The following rules are an expanded, edited and modified subset of rules created and copyrighted by Sean Patrick Fannon.  Modifications by Dustin Evermore for integration into a Birthright campaign.  Not for publication in any medium, except for personal use.

Campaign Options
Options such as Racial Packages, Skills, Talents, Perks, Derived Charateristic Enhancemnts (DCEs) and Martial Arts can be purchased with the 50 starting Option Points (OPs).  30 more OPs can be gained from taking Complications.

Rule of X: 18

Racial Packages

Dwarf Package:  12 pts. 
+1 CON (5) -1 DEX (-5)
Long Life (2) Cannot Swim (Infequent, Severe, Greater Impair) (-10)
Density Increase (2x mass, +1 STR, +1 PD, +1 ED, -2 m knockback, No END) 25 Distinctive (Not Concealable) (-15)
50% Damage Resistance vs. Crushing attacks (15) Can not use Wizard, Magician or Bard Casting Systems (Infrequent, Severe, Major) (-10)
Thermal Vision (5)
 

Elf Package:  20 pts.  
+1 MENTAL (15) -1 PHYSICAL (-15)
+1 COMBAT (15) Feared (Frequent, Strong, Major) (-10)
Night Vision (3) Distinctive Features (Not Concealable) (-15)
Immortal (5)
Beautiful (3)
Light Sleeper(3) Move unimpeded in any terrain (3)
Gain +3 to WILL vs. Mental spells (3) Wizardry Potential (20)  (Doesn't require a bloodline to be a Wizard)

Half-Elf Package:  20 pts.
+1 INT (5) +1 DEX (5)
Night Vision (3) 1 PHYSICAL (-15)
Beautiful (3) Distinctive (Easily Concealed) (-5)
Very Long Life (3)
Gain +1 to WILL vs. Mental spells (1) Wizardry Potential (20) (doesn't require a bloodline to be a Wizard)

Halfling Package: 11 pts.
+1 DEX (5)  -1 STR (-5)
+1 to Slings and Throwing skills (2)
+1 WILL (5) Distinctive Features (Not Concealable) (-15)
Enhanced senses, Shadow World (Sense Undead, Necromantic Magic, Shadow Portal) (9) Shadow Walk (Extra-dimensional movement to Related pts, 1 Dimension, 6pts.  Travel at rate of up to 42 mph for 10 hrs.  3 x per week, take up to 4 people, must be near Portal) (5)
Teleport up to 320 m (takes 1 extra phase, charges 3 x per week, must be near Portal) (5)
  

HUMANS ALL TOTAL 0 PTS.

Anuirean: +1 WILL (5) -1 DEX (-5)
Brecht: +1 DEX (5) -1 WILL (-5)
Khinasi:  +1 INT (5) -1 CON (-5)
Rjurik: +1 CON (5) -1 PRE (-5)
Vos:  +1 STR (5) -1 INT (-5)

Character Types

The suggested character types outlined below may provide you with some character ideas. The Skills, Options, and Equipment listed with the various character types are suggested starting points. Obviously a Warrior may wish to pick up skills in a variety of melee weapons, or even Hand to Hand, but all Warrios tend to have certain traits in common. If you have enough option points, you might even combine the character types below to come up with Warrior Wizards, Mercenary Priests, and more!

 

WARRIOR

This is a basic fighting character type. Use any weapon skill in the skill list for Birthright in place of the Swords skill.

Skills: Swords, Melee Evade, Riding(horse)

Options: Combat Sense, Renown

Equipment: Sword, Armor, Shield

 

SOLDIER

A soldier is a professional fighter. This type of character tends to be even more specialized in fighting than the Warrior. Use any weapon skill in the skill list for Birthright in place of the Swords skill.

Skills: Swords, Melee Evade, Riding(horse), Tactics

Options: Combat Sense, Blind Fighting, Ambidexterity

Equipment: Sword, Chain Armor, Shield

 

MERCENARY

A Mercenary may have started out as a soldier, but now she works for highest bidder. Use any weapon skill in the skill list for Birthright in place of the Swords skill.

Skills: Swords, Melee Evade, Riding(horse)

Options: Combat Sense, Renown, Contact, Reputation(Complication)

Equipment: Sword, Armor, Shield

 

KNIGHT

This highly skilled professional may come from blooded nobility (scions) or wealthy commoners can purchase a knighthood, depending on the kingdom. Use any weapon skill in the skill list for Birthright in place of the Swords skill.

Skills: Swords, Melee Evade, Riding(horse), Noble Lore

Options: Combat Sense, Ambidexterity, Wealth, Membership in Knighthood (e.g. Avanil's Cerulian Order)

Equipment: Sword, Full Plate armor

 

RANGER

A ranger has skills that enable him to survive both nature, and nature's creatures! Use any weapon skill in the skill list for Birthright in place of the Swords skill.

Skills: Sword, Archery, Melee Evade, Ranger, Stealth

Options: Acute Sense, Direction Sense, Night Vision

Equipment: Sword or Bow, Leather Armor

 

THIEF

A thief specializes in stealth, cunning and luck to succeed in his profession. Use any weapon skill in the skill list for Birthright in place of the Small Blades skill.

Skills: Small Blades, Gambling, Lockpicking, Sleight of Hand, Stealth, Streetwise

Options: Common Sense, Double Jointed, Membership in Theive's Guild (note that a vassal or regent is assumed to already have membership as a lieutenant or regent of a Guild).

Equipment: Small blades, Partial Leather, Lockpick

 

WIZARD or MAGICIAN

A character must have elven heritage or divine blood to use the Wizard Casting Systems, but any race may become a Magician (which are Illusionists and Divinationists).

Skills: Spells, Thaumaturgy, Languages, Research, Teaching, Sleight of Hand

Options: Eidetic Memory, Scholastically Gifted, Wealth, Membership in Magician's Guild.

Equipment: Staff, robes

 

PRIEST

There are a variety of priests in Cerilia, each with access to the spell categories determined by the specific dieties they follow. There are no general clerics in the land, but the following can be used as a starting point.

Skills: Spells, Thaumaturgy, Languages, Research, Teaching, Profesional Skill (Religion)

Options: Intuition, Membership in Religious Order (vassals and regents are assumed to already be heads of their order)

Equipment: Diety-approved weapon and armor

 

MERCHANT

A merchant specializes in the sale. A good merchant can be an explorer or an entrepreneur as well.

Skills: Bribery, Professional Skill(Business), Persuasion, Small Weapons (to defend against "bargain shoppers")

Options: Common Sense, Contact, Favor, Wealth, Membership in Theives Guild (vassals and regents are assumed to already be heads of their guild)

Equipment: Small Weapon, fine clothes, jewelry

 

NOBLE

A noble is often also blooded, but not necessarily. Some noble lines --not ruling lines--are even descended from hero commoners. Use any weapon skill in the skill list for Birthright in place of the Swords skill.

Skills: Swords, Acting, Noble Lore, Interaction, Persuasion, Leadership, Courtier

Options: Bloodline, Beautiful/Handsome, Wealth

Equipment: Any. +200 gold pieces minimum (2 option points)

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