Character Creation

Note, these rules assume access to and knowledge of the basic rules for Advanced Dungeons and Dragons, 2nd Edition. If you do not have ready access to AD&D 2nd edition sourcebooks, you can access the online versions of the base books at Purpleworm.org

Experience:
All characters start at 1st level with 0 experience points. Non-humans are subject to the normal limits on levels and available classes, but may multi-class. Non-humans may exceed their normal racial level maximums by gaining 3x the normal amount of XP necessary to achieve the next higher level.

Ability Scores:
Ability scores shall be generated by rolling 4d6, dropping the lowest value die, and adding up the three highest numbers rolled. This shall be done six times, and applied in order to the six ability scores:

Races:
All races from all AD&D 2nd edition source books published by TSR are allowed. This includes, but is not limited to: The Player’s Handbook, The Complete X series, the HR Historical reference series, or any Fogotten Realms, Dragonlance, Ravenloft, Spelljammer, Planescape, Arabian Adventures, Dark Sun, or similar campaign settings published for AD&D 2nd edition.

Materials not allowed include: Any homebrew material from other DMs, materials appearing only in Dragon Magazine, Dungeon Magazine, or Polyhedron Newszine, materials from other editions of D&D (such as B/X or 1st edition AD&D), creatures that appear only in the Monstrous Manual/Monstrous Compendiums without ability score guidelines, and the Council of Wyrms campaign setting (though if you really want to play a dragon it may be open to discussion).

Fantasy racial politics (i.e. Dwarves hate orcs, Elves hate drow, etc.) will not feature in this campaign (though your PC is free to be as prejudiced as you want). You are much more likely to be judged by NPCs based on your nationality or skin tone than by whether you have pointy ears or are short and bearded. If playing a Ranger or the like, your favored enemy should be something like “Gypsies” or “Spaniards” or “Blackamores” rather than “Goblins”. Of course, dark skinned elves and dwarves will be subject to the same prejudices that dark skinned humans suffer.

Classes and Kits:
All classes and kits from all AD&D 2nd edition source books published by TSR are allowed. This includes, but is not limited to: The Player’s Handbook, The Complete X series, the HR Historical reference series, or any Fogotten Realms, Dragonlance, Ravenloft, Spelljammer, Planescape, Arabian Adventures, Dark Sun, or similar campaign settings published for AD&D 2nd edition.

Materials not allowed include: Any homebrew material from other DMs, materials appearing only in Dragon Magazine, Dungeon Magazine, or Polyhedron Newszine, materials from other editions of D&D (such as B/X or 1st edition AD&D), creatures that appear only in the Monstrous Manual/Monstrous Compendiums without ability score guidelines, and the Council of Wyrms campaign setting (though if you really want to play a dragon it may be open to discussion).

The ability requirements for Humans to Dual-class are reduced by 1, to 14 in the prime requisite of his current class and 16 in the prime requisite of his desired class. Humans may change classes any number of times, so long as they meet these ability requirements for each class chosen, but may not resume a previously abandoned class.

Demi-humans may Multi-class as normal, but must respect the class and level limits imposed by their race. If you write a particularly compelling backstory, you may petition the DM to allow your character to take a non-standard class for his race, but these exceptions will be subject to level limits equal to 2 lower than the next-closest class (thus an Elf, which can normally reach 12th level as a Fighter, would be limited to 10th level as a Paladin — but only if a compelling argument is made for the exception).

Specialty Priests classes from any deity published in any of the above sources are allowed, as are religion-specific Priest characters generated using the Complete Priest’s Handbook. All such characters belong to the “All-Embracing Church” (see An Alternate History of World Religion). All members of the generic “Cleric” class belong to the opposing Puritan faith, and can expect to be subject to extreme religious prejudice within the bounds of The Empire.

Players may opt to create their own class using the Custom Class Generation rules, or select one of the Sample Custom Classes. Custom-generated classes may not apply Kits, except in those cases of kits (such as the Undead Slayer kit from the Complete Book of Elves) which may be applied universally to any class.

Proficiencies:
All characters gain a number of bonus proficiency slots equal to the “# of Languages” listed for their Intelligence score. These bonus proficiencies may be spent on either Weapon or Non-weapon proficiencies.

All Non-weapon proficiencies must be selected from the Non-weapon Proficiency List appearing on this site.

Likewise, weapon proficiencies must be selected from the Weapons or Firearms lists appearing on this site, or from the listed Weapon Proficiency Options.

Languages;
Characters in this campaign will use real-world languages, such as English, French, Chinese, or Arabic. Each character begins knowing the native language of his home country. Given the Euro-centric nature of the campaign, this should be English or French for most characters.

Additional languages must be purchased using Non-weapon Proficiency slots. Wizards and other characters with a scholarly bent are strongly encouraged to pick up Greek and Latin as additional languages (at minimum). Fantasy racial languages (i.e. Elvish) do not exist in this world, though class ability related languages (i.e. Druidic or Thieves’ Cant) will be used.

Starting Equipment:
Money in this game will be tracked using the British system of Currency (i.e. Pounds and shillings rather than gold pieces). All characters receive the normal randomly-determined amount of starting funds, though the rolls are converted to pounds rather than tens of gold pieces (i.e. a generic fighter would gain 5d4£ starting cash, rather than 5d4 x10gp).

Additional funds granted by your character’s choice of Kits will be granted at a 1gp to 1 shilling conversion rate. Thus the 225gp bonus granted to the Noble Warrior kit would equate to 225 shillings (or 11£ 5s).

Converted prices for standard equipment can be found on the Equipment page and its sub-pages. Prices for items not yet appearing on this site can be handled at a simple 1gp = 1s conversion rate for starting equipment.

ROLE:
Your party will be starting as travelers aboard the HMS Guardian, bound for the Imperial colonies in the South Pacific. In general these travelers fall into one of four broad categories, each granting its own minor benefit. These benefits are in addition to your choice of class and/or kit.
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  • Imperial Sailor: You are member of the Imperial Navy serving aboard the HMS Guardian. You gain the following:
    • Seamanship and Naval Combat as bonus non-weapon proficiencies, a uniform (see above), a day-job, and a strict chain of command.
  • Convict: You have been tried and convicted of a non-capital crime and sentenced to be transported to the penal colony of New South Wales. You gain the following:
    • 2 Non-weapon proficiency slots to be spent on the proficiencies of your choice from the Rogue group, a set of manacles (worn), and a watchful overseer (who may be another PC).
  • Overseer: You are an M.P. in the service of the Imperial Army, set to watch over criminals being transported to the Australian colonies. You gain the following:
    • The Alertness non-weapon proficiency, 1 free weapon proficiency slot, a uniform (red coat), and a half-dozen petty criminals to keep track of.
  • Colonist: You are a private citizen, bound for the Imperial colony of Nova Britannia. You gain the following:
    • 1 Non-weapon proficiency slot to be spent on the proficiencies of your choice from the General group, 1 bonus Language of your choice, an extra 5£ worth of Household Provisions or Animals (in the hold), and a relatively large amount of freedom (compared to the others on the ship).

Character Creation

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