telosse

Draft MMC 5E - Basic

Mar 9th, 2015
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  1. ------
  2.  
  3. === CAMPAIGN ATMOSPHERE ===
  4. - Anime
  5. - Light games
  6. - Simple bashings
  7. - Medieval Fantasy, sword and sorcery
  8.  
  9.  
  10. === CAMPAIGN THEME ===
  11. - Dead (destroyed) spherical planet called Elohino millennia ago, leaving a disc-world of floating 'Continents' in the 'Sky', with Heaven on the top and Hell below, and Elemental Planes at the perimeter of the orbit of the disc-world.
  12. - 'Continents' are basically parts of the destroyed planet, bound by magical Cosmos to survive and not disintegrated fully.
  13. - Explorations
  14. - Chaos, the infinite energy and raw emotion, bounded by Cosmos, the logical and purposeful order.
  15.  
  16. === TIME SETTING ===
  17. Alternate medieval European fantasy of sword and sorcery, with classical races such as Dwarf, Elf, Gnome, and Halfling. Technological level equals to (more or less) medieval age, where gunpowder is not (and will never be) invented, and basic Clockworks (gears and springs) are the paramount of technology. Magic is relatively prominent, especially low level magic, since most individual can 'bend' the rules of reality.
  18.  
  19. Four seasons existed regardless of area, and there is no such thing as 'tropical' or 'polar'. The climate is similar to subtropic, with cold winter, rainy spring, hot humid summer, and windy autumn.
  20.  
  21.  
  22. === WORLD SETTING ===
  23. Floating continents, islands, and archipelago, separated by blue sunless sky during the day and moonless sky during the night. Each of these 'Continents' is in constant random movements. Each of these 'lands' is often has their own habitats, including lakes or even inner seas. These 'Continents' are often seemed to be magically cut; a thick vegetations can grow in the 'living part', but weird rocks can be seen on the 'cut part'.
  24. http://attach.66u.com/allimg/131111/115P96346-0.jpg
  25.  
  26. The 'world' does not came in the form of sphere, but instead similar with 'disc', with Heaven above and Hell below. The 'disc' itself rotates and revolves an orbit alongside the 'outer elemental plane', thus creating seasons (summer while near the Fire Plane, autumn on Air Plane, winter on Water Plane, and spring on Earth Plane).
  27.  
  28. Travel between these 'lands' needs a flying ship bonded with elemental entities. Regardless, due to the chaotic and random situation on the 'sky', travels can only be performed when the distance between 'embarkation point' and 'destination point' is very near (1 day by flying ship), and the return trip must be done in less than two weeks; otherwise the random movements might make travel impossible.
  29.  
  30. There are no such thing as 'North-South-East-West', as each place is moving; however, directions use a 'relative' pointer. Compass never points towards north, nor does it uses normal magnet. Each 'magnet' is basically calibrated to a specific strong magical fountain, which several cities posses (in example, there is a compass that points the direction of city of Alexandria).
  31.  
  32.  
  33. === DEMOGRAPHICS ===
  34. There are two kind of races: the Protector Races (Human, Dwarf, Elf, Halfling, Gnome, Half-Elf) and the Destroyer Races (basically any other in the monster manuals). All Destroyer Races (every single of them with zero exception in history and future and in any parallel multiverse, if any) are always eager to kill, destroy, corrupt, or abuse the Protector Races. This does not limit them to destroy one another too.
  35.  
  36. Some of the Tragic Races (Dragonborn, Tiefling, Half-Orc) are considered as Protector Races, as they do not have any interest in destroying the other civilizations.
  37.  
  38.  
  39. === RECENT HISTORY ===
  40. Previously the movements of 'Continents' are relatively predictable, and there were not many Chaos storm in the 'Sky'. However, due to the latest Chaos Cataclysm, the 'Lands' are teleported randomly, and each of them started to move in an unpredictable manner. Magic also cannot bypass the 'Sky', thus foiling any spell that tries to connect between two 'Continents' separated by the Sky. Exceptions are the 'Archipelagos'; they effectively have 'inner Sky' inside their bounded area.
  41.  
  42. The Cataclysm brought the known 'Continents' to be lost and cannot be contacted; also travel between 'Continents' became utterly difficult and impossible to predict.
  43.  
  44.  
  45. === STARTING POINT ===
  46. The city-state of Glyphrock was famous for the elite Pan Didactherion Academy. The academy not only provides higher learning institutes, but also for numerous levels of both scholastic and vocational studies. Supported by multiple private and national libraries, along with a whole residential and commercial areas engulfing the city. Several outskirt rural hamlets and villages provide enough basic necessities for the most of the city inhabitants.
  47.  
  48. The Cataclysm that separated the 'Continents' made Glyphrock was separated from its main continent, and slammed and connected to an unexplored continent. The port survives, however there were many guests and tourists on the land, especially because it happened around the time of admission time for Pan Didactherion Academy.
