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Introduction
- Once Upon a Time
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The night has come to the small town of Xu when a young man strode in with a gallant black stallion. His white kimono and blue obi were in contrast with what the local townsfolk wear daily; as the contrast between his steed and local donkeys. He sent his horse galloping towards the town’s hostel, and leapt down after using his internal energy to send the reins to tie to nearby parking spot. “Kakita-san, good evening,” a sound suddenly greeted the young man.
Startled, the young man looked at the one greeting. He then smiled upon seeing a fair maiden nearby and greeted back, lowering his head a bit, “Apparently it is Pugilist Ma. Long time no see.”
“Please save the formality, but it is indeed has been a while,” the maiden called Ma replied the greetings with clasping her hand; a jian is held at her left hand. “Is there anything wrong? I sense some hastiness in you.”
The young man Kakita hesitated for a moment, pondering a bit, before finally opens up, “Yes, actually I am quite in a hurry. I have news regarding Oni movements several li north of here; around half dozen of them. I was looking for my brother to intercept them before they can reach Sister Seoyon’s recently built ranch.”
Ma’s eyes glittered for a moment, “Sister Seoyon has a ranch nearby? Ah, it seems I have been cut away from Jianghu for too long. Anyways, if you do not mind, Kakita-san, please allow me to help, if you are in such a hurry. I have my twelfth-sister standby nearby too, so she can look for reinforcements instead of wasting your energy. I think both of us can stall their movement, and I believe Sister Seoyon also has some pugilists on standby at her ranch?”
Kakita nodded, “Much appreciated, Pugilist Ma. Yes, I also believe that to be the case. Otherwise it would be too difficult for both of us, since they have 神印 on their body.”
A small hesitation can be seen, but Ma smiled afterwards, “Ah, what a coincidence, I would like to practice my new neigong. It is a perfect time indeed, Kakita-san. Very well, please show me the way. My twelfth-sister is ready to look for reinforcement too.”
Ma channeled her internal energy forming protective barrier, and together with Kakita, they move to intercept the Godmarked Oni group.
Godmarked:Rebirth - Collaborative Storytelling Campaign
 Art by Ibuki Satsuki
Definition Godmarked:Rebirth is a Collaborative Storytelling Campaign, using a heavily modified Dungeons and Dragons 5th Edition ruleset. It is a multi-player multi-DM campaign that takes place in Far East Fantasy setting, with slight theme of World Building campaign. Each player may make a Group that can contribute to the World Building, either by running session (as Dungeon Master, or DM), playing at a DM’s session (as a character from the Group), or by posting narrative downtime activities for skipped session.
The campaign and the game, including the setting and the characters, are fall under the category of non-profit, non-commercial activities and materials.
Background Story and Quick History The apocalyptic disaster seven centuries ago ruined all civilizations, bringing multitude of dark energies that created and mutated humans and natural beasts into savage monsters that kill one another. No one knows what happened before the event; the tales of time before have long forgotten, and no records survived the ordeal.
It has been several decades since humanity re-established civilizations by helping each other. Very few trade routes are connecting well-defended towns, and single path connects the three nations, bastion of humanity. Alas, recently there have been increased attacks from the untamed wilderness and uncharted areas. Mutated and blighted creatures emerged, disrupting the already few and sparse trade routes, as well as attacking struggling caravansaries, or laying siege on the dotted settlements, cutting the lifelines of rural folks.
Further at recent years, there have been some omens, regarding weird occurrences of strange creatures with peculiar mark. Usually these creatures are more savage and more brutal, always showing an extraordinary level of cunning and leadership in the beasts of the wilderness; and always hostile towards humanity. These accursed 'godmarked' creatures have been a bane of humanity, and all of the humanity been wary of such 'godmarked' creatures.
What humanity does not know, during the last few weeks, such runes or marks have suddenly appeared at a handful of the humans (and the lesser humans: half-orc and tiefling) as well.
What is Godmark Main Characters of this campaign possess a Godmark (神印). This mark is quite similar to a single tattoo, with the size of around human fist or palm. It appears at any part of the character’s body, at any form. At first glance it might be mistaken with a normal tattoo or birthmark, but upon some inspection, its occasional shifting or animated colors (which usually already unnatural and visible) betray its nature.
This mark can be covered by clothing or other means. However, when two entities with Godmark is in close vicinity, each of them will have a certain sensation that made them aware of the other; and they can see through anything, physical or ‘magical’, towards the mark; albeit for some moments (similar to the popular Highlander series).
The sensation is unique, and Godmark is different from each other. Further, it cannot be faked or duplicated by any means.
Current Situation regarding Godmark Currently, there are only Godmarked Monstrosities known to the Mankind of Earth, and such creatures are said to be the cursed bad omen. It is also well known that Godmarked monstrosities are more powerful, more tough, more sinister, more hateful towards Mankind, and more intelligent than their counterparts; there have been many stories about a rising band of monsters or Orc led by Godmarked one. It has become the symbol of destruction and despair to Mankind. It is then a logical consequences that there have been groups dedicating themselves to defend Mankind from Godmarked, and to hunt such dangerous creatures whenever they can.
However, unknown to Mankind, Godmarks have been appearing at the very bodies of their kin. Godmarked Mankind’s (and lesser mankind, the half-orc and tiefling) existence is still unknown at all, and those with Godmarked Mankind seemed to be laying low; lest they will face the wrath of the world.
Then the remaining questions would be, until when will this truth be hidden? And what will these Godmarked Mankind (the Main Characters) will have in influencing the world they live in?
Ten Things About Godmarked:Rebirth Collaborative Storytelling Campaign
- Far East Fantasy: Wuxia Fantasy, Dynasty Warrior, Sengokumusou, Blade&Soul. Monstrosities still roam around, early firearms existed, but mostly it is a far east adventure. However, this is not western, nor futuristic. This is Far East Fantasy.
- Custom Appearance: As long as the mechanics remain the same and not significantly altering appearance, Players can freely describe the appearance of their characters or fluff of their classes.
- Highlander Effect: The main characters are the only Mankind with Godmark; and whenever they come to close vicinity of one another, they got a strange feeling and become aware of each other, albeit momentarily. Further, during the short moment, they will be able to see (through any concealment or cover or anything else) the Godmark located at the other character’s body.
- Mankind vs Monstrosity: The theme of the game is surviving against Monstrosities, especially the Dark-Energy-imbued ones, and reclaiming lands for civilization and colonization (World Building).
- Abstract Hit Points but Gritty: Hit points are not wounds nor bloodied, it is representation of ability in receiving damage. However, there are bloodied condition and wounded conditions, that might make things complicated.
- Mystical Magic and Magic Items: There is no such thing as magic items, but there might be some rare lingering spirits or energy that can be forced or convinced to be harnessed, like Shaman King’s style. Further, magic for convenience is not something common in this world, and only the famed pugilists who can wield such immense power.
