Novos Prospectus

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Novos Prospectus [1] is a land full of magic, yet on the edge of a new age of machines. Technology has made little progress over time (why should it when magic can accomplish so much?). It is 1000 years later, and there is a stirring in the air...

This page will detail what I expect from new characters, and information on upgrading your character later.

Contents

[edit] Character Creation

[edit] Description

In order to fully appreciate what I expect from your character, I recommend you create a background/biography before putting anything on a character sheet. Flesh out where your character is from, where he is now, and where he plans to be. Then use that information as a guide on what makes sense for abilities, skills, etc. This will set the foundation for a realistic character, rather than a character that is nothing more than a series of die roll modifiers. Your character's background should be as fine tuned as the rest of your character.

I cannot stress this enough. I highly recommend a background/bio be created before you work on your character. If you choose to create one, I am looking for your character's history (family, friends, reason for adventuring), and your character's future plans (goals, motivations, expectations).

I will use the background/bio to build a campaign tailored to the goals and motivations of the characters. With this in mind, I will be awarding extra character points based upon how much I gain from the background/bio you submit. Please be as descriptive as possible. Imagine that it is a resume or an essay. If your character is a combat specialist, imagine what your character would talk about if they were being interviewed by a mercenary captain. I want to hear how your character is going to contribute to the party and how it is that you came to be skilled in those areas (especially considering your age).

I also recommend and encourage the players to work together in creating a shared history. Mutually shared experiences are an instant bond that helps you with immersion and helps me with plot progression.

[edit] Character Temperament

I greatly discourage unsolicited killing and violence. However, this does not mean I disallow "evil" characters. Play how you like, but know that I deal harshly with disruptions due to player vs. player or character vs. character issues. You also must be willing to accept any and all appropriate in-game responses for your character's bad behavior. You have been warned. If you think I'm picking on your character, you likely deserve it. I have a strict play-nice policy.

[edit] Character vs. Character

I no longer support character vs. character disputes. Under no circumstances are characters to steal from each other, fight, etc. Trust that I will not force the characters into this sort of situation either. Character vs. character disputes almost always lead to player vs. player disputes...

[edit] Player vs. Player

I will not tolerate any disrespectful behavior between players. When you disrespect another player, you disrespect me as a GM/host. If you have an issue with someone, save it for after the game, talk to me about it, and I will resolve it. If you "take the law into your own hands", I will show you the door, explain how to open it and walk through, and give you guidance on preventing it from hitting you on the ass.

[edit] Attributes

Dice Pips
1D3 pips
1D+14 pips
1D+25 pips
2D6 pips
2D+17 pips
2D+28 pips
3D9 pips
3D+110 pips
3D+211 pips
4D12 pips

You will assign 36 "pips" to the four attributes of:

Might
represents physical strength, toughness, and amount of damage dealt when striking unarmed.
Agility
represents aim and coordination.
Wit
represents mental creativity and intelligence.
Charm
represents charisma, resolve, and leadership.

Each "pip" represents a +1 to the attribute. Every 3 pips is 1D. So, if you wanted 2D in Wit, you would spend 6 pips. If you wanted 3D+2 in Agility, you would spend 11 pips. See chart for progression.

Minimum of 1D, Maximum of 4D in each attribute at character creation.

[edit] Skills

21 pips will be assigned to skills. No skill can have more than 6 pips assigned to it.

Might Skills Agility Skills Wit Skills Charm Skills
Brawling* Athletics History Command
Knife* Dodge* Language Courage
Lift Pickpocket Medicine Diplomacy
Mace* Stealth Pick Locks Persuasion
Stamina Throwing* Search Seduce
Axe* Bow* Tracking Ride
Polearm* Crossbow* Magic
Smithing
Sword*
* combat skills are not allowed specializations

[edit] Character Improvement

[edit] Ability Scores

Open D6/MiniSix allow you to purchase "+1" pip upgrades at significant cost. This upgrade to your ability score will improve every related skill by the amount purchased. You can only purchase one +1 upgrade per ability, per game session.