  49.  
  50. Due to the lost contact with their home, many travelers do not have other choices than to stay at the city, with very low chance of returning home. However, the government of Glyphrock established organizations for their unlucky guests, so that they can contribute to the society. Selected few with promising abilities are recruited to the Frontier United Navigators, a mercenary guild who focuses on explorations and resource harvesting.
  51.  
  52. PCs start as visitors at Glyphrock, survived the incident, and recruited to the Frontier United Navigators.
  53.  
  54.  
  55.  
  56. === CHARACTER CREATION ===
  57.  
  58. Point Buy 27
  59.  
  60. ------------
  61. Variant Rules:
  62.  
  63. == HUMAN (Race) ==
  64. Ability Score Increase. Two different ability scores of your choice increase by 2, or each of your ability score increase by 1.
  65. Skill. You gain proficiency in one Skill of your choice.
  66. Tool. You gain proficiency in one Artisan Tool of your choice.
  67. Feat. You gain one Feat of your choice.
  68. Magic. You gain one Cantrip from the following: Prestidigitation, Mending, Light.
  69. Weapon. You gain proficiency in one Weapon of your choice.
  70. Open minded. Human is the only race who can Multiclass.
  71.  
  72. == DWARF (Race) ==
  73. Feat. Gain either Tough or Shield Master feat.
  74. Subrace. Hill Dwarf and Mountain Dwarf.
  75.  
  76. == ELF (Race) ==
  77. Feat. Gain either Sharpshooter or Alert feat.
  78. Subrace. High Elf, Wood Elf, and Dark Elf.
  79.  
  80. == Gnome (Race) ==
  81. Feat. Gain Lucky feat.
  82. Subrace. Lightfoot Halfling, Forest Gnome.
  83.  
  84. == HALF-ELF (Race) ==
  85. Feat. Gain Resilient feat.
  86.  
  87. == HALF-ORC (Race) ==
  88. Feat. Gain Savage Attacker feat.
  89.  
  90. == Background ==
  91. Choose Nation. Then Choose 1 (one) Background, based on the Nation.
  92. Optional: You may select the Background Template: Pan Didactherion Academy students (see below), in addition to Nation, to gain additional benefits.
  93.  
  94. == Background Template: Pan Didactherion Academy students ==
  95. > Prerequisite: Age (must be equivalent to human teenager)
  96. > Major: University, Athlete, Vocational
  97. + Apply in addition to the Background selected
  98. + You gain proficiency in one skill or tool of your choice, depending on your major (See below)
  99. ++ University Major: Arcana, Religion, Nature, History, Investigation, Persuasion
  100. ++ Athlete Major: Athletics, Acrobatics, Animal Handling, Insight, Gaming set, Vehicle
  101. ++ Vocational Major: Artisan's tool, Herbalism Kit, Musical Instrument, Navigator's tools, Performance, Medicine
  102. > You gain additional 1 point of Rank per character level.
  103. > Extra items: PDA Student Package: 3 Empty Journals/logbooks, 1 set of writing tools, 6 pencils, a badge.
  104.  
  105. -----
  106. Contribution of The Protector Races:
  107.  
  108. Dwarves (True Cosmos) are master of law, structure engineering, and hold secrets of Adamantine.
  109. Elves (True Chaos) are master of arts, Wild Magic, and hold secrets of Mithral.
  110. Gnomes (Little Folks) are master of inventions, fashion, cuisines, liquors, weeds, and hold secrets of Alchemy.
  111. Humans (Elohino's Remnant) are the youngest, most ambitious, most inexperienced, and most unpredictable.
  112. Half-Elf (Happy Accidents) are the unique offspring from (un)lucky couple of elf and human.
  113. Half-Orc (Tragic Heroes) are the unfortunate reminders of Demonspawns.
  114.  
  115. ------
  116.  
  117. CLASSES REFLUFFED
  118.  
  119. Barbarian [Primal Instinct Warrior]
  120. Warrior of the Wild who uses primal instinct, while still trying to attune with nature.
  121.  
  122. Bard [Creative Inspiration Explorer]
  123. Explorer who is driven by aspiration, inspiration, and imagination.
  124.  
  125. Cleric [Pious Faithful Believer]
  126. Faithful follower of certain deity, who worships one of their aspects from Heaven, and granted powers in return.
  127.  
  128. Druid [Nature Elohino Nurturer]
  129. Desperate defender of the broken shards of Elohino.
  130.  
  131. Fighter [Practiced Technique Combatant]
  132. Skilled combatant who honed their skills with repetitions and practices.
  133.  
  134. Monk [Enlightened Spiritual Perfection]
  135. Reclusive learner of Cosmos, especially Microcosmos (self).
  136.  