- Three Worlds: Unlike usual fantasy setting, there are only three worlds in this campaign: Real World, Spirit World or Astral World, and Everything-Else-Into-One World called Abyss or Hell or The Unknown.
- Far East Storytelling: Session is started by describing a location, then each player may narrates on why their character are there. Each Group has group agenda. Everyone should have agenda. Everyone.
- Group based: Players may make a Group instead of single character, and can participate in the world-building parts of the campaign using this Group by playing, by running sessions, or by performing downtime activities.
- Collaborative Storytelling: There will be global goal and global situation, as this will also be a world-building game; each session might influence one another.
The World as We Know Recently secured It was only around 30 years since the three nations of Tang, Joson, and Yamato established secure connections. The apocalypse seven centuries ago ruined civilizations of the world, and the connections between the three nations that have crawled their way from ashes of destructions are vital for further survival. These connections come in the form of quite safe trade routes; albeit these roads and paths are prone to savage and outcast banditry and monsters.
Intercontinental Safeway This route is promoting safer travel and trade, as well as cultural interactions between the new nations of Mankind. It is formed of three distinct routes: a major wide road and rivers connect Tang and Joson; a safe sea route connects Tang and Yamato, and a narrow strait and rivers connect Yamato and Joson.
New Calendar Since the interconnection of nations was the most important recent advances, the three nations agreed to make a new calendar of the land, based on the time of its first official use. In a year there are twelve months, each month has four weeks, and each week has seven days. The format of the calendar is Year / Month / Date, example: 32年3月4日.
Religions and Faith All people of the land has a syncretic polytheism, but no one really understand or belief in ‘God’. They believe in spirits of ancestors (gods) who guide and watch over them. They believe in spirits (gods) that exist in every items and aspects of life. They also believe in reincarnations and karma. Some others just simply believe in themselves.
Technological Level The world (Earth) has a technological level comparable to real world of medieval Far East regions. There have been many advances on buildings, metallurgy, writings, foods, agricultures, craftsmanship, medicines, and even early firearms.
Perception of Magic Magical items are mystically rare, and daily use of magic is barely stuffs of legends. There is no ‘magic’, but applications of internal energies or neigong, cultivated into culminations of powers capable of shaping realities. For game purposes, this neigong represents any spells and any special abilities (supernatural or spell-like). Like-wise, an anti-magic field became the bane of all neigong since it inhibits the manifestation of internal energies of pugilists.
Mankind Only There is effectively only one campaign-playable "race" as in species in this Earth: [tooltip=Mankind]See Races of Mankind, below; basically it is different from 5E Races[/tooltip]. Some of the Mankind are so small of stature, while some others can reach massive height and weight. Mankind look the same as real world human. There are also a handful of Cursed-Ones (Half-Orc) and the Insidious-Ones (Tiefling), who are not considered as Mankind and do not have home Nation, but still playable nevertheless (with a large numbers of hefty disadvantages).
Language All of the races can communicate using Common language, but they have local dialects too (Han dialect, Liao dialect, etc.). There is no Druidic, Elven, Dwarven, Halfling, or Gnome language. Other available languages are Abyssal, Celestial, Deep Speech, Draconic, Giant, Goblin, Infernal, Orcish, Primordial (four dialects), Sylvan, and Undercommon. All Mankind starts with Common language, a local dialect, and another free language of their choice; this overrides 5e rules on known languages of races.
Available Classes and Spells The campaign uses a heavily modified Dungeons and Dragons 5th Edition Rule-set. There are a number of significant House Rules and there, and the availability of Classes and Spells is highly limited.
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House Rules
This post contains House Rules for Godmarked:Rebirth Collaborative Storytelling Campaign. The campaign assumes that Dungeons and Dragons 5th Edition Rule-set is used, and many terminologies will be used assuming readers have prior knowledge about the rule-set.
The Nations will describe about three nations of the setting, along with their peculiar traits as well as benefit for Mankind originating from there. The Races will describe about Races of Mankind of the setting, and the House Rules to replace Background of DnD 5E.
Character Creation will describe about basic character creation in the campaign. Rank Variant and Hit Points are describing heavy modification of DnD 5E.
Campaign System will describe about terminologies of the campaign, as well as explanation on Downtime Activities. Campaign System: Group will explain about the Group system used.
Appendices will list available classes, feats, spell list, and possible magic items for this campaign.
If you find any inconsistency between this topic and the PDF, please inform Main Narrator as soon as possible; however it is assumed (in case of immediate ruling is needed) that information at this topic takes precedence.
The Nations - Tang Dynasty
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Vast and Extreme The land of Tang Dynasty, the largest of the three nations, is a land of extremes. Vast plains stretch over the horizon, tall and imposing mountains jutting around, deep ravines and wide rivers with fast currents clawed the rest, while thick forest often covered with fogs can be found scattered all around.
Monastic Traditions Aside the capital metropolitan of Chang'an, there are also cities connected by network of roads not well patrolled. Martial and spiritual monasteries occasionally can be found taking shelter at an extreme region such as deep in the forest, above tall mountains, or carved at a cliff.
Majority and Minority The race of Han dominated the land, with the nomadic Liao and barbaric Xiong controlled some parts of the vast steppe, and a very small minority of Yue.
Benefit Characters originating from Tang Dynasty gain one proficiency chosen from: Insight, Perception, Intimidation.
- Kingdom of Joson
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Art, Science, Sorcery The Joson Kingdom has become a symbol of creativity, art, curious technology, as well as sorcery and arcane study. Armored wagons and ships pass through dangerous areas of the wide peninsula kingdom, passing through rivers and forests.
Fortified Cities and Universities Aside the capital metropolitan of Hanseong, there are only several cities at the kingdom, but each of them is protected by strong fortification and solid reinforced stone wall. Solitary University Pagodas often found acting as learning centers of the people of Joson, a bit secluded from the busy metropolis.
Inclusive and Varied The race of Goryeo dominated the land, with Han, Yue, Liao, and Himoto can be found as minorities.
Benefit Characters originating from Joson Kingdom gain one proficiency chosen from: Arcana, History, Religion.
- Yamato Empire
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Honor and Valor Across the sea lies an archipelago under the rule of Yamato Empire, where honor and martial prowess are revered, as well as metallurgy and weapon craftsmanship. The many islands of the empire have thick jungles and cliffs, with small rivers made their way connecting the mountainous area and their inner seas.
Rural Archipelago Aside the capital metropolitan of Miyako where the Tenno and Shogun reside, there are many small settlements ruled by local Daimyos. A convoluted code of martial honor is pervasive at this nation.
Xenophobic The race of Himoto dominated the land, but they are quite xenophobic thus there are only a handful of other races of Mankind can be found at some of the settlements.
Benefit Characters originating from Yamato Empire gain one proficiency chosen from: Survival, Athletics, Acrobatics.