[edit] Races

Races in MiniSix are little more than the purchase of perks. Your character is assumed to be humanoid (human) unless you otherwise specify. If you want to be a dwarf, and your idea of a dwarf is a long life, seeing in the dark, and a bonus to crafting skills, you can be easily accommodated. I see gnomes being roughly the same (longer than human life, seeing in the dark, and having a bonus on crafting skills). Other differences between gnomes and dwarves (and to a greater extent, with humans as well), are irrelevant to the game system. This allows the game system to be quite simple, and for you and I to create whatever race you choose to be. If it is outside of the example perks listed in the MiniSix book, I will estimate the cost myself based on your description.

[edit] Appearance

I don't hold to any specific doctrine when it comes to how your character appears. If you want to play an Elf with dark skin, that's fine by me. However, the differences between humans and non-humans are not as exaggerated as some may think. Elves are essentially thinner, typically more graceful, slightly pointy eared, humans. Dwarves are short, stocky humans. Halflings and Gnomes are either mistaken for human children, or assumed to be human midgets.

[edit] Skills

Improving skills is simple - pay the character point cost of the skill in dice alone. This means that if your skill is 4d+1, you pay 4 character points to improve that skill by +1 pip (in this case taking the skill to 4D+2). The next game session you would also pay 4 character points (due to the skill being 4D+2) which would then make the skill 5D. If, after the following game session, you wanted to increase it yet again, you would pay 5 character points to increase it to 5D+1. You may only purchase one +1 pip per skill, per game session.

[edit] Equipment

[edit] Wealth, Money, Goods, and Services

Standard wage in my campaigns for common labor is 1sp per day (approx. 3gp a month, 36gp a year). A day's labor is typically considered to be from sunup to sundown, especially in agricultural areas. There are no such things as weekends. Certain regions may allow 1 in 7 days off. Keep this in mind when an NPC hires your party, I award treasure, or you tell someone to "keep the change". Extravagant spending will attract attention.

As an example, if you buy a cup of coffee at Denny's ($2 now), a 10% tip would be $0.20. So, if you buy an ale (4 cp for a mug), an extra 1cp would be an excellent tip. Tipping someone 1 gp would be the equivalent of me tipping a Denny's waitress several hundred dollars for just a cup of coffee. Do you really want the kind of attention that would draw, let alone what other consequences may arise? Someone could attempt to mug you, or attempt to mug the waitress afterwards, or both.

Keep in mind that a simple thief can avoid a weeks worth of labor on 1gp alone. Imagine how motivated they would be at the chance for a 1000gp. That's the equivalent to 27 years of labor they could avoid. Play it smart and keep your gold safe.

As well, if the local ruler has offered you a job/quest, don't whine to the GM (in this case, me) when the reward is merely 1000 gp, for example. That could purchase one day's work from either ten thousand laborers or one thousand average mercenaries.

[edit] Combat

Die rolling is being simplified for my games. Any dice in excess of 5 will not be rolled, rather you will add a +3 per extra dice rolled to the total. For example, if you have a 7D+1 skill, you will roll 5 dice, and add +7 (+3, +3, and +1) to the total.

[edit] Further Thoughts

[edit] Game System

This campaign will be using my own interpretation of the MiniSix ruleset, which is itself a modification of the Open D6 ruleset.

[edit] Spells

I am currently working on a flexible system for casters. I have two ideas, one merely using the spell creation rules listed in the Open D6 books as a flexible, on the fly, system for casters to use (rather than having a 5D dmg, TN27 Lightening Bolt, I propose a system for complete customization, on demand, so that lower level casters can use dmg spells). This allows lower level casters in the MiniSix setting to have other dmg options besides the only available dmg spell, Lightning Bolt.

The other idea I had was the same as the above, but adding in a feedback element, similar to that found in old Shadowrun games, i.e. rather than have a simple TN to cast the spell, your spells dmg you personally based on the amount of spell power being cast. If you want to nuke someone, you will likely kill yourself doing it. I'll post the details of both as I figure mechanics.


[edit] Notes

I'd like to note that I accept any and all forms of bribery and will return favors with gifts of XP for your character.


  1. Novos Prospectus is my interpretation of a future Forgotten Realms
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