========================================================================================== Basic OWR chargen rules ========================================================================================== System: Tri-Stat dX, X = 6 Starting CP: 65 Starting SP: Mind x 5, max 35 Skill Type: Multi-Genre (PLEASE NOTE THE CHANGE!) Deadline: April 1st, 2004 (Very tentative) Tech Level: Early-type steampunk. The lowest tech is probably on the late 1800's Japan-style Rurouni Kenshin level (though the setting is European). The highest might go as far as the Sakura Taisen 3 Paris level. Final Fantasy 6's Narshe is also a good analog, sans Magitek Armor. System Notes: We will be using BESM 2e-style rolls (flip penalty and bonus in dX terminology) ala SAB. We may also be using BESM 2e-style combat penalties (+4 to offhand instead of +8, etc.) Skill Notes: Attack skills are unchanged. Defense skills are ATC2-style: Dodge, Block, Soak. They have no specialties, but you get 1 level of Soak and 1 of EITHER Dodge OR Block for free at chargen. Defense skills cost 5/lv unilaterally. For Power Usage, individual powers are specialties. Stat Notes: No initial stat may be over 7. You get 1 point in every stat for free simply for being human. Banned Attribs: Hyperflight, Own a Big Mecha "Insurance": Objects paid for with CP (Gadgets, IoP) are "insured" against random loss, theft, etc. An item of equal power, if not the same item, will be returned to the character in due time (though temporary loss is possbile). Background CP: A background is required, regardless of if you are seeking CP. Take as many liberties with the world as you like, though I may ask you to change some things for internal consistency based on others' BGs. Good backgrounds may get up to 2 BGP. 1 more is available for character art, and a fourth for choosing and uploading a character theme. ========================================================================================== ========================================================================================== House Rules for attribs, or New attribs: ========================================================================================== Wealth -- Wealth is a renewable resource, rather than a bankroll to be spent once. You get 10% of your Wealth total *back* at the start of each IC month (and I will keep track for you, more or less, of time; you are responsible for watching your spending). You can never have more wealth than your total for your level at any given time (so you can't spend nothing for a month to hit 110% wealth). You CAN go 'over the limit' (into debt) in one purchase; you get 1% wealth back instead of 10% each month until the debt is paid. PMVs and Dynamic Powers -- You pay for 1 PMV "pool" with Dynamic Powers. Those points are distributed evenly to PMVs as you see fit, but you only have as many PMVs for *every* emulated power as you do total. So if Billy has DP 2: Fire and emulates TK/Fire level 2 and Teleport level 2, with a PMV pool of 5, he has 5 PMV points TOTAL for both the TK and the Teleport. Activation Time and Concentration -- If you take the extra BP for "interruptable" Activation Time, you *cannot* also take Concentration on the same attribute. You may take Activation Time normally, and then add Concentration for interruptable, or take the 'inherent' bonus for interruptible, but not both. If the Concentration applies but not to the activation time, you get one less BP for the same level of Concentration. ========================================================================================== ========================================================================================== Notes on Supernatural Attributes ========================================================================================== Most supernatural attributes are divided into 3 blocks: Magic, Powers, and Talents. Magic is spell magic of the traditional sense (though it doesn't have to be Dynamic Powers). It's the most frequent source of supernatural ability and is fairly common and accepted. There are as many traditions of magic as there are spellcasters, though some areas have common cultural mages (see below). Powers come from an unknown source, and their density varies from generation to generation. Some people are afraid of powers (and people with them are often simply called "Powers"). Powers always come in a theme based on a set ("ice powers", "bear animal powers", etc.). Their source is very different from magic and is an unknown quantity. Talents are inborn powers with the same source as Magic, but which aren't spell based. A talent is usually called just that ("Talent"). Talents are not feared like Powers, but are generally weaker than Powers are. Talents have a consistent birthrate and are prevalent in families with magical backgrounds, suggesting it's in the blood. Items of Power are generally referred to as "Artifacts". They are incomprehensible relics of a civilization lost so long ago nobody remembers its name. Artifacts are considered things of status and are highly coveted. And of course, there's the ever-expanding field of technology... ========================================================================================== ========================================================================================== Cultural