Races of Mankind The Races of Mankind described below replaces Background of 5E. Default Backgrounds from other 5E resources cannot be used at this Campaign. Note that Tiefling and Half Orc do not considered as Races of Mankind, as well as not having any Nations, thus Tiefling and Half Orc do not gain any benefit from Nations, from Races of Mankind, and from Background (only gaining benefits from tiefling/half orc and their Class). Races of Mankind resemble real world human. However when you select a specific Race of Mankind (e.g. Han), you can select one of the DnD 5E Races (including their variants, e.g. Variant Human from PHB or Variant Half Elf from SCAG) written for game statistics. All Mankind starts with Common language, a local dialect, and another free language of their choice; this overrides 5e rules on known languages of races. Below the terminology of Wealth can be found, but it will be explained later at Campaign System: Group. - Han (Human / Half Elf)
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Dubbed as the most daring and social race, they have the most 'average' build of the humans. Mostly found at the Tang Dynasty. Several samples of their name: Huang, Li, Zhou, Chang, Fei.
- Gain proficiency in Persuasion, Deception, and on short sword or rapier.
- Gain Observant, Mobile, and Resilient (Charisma) feat.
- Possess a Jian (short sword or rapier) and a suit of fine clothes regardless of Wealth.
- Yue (Human / Elves / Halfling / Half Elf)
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Elegant and graceful, small frame and lithe, with fair skins and enchanting silk black hair; rumors said many of them have natural body fragrance. It is a minority race of beauty living at Tang Dynasty and Joson Kingdom. Their name is similar with Han race or Goryeo race.
- Gain proficiency in Performance or Acrobatics, and one musical instrument.
- Gain Performer (UA) feat.
- Possess a suit of fine clothes and a musical instrument regardless of Wealth.
- Liao (Human / Wood Elves)
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These nomads have rugged build but still slender, with swift gaits. Their skin tone tend to be darker than the rest of Mankind. Mostly found at the Tang Dynasty and Joson Kingdom. Sample names are: Kokur, Wangyen, Honglieh, Kyrza.
- Gain proficiency in Nature or Animal Handling, and longbow.
- Gain Athlete, Mounted Combatant, or Sharpshooter feat.
- Possess a riding horse, a longbow, and ammunitions (30) regardless of Wealth.
- Xiong (Human / Dragonborn)
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The barbaric Xiong are the tallest and most muscular, with coarse hair. They are tough like most rustic people, with some possess innate magical powers. Sample Name: Kubilai, Muhuali, Borche.
- Gain proficiency in Survival or Animal Handling, and a martial weapon.
- Gain Durable, Resilient, or Toughness feat.
- Possess a great axe, a great sword, or a longbow regardless of Wealth.
- Goryeo (Human / Gnome / Halfling / High Elves)
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The Goryeo race has the biggest eyes and tend to have cheerful yet inquisitive attitude, despite their very low height; barely five feet tall and most only around four feet. Sample Name: Won, Seoyon, Haseo.
- Gain proficiency in one tools and Investigation, and hand crossbow or crossbow.
- Gain Keen Mind, Crossbow Expert, or Skilled feat.
- Possess a tool of your choice, a hand crossbow, or a crossbow regardless of Wealth.
- Himoto (Human / Dwarf / Halfling / Gnome)
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Short but stout people of the Yamato Empire, and seldom found outside their homeland. The ladies tend to be much slimmer than the gentlemen, and has paler complexion. Sample Name: Nobutaro, Yamagata, Shirayuki.
- Gain proficiency in one artisan tools or Insight, and long sword or longbow or halberd.
- Gain Martial Adept feat, and Alert or Great Weapon Master feat.
- Possess Daisho (A long sword, and a Dagger or Short Sword or Scimitar), Daikyu (Longbow), or Naginata (Halberd) regardless of Wealth.
Character Creation The Godmarked:Rebirth Collaborative Storytelling Campaign uses Dungeons and Dragons 5th Edition Rules as the basic system, but with heavy modifications. Below there will be new terminologies. Details about Main Characters, Supporting Characters, and Groups, can be found at Campaign System: Group, while details about session and chapter can be found at Campaign System. - Ability Score Generation
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There are three options to chose on how to generate ability score for character (MC and SC) in Godmarked:Rebirth:
- Point Buy 25.
- Default Array: 8,10,12,13,15,15 (equivalent Point Buy 29).
- 4d6 discard lowest for each ability score. Re-roll of the whole set is possible if the total ability score is less than the equivalent of Point Buy 21.
Below is the cost for Point Buy, with equivalent calculation (in case rolling give score below 8 or above 15).
Point Cost Equivalent, Relevant only if you do not choose second option Please note that Point Buy cannot choose the red colored score. 3: -5 pts. 4: -4 pts 5: -3 pts 6: -2 pts 7: -1 pts 8: 0 pts 9: 1 pts 10: 2 pts 11: 3 pts 12: 4 pts 13: 5 pts 14: 7 pts 15: 9 pts 16: 12 pts 17: 15 pts 18: 19 pts
- Basic Martial Arts
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To encourage the feel of wuxia and Far East fantasy, several House Rules are applied as follows:- Tough Monks. Change Monk’s Hit Die (HD) to d10
- Basic Martial Arts. Mankind characters who wear no armor and do not wield any shield gains +1 bonus to AC. Further, Mankind characters gain +1 bonus to their unarmed strike's damage.
- Cumbersome Armor. Anyone who wears heavy armor always makes any Dexterity-based rolls with a disadvantage. Further, reduce the AC of all heavy armors and AC bonus of shields by 1.
- Martial World. Martial weapons can be used as spellcasting focus. Please keep in mind to re-fluff 'magic' into Far East Fantasy.
- Godmark
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Main Character (and only Main Character) gains the following benefits:- Gains Magic Initiate feat (they must select Bard, Druid, Sorcerer, or Warlock, as the selected class - due to the absence of Wizard and Cleric spell list). However Godmarked Mankind may select Int, Wis, or Cha as their ‘primary stats’ for selected spells, instead of the one normally used by the class.
- Gains one other feat of your choice. You must meet the prerequisite of the feat.
- Multiclassing
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Races of Mankind may multiclass freely with prerequisites removed. Tiefling and Half Orc cannot multiclass.
- Wealth
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Characters in Godmarked:Rebirth campaign rely on Wealth instead of gold coins. Details on Wealth can be seen at the Campaign System: Group.
- Character Level
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- There is no Experience Points at Godmarked:Rebirth campaign. However, Main Character gains a level after participating in two sessions. A level cap will be available globally and will be updated periodically, therefore a Main Character cannot surpass this level cap, despite playing several times.
- For Main Characters whose level is two levels below current level cap or more (e.g. level 2 while cap is 4), they only need to play once to gain a new level.
- Supporting Characters do not need to abide level cap.
