you a favor. Minor contacts can not have wide or noteworthy cultural influence.
Minor contacts can be used for a favor, information, or help with minor problems. They will not solve your problems for you!
Examples include; a beggar (extremely indebted to you), prostitute, smuggler, fence, a guy that owns a food stall, a sailor, a town guard (minorly indebted to you), a non-classed local priest.
Major Contacts:
A major contact can be the type of person listed under minor contacts that owes you a more significant favor, or could be an NPC with wider or noteworthy cultural influence that owes you a less significant favor.
Major contacts can be used as a minor contact but also might provide more useful information, a mechanical benefit (a spell or loan of a nice weapon), or solve a problem for you (jail break).
Examples include; a customs official, officer in the town guard, jailer, an importer/exporter, useful craftsmen (expert weapon smith, etc.), captain of a small ship, low level priest, or low level wizard.
In this campaign you should not except a high leadership score to make it more likely that NPCs above your social status will take you seriously or agree to your plans. In this campaign high leadership allows PCs to have contacts that they can call upon during gameplay.
Minor Contacts:
A minor contact is a friend, relative, or associate that likes you or owes you a favor. Minor contacts can not have wide or noteworthy cultural influence.
Minor contacts can be used for a favor, information, or help with minor problems. They will not solve your problems for you!
Examples include; a beggar (extremely indebted to you), prostitute, smuggler, fence, a guy that owns a food stall, a sailor, a town guard (minorly indebted to you), a non-classed local priest.
Major Contacts:
A major contact can be the type of person listed under minor contacts that owes you a more significant favor, or could be an NPC with wider or noteworthy cultural influence that owes you a less significant favor.
Major contacts can be used as a minor contact but also might provide more useful information, a mechanical benefit (a spell or loan of a nice weapon), or solve a problem for you (jail break).
Examples include; a customs official, officer in the town guard, jailer, an importer/exporter, useful craftsmen (expert weapon smith, etc.), captain of a small ship, low level priest, or low level wizard.
New (needlessly complicated) Rule: Infected Wounds
GM's note: The rules for Infected Wounds have been simplified and improved since this campaign was played.
Some monster can cause infect wounds. Infected wounds do not heal, either the infection will clear or it will get worse until the injured person dies.
First infection check: The morning after suffering an infected wound you take a Fot check (called an infection check). If you pass, the infection is cleared without ever showing symptoms and you recover hit points normally. If you fail the wound shows the first signs of infection. Damage from this injury will not naturally heal until they infection clears.
Subsequent infection checks: Every day thereafter you must make a infection check (Fot). If you fail all future infection checks receive a cumulative -5%. If you pass all future infection checks receive a cumulative +10%.
Clearing an infection: If your infection check modifier ever goes above 0% the infect has cleared.
Additional affects of infected wounds: If your infection check penalty is equal or greater then half your Fot, role a critical affect of severity d8. Ignore bleeding, KD, and drop item, but all other affects last until the infection clears. These penalties are not treated as a critical affect for game mechanic purposes (i.e. They cannot be ameliorated.)
Dying from infections: If your infection check penalty ever become equal to your Fot you succumb to the infection and are killed. For example if you have a Fot of 54% and you fail enough infection checks to make your infection check penalty -55%, you die.
Skills and infected wounds: The skills Healing, apothecary, and herbalism can grant bonuses to infection checks, see the skill descriptions.
Miraculous healing: Hit points lost from infected wounds can be healed miraculously but doing so has no affect on the infection.
Cost of skilled NPCs
Apothecary Skill 7s
Healing Skill 9s/day
Herbalism Skill 5s
GM's note: The rules for Infected Wounds have been simplified and improved since this campaign was played.
Some monster can cause infect wounds. Infected wounds do not heal, either the infection will clear or it will get worse until the injured person dies.
First infection check: The morning after suffering an infected wound you take a Fot check (called an infection check). If you pass, the infection is cleared without ever showing symptoms and you recover hit points normally. If you fail the wound shows the first signs of infection. Damage from this injury will not naturally heal until they infection clears.
Subsequent infection checks: Every day thereafter you must make a infection check (Fot). If you fail all future infection checks receive a cumulative -5%. If you pass all future infection checks receive a cumulative +10%.
Clearing an infection: If your infection check modifier ever goes above 0% the infect has cleared.
Additional affects of infected wounds: If your infection check penalty is equal or greater then half your Fot, role a critical affect of severity d8. Ignore bleeding, KD, and drop item, but all other affects last until the infection clears. These penalties are not treated as a critical affect for game mechanic purposes (i.e. They cannot be ameliorated.)
Dying from infections: If your infection check penalty ever become equal to your Fot you succumb to the infection and are killed. For example if you have a Fot of 54% and you fail enough infection checks to make your infection check penalty -55%, you die.
Skills and infected wounds: The skills Healing, apothecary, and herbalism can grant bonuses to infection checks, see the skill descriptions.
Miraculous healing: Hit points lost from infected wounds can be healed miraculously but doing so has no affect on the infection.
Cost of skilled NPCs
Apothecary Skill 7s
Healing Skill 9s/day
Herbalism Skill 5s