The Worlds of Eris and Paireh-That-Was

A series of playtests and fleshing out sessions that take place in the world of Eris.

Eris is a developing world, has been invaded by refugees from Paireh-That-Was, which was destroyed at the end of the demonwar.

The Humans, Dwarves, Halflings and Gnomes that fled here have displaced the aboriginal peoples, the Uruk' and the 'Thiel. Wars have been fought, won and lost; against the savage Uruk' and their strange mental powers, against the adaptive 'Thiel who have become man's greatest "ally", and against the invader's own morals.

The world is one of fell, eldritch magics and burgeoning renaissance technology. Where demons fall from the sky, and the old gods are dead.
Showing posts with label House Rules. Show all posts
Showing posts with label House Rules. Show all posts

Tuesday, December 14, 2010

Backgrounds: Warrior

Warriors are professional men-at-arms. City guards, private armies, barbarian hordes and while not common, standing armies are all examples of warriors. The youthful warrior may be apprenticed to the city guard, may be a member of one of the Irtamini phraetries or be the newest inductee in one of the halfling warrior societies, he may even serve as squire to a knight. Raised on fighting and all of the skills that allow a person to survive the maelstrom of combat, these are skilled, if limited experts in their field.

Class Skills: Climb (Str), Craft (Dex), Handle Animal (Cha), Intimidate (Cha), Perception (Wis), Ride (Dex), Sense Motive (Wis), Swim (Str)

Skill Ranks per Level: 6 + Int Mod

Class Features

Weapon & Armor Proficiency: Warriors are proficient with all simple and martial weapons except rapier. Warriors are proficient with light, medium and heavy armor and all shields.

Starting Money and Trappings: 20GP However, most of a warrior’s starting money must be spent on gear. Only 5 silver and 10 copper may be retained as cash.

A warrior may begin play with one weapon, one gambeson and one suit of light armor. better weapons and heavier armor may be purchased as normal (using the value of the initial weapon and armor as trade in). more weapons and armor may also be purchased if the warrior can afford it.

Backgrounds: Expert

The expert can be many things; craftsman, merchant, tradesman, politician, criminal. There are two things he is not; Aristocrat and Commoner. While they may ape the behavior and styles of the aristocracy (and indeed even rival them for wealth and power) they can never quite achieve the same prestige. And while they are of common descent, their skill, luck or natural aptitude has allowed them to rise above the hand-to-mouth existence of the peasantry.


Class Skills: Craft (Int), Knowledge: Local (Int), Profession (Wis) and any 7 skills.

Initial Skill Ranks: 8 + Int Mod

Class Features

Weapon & Armor Proficiency: Experts are proficient with all simple weapons except; polearm: bill, scythe, sickle, shot-put and sling. Experts are also proficient with cutlass or rapier or saber. Experts are proficient with light armor and target shields.

At Thy Father’s Knee: Learning the family business from a young age allows the young expert to take in information with every breath. As a result experts gain a bonus equal to their background class level to; any one Craft, Knowledge and Profession skill.

Starting Money and Trappings: 30 GP, However, most of an expert’s starting money must be spent on gear; one Gold, 5 Silver and 10 copper may be retained as cash.

Backgrounds: Commoner

The salt of the earth, the huddled masses, the backbone of the nation; the commoner is that portion of society that labors unceasingly, tilling soil, hauling freight, cutting cane, mining coal. Famers, laborers and gatherers all count as commoners. Much of the war-levies of the known world are drawn from the common masses.

Health Points: 7

Class Skills: Handle Animal (Cha), Knowledge: Local and Nature (Int), Profession (Wis) and any 5 other skills (except Linguistics)

Initial Skill Ranks: 6 + Int Mod

Class Features

Weapon & Armor Proficiency: Commoners are proficient with the following weapons; clubs, crossbow, dagger, dirk, flails, hand axe, longbow, katar, kosh, maces, pole axe, polearm: bill, quarterstaff, sap, scythe, seax, shot-put, sickle, sling, throwing axe. Commoners are proficient with light armor and large shields.

Thrifty: The one advantage to being poor, you learn to make most anything do. While not hereditary craftsmen like the expert, commoners learn to make many of the odds and ends that allow one to keep life running. Much of what others must buy, a commoner is able to make. This allows the get away with paying half price for any goods related to his profession at creation.
Additionally a commoner always wants to haggle over the price of goods. After a while he gets so good at it that the best prices are obvious. A commoner pays 5% less for goods for every level of background class they have.

Starting Money and Trappings: 10 GP, However, most of a commoner’s starting money must be spent on gear. Only 10 copper may be retained as cash.

Backgrounds: Aristocrat

Aristocrats are the ruling elite of the known world. From the peerage of the Kursk Empire to the Theocrats of the Oroxian peninsula, if it’s rich, powerful and haughty it’s an aristocrat.

Health Points: 9

Class Skills: Diplomacy (Cha), Intimidate (Cha), Knowledge; [Geography] [History] [Local] [Nobility] (Int), Linguistics (Int), Ride (Dex)

Initial Skill Ranks: 8 + Int Mod

Class Features

Weapon & Armor Proficiency: Aristocrats are proficient with the following weapons; battle axe, cavalry weapons (mace, pick, hammer), halberd, morningstar, longsword or scimitar, rapier or saber, stiletto and two-handed sword. Aristocrats are proficient with Padded armor, all medium and heavy armors and all shields.

Lifestyle: An aristocrat never haggles; also whenever an aristocrat makes a purchase, they must spend 50% more than normal to purchase the finest quality equipment possible. Consequently an aristocrat tends to receive better treatment by NPCs than other characters, the choicest of meats, the best wines and the cleanest rooms. Failure to buy the best equipment and services available will result in the loss of such favor and soon to follow, the belief by the common folk that you are worthy of support, and the faith of your fellow aristocrats, believing you to be boorish, oafish and pedestrian.

Starting Money and Trappings: 60 GP
Aristocrats may begin play, free of charge, with; a pony/horse (light) which may be combat trained at their discretion, Saddle (military or riding), tack and harness, bit and bridle, any clothing, one weapon, a gambeson and one other suit of armor (Light or Medium). This suit of armor is outgrown upon completing the aristocrat background class. Any starting money not spent on gear may be retained as cash.

Sunday, December 12, 2010

When I Was a Child: The Early Lives of Characters

Generating Ability Scores
Characters in Eris-Tull begin life as children. This is the age at which one is apprenticed to learn a trade. Because the characters are so young, their attributes are not fully developed.While several methods are available to players to generate ability scores for their characters, Eris-Tull’s gritty, cinematic feel is best served by the cinematic method. Roll 5D4 and total the dice. This will result in an ability score range between 5 and 20 and and average score of 12.5.

Make a note of the score and repeat this process six more times. Then keep the six highest totals out of the seven. Reduce these scores by a total of 8 points, chosen as you wish. The points can all come from one score or spread across them in any manner you wish. Assign the reduced scores to the character’s abilities as you see fit.


Aging During Play
Simultaneous to leveling in a profession (i.e Man-at-Arms, Sorcerer, Holy Knight) the character also levels their character progress further towards adulthood. This is done by leveling in the character's background class. Every time the character's background level increases they gain an additional attribute point that can be added to any attribute they wish.

Additionally at the first, fifth and tenth background class levels the character receives a bonus feat. This feat can either be used to bolster the character's feat list, or it can be used to increase the character's Hit Point total by the amount indicated by the background class's Hit Point class feature.