- Supporting Characters do not gain level from playing, but instead the player may determine their level freely, as long as the budget from Group’s Humanly Influence can provide them.
House Rules: Rank Variant - Replacing Proficiency
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The Rank system is used instead of Proficiency. Basically, Proficiency Bonus became the maximum Rank for Skills (including Tools), Saves, Weapons, and Spells (including Cantrips). Rank is used instead the Proficiency Bonus on many rolls, following the formula below:
Weapon Attack = 1d20 + Ability + Weapon Rank Spell Attack = 1d20 + Ability + Spell Rank Saves = 1d20 + Ability + Saving Throw Rank Ability = 1d20 + Ability + Skill Rank Spell DC = 8 + Ability + Spell Rank
- Specific
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You must select individual Spell, Weapon, Skill, or Save (e.g. longsword, fire bolt, dexterity save, persuasion, etc.). Several class features that are not Spell nor Weapon nor Save use the Proficiency Bonus; such as Battlemaster's DC, several of Monk powers (those who do not state as a spell), and Unarmed Strike.
- Gaining Rank Points
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When to Gain Anytime you gain a new Proficiency or Spell, you gain 1 Rank on that Proficiency or Spell (including at 1st level). At each level, including the first, you gain 4 (four) points to upgrade Rank.
Upgrading Rank Upgrading Rank that you have Proficiency in costs 1 point, while upgrading Rank that you do not have Proficiency in costs 2 points. You can only upgrade 1 Rank of each skill, weapon, save, or spell, per level; that is, you cannot upgrade from 0 Rank to 2 Rank at once.
Maximum Rank The maximum Rank of any skill, save, weapon, or spell is equal to your Proficiency Bonus (Level 1~4 is +2, Level 5~8 is +3, Level 9~12 is +4, Level 13~16 is +5). All points to upgrade Ranks must be spent on the level you gain them. Any unspent points for Ranks are lost.
- Miscellaneous Rules
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There are several further notes, specific cases that might occur during the campaign, related to Rank system, as follows:
- Overlapping Proficiencies. You can pick a proficiency in something you already proficient, but you gain no benefit in Ranks.
- Expertise (Bard/Rogue). You can choose Tools for the Expertise class feature. The effect of Expertise is you multiply the Rank instead of Proficiency bonus.
- Jack of All Trades (Bard). Change the feature into: “You gain +1 bonus to any ability check you make that doesn't already include your rank or proficiency bonus. This bonus increases to +2 at 9th level.”
- Remarkable Athlete (Fighter). Change the feature into “You gain +1 bonus to any strength or dexterity ability check you make that doesn't already include your rank or proficiency bonus. This bonus increases to +2 at 9th level.”
- Reliable Talent (Rogue). Change the feature into "Whenever you make an ability check that lets you add your Rank, and that Rank is equal to your Proficiency Bonus, you can treat a d20 roll of 9 or lower as a 10."
- Help action. You can only take a Help action for an ability check that adds Rank (e.g. Int Arcana check, Wis Medicine check) if you have at least 1 rank at the Skill or Tool. You cannot take Help action for any ability check that do not add any Rank (e.g. Int check, Wis check).
House Rules: Hit Points - Hit Points and Wounds
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Hit points (HP) is a representation of character’s ability in enduring punishments and damage. Therefore, as long as your current hit points is more than half of your maximum hit points, you are not bloodied. You may avoid the blows in last second ditch, or spending too many breaths in blocking or dodging the blows, or just made the solid hit became a glancing blow leaving only non-visible scratches.
- HP Recovery
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You do not regain HP from Long Rest. Instead, you may spend any number of HD during Long Rest. You regain half of your maximum Hit Dice upon completing a Long Rest. By default Short Rest takes around one hour, and Long Rest takes one day, of light activities. Safe towns and settlements provide faster Rest, while other situations might make Rest longer (e.g., few hours for Short Rest, few days for Long Rest).
- Bloodied (New Status)
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Half Hit Points Although there is no visible scratches when your HP is above half of your maximum, situations change whenever HP is dropped below half: you receive visible injury, and gain the Bloodied status. When you are Bloodied, you cannot spend HD to regain HP during short rest or long rest.
Treatment To remove Bloodied condition, someone must make First Aid attempt. First Aid attempt takes 1 minute, and must spend 1 use of Healer’s Kit, then succeed at DC 15 Wisdom (Medicine) check. You roll at disadvantage when making the check to yourself.
Nonlethal When dealing damage that would make a character Bloodied, you have the option to make it non-lethal, thus the Bloodied condition will not be given.
- Wounded (New Status)
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Zero Hit Points Whenever you drop to 0 hit points due to a damage, you also gain 1 (one) exhaustion level, and gain the Wounded status. When you are Wounded, you cannot spend HD to regain HP, and you do not regain Hit Die (HD) after completing a Long Rest.
Treatment To remove Wounded condition, someone must make Wound Treatment attempt. Wound Treatment attempt takes 10 minutes, and must spend 3 uses of Healer’s Kit, then succeed at DC 20 Wisdom (Medicine) check. You roll at disadvantage when making the check to yourself.
Stack with Bloodied The status of Wounded and Bloodied stack and each must be treated individually.
Nonlethal When dealing damage that would make a character unconscious due damage causes hit points drop to 0, you have the option to make it nonlethal, thus gives no exhaustion level nor Wounded condition.
- Healer’s Kit dependency
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Spending Healer’s Kit must be spent to treat Bloodied or Wounded condition. However, in rare case that there is no Healer’s Kit around, anyone with Herbalism Kit or Alchemical Supplies can try to craft one.
Crafting Under normal environment, anyone with Ranks in Herbalism Kit or Alchemical Supplies can spend 1 hour looking for herbs or alchemical compounds to brew one use of Healer’s Kit, by succeeding DC 10 of Wis (Herbalism Kit) or Int (Alchemical Supplies). For every 5 points above 10, they got additional 1 use of Healer’s Kit.
Campaign System - Terminologies
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Main Narrator The campaign manager and final authority figure, as well as final arbiter. Main Narrator also the only one who can give verdicts and results, including to award Group’s Influence every Chapter.
Episode A single playing [tooltip=session]in DnD, Session means a session of actual play, with missions and possibly explorations-interactions-combat[/tooltip], run by any player as a DM, with other players may play at the Episode using the Main Character from their Group. At said DM’s permission, Supporting Character may also be used. Guides on running Episode can be found at the PDF: Concept and Design.
DM and Player As terminology, are the one who run a session as Dungeon Master and the one who play as a Player Character under the said DM, respectively.
Chapter Consisted of several session at a real time duration of 2 (two) weeks. Each Chapter will have their own evaluation. At the end of each Chapter (and before beginning a new Chapter), a maintenance period of approximately one day will be used to evaluate the each Group’s progress in the story, and then to award Influence to every Group. Global Goal and additional Group Agenda might be adjusted as well (e.g. force-add a new Group Agenda to a Group).
