House Rules

-there are no arcane casters except wizards (restricted class). all other magic (including bards and sorcerers) get their power from the gods, and their magic is considered divine, not arcane. if you chose to play a caster, please select the god that grants you your power. heck, even if you’re not playing a caster, select your god and let me know!

-allow me to restate it, in case you glossed over the above. the God/ess you chose to follow is very important! please take time to peruse Deities of Seken and chose one or more that you honor.

-raise dead/resurrection summons an avatar of Caillech, must convince her why the target should be released from death’s grip.(does not apply to reincarnation) the first 1-2 times this is usually a formality, unless there is some (not often obvious) reason why it is the target’s ‘time to pass on’. see Caillech’s entry for a little bit more info

-D&D planar cosmology does not apply, only planes are elemental planes, ethereal, astral, shadow, and the god’s homes (a few different planes, think olympius and the nearby mountain tops. close, but not directly connected); Demon/Devil/Angel do not have their own planes and are not engaged in some big war. they exist, but only in smallish numbers, and are usually residents of an elemental plane or servants of a god.

-unstable teleportation (the further you go, the more chance of failure), not widely used. Exception is teleportation’s granted as part of travel domain. (this is to promote the importance of real life distances and travel. water travel is the primary method of transportation in Seken, be it sea or fresh waterways.

-magic items w/ quirks. only one group, The Fuzoku Butsu, can create items without quirks. these are rare and tremendously expensive. most other magic items have a quirk or oddity about them. like the armor that grants extra protection and a fresh, lemony scent or the ring that allows you to turn invisible but forget how to read when in that state. the quirks are tied to the creator, so with the lemon example above it is quite possible that all items made by that individual have some citrus scent to them. If several sorcerers work together to create an exceptionally large or carefully crafted item them can mitigate the oddness to some degree, basically choosing individuals with contrary quirks to cancel each other out.
=>Subnote to this is the item creation feats. I am not restricting them, but I will remind everyone that magic items (yes, even ones you create) will have drawbacks/oddities. The seriousness of the side-effects depends on your skill, the power of the item you are trying to create, and a randomizing factor (d100 roll).

-mutations: takara’s virus. nearly any race, mutation, or weird thing is playable, pending my approval (which will likely be given, though there are power level restriction). please note that Seken is a human-centric world, and Korpesh is a human-dominated country, and there is racism about non-humans. in general, demi-humans or near-humans are looked down on less than subhumans, those that are further away from the human base-line. see Racial Tensions for a bit more info.
Here is a list of some of the playable races in Seken. Don’t let this limit you!

-rolling for stats method is the heroic method (roll 4d6, toss out lowest, assign as desired. I will be holding a making a character session for folks.

-truth spells (zone of truth, Discern Lies, etc) do no exist for mortals. don’t try to take one, the spells don’t exist/wont be granted by the gods. on rare occasions a go will send an avatar to serve as a lie detector, but only in situations that directly affect the god’s interests.

-any base class except wizard allowed. some weird stuff exists in the world. email me if you really need to be a beautiful and unique snowflake (or have a perverse idea), I’m sure we can work something out…

-Monks are not required to be lawful, but there may be restrictions to the class

-Familiar death: I am re-instituting the ‘familiar death causes shock to the other end of the bond’ idea. rules will be: If the familiar dies, the sorcerer must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per sorcerer level; success reduces the loss to one-half that amount. A slain or dismissed familiar cannot be replaced for a year and a day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs. (XP is not replaced, even if familiar dies). If XP loss results in dropping a level, another Fort save to avoid system shock will be required.

-Reach weapons: this is from the rules, but I have flip-flopped in my rulings here. As written, the rule is: “A reach weapon is a melee weapon that allows its wielder to strike at targets that aren’t adjacent to him. Most reach weapons double the wielder’s natural reach, meaning that a typical Small or Medium wielder of such a weapon can attack a creature 10 feet away, but not a creature in an adjacent square. A typical Large character wielding a reach weapon of the appropriate size can attack a creature 15 or 20 feet away, but not adjacent creatures or creatures up to 10 feet away.” I will be enforcing it as such. I will not be allowing attacks of opportunity if someone leaves threatened area of a reach weapon towards the wielder, the rationale being that the attacker is watching the weapon as they advance, not fleeing with attention elsewhere.

-Psionics apparently exist in the world. 99% of people don’t know this, though. Wacky!

-All of base book approved, and most of Advanced players guide. Everything else is on a case by case basis, please ping me for review and approval. Oracles and Witches are a-ok, they are just slightly different types of priests for the Gods. Alchemists are a semi-restricted class. Okay with someone playing it, but need to have a long conversation to make sure we are on the same page, and you are alright with a certain degree of me jerking your character around. Well…a larger degree, because I am going to jerk them around regardless. It’s because I am so loving…
I will not okay gunslingers regardless of the circumstances, however.

-Hero Points (from the Advanced Player’s Guide) are used. In addition to the ways they can be used as presented in the APG, they can also be spent in an attempt to invoke the attention of your God, or to activate special powers. In Game, these hero points represent the attention of your patron deity upon you.

House Rules

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