DEITIES: Deities from the Forgotten Realms, Maztica, and Greyhawk Campaigns may be used. Additionally any Non-human deities may be used. (Provided the DM has a source which includes the deity in question. Or the DM is provided with a copy of the deities statistics) ALIGNMENT: Characters may only be of good, or neutral alignment. Unless otherwise stated by the DM. No evil player characters will be played by players. If a players character becomes evil it is immediately assumed to be a NPC, and as such is under the control of the DM. Under certain circumstances the DM may permit a player to continue playing the character for a certain amount of time. THE RENOWN SCORE: This characteristic is given to all player characters and some non-player characters. It is used to determine whether your character is known by, knows, or knows of, some other character, or non-player character. The score is calculated as: 10% per level of experience. The score is reduced by 1% for each mile the character is from his/her base of operations, home, or lair. The score may be modified by other factors as determined by the DM. KNOWLEDGE OF MONSTERS: The DM may determine whether a character has seen, or heard about a particular creature prior to the apparent 1st contact with it. All Characters are assumed to have knowledge of player character races. The chance of knowing something about a monster is equivalent to the FREQUENCY of the monster (noted in the Monstrous Manual, Monstrous Compendium, etc.) minus the characters level. This roll is made when the creature is seen. If it is described to the character but not seen then a roll is permitted but the chance is equal to the normal chance. With no level bonus. Additionally, if the character has the ability to turn undead, then the level bonus is doubled. This method may be used for other areas as well. For example; if the DM wants to know whether the character in question has ever heard of Eivobrins Incanabula before, he/she should assign a base % to the chance. Based on how well known the subject matter is to the common character. Subtract the level of the character from this % and you have the percent chance that the character has knowledge of the subject in question. The level of knowledge the character has on the subject is entirely up to the DM. As is the case with knowledge of Monsters. SELECTION OF WEAPONS: All weapons selections, statistics, costs, etc, are to be taken directly from the Listing provided by the DM. This listing contains weapons from the AD&D 2nd ed. rules, as well as a few extra weapons added by the DM. Weapons selection criteria is based upon two criteria. STR & DEX required, and expenditure of character points. See Skills & Powers pgÕs 112-119, and Combat & Tactics pgÕs 70-78. If your character is strong enough and dexterous enough to use a weapon, and has spent the requisite amount of points to become proficient with the weapon, then that weapon may be used without penalties. See Combat & Tactics pgÕs 113-115 for nonproficiency, and familiarity penalties SELECTION OF ARMOR: All armor selections made for a character are to be taken directly from the Listing provided by the DM. This listing contains armor from the AD&D 2nd ed. rules, as well as a few extra armor suits & pieces added by the DM. Armor selection is based on two main criteria. STR & DEX required, and character class. If your character is strong enough, and dexterous enough to wear the armor, then that armor may be worn. Additional important considerations to take into account when selecting armor are; Will it interfere with spell casting abilities? And will it interfere with thieving abilities? These considerations need to be carefully weighed; as a wizard wearing plate armor may be well protected from physical blows but will be completely unable to cast any spells. Be sure to consult with the DM on the matter when playing a rogue or wizard. Note that my campaign does not prohibit wizards from wearing armor. Instead the use of wizard spells is restricted by the wearing of metal armors. See rules on spell points below, Use of armor by spell casters for additional information. ILLEGAL USE OF WEAPONS AND ARMOR: If your character uses a weapon, or wears armor, which has a minimum STR, or DEX requirement that is higher than that characters rated abilities, then the standard non-proficiency penalties for the particular class are assessed. Additionally, if the character is not proficient with the weapon then the non-proficiency penalties are assessed twice. Additional situations where application of the illegal use penalty will be applied are: Using a two-handed weapon with one hand; Throwing a weapon that is not designed to be thrown; Performing a melee attack with a weapon designed to be fired (i.e. bow), and in some situations thrown (i.e. boomerang). Other situations may also incur the illegal use penalty. Application of the illegal use penalty is ultimately left up to the DM. If a character is attempting to use a weapon, or armor; In a manner which is not consistent with it's intended useage; then the illegal use penalty may be applied. LANGUAGES: The player may select any languages for the character based on Race, Intelligence score, and Non-weapon proficiency points expended. There are no alignment languages in this Campaign. Additionally all characters (with a few exceptions in the Barbarian kits) begin the game with one language (possibly two) free. The character will be able to speak and comprehend this language, but not read or write it. The ability to read and write any language comes only with the expenditure of non-weapon proficiency points. No monster manuals may be used when selecting a language. It is assumed that a character may learn any of the character languages with no great difficulty (in locating instruction that is). However, if a character wished to learn the language of the Xorn; an appropriate source of instruction must be sought. Either a knowledgeable sage, or possibly a Xorn wiling to teach. PROFICIENCIES: Players are to pick proficiencies for their characters from the list presented in the house rules supplement. The sources for the Proficiencies are varied, the sources are all listed in the House rules listing. Characters are to spend Character points to purchase the proficiencies of their choice. When the proficiency is listed as having a source other than S&P, or C&T the DM must