Group The organization linked directly and exclusively to a single player. Other player may not use someone else’s Group without the owner’s permission. Aside from MC and SC, there are also Influence (Heaven, Earth, Human) and Prestige (Astute, Valor, Honor) values to represent the Group.
Day A simplification of Calendar, representing how many days have passed. An excel sheet is available for quick conversion from Day to current date. The purpose of this is to make dynamic environment on the session, as time passes by and seasons change.
Downtime Activities An activity in the campaign for player who skipped session (i.e. not playing nor running). A player may narrate on what the Group is doing at the background of the campaign, such as preparing for the next battle, or cleaning more parts of the land, or gathering around powerful warriors. The purpose is to have inactive players to catch up with the rest of the campaign, as well as keep some level of participation. A joint Downtime Activities can be done as well, as long as the time synchronizes and all players agree to make some narration together.
Races of Mankind Not to be confused with DnD 5E Races, this campaign uses Nations (Tang, Joson, Yamato) and Races of Mankind (Han, Liao, Xiong, Yue, Goryeo, Himoto) to grant 5E Background Benefits. Races of Mankind have similar appearance with real-life humans (albeit various size and other complexities), and on each Races of Mankind, player can select available 5E Race to represent them (e.g. Liao can select 5e races of Human or Wood Elf).
- Downtime Activities
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For players who skipped session (not running and not playing session), they still can participate and contribute to the campaign, by performing Downtime Activities.
To perform Downtime Activities, the player can make a short narration on what their Group is trying to do or what the character did during the time period. As a general rule, they can try to achieve one step closer to their Group Agenda, or helping around towards Global Goal, or make a joint collaboration of Downtime Activities with another consent player who also skipped the session.
The length of the narration should be longer than 50 words (roughly two paragraphs) but less than 500 words for each skipped session. The timing of the skipped session should be observed as well, in order to avoid time paradox.
Campaign System: Group Players can join the campaign as a Group, consisting of one Main Character (MC) who possesses Godmark, and several Supporting Characters (SC) who can act as NPC when the said Player run a session. At the beginning, each character in a single Group must have the same Race of Mankind, and must came from the same Nation. Interracial breeding is still not a thing, at least until the campaign starts. Player can also join as a single MC, and leaving the SC at the background (not developed); however it is advisable to at least determine the Heavenly Influence of the Group. Player can also joining as MC to another Player’s Group, as long as it is based on mutual consent. Group can represent a mercenary guild, or school of martial arts, or notable wealthy family, or a fleet of merchants. The name also varies, but several commonly found at the wulin/jianghu are Sect, Cult, or Party. Nevertheless, these Groups will contribute in the campaign not only as a place the MC can call home and rely on, but also as DM-ing tools in world building. Each Group can have one or two Group Agenda, which can change on every new Chapter. Every actions the Group took (either through playing as MC/SC at other DM, running sessions, or taking Downtime Activities) can alter the Global Goal, or give rewards to the Group, or set additional Agenda to the Group. Each Group has two statistics to represent their general power and to represent fame/infamy, which are Influence and Prestige, respectively. Each of these have three sub-statistics, and will be described at the subsection below. Influence InitialInfluence represent general power and bargaining position of a Group. It consists of three matters: Heaven (天, wealth), Earth (地, land), and Human (人, people). All Groups start with 0 (zero) in these three matters. At the beginning, player can spend up to 3 (three) points to improve these matters as they see fit. Points can be saved for later. ChangesAs the game progresses, Main Narrator (and Main Narrator only) can increase or decrease any Group’s Influence. Decisions will be based on the Group’s performances whenever the player is joining a session, running a session, or performing downtime activities. The increase and decrease will be given once every Chapter, of a +1 increase, -1 decrease, or no change, of each Group. A group can only have up to one increase and up to one decrease of Influence. The minimum number of each Influence is 0, and the maximum number is 4. Heavenly Influence, Wealth Heavenly Influence represents Group’s economic and political powers. This statistics also determine how is your Group’s lifestyle (thus the lifestyle of your MC and SC), and how is your Group’s ability in purchasing equipment or providing support to other people.
Please keep in mind that any character should not have more than one of each item at any given time (copies or ‘backups’ are not common), with the exception on Mounts, Vehicles, and Consumables (see Appendix for details on Mounts, Vehicles, and Consumables).
Actions that could increase revenues and political standings, as well as bargaining powers and favors, might increase Heavenly Influence of a Group. Due to the many possible factors, Heavenly Influences might be the one reduced easily, in example when the Group made many spending or pulling too many favors during the campaign.
- Heavenly Influence Rating
- 天
0. The Group do not possess wealth nor bargaining position, with lifestyle of Struggling. They could not support even themselves, and must either begging, scavenging, or hunting at the rural area to sustain themselves.
1. The Group possesses a small fortune, with lifestyle of Poor. They at least can support themselves with modest equipment, meals, and lodgings. They also own a modest establishment as headquarters. However, they are on tight budget and cannot afford for unexpected expenditures, or paying for others.
2. The Group possesses quite some fortune, with lifestyle of Modest. They at least can support themselves with good equipment, meals, and lodgings. They also own a good establishment as headquarters. They have some spare budget for small expenditures, or paying one other ally some modest accommodations.
3. The Group possesses some fortune, with lifestyle of Wealthy. They can support themselves comfortably, and never found difficulties due to sudden expenditures. They have spare budgets to treat a group (around 5) of allies at some modest accommodations, or treating someone a good accommodations.
4. The Group possesses excess wealth, with lifestyle of Extravagant. They never have difficulties in supporting themselves, in facing sudden expenditures, in indulging themselves with pleasures, or in providing for a group of people (many) some good accommodations, or possibly whole village or town for some modest accomodations.
Earthly Influence, Land Earthly Influence represents Group’s tract of land at the frontier regions, in both quality and quantity, that is free for the Group to fully control and manage. The land could be used as plot hook when the player runs session, focusing on exploring and building the area, which might generate income (or bringing calamities). Actions that could increase the stability/security or development of the land might increase Earthly Influence of the Group. Failure to manage or over-exerting their own land could reduce the Earthly Influence. - Earthly Influence Rating
- 地
0. The Group do not possess any tract of land, and they live inside the area of one of the nations. They could never explore or develop the land, and might only help developing lands owned by other Groups.
1. The Group possess a tiny tract of land at the size of a town, with its own settlers and colonists. The area is underdeveloped and barely explored, with constant threats from enemies, and barely producing anything.
2. The Group has a tract of land at the size of a large town with outlying hamlets. The area has started to develop themselves, and quite explored. Enemies threat are lowered, but peace is still expensive. Basic production can be expected.
3. The Group has a tract of land at the size of a city, with outlying villages. The area is vast and stable, and several local productions can be expected.
