The Western Shores Campaign


Background - Detail and Accuracy

I have almost completed the monetary system, I'll post pictures of the coinage and notes on my homepage (in a small format). I am about halfway through working out the calendar. It's basically simplified Earth, with 12 months and 30 days per month. I have generated the weather for the first campaign year. I have spent a lot of time and put a large amount of detail in this campaign. I do not expect the players to do as much, but I hope you do.

Background - Heroic Fantasy

The difference between Heroic and Superheroic :- 75 base points and up to 75 disadvantages for a total of 150 max as opposed to 100pts and 150 disadvantages for supers. Disadvantages are discouraged. I only want about 30-40 pts in disads and a good reason. You can only buy packages, skills, characteristics and magic spells with points. Armour and weapons are bought with money rather than points.


Background - House Rules related to Stats - Draft

V. Rules Associated With Attributes 1. REACTION [(Dex Difference)/3+(Spd Diff)]*2. If this is positive this is rolled vs.. DCV 0 to close eyes in time to avoid FLASH without any preparation.

 2. Characteristic Rolls 6 + stat/3 (INT roll, DEX roll, etc.) to 25, then stat/5 above that.

 3. JUST HOW MUCH CAN I RAISE THAT STAT? A. Young Characters: As far as raising characteristics and powers, there are 2 basic types of characters: Normal characters and 'Young' characters. To qualify as a young character a character must fulfill several requirements. First of all they must be young in age. Secondly they must begin play with less than 220 points (total) and may NEVER accept more than the base 100 starting points. If they begin in a more advanced campaign where additional points are given (representing 'development and experience') they may NOT be considered 'Young' unless they forever forgo the extra points.

 B. Paranormal and Normal: The 4th edition defines the limit of 'normal' at 20 for any primary characteristic, and as appropriate to that for a figured characteristic (with 2 exceptions). I am a bit more generous. I have chosen 24 as the absolute peak of human potential. This represents an Olympic athlete at their prime. Although 'young' characters may cross from high-end 'normal' to low-end paranormal, no other characters may ever cross this barrier without some odd accident or such mutation arranged by the GM. In most cases the GM should avoid doing so 'like avoiding the plague'. It will mangle the existing inter-character balance drastically and radically shift how some players feel about the campaign. Those that want to blow their original character conceptualization might have more dice-rolling fun for a while, but it will quickly wear off. But those ticked off by the change will not be able to have their confidence in the 'solidity' of the world restored. From my experience their interest level will be permanently lowered. And they are not the type of players that can be placated by equivalent 'adds': they probably won't want to screw up their characters!

 C. Expensive Characters: Any character that is particularly expensive by design (no significant Power Frameworks, Multipowers, EC's, Variable Pools, etc., no focus limitations, or etc.) will be given quite a bit more slack on stat expansion. Generally consider the maximum amount allowed to be added, add 2 points or about 1/3 the add amount, whichever is greater. The player must still present a good reason for the added addition.

D. Stat by Stat Certain stats cannot go up much (under normal circumstances) because of their very nature. This has a lot to do with Genre simulation again, as characters in the comics go through hundreds of issues without changing their basic nature. For example, a character is that is frighteningly horrible to look at suddenly becoming normal looking (or even comical) would be a fundamental change in the nature of a character - basically a different comic book.

 COMELINESS has an inherent limit - generally 1 point if the starting value (SV) is 8 or lower. If it is 3 or lower it may drop by up to 3 points with time (but the points gained MUST come off the character's disadvantages). If the SV is between 8 and 25 the COM may not go up more than 3 points. If the SV is 25 or greater it may go up a total of 5 points. If COM is below 0, it may go down by up to a total of 5 points.

 INTELLIGENCE generally will NOT go up during the course of the campaign. A good idea for a limit is 1 point if the SV is 18 or lower, 2 points if 23 or lower, 3 if the SV is higher that 23.

 EGO generally will not go up during the campaign unless the character has significant ego powers (a character that starts with under 10 points spent in ego/mental DEF does not qualify!). The stat moves like intelligence if the character begins with less than 25 points actually spent on ego/mental powers, and like DEXTERITY if the character does have 'significant' ego powers. A 'young' character may exceed this by 1-2 points ONLY with the express permission of the GM (some reason must be presented)

 BODY can go up if the character is 'physically young' up to about 25% of its starting value. If it goes up beyond reason the character will be considered FAT by me (the GM). This will effect certain things in the campaign. If the character is about 20 years old or older at its introduction to the campaign, 20% is considered the max, and that will also make the character appear different to some degree or other. Body is the bulk, mass, and build (morphology) of the character. In this case the character need not have qualified as 'young', (see above) but must merely be chronologically young at introduction to the campaign. Also, if the character is not physically strong (under 10 for women, under 13 for men) they may get a body or two to represent muscle if their strength goes up around the same time. Note that this applies to characters with normal physiology. A metamorph that eats sludge may have more leeway in changing it's body.

DEXTERITY - can go up 6 points. Ask me for any more and assume I won't agree!. Characters that actually qualify as 'young' can go up by 9 if they are significantly dex-based characters (martial artists, acrobats, etc.) As with EGO, a 'young' character may exceed this by 1-2 points with the express permission of the GM. This may only come after 200+ earned experience points, 2+ years have passed for the character, and with a damned good reason. This is a serious play balance thing.

PRESENCE - is one of the most adjustable of stats. It can always go up 6 points. If the SV is 23 or less this is the normal limit. If the SV is 24 or higher it may go up 10 points. Further, if the PLAYER demonstrates PRESENCE with the character (ability to command attention and presence of mind under stress) I (the GM) will slide this limit another 5 points! If the player is REAL impressive even after this limit is reached, he or she may ask (and present a good reason) for even this limit to be breached. If a SV for PRE is 8 or lower the character will generally be limited to an increase of 6 points, and playing that much 'presence' will just be considered bad role-playing.

 (for the following the # in paren refers to 'young' characters)

 STRENGTH - can go up 3(4) points if the SV is 10 or lower, 5 points if the SV is from 11 to 23, 8(11) points if the SV is between 24 and 38, and above that can go up 1/3 the SV of STRENGTH.

PD and ED come in categories --
Range  Label  Max Add ('Young') 
1-3  Real Low  2 (3) 
4-8  Fairly Low (SH Average)  3 (3) 
9-15  Moderately Strong  4 (6) 
16-20  Tough  5 (8) 
21-28  Very Tough  8 (10) 
29-35  Tank  10 (13) 
35+  Brick 

17 September, 1996
 Peter Cobcroft
 The Western Shores Campaign