Apr 4, 2023 7:18 pm
The First Decade
It had been ten and three years since the last time the Dark Man had visited. Ten years of peace and plenty. The Dark Man had brought with him the seeds, and the seeds had meant all the difference. He showed the People how to plant, tend, and harvest the food that sprouted from the seeds and for the first time ever the People had known plenty, the forever cycles of hunting & gathering interrupted and the growing of the seeds letting everyone eat their fill each and every day.
Now, the children born that year were coming of age-- thirteen already! Adults who were born with no memory of the time before the Dark Man came, the man who looked so different from the people-- tall, with dark plaited hair and beards and brown eyes and skin not just tanned from the sun but a darker shade than their own. No one among the people had other than fair skin, blond hair, and blue eyes. Now the children were becoming adults, and some of them had grown larger than any before! One of the brutes even topped five and a half feet! A virtual giant compared to his elders. And that was not even to mention Ogu's baby. . .the baby born with the Dark Man's brown eyes and hair. A very special baby indeed.
Three years the Dark Man had lived with them, and now ten had passed since he left, and now the children born that year were adults. . . what would the Second Decade bring? What lived in the future of the People?
Character Creation
Attributes: Roll 3d6 in order (Strength, Dex, Con, Int, Wis, Charisma)
Races: Everyone will start as one of the People. These are "humans", but they are actually a caveman tribe that has only just been given the earliest of agriculture by a mysterious figure known only as The Dark Man. You get +2 to any one attribute, but no other racial bonuses associated with humans.
Classes: Allowed classes for the game start will be Commoner, Expert, and Warrior classes. Yes- these are NPC classes. Which class you choose for your first character will have influence over what classes you have open to you later in the game.
Skills: The following skills are available at the start of the game-- Acrobatics, Bluff, Climb, Craft (Baskets, Cloth, Clothing, Leather, Pottery, and Flint Knapping, and Stick-Making), Escape Artist, Heal, Intimidate, Knowledge (Local, Nature), Perception, Perform (no advanced instruments), Profession (Baker, Butcher, Cook, Farmer, Fisherman, Gambler, Herbalist, Midwife, Tanner, Trapper, Woodcutter), Sense Motive, Sleight of Hand, Stealth, Survival, Swim
Feats: Core Rulebook Feats only and only ones that "work" given the primitive setting.
Hit Points: Max Hit points at 1st level; will be average beyond.
Legacies: This is a Legacies game. You will earn boons as you play that open up additional options-- feats, classes, source books will all be "unlockable" by different mechanisms as the game progresses and you iterate through the generations. Most of these you won't know how to achieve them, but the NPC classes that you start with will help lead your Legacy down the path to unlock specific classes later as follows:
Commoner: Rogue
Expert: Adept
Warrior: Fighter
Equipment: you will start with basically what you want to have-- but only things that primitive/cavemen would have. For weapons only Club, Spear, Knife, and Sling and Spears and Knives have stone heads (-1 damage). No armor.
It had been ten and three years since the last time the Dark Man had visited. Ten years of peace and plenty. The Dark Man had brought with him the seeds, and the seeds had meant all the difference. He showed the People how to plant, tend, and harvest the food that sprouted from the seeds and for the first time ever the People had known plenty, the forever cycles of hunting & gathering interrupted and the growing of the seeds letting everyone eat their fill each and every day.
Now, the children born that year were coming of age-- thirteen already! Adults who were born with no memory of the time before the Dark Man came, the man who looked so different from the people-- tall, with dark plaited hair and beards and brown eyes and skin not just tanned from the sun but a darker shade than their own. No one among the people had other than fair skin, blond hair, and blue eyes. Now the children were becoming adults, and some of them had grown larger than any before! One of the brutes even topped five and a half feet! A virtual giant compared to his elders. And that was not even to mention Ogu's baby. . .the baby born with the Dark Man's brown eyes and hair. A very special baby indeed.
Three years the Dark Man had lived with them, and now ten had passed since he left, and now the children born that year were adults. . . what would the Second Decade bring? What lived in the future of the People?
Character Creation
Attributes: Roll 3d6 in order (Strength, Dex, Con, Int, Wis, Charisma)
Races: Everyone will start as one of the People. These are "humans", but they are actually a caveman tribe that has only just been given the earliest of agriculture by a mysterious figure known only as The Dark Man. You get +2 to any one attribute, but no other racial bonuses associated with humans.
Classes: Allowed classes for the game start will be Commoner, Expert, and Warrior classes. Yes- these are NPC classes. Which class you choose for your first character will have influence over what classes you have open to you later in the game.
Skills: The following skills are available at the start of the game-- Acrobatics, Bluff, Climb, Craft (Baskets, Cloth, Clothing, Leather, Pottery, and Flint Knapping, and Stick-Making), Escape Artist, Heal, Intimidate, Knowledge (Local, Nature), Perception, Perform (no advanced instruments), Profession (Baker, Butcher, Cook, Farmer, Fisherman, Gambler, Herbalist, Midwife, Tanner, Trapper, Woodcutter), Sense Motive, Sleight of Hand, Stealth, Survival, Swim
Feats: Core Rulebook Feats only and only ones that "work" given the primitive setting.
Hit Points: Max Hit points at 1st level; will be average beyond.
Legacies: This is a Legacies game. You will earn boons as you play that open up additional options-- feats, classes, source books will all be "unlockable" by different mechanisms as the game progresses and you iterate through the generations. Most of these you won't know how to achieve them, but the NPC classes that you start with will help lead your Legacy down the path to unlock specific classes later as follows:
Commoner: Rogue
Expert: Adept
Warrior: Fighter
Equipment: you will start with basically what you want to have-- but only things that primitive/cavemen would have. For weapons only Club, Spear, Knife, and Sling and Spears and Knives have stone heads (-1 damage). No armor.