4. The Group has a tract of vast land, at the size of large city, with outlying towns, each with outlying villages. Many productions can be expected, and it has become a new outpost at the rural area; a city-state of its own.
Humanly Influence, People Humanly Influence represents Group’s assortment of loyal retainers and loyal servants, who are fully willing to support the Group. This could mean families, school disciples, guild members, etc.
Actions that could attract followers and sympathizers, such as popular actions, could increase Humanly Influence of the Group. Losing moral ground, losing followers due to lost loyalty or excess casualties in battles might reduce Humanly Influence of the Group.
- Humanly Influence Rating
- 人
0. The Group only consisted of a tiny society and/or weak figures. They have no loyal servants, and the a handful of retainers available are not that powerful. The maximum of total character levels of SC is 2 x current level cap.
1. The Group has access to up to around 10 loyal servants at a time, in addition to SC where the maximum of total character levels of SC is 5 x current level cap.
2. The Group has access to up to around 20 loyal servants at a time, in addition to SC where the maximum of total character levels of SC is 10 x current level cap.
3. The Group has access to up to around 40 loyal servants at a time, in addition to SC where the maximum of total character levels of SC is 15 x current level cap.
4. The Group has access to up to around 80 loyal servants at a time, in addition to SC where the maximum of total character levels of SC is 20 x current level cap.
Regardless Humanly Influence value and level cap, maximum level of any SC is 13. Loyal servants are faceless NPC to help mundane activities, or serving as guards and militias; they can be replaced easily, however repeatedly losing them might reduce the Humanly Influence value.[/color] Additional Information On the other hand, DM may use [Earth] to represent civilians and settlers of the land, or use [Wealth] to represent slaves and normal servants. [Human] only represents loyal retainers and followers, such as disciples, loyal guild members, blood brothers, and the like. A separate minor group who can be found quite randomly or enemies are free to waive, not in accordance with Influence.
Prestige DefinitionPrestige represents Group’s general fame or infamy, especially at the eye of common people. Unlike Influence which will be relatively seldom to increase or decrease, and with a very limited value range, and also has direct game effect, Prestige are exactly the opposite. Prestige has a high chance of increasing or decreasing at any session (more so for DM), with no limit on the value range, but also has little metagame effect (mostly only for roleplaying purpose or at DM’s discretion). InitialA Group begins with 0 in all Prestige, and then at any time during the campaign, the Player may increase +1 to any Prestige or -1 to any Prestige, once. So there are three possible initial Prestige: - +1 to one Prestige
- -1 to one Prestige
- +1 to one Prestige and -1 to another Prestige
AwardsTo adjust the Prestige later on, another method is used. At the end of each Session, a DM may reward +1 Prestige and/or -1 Prestige to any number of the players’ Group. Also at the same session, each player may award the DM a +1 Prestige and/or -1 Prestige to DM’s Group. CategoriesThere are three categories of Prestige, representing Group’s affinity: Astute (Mind), Valor (Body), and Honor (Spirit). Astute: Wits, Brilliance, Intelligence, Cunning, Well-prepared, and Mental acuity in general. Valor: Courage, Bravery, Leadership, Perseverance, Decisiveness, and Body prowess in general. Honor: Trustworthy, Fairness, Selfless kindness, Just, Manners, and Soul purity in general. UsageDMs may freely adjust social encounters based on the Group’s Prestige; in example, during a negotiation with underworld crime lord, the DM might apply disadvantage for persuasion rolls of characters from Group with high Honor, etc. Any characters may roleplay their general attitude towards Groups since Prestige is a common knowledge; and sometimes a high Prestige might not be good.
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Appendices
Appendix: Classes and Archetypes Below is the list of available Classes. Please keep in mind that some abilities of the Class (especially spell-like ability or spell-like effect) are removed if the similar Spell is not available (e.g. Monk’s ability that resembles Tongue and Comprehend Language is removed, Paladin’s ability to Speak with Animals is removed, etc.). There is no compensation for removed abilities, and it is a simple nerf/ban hammer only. Feel free to re-fluff the class as you see fit, as long as the abilities (and effects) are not changing in metagame. Most restrictions in terms of story-wise are also removed (e.g. the warlock does not necessarily make pact, the draconic bloodline does not necessarily have some dragon blood, the paladin oaths do not necessarily as written), and ability prerequisites for multiclassing are also removed. These adjustments surely make character optimization can be achieved easily; therefore it is highly suggested to keep the core fluff of each character to be always clear at any time.
- Barbarian: Path of Berserker, Path of the Totem Warrior (no need to have totem), Path of the Battlerager (restriction removed)
- Bard: College of Lore, College of Valor
- Druid: Circle of the Land
- Fighter: Champion, Battle Master, Eldritch Knight (spell list from Sorcerer, Evoc/Abj), Purple Dragon Knight (restriction removed, free fluff)
- Monk (free fluff): Way of the Open Hand, Way of the Shadow, Way of the Four Elements, Way of the Radiant Soul, Way of the Long Death
- Paladin (free fluff, free codes): Oath of Devotion, Oath of the Ancients, Oath of Vengeance, Oath of the Crown
- Ranger: Hunter, Beast Master
- Rogue: Assassin, Thief, Arcane Trickster (spell list from Sorcerer, Illus/Ench), Swashbuckler, Mastermind
- Sorcerer: Draconic Bloodline, Wild Magic, Storm
- Warlock (free fluff): Pact of the Blade, Pact of the Tome; Any Patron from Player's Handbook and Sword Coast Adventurer's Guide