  137. Paladin [Devout Ideal Knight]
  138. Warrior who based their actions based on faith and ideals first, and a deity grants powers as a blessing.
  139.  
  140. Ranger [Tracking Scout Hunter]
  141. Skilled hunter who attunes with nature and live by synchronizing with the remaining parts of Elohino.
  142.  
  143. Rogue [Skilled Resourceful Opportunist]
  144. Opportunist and jack-of-all-trades, catch-all 'class' for skillful individual.
  145.  
  146. Sorcerer [Talented Mysterious Bloodline]
  147. Through distinct bloodline gained the ability to Tap the Magic.
  148.  
  149. Warlock [Pact Pact Pact]
  150. Due to a pact (knowingly or not), their soul is linked to a major power of extraplanar entity.
  151.  
  152. Wizard [Academy Study Researcher]
  153. Cosmos observer and manipulator who spend much time to study on complexity of Cosmos.
  154.  
  155.  
  156. ------
  157.  
  158. THE CONCEPT OF MAGIC
  159.  
  160. It all begins with the classic Chaos and Cosmos. Chaos, is an infinite source of pure energy, a random entity of both singularity and non-singularity. Cosmos, is where physical law and natural boundaries apply, with purpose and clarity is set. Cosmos tried to bound Chaos into a deterministic measurable dimension, so reality as we perceive can exist (instead of the mutable stochastic quantum dimensions).
  161.  
  162. As reality is set in the world of Cosmos who bound Chaos on several limitations, there are basically two ways of altering reality. First, by letting the Chaos to overflow into reality, similar to stirring the water in a glass so the water spilled to the floor, or doubling the size of water (it is Chaos after all, dimensions are infinite). Second, by altering several boundaries of Cosmos, thus Chaos can flow into reality, similar to tilt the glass or make a whole in the glass so the water spilled to the floor.
  163.  
  164. Two methods of Casting Magic are known: Tap and Channel, in addition to the 'ways' of Chaos and Cosmos.
  165.  
  166. Tap means to personally and directly alter the reality, either by using Chaos or Cosmos. Bards use their imaginative and passionate emotion to alter Chaos, so it overflows. Sorcerers evoke their Chaos bloodline and raw emotion and confidence to alter Chaos. Wizards and Monks who learned a lot about Cosmos are good at altering Cosmos so they can control the Chaos that flow into the reality. The analogy of Tap can be explained using a glass of water. Using Chaos to overflow means somehow doubling the water, stirring the water, or shaking the water, so the water spills over. Using Cosmos to control means somehow changing the size of the glass, tilting the glass, or puncturing the glass, so the water spills over.
  167.  
  168. Channel means having the power to alter Chaos or Cosmos by the help of agents of Chaos or Cosmos themselves, such as gods or the abyss or hell or the dead spirit of Elohino, or even the unspeakable mysterious entity. Druids and Rangers can Channel magic as long as they are attuned, synchronized, and empathizes the dead spirit of Elohino. Clerics and Paladins Channel their magic through prayers or faith, that inline with a god's purposes. Warlock linked their soul to a 'patron', and Channel magic of their patron; however what they do in the material world would also directly linked back to this 'patron', for better or worse.
  169.  
  170.  
  171. ----
  172.  
  173. MAGIC COMPONENT
  174.  
  175. To Cast Magic (Either through Tap or Channel), several bodily and mental activity is needed; however it may varies between how individual works. Cosmos affinity casters have a consistent and rigid form, since what matters for cosmos are the repetition, consistency, and purpose; while Chaos affinity casters tend to shift and changes the form, since what matters for chaos are the raw and pure inspiration, confidence, and emotion.
  176.  
  177. VERBAL: Verbal component must be spoken loudly, and can be heard clearly up to around 30ft. radius, with a voice directed at the target. The length of the verse, the intonations, and the language used vary between casters. A bonus action spell only use a very short verse, often a single word or even a single syllable only.
  178.  
  179. SOMATIC: Somatic component must be executed clearly, with a complex gesture using the whole arm, hand, and fingers, that is clearly visible up to several hundred ft. Casters can either use a free hand, or use a hand wielding the foci. Caster must focus their sight (may not blink) and hearing to the target (other than self), and pointing the foci towards the target.
  180.  
  181. MATERIAL: A material component must be brandished clearly, and must be visible during the whole casting. Magical effects can be seen interacting with such material component. Casters can either use a material, or use a foci. Caster must put the material in between their eyes and the target (other than self), so the Caster can see both the material and the target at the center of their vision.
  182.  
  183. Casting Stealthily.
  184. At DM's discretion, a PC can try to cast a spell stealthily, by making a Dexterity (Stealth) or Charisma (Deception) check (to hide / disguise Verbal and/or Somatic), or Dexterity (Sleight of Hand) check (for Material).
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