Homebrew: Restrictions & Rules

Hard Restrictions: Absolutely NO Plant based or Rare Ancestries. Uncommon Ancestries are also just that, uncommon, talk to me first before you try to choose one.   Soft Restrictions: Elves and their kin are seen as dangerous due to their perceived closeness with Nature. Druids are commonly feared, so it is VERY difficult to be that Class. Any Subclass that uses the Primal Spell List is also considered dangerous.   Rules for Character Creation:
Backgrounds MUST be thematic, no choosing a cool sounding background just for the name or bonuses.
Certain Classes are not available, particularly those that require technology or use specific magics (particularly the Primal Tradtion).
  There are 5 roles to be filled in the group:
1. Face - Suggested Classes: Champion, Sorcerer, Bard (Laurel Silver Sylph'vester, Bard played by H)
2. Scout - Suggested Classes: Ranger, Rogue, Investigator (Bell MerryWeather, Ranger played by J)
3. Medic - Suggested Classes: Bard, Cleric, Witch, Sorcerer, Alchemist, Druid (Character played by A)
4. Muscle - Suggested Classes: Barbarian, Fighter, Monk, Magus, Swashbuckler (Stärke von Ruhmschwert, Barbarian played by M)
5. Research - Suggested Classes: Investigator, Wizard, Druid (Hermes Mendel, Alchemist played by R)
  The group consists of some of the best people all three City Ships can offer, and you are there either by conscription or voluntarily. You are also professionals and can follow the orders of your superiors. Insubordination will most likely be punished in the game world, so be careful.   You should answer these six questions when it comes to backstory:
1. Who is your character on the City Ships (Background/Role/Profession)?
2. What were they doing before becoming a member of the Squad?
3. Where did they come from (Which City Ship)?
4. When did they arrive on The Iron Leviathan (How long have they been there)?
5. Why were they chosen to be on this Squad?
6. Which Role do they primarily occupy?  

Basic Lore

City Ships
Bloom Research and Scouting Corps
Expedition Squads
Largitas   Character Motivation Ideas (Not required, just for inspiration):
Soldier on the Rise: A PC that is a soldier hoping to get a promotion by successfully completing this mission into the Bloom. (Face/Muscle)
Bard out of Water: A Bard who has been conscripted into the Party to pay off various debts aboard the City Ship. (Face/Medic)
Infected Researcher: A researcher from one of the City Ships that has recently been infected by the Bloom, joined the Party in hopes of finding a cure on the main land. (Potential Druid, Medic/Research)
Missing Family/Friend: A member of your family/close friend went on a similar expedition in the same area recently and hasn't been heard of since, you want to at least try and find any evidence of their fate. (Any)
Conscripted Criminal: A criminal with a particular set of skills that has been given the option of "Be conscripted or die." (Muscle/Scout)  

Watch these Videos Please!!!

 

Bloom Infection Rules:

There are two versions of rules for Bloom Infection, the first options are mechanically harsher, but more thematic, while the second options are less mechanically harsh, but with harsher stipulations and in-game/RP effects.

Base Rule:

Option 1:

When infected by the Bloom, the next Free Archetype Slot on your Character sheet MUST be used for the Druid Dedication Feat.  

Option 2:

When infected by the Bloom, the Character gains the Free Bonus Feat of the Druid Dedication Feat.  

Sub-Rule:

Option 1:

If a Character uses their Druidic powers enough, performs certain actions, or fails enough Fortitude or Will Saves, then the next Free Archetype Slot on their Character sheet MUST be a Druid Archetype Feat of the player's choice.  

Option 2:

If a Character uses their Druidic powers enough, performs certain actions, or fails enough Fortitude or Will Saves, then they will gain a Free Bonus Feat of the Druid Archetype OF THE GM'S CHOICE.     These rules can be mixed and matched, but one of each MUST be chosen before the Campaign starts.  

Getting the Bloom:

There are several ways to get infected with The Bloom. These are:
  1. Prolonged exposure (one (1) or more hours) to Bloom Spores. Requires a Fortitude or Will (Whichever is lower) Saving Throw of DC 10 + the number of hours exposed.
  2. Unprotected exposure to bodily fluids of Bloom Beasts, including blood, saliva and tissue. Requires a Fortitude or Will (Whichever is lower) Saving Throw of DC 10 + the level of the Creature.
  3. Consuming Bloom infected foodstuffs or other matter. Requires a Fortitude or Will (Whichever is lower) Saving Throw of DC 15.
Once one or more of these methods have been failed a total of three times, the Character is infected with The Bloom.  
NOTE: Performing any of these acts willingly in the sight of a member of BRASC will have your Character arrested and, most likely, promptly executed.
— The GM

Effects of the Bloom:

For the first two (2) Feats (Including the Druid Dedication Feat) the effects will be purely Role Play, e.g. Metal weapons and armour will feel uncomfortable to wield or wear as according to the Druid Anathema.   After the third Feat is gained, your character will be under the full effects of The Bloom. The following effects and conditions will occur:
  1. Performing a Druid Anathema will require a flat DC 8 + Number of Druid Feats check to accomplish.
  2. You will need to make a flat DC 8 + Number of Druid Feats check at the start of combat, or take an Item Penalty to all Attack and Spell Attack rolls equal to the number of Druid Feats you have against Bloom and Plant Creatures.
  3. You will start exhibiting the outward symptoms of The Bloom, giving you an Item Penalty equal to the number of Druid Feats you have to all Charisma checks towards people without The Bloom, but an Item Bonus equal to the number of Druid Feats you have to people with The Bloom.
  4. You gain an Item Bonus equal to the number of Druid Feats you have to all Attack Rolls and Saving Throw DCs with Druid Spells.
  5. After gaining six (6) Druid Feats, including the Druid Dedication, your Character is consumed by The Bloom, and becomes an NPC under the GM's control.
A bit of advice: DO NOT GET THE BLOOM IF YOU CAN HELP IT!
The GM

Methods and Practices to Prevent Bloom Infection:

 
  1. Protective Gear and Clothing: Items like Respirators and Basic Hazard Suits are standard issue in most cases. Respirators prevent the need for Saving Throws against Bloom Spores for eight (8) hours before the filters need to be changed. Basic Hazard Suits can only be worn over Light Armor or Clothing, but protect against exposure to fluids from Bloom Beasts and Flora, though can be damaged, and even broken, by Critical Hits.
  2. Inoculation: Player Characters can be inoculated against the Bloom using an Aetherium Inoculation Kit or something similar, giving an Item Bonus equal to their Character Level to any Saving Throws against Bloom infection. These Inoculations are in short supply, however, and cannot always be found. The effects last for one (1) week after inoculation.
  3. Magic and Technology: Spells such as Cleanse Cuisine can be used on tainted food to purify it of the Bloom. Technology like Bloomshield Generators can be used to create a sterilized safe zone.


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