PBeM game: Dawn-Breakers.

        House Rules:

Validated Books: Players Option: Skills & Powers, Combat & Tactics, Spells & Magic, Faith and Avatars, High-Level Campaigning, No handbooks (except for guidelines). If you select a humanoid as your character must you be prepared that its not everywhere that you may be accepted or treated with respect. Available races: Human, Elf, Halfelf, Dwarf, Gnome, Halfling, Halforc, Halfogre, Minotaur (Spelljammer™ races: Giff, Lizard man, Halfgiant, Centaur, Thri-Kreen, (Scro), (Dracon)). Net spells (Spells found in the Internet) are subject to my approval.


Warrior: Select your weapons with thought, (no Katanas for non-oriental fighters). If you have selected an alternative background (barbaric, oriental, eastern, or prehistoric) be prepared that weapon selection might be different, as will the prices. I personally keep a very low prices on answers, so ask away :-).


Wizard: They get their travelling Spellbook with room for 25 Spell-levels (as per Pages from the Mages). Oh and remember to purchase Components so you may cast your spells. You get: Read Magic, Cantrip, Detect Magic for free and 4 1st level and 2 2nd level, plus your specialist spells. Foreign spellbooks (those that are not your own) are nothing more than notebooks to be used in researching your own spells. See devising new spells in PO: S&M, with half cost (50-500gp / level), half research time (1week / level), but full XP value gain.


Priest: Write to me an explain what type of god you will venerate and I might be able to direct you in the right way. "My" world counts 41 different Powers or Gods if you like (I have borrowed the descriptions from the World Carthasana). Priest memorise their spells just like the DMG says, but with the exception that, when the god are having a good day (strong in power) the priest might be granted more spells, and visa versa. If a situation arises that falls within a particularly god's portfolio, the god might look upon with  favor to the priest in such a situation. What I'm trying to say is that a priest's memorised spells is not as set as per PHB and DMG. See my source. BTW: You might want to purchase Components for your spells :).


Rogue: See weapon notes from Warriors. Thieves have a hard time doing their job where you start. The guilds are small but numerous, and they are all equally well hunted down. So you might want to come up with a secret identity.


Psionic: Beware, the population knows the dedicated priest, mumbling prayers and healing wounds. they have seen wizard yell words in an arcane languages and creating fantastic effects. But they do no know the Way of The Mind. It is only gods and dragons that make things happen with a thought from the mind. Priest will call you a heathen, and burn you as a witch. Wizards will hunt you down for poaching on their territories. Beware I have my own take on the PO Psionic rules. 1) An undefended mind suffer Full damage from primary (PSP) and secondary effect (Daze (d3), Stun (d4), PsiPower loss, HP loss (d8/d6)). 2) A successful attacked undefended Mind, is Open regardless of what PSP that might still be in store. 3) A Strong Mind do great damage, in the same line as a Strong Arm. I.e. Take the average of Int and Wis. Then will a 16; Do +1 PSP damage, 17; +2, 18; +3, 19; +4, 25; +10 etc. TSR Inc has made a Players Option conversion to their Psionics.


Character Validation / Generation: Send a character description to me, with background, concept/idea, but no stats. That comes after I've okayed the character.


Kits: All listed in PO:S&P, Faith & Avatars, Spells & Magic.


Starting Money: As per Social Class And Inheritance.


Level Advancement: You get 3CP per level, that may be used as per PO: S&P - To reroll HP, Use during game, NWP and WP's. Level change is instant, but HP adjustment is not, you get the extra HP by resting (1-2HP/day), or by receiving healing spells.The optional rule regarding training will also be used, meaning you'll spend


Alignments: Not accepted: CE, NE, LE. Otherwise pick freely among the remaining (Lawful, Neutral, Good)


General game-setting: The game is set in the World of Dawn (homemade) / Spelljammer™ / Planescape™, and the possibility that you will head off into space or the planes is very likely (at some point in time). Both on ground and in space will you encounter different levels of technology, from the very basic prehistoric to the far out futuristic, accompanying this will be different levels of magic. It is therefor not every encounter where it is, how shall I put this, "beneficial" to draw steel. Sometimes your wit cut deeper than steel or brutal magic.