Appendix: Feats Below are the Feats available at Godmarked:Rebirth. As a reminder, if there are Feats that grant ‘double your proficiency bonus’, change the corresponding parts into ‘double your Rank’. For a quick reference, feel free to check this external link, however the official books (including Errata and Unearthed Arcana, if any) takes precedence over the link. Actor Alchemist (UA) Alert Athlete Blade Mastery (UA) Charger Crossbow Expert Defensive Duelist Dual Wielder Dungeon Delver Durable Elemental Adept Fell Handed (UA) Flail Mastery (UA) Great Weapon Master Healer Historian (UA) Inspiring Leader Keen Mind Lightly Armored Linguist Mage Slayer Magic Initiate Martial Adept Medium Armor Master Mobile Mounted Combatant Observant Performer (UA) Polearm Master Resilient Savage Attacker Sentinel Sharpshooter Skilled Skulker Spear Mastery (UA) Spell Sniper Tavern Brawler Tough War Caster Weapon Master
Appendix: Spell List Below are the list of Spells available at Godmarked:Rebirth. Any spells that cannot be found at this list is effectively cannot be found at Godmarked: Rebirth; classes who gain access to such spell (including the one emulating the spell, such as Monk’s ability to understand any spoken language) also do not exist, and there is no compensation of the lost class feature. It is intentionally done to nerf spellcasters, especially (but not limited to) spells that have a chance to override many kinds of challenges too easily, spells that create something out of nothing, spells that rely to DM discretion too much, spells of instant long distance communications or teleportations, and spells that can leave permanent effect to the campaign thus might disrupting other DM. There are also spells that require expensive material component. Wizard spell list and Cleric spell list intentionally removed from the Campaign. Should a 5E Race or Class make you to select a Wizard spell list, select instead from Sorcerer spell list; Cleric spell list is considered non existent at all. Should a 5E Race or Class or Monster emulates a specific spell not found at the list below, remove the ability and there will be no compensation (such as Paladin's Speak with Animal). Further there is also a chance to re-fluff the spells as long as it is mechanically the same, and fit the concept of wuxia and Far East setting (e.g. Neigong or internal energy). Bard Spell List Cantrips •Blade Ward •Dancing Lights •Friends •Light •Mage Hand •Mending •Message •Minor Illusion •Prestidigitation •Thunderclap •True Strike •Vicious Mockery 1st Level •Animal Friendship •Bane •Charm Person •Cure Wounds •Detect Magic •Disguise Self •Dissonant Whispers •Earth Tremor •Faerie Fire •Feather Fall •Healing Word •Heroism •Longstrider •Silent Image •Sleep •Tasha’s Hideous Laughter •Thunderwave •Unseen Servant 2nd Level •Animal Messenger •Blindness/Deafness •Calm Emotions •Cloud of Daggers •Crown of Madness •Enhance Ability •Enthrall •Heat Metal •Hold Person •Invisibility •Knock •Lesser Restoration •Pyrotechnics •See Invisibility •Shatter •Silence •Suggestion •Warding Wind •Zone of Truth 3rd Level •Bestow Curse •Dispel Magic •Fear •Feign Death •Hypnotic Pattern •Leomund’s Tiny Hut •Stinking Cloud 4th Level •Compulsion •Confusion •Dimension Door •Freedom of Movement •Greater Invisibility 5th Level •Animate Objects •Dominate Person •Hold Monster •Mass Cure Wounds •Mislead •Seeming 6th Level •Eyebite •Mass Suggestion •Otto’s Irresistible Dance Druid Spell List Cantrips •Control Flames •Create Bonfire •Druidcraft •Frostbite •Guidance •Gust •Magic Stone •Mending •Poison Spray •Produce Flame •Resistance •Shillelagh •Thorn Whip •Thunderclap 1st Level •Absorb Elements •Animal Friendship •Charm Person •Cure Wounds •Detect Magic •Detect Poison and Disease •Earth Tremor •Entangle •Faerie Fire •Fog Cloud •Healing Word •Ice Knife •Jump •Longstrider •Purify Food and Drink •Thunderwave 2nd Level •Animal Messenger •Barkskin •Beast Sense •Darkvision •Dust Devil •Earthbind •Enhance Ability •Find Traps •Flame Blade •Flaming Sphere •Gust of Wind •Heat Metal •Hold Person •Lesser Restoration •Moonbeam •Pass without Trace •Protection from Poison •Spike Growth •Warding Wind 3rd Level •Call Lightning •Daylight •Dispel Magic •Erupting Earth •Feign Death •Flame Arrows •Meld into Stone •Protection from Energy •Sleet Storm •Tidal Wave •Wall of Water •Water Breathing •Water Walk •Wind Wall 4th Level •Blight •Confusion •Dominate Beast •Elemental Bane •Freedom of Movement •Giant Insect •Grasping Vine •Ice Storm •Stone Shape •Wall of Fire •Watery Sphere 5th Level •Antilife Shell •Contagion •Control Winds •Insect Plague •Maelstrom •Mass Cure Wounds •Transmute Rock •Wall of Stone 6th Level •Bones of the Earth •Heal •Investiture of Flame •Investiture of Ice •Investiture of Stone •Investiture of Wind •Primordial Ward •Sunbeam •Wall of Thorns •Wind Walk Paladin Spell List 1st Level •Bless •Command •Compelled Duel •Cure Wounds •Detect Evil and Good •Detect Magic •Detect Poison and Disease •Divine Favor •Heroism •Protection from Evil and Good •Purify Food and Drink •Searing Smite •Shield of Faith •Thunderous Smite •Wrathful Smite 2nd Level •Aid •Branding Smite •Lesser Restoration •Magic Weapon •Protection from Poison •Zone of Truth 3rd Level •Aura of Vitality •Blinding Smite •Crusader’s Mantle •Daylight •Dispel Magic •Elemental Weapon •Remove Curse 4th Level •Aura of Life •Aura of Purity •Banishment •Death Ward •Staggering Smite 5th Level •Banishing Smite •Circle of Power •Destructive Wave •Dispel Evil and Good
Ranger Spell List 1st Level •Absorb Elements •Alarm •Animal Friendship •Cure Wounds •Detect Magic •Detect Poison and Disease •Ensnaring Strike •Fog Cloud •Hail of Thorns •Hunter’s Mark •Jump •Longstrider 2nd Level •Animal Messenger •Barkskin •Beast Sense •Cordon of Arrows •Darkvision •Find Traps •Lesser Restoration •Pass without Trace •Protection from Poison •Silence •Spike Growth 3rd Level •Conjure Barrage •Daylight •Flame Arrows •Lightning Arrow •Protection from Energy •Water Breathing •Water Walk •Wind Wall 4th Level •Freedom of Movement •Grasping Vine 5th Level •Conjure Volley •Swift Quiver Sorcerer Spell List Cantrips •Acid Splash •Blade Ward •Booming Blade •Chill Touch •Control Flames •Create Bonfire •Dancing Lights •Fire Bolt •Friends •Frostbite •Greenflame Blade •Gust •Light •Lightning Lure •Mage Hand •Mending •Message •Minor Illusion •Poison Spray •Prestidigitation •Ray of Frost •Shocking Grasp •Sword Burst •Thunderclap •True Strike 1st Level •Burning Hands •Charm Person •Color Spray •Detect Magic •Disguise Self •Earth Tremor •Expeditious Retreat •False Life •Feather Fall •Fog Cloud •Ice Knife •Jump •Mage Armor •Magic Missile •Ray of Sickness •Shield •Silent