Notes ========================================================================================== The setting for the opening of Otherworld Remix is Mullenwald, specifically the small mining town of Heidelstrass (population 437), which is about 100 miles northwest of Lucia and 200 miles due west of Stromgarde. Characters may be from eithern Mullenwald (most likely), distant Solaria (considerably less likely), or from a different continent altogether (very very improbable unless you can convince me you're going to do a REALLY GOOD JOB of fleshing out your home culture and why you're on this strange continent). Some info on Mullenwald and Solaria follows. [Mullenwald] Area: Medium (about the size of most of Germany and chunks of Poland) Topography: 60% grassland/lowland lakes, 30% alpine mountains, 10% coastline Climate: Temperate; arid savanna to the north and marine to the south Exports: Grains, livestock, clockwork technology Imports: Fruits, non-cotton textiles Government: Representative Monarchy Capital: Stromgarde Notable Cities: Lucia (port/art city), Magdalene (huge mining metropolis) Currency: Mark (or Gold Mark), pence (100 pence = 1 Mark) RL analog: Switzerland, alpine Germany and Austria Mullenwald is a very plain place. It's characterized by peace and propserity because it, unlike Solaria, has had an unbroken chain of remarkably effective kings since the kingdom's inception 500 years ago by the First King (whose name is, oddly, lost to history). Most of the kingdom is small and more or less autonomous hamlets spread out over the vast plains who are left alone if they pay their taxes (which aren't so bad). The rest is either mining towns in the Swordedge Mountains (like Heidelstrass and Magdalene), Stromgarde itself, or port cities along the southern ocean (including the largest city, Lucia). It is the most like medieval to mid-colonial Europe. Technology is big; the government sponsors its development, usually by hand-picking potential mechanics from other cities. Magic among "civilized" citizens is generally hermetic in nature and studied in academies as a science. Hedge magic that's much like Wicca (without the gods) is more prevalent on the plains. There is not much in the way of centralized religion, except a watered-down Christianity-type monotheistic religion which refers to "God". [Solaria] Area: Large (about the size of the Sahara and some of central Africa) Topography: 20% savanna, 65% desert, 10% steppe/low mountains, 5% coastline Climate: Almost uniformly arid, shifting to marine along the eastern sea Exports: Fruits and vegetables, textiles, labor, some rice and fish Imports: Technology of all forms, some livestock, staple grains Government: Mercantile Oligarchy Capital: Iselia Notable Cities: Mar Karatha, Mar Celesti, Mar Feryl (port cities, all) Currency: Dirham, Rupee (100 Rupees = 1 Dirham) RL Analog: Egypt and Morocco; Israel or Greece along the coast Solaria is the kingdom of the sun. It is mostly desert; the capital Iselia occupies one of the largest oases found in what is only called the Solar Expanse and which extends infinitely far to the north and west (it has never been successfully crossed). To the east the desert eventually becomes rocky marine cliff territory where the major population centers are aside from Iselia. Solaria used to be a theocracy worshipping the Sun God, Karatha. However, the ineffectual theocracy became decadent and was replaced less than 75 years ago by a mercantile oligarchy formed mostly of former nobility. Solaria works under a rigid caste system similar to ancient Egypt's, and is less technologically advanced than Mullenwald. Although the current government is working out well so far, it is showing signs of decay into the same corruption that ruined the theocracy. It is also home to roving tribes of desert bandits called the Lockriders, who predate Iselian civilization and tend sheep and horses in the desert wilds. The government hates them, but can do little about it. Lockriders are more Middle Eastern in origin than their Mediterranean counterparts in the cities. Magic in civilized Solaria is practiced almost entirely in the Heavenly Church, which worships the primary gods of Sun (Karatha), Moon (Celesti), and Earth (Feryl). It is highly spiritual in practice and only taught to initiates of the faith, but the Church itself has been considerably less zealous now that the government is watching their every move for signs of rebellion. Powers are almost unilaterally taken by the government for study and pressed into service, thought Talents are often spared this fate. Lockriders are basically desert brigands, though they are matrilineal and women have equal standing among them, though the roles of fighter and warrior are traditionally left to men, while women are caregivers, sages, and wise people. The chieftain of any Lockrider tribe is female, and only women among them practice magic that calls upon the spirits of sky and sand to aid them. Lockriders are obsessive about artifacts and distrustful of outsiders. ==========================================================================================