As a few people know, I have decided to take it upon myself to start writing Arcanium Society Scenarios in a fragmented ongoing campaign where every session is a new scenario and characters can drop in an out at anytime they want, but the characters will continue to improve.
So here's the deal for those who don't know already. I will be running this "campaign" in the D20 Modern system (similar to DnD 3.5) using character sheets I will update and keep electronically.
Here is a list, in order, of things you'll need to know to get started.
The Basics
First things first, the most important thing about your character is detail, it'll make your character generation so much easier. Remember, we're going for roleplay rather than power gamer, so if you have every detail of your character worked out, it'll make for more interesting games.
There is only one compulsory thing you will
need to do yourself at this point, and that's some dice rolling! What you'll need is 4D6, roll them 6 times (subtracting the lowest dice each roll) and apply them to the usual 6 stats: Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma. I will allow you to reroll any stats you believe to be too bad, as long as it doesn't get stupid.
Then you have two choices... send me your character background (20 questions will do, so I can refer to that if you'd like) or, if you have the rules, let me know what you've chosen for your character and I'll put it to computer (we'll be starting at level 3 FYI).
Starting Class Notes
For those Unfamiliar with D20 Modern, there are six basic classes which are as follows (Followed in brackets by "unique" occupations that may be held by each class for Arcanium Society so as to help you pick):
Strong Hero
Fast Hero
Tough Hero
Smart Hero (Aspiring Mage, Elemental Psionics)
Dedicated Hero
Charismatic Hero
Now, obviously, these are trained to one specific stat each, and all have a talent tree away from feats to help them specialise. Obviously these take advantage mostly from the stat they originate from.
However, some characters from the Arcanium Society are not from modern day and these characters have the option of allowing me to tailor make a DnD class for them to fit D20 Modern (though it'll mostly be untouched as only the class skills need modifying). These can be taken instead, however, this shows the character's grip on the old ways and will not adapt to modern life as well as other characters. They will gain a -4 penalty to the following skills (same as being unproficient in a weapon you're using) and be unable to multi-class into modern classes/advanced classes:
Computer use, Craft (Electronic), Craft (Mechanical), Drive, Knowledge (Technology), Perform (Keyboards), Pilot.
Non-modern day characters can, however, take feats that deal with modern technology as it shows their focus on doing well on that particular area.
Advanced Classes
Some may know these as "Prestige Classes". Modern characters can take advanced classes from the D20 Modern book and non-modern characters may take prestige classes from any book agreed upon by myself. The following advanced classes may also be taken by modern day characters:
Occultist (Requires Decipher Script 6 ranks, Knowledge - Arcane Lore 6 ranks, Research 6 ranks, and the feats: Educated and Studious)
Mage (Requires Craft - Chemical 6 ranks, Decipher Script 6 ranks, Knowledge - Arcane Lore 6 ranks, Research 6 ranks)
Acolyte (Requires Base Attack Bonus of +2, Knowledge - Theology and Philosophy 6 ranks, Listen 6 ranks, Sense Motive 6 ranks, Allegiance to positive or negative energy which can be decided nearer the time and a holy symbol)
Techno Mage (Requires Computer Use 6 ranks, Craft - Electronics 6 ranks, Knowledge - Arcane Lore 6 ranks, Repair 6 ranks)
You may have noticed that modern characters need to take mages and acolytes (clerics) as advanced classes but non-modern characters don't. This is due to the fact that, back in days of old, book on magic and magic in itself was common knowledge but, to the unsuspecting majority of the planet, was some how lost along the way and books became less and less ready in a modern society, hence the difference. Modern characters make up for this, however, for their boost in feats and talents (and proficiency with modern technology too, naturally!).
Supernatural Abilities
Some members of the Society, noteably members such as Damien Bennet have a natural gift that allow abilities such as Telekenesis, Pyrokenesis etc. My original plan was to introduce a Sorcerer class to modern times, however, this would become widespread knowledge in the world of today. Instead you can claim your character has a natural ability which will be added to your notes. To show your character's progression in their ability, you can select feats from the following tree:
Wild Talent (Level 0)
|-> Realised Talent (Level 1)
|-> Controlled Talent (Level 2)
|-> Trained Talent (Level 3)
|-> Harnessed Talent (Level 4)
The Wild Talent feat (and all feats that follow it) must belong to a category, this may be from the following list (but not necessarily limited to): Pyrokinesesis, Telekenesis, Cryokenesis, Hydrokenesis, Aerokenesis and Geokenesis. Each level will allow you access to more powerful abilities, but these abilities must be discussed with me in advance.
Please note, however, since 90% of the Arcanium Society have supernatural abilities, this doesn't
purely represent that they have this ability, merely that they've learnt to control it somewhat better, for example, a Pyrokinetic without Wild Talent can still use his flames to light an area up and improve visibility, but is unable to direct it as an attack as this requires time and training.
Most supernatural abilities don't require verbals either unless stated elsewhere.
Equipment and Loose Ends
With equipment, just let me know what your character carries and I will add the items where possible. I will let you see your sheet before I finalise it completely in anycase. I can't be arsed to buy stuff in game, you're all good roleplayers, you know what you're doing.
In the case of wealth and action points, I will minus (or add in rare cases) anything I feel is suited with your character. I assume your characters didn't just start life at level 3, so you'd have had to use your guile somewhere!
Finally, alot of Urban Arcana is compatible with Arcanium Society, so you can use any of it's
feats and/or
occupations for this campaign. Any other Source from Urban Arcana that you'd like to use for the campaign needs to be run by myself first, but in all likeliness will be permitted too.