review the proficiency in order to determine the proficiencies initial rating. SHIELD ATTACKS: The shield-punch and shield rush-attacks from Combat & Tactics, pgÕs 46-47 may be used by all characters. The chart for damages as regards these types of attacks is listed in the Players copy of the House rules. EQUIPMENT: When purchasing equipment for a character use the ÒComplete Equipment ListÓ as supplied by the DM. If an item cannot be found in the list then consult the Players Handbook. If the item cannot be found in the Players Handbook, then AuroraÕs whole realms catalog may be used. If an item cannot be found in any of these sources then consult with the DM. Keep in mind that certain animals and items are not always available. For instance; players may have difficulty purchasing a trained war elephant in an Arctic setting. Players will also have difficulty finding a source from which to purchase a flying contraption (a-la Leonardo DaVinci/AuroraÕs). In all instances the DM is the final arbiter when it comes to matters of availability and cost. FATIGUE RULES: My campaign makes use of Fatigue during combat according to Combat & Tactics pgÕs 28-29. Note that slight changes have been made to the printed rules as indicated in the book with lightly written comments/changes made in pencil. These changes are in most circumstances official changes. PARRYING: Characters may parry during combat, using either shields or weapons. Complete rules regarding parrying may be found in Combat & Tactics pg 27. See also PHB pg 133, or the DMG pg 87. Note that performing a parry indicates the forfeiture of all moves, attacks, and spells. FUMBLES: Characters may fumble while in combat. Results of a fumble vary depending on the roll of percentile dice. For complete rules on fumbles consult the AD&D Players Supplement vol.II (pgs 63-66). In general a fumble occurs when a character rolls a natural Òto hitÓ roll of 1; followed by a second Òto hitÓ roll that misses the intended target. While results for natural attacks which fumble are not provided for on charts available to the DM, a fumble can none the less occur. The results will be left up to the DM. CRITICAL HITS: Characters may get critical hits while in combat . Results of a critical hit are as varied as imaginable. Ranging from double damage, to severed Aorta. Results of a critical hit are dependent on the weapon class (P (puncturing/piercing), S (bladed/slashing), B (crushing/bludgeoning), or D (special/other)), and the roll of percentile dice. For complete rules on critical hits consult Combat & Tactics pgÕs 100-115. (System II) In general, a critical hit occurs when a character rolls a natural Òto hitÓ roll of 18 or higher, that also hits his opponent by 5 or more than needed. WEAPON AND NON-WEAPON PROFICIENCIES: Characters gain weapon proficiencies as outlined in Skills & Powers, pgÕs112-120, and pgÕs 70-80 in Combat & Tactics. As rules regarding weapon proficiencies are sometimes confusing and contradictory it may be necessary to consult the DM when certain rules are in question. Non-weapon proficiencies are outlined in Skills & Powers, pgÕs 86-111. Certain Non-weapon proficiencies are covered in other handbooks. A complete list of weapon & non-weapon proficiencies can be found in the playerÕs copy of the House rules. GUILDS: The following guilds exist in my campaign. All listed guilds are present in the city of Willip. Note that membership in any guild is voluntary. However when it comes to the Thieves, or Assassins guild, itÕs a good idea to join. Rather than operate outside the guild. All dues are annual dues. Note that there are additional guilds present in Willip, as well as throughout the Realms. This listing simply presents those guilds MAGES guild. Cost:100 gp / level. Benefits: 10% discount on training costs, access to Mages guild research library, 10% discount on costs of identifys, spells cast, and material components shop. Voting member at 7th level. Also learn secret to navigating the Mages guild. THIEVES guild. Cost:10 gp / level. Benefits: 10% discount on training costs, access to a network of pawn artists, 10% discount on costs of thieving supplies, access to sales of posions, and acids. Voting member at 7th level. Also learn secret of guild headquarters location. ASSASSINS guild. Cost: 10 gp / level. Benefits: 10% discount on training costs, access to a network of pawn artists, 10% discount on costs of thieving supplies, access to sales of posions, and acids. Voting member at 7th level. Also learn secret of guild headquarters location. In general the Assassins guild is mainly an NPC institution. Note that there are often strong ties between the Thieves guild, and the Assassins guild. These ties however are not always for the good. As sometimes the two guilds are at each others throats. More often though they cooperate and participate in joint ventures. BARDS guild. Cost: 15 gp / level. Benefits: 10% discount on training costs, access to the bards library of legendary lore, and the bards depository of musical instruments. Not to mention the bards musical workshop, where one can craft a fine instrument. 10% discount on all musical instruments. If you present your guild membership at certain participating bars/inns, you can receive a 5% discount on your bill if you entertain the guests. Become voting member at 7th level. RANGERS guild. Cost: 10 gp / level. Benefits: 10% discount on training costs, access to specialists in certain terrains, as well as a complete library of nature, and survival lore. 10% discount on selected outdoor gear. Become voting member at 7th level. ADVENTURERS guild. Cost 1 gp / level. Benefits: The Adventurers Guild is an employment placement service, which provides adventurers with opportunities to make money performing various tasks. suited to their individual skills, and talents. CLONE INSURANCE: The following insurance can be purchased by certain wealthy adventurers. This insurance is only available from the Mages guild of Willip (Sembia). Terms of the clone insurance are as follows: A. Initial Payment. 60000 gp B. Tissue sample taken at 3 month intervals with payment of 10000gp. Earlier if desired. C. Failure to pay sample fee in time required will terminate contract. D. Once every 3 months your body will be scryed for. If not detected, the mages guild will begin the cloning process. E. Cloning process takes 3 weeks (30 days) to complete.