Level: All start at 3rd level (or 4000XP for multiclassed). You start out with maximum hp for 1st level and roll thereafter. 3rd level is also the base starting point, even if your character dies at higher levels. But not to worry, the group will have accumulated some magical items, that will help you rise quickly.


Wounds/hitpoints:

Status % of full hitpoints
Uninjured / Clear 100%
Scratched / Bruised 81%-99%
Injured / Light 61%-80%
Hurt / Medium 41%-60%
Wounded / Heavy 21%-40%
Critical / Bad 01%-20%
Unconscious 0% (0 hp)
Bleeding / Hovering -1hp -> -9hp
Dead -10hp

If you have been down on Bleeding / Hovering status will it take 24hours before you are able to do anything. Within the first 8hours after being revived (back to 1hp) will you be weak, and barely capable of carrying your own body. 8-16hours after revival is your status extremely exhausted, if, and only If,  you have gotten any rest during the last 8hours. Exhaustion is manifested by -4 THAC0, -3 AC penalty, 1/3 MV, No spellcasting. If you lay low during these 8hours, will you be able to enter the last phase of mild fatigue (-2 THAC0, -1AC penalty, 1/2 MV, 1-3lvl spells may be cast).Healing spells will have no effect during these 24hours.
I still haven't found any official notes about this, so until that time will we go by these: A Heal will cut the time in ½ (12hours), Restoration will bypass the ill effects, you still need healing though (same effect with a limited wish). A Wish will bypass the ill effect and if worded properly will it give the recipient full health back.


Experience Points: As per DMG table 34, with some modifications. Your enemies/monsters will be a bit more awarding to defeat (not to say they will be played a bit more intelligent/challenging than seen elsewhere). You are welcome, and encouraged, to record your deeds and inform me if I have "forgotten" to reward you for something. There will also be given bonus XP for storytelling for the outside world to read on this site, and that is In-Character story telling. The award is 200XP per episode, you may opt to divide an episode between you (the PCs). An divided episode's award will in such case be given equally out to each character.


Battle: See my notes from the PO rulebooks for actions. I write what is going on based on the [Intentions] I get. When the need arises (i.e. a battle commences) will I ask for [Intentions], and when I have received the appropriate numbers will I summarize the combat round and send that back to you (the PCs) ending with a new call for [Intentions]. Intentions can be: "I [Guard] against the Ogre", "I [Charge] the ogre", or "I [Attack] the ogre once then [Block] his second attack". Just as per Combat & Tactics.


Additional Notes

Humans: The standard race of this planet (world). They span over very different cultures. I fact I can't come up with a culture that isn't represented on Dawn.

Elves: Comes in different forms: White Elves (Grey Elves) - Those are the ones that call Faerie-Heights their home. Wood (sylvan) Elves - These also comes in different version or clans ("Mountains" are the clans that live up north in the high mountains, "Desert / Sand" are from the south, where it is warm, very warm. "Greens" from the various forests). Common Elves (High Elves) - These are the ones that we are used to see in the streets and elsewhere. Rock Elves - The Evil, dark-skinned elves that lives beneath the soil and roam the underdark. Rock and White elves usually kill each other on sight. Halfelf - are mostly associated with their family of origin (so if you look like a White elf and comes around a Rock elf, beware).

Dwarves: Also comes in different clans, beside the numerous clan spread out all over the planet is there a few notable clans. The Couhammers are located on the Long Island, they are on very good terms with the Forest and the Ocean Minotaures. One more clan that is worth mentioned: is the Two-Edge-Clan. They call the Faerie-Heights their home or as they call it "The BattleRock", for the endless battle between the Rock Elves, the White Elves, and the Two-Edge-Clan in between.
Couhammers - Hill dwarves -  Overall Align: NG.
Two-Edge-Clan - Mountain Dwarves - Overall Align: CN.


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