Image •Sleep •Thunderwave •Witch Bolt 2nd Level •Aganazzar’s Scorcher •Alter Self •Blindness/Deafness •Blur •Cloud of Daggers •Crown of Madness •Darkness •Darkvision •Dust Devil •Earthbind •Enhance Ability •Enlarge/Reduce •Gust of Wind •Hold Person •Invisibility •Knock •Levitate •Maximillian’s Earthen Grasp •Mirror Image •Misty Step •Pyrotechnics •Scorching Ray •See Invisibility •Shatter •Snilloc’s Snowball Swarm •Spider Climb •Suggestion •Warding Wind •Web 3rd Level •Blink •Counterspell •Daylight •Dispel Magic •Erupting Earth •Fear •Fireball •Flame Arrows •Fly •Gaseous Form •Haste •Hypnotic Pattern •Lightning Bolt •Melf’s Minute Meteors •Protection from Energy •Sleet Storm •Slow •Stinking Cloud •Wall of Water •Water Breathing •Water Walk 4th Level •Blight •Confusion •Dimension Door •Dominate Beast •Greater Invisibility •Ice Storm •Storm Sphere •Vitriolic Sphere •Wall of Fire •Watery Sphere 5th Level •Animate Objects •Cloudkill •Cone of Cold •Control Winds •Dominate Person •Hold Monster •Immolation •Insect Plague •Telekinesis •Wall of Stone 6th Level •Arcane Gate •Chain Lightning •Disintegrate •Eyebite •Globe of Invulnerability •Investiture of Flame •Investiture of Ice •Investiture of Stone •Investiture of Wind •Mass Suggestion •Sunbeam Warlock Spell List Cantrips •Blade Ward •Booming Blade •Chill Touch •Create Bonfire •Eldritch Blast •Friends •Frostbite •Greenflame Blade •Lightning Lure •Mage Hand •Magic Stone •Minor Illusion •Poison Spray •Prestidigitation •Sword Burst •Thunderclap •True Strike 1st Level •Armor of Agathys •Arms of Hadar •Charm Person •Expeditious Retreat •Hellish Rebuke •Hex •Protection from Evil and Good •Unseen Servant •Witch Bolt 2nd Level •Cloud of Daggers •Crown of Madness •Darkness •Earthbind •Enthrall •Hold Person •Invisibility •Mirror Image •Misty Step •Ray of Enfeeblement •Shatter •Spider Climb •Suggestion 3rd Level •Counterspell •Dispel Magic •Fear •Fly •Gaseous Form •Hunger of Hadar •Hypnotic Pattern •Remove Curse •Vampiric Touch 4th Level •Banishment •Blight •Dimension Door •Elemental Bane 5th Level •Hold Monster 6th Level •Arcane Gate •Eyebite •Flesh to Stone •Investiture of Flame •Investiture of Ice •Investiture of Stone •Investiture of Wind
Appendix: Mounts, Vehicles, Consumables, and Possible Magic Items - Mounts and Vehicles
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Characters from a Group can have the following mounts or vehicles based on their Heavenly Influence (Wealth), including their maintenance and feeding costs. As a clarification, a higher rating gives additional benefits (not replacing lower rating benefits).
- 0: Their legs.
- 1: Camel, Donkey, Mule, Draft Horse, Riding Horse, Mastiff, or Pony. Saddle, Bit and bridle, and saddlebags included. Rowboat.
- 2: Warhorse, Barding. Wagon, Cart, Sled.
- 3: A party of riding horses (and similar). Chariot, Carriage, Keelboat (small ship).
- 4: Any. Small fleet of Keelboat possible.
- Consumables
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Below is the list of Consumable Sets. Each Character can have a number of Consumables with total points equal to their Heavenly Influence (Wealth) rating at the beginning of each Session. Unspent/unused Consumables expire every Session.
Any Character can have a set of common clothes for free.
•1pt: Antitoxin (2 vials) •1pt: Healer’s Kit (10 uses) •1pt: Ammunition (30) •1pt: Thrown Weapons (Dagger, Javelins, Darts) (5) •1pt: Alchemist’s Fire (1 vial) •1pt: Acid (1 vial) •1pt: Holy Water (2 flasks) •1pt: Oil or Torch (5 uses) •1pt: Ration (3 days) •1pt: Poison, basic (3 vials) •1pt: Clothes, Traveler/Costume (2 suits) •1pt: Clothes, Fine (1 suit) •2pts: Potion of Healing (1 vial) •2pts: Potion of Climbing (1 vial) •2pts: Potion of Resistance (1 vial) •3pts: Keoghtom's Ointment (1 dose) •3pts: Oil of Slipperiness (1 vial)
- 5E Magic Items
-
Below is the list of possible 5E Magic Items to be included into the campaign.
Major note is that each of these items have attunement property, so a maximum of 3 magic items for a single character.
Also keep in mind that magic items in the Godmarked:Rebirth campaign are Mystical, and in the form of spirits or gods (神) who can fuse into a revered or important item. A single 神 can have several magic items, and attune with multi-items 神 took the total (so attuning a 神 with two abilities is treated as having two attunements).
Combat Related •+1 Weapon (level 4) •Wand of the War Mage +1 (level 4) •Bracers of Archery (level 4) •Circlet of Blasting (level 4) •Javelin of Lightning (level 4) •Sword of Sharpness (level 5) •Staff of the Adder (level 5) •Frost Brand (level 6) •Dagger of Venom (level 6) •Gloves of Missile Snaring (level 7) •Staff of Withering (level 7) •Cloak of Protection (level 8) •Oathbow (level 8) •Ring of Protection (level 8) •Bracers of Defense (level 8) •Giant Slayer (level 8) •Mace of Smiting (level 8) •Dragon Slayer (level 8) •Mace of Disruption (level 8) •Mace of Terror (level 8) •Wand of Magic Missiles (level 8) •Wand of Web (level 8) •Boots of Speed (level 9) •Iron Bands of Bilarro (level 9) •Flame Tongue (level 9) •+1 Armor (level 9) •Periapt of Wound Closure (level 10) •Ring of Evasion (level 11) •Ring of the Ram (level 11) •Tentacle Rod (level 11) •+2 Weapon (level 11)
NonCombat •Ring of Water Walking (level 4) •Wand of Magic Detection (level 4) •Wand of Secrets (level 5) •Gloves of Swimming and Climbing (level 6) •Ring of Feather Falling (level 7) •Boots of Elvenkind (level 7) •Ring of Jumping (level 7) •Dimensional Shackles (level 8) •Ring of Swimming (level 9) •Boots of Striding and Springing (level 9) •Cloak of Arachnida (level 9) •Cloak of Elvenkind (level 9) •Lantern of Revealing (level 9) •Periapt of Health (level 9) •Periapt of Proof Against Poison (level 9) •Slippers of Spider Climbing (level 9) •Cloak of the Bat (level 10) •Cloak of the Manta Ray (level 10) •Cape of the Mountebank (level 11)
Appendix: Glossaries Below is the list of words that will commonly show up in the campaign: Jianghu (江湖; Cantonese: kong-woo) - term for the way of life of martial artist in wuxia. Literally means "rivers and lakes". Jian (劍) - Chinese double-edged Neigong (内功) - internal energy Qinggong (輕功) - body lightening technique Shén yìn (神印) - Chinese word for Godmark. Wuxia (武俠) - term for a genre of fiction concerning the adventure of martial artist. Literally means "martial heroes". Weigong (外功) - external energy
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