Return To The Shattered Earth
Return to The Shattered Earth is a low powered game of Dark Fantasy and Horror. The characters that the player will portray will not begin as heroes, but instead they will begin as children (Literally or figuratively) and work to becoming heroes. To Illustrate this each starting character will begin below 1^st^ level. This phantom 0^th^ level is not touched on in the main books and so we will have to develop rules for it below.
A player will choose their characters race. No race with a “level adjustment” may be selected.
Each player will begin by creating their characters attributes. This will be done using the “Point Buy” system outlined in the Dungeon Master’s Guide on Page 169.
|Ability Score Point Costs|
|Ability Score||Point Cost|
Each Character will begin with 15 points with which to customize thier character. This number will increase as the campaign progresses until the PC’s reach 1^st^ level at which point attribute scores will be fixed per the rules presented in the Players Hand Book 3.5
Each Character begins with 1d4 Hit Dice. They then record starting Vitality and Wounds. A starting characters vitality is 4 + con mod + 1d4. A characters Starting Wounds is equal to their Constitution Score.
Sanity / Sanity Resistance
- A characters Starting Sanity is 5 times their Wisdom score
- A characters Starting Sanity Resistance is their Lvl +1
Traits and Flaws
A character may select up to 1 trait and 2 flaws. Each Flaw selected adds a starting feat.
A new Human character may select 1 feat for every Flaw they possess and 1 feat for being human. Non-human starting characters may select 1 feat for each flaw they possess.
Each new character begins the game with either a single simple weapon proficiency, or +3 skill point.
A new character may select an alignment. Alignments confer special bonuses to new characters
|Lawful||Good||Bravery: (+2/lvl) to Sanity resistance1|
|neutral||Balanced Soul: Heal(Lvl) sanity/Hour of rest|
|evil||Scheming Mind: Knowledge (Forbidden Lore) does not reduce maximum sanity|
|Neutral||Good||Honest Folk: loose 6 less sanity from monster/creature encounters|
|True||Rational Mind: loose no sanity from Arcane spell casting|
|Evil||Pragmatism: (+2/Lvl)Sanity Resistance1|
|Chaotic||Good||Free Spirit: Loose no sanity from Arcane spell casting|
|Neutral||Wild Mind: (+2/lvl) to Sanity resistance1|
|Evil2||Force of Chaos: The Character remains a PC even if their sanity drops below -10|
1 This confers a +2 bonus at 0^th^ lvl. that does not increase until 2^nd^ lvl
2 Chaotic Evil player characters are not allowed in this campaign
Each character begins with half their Intelligence Score in skill points. They may have maximum ranks of 2 (for cross and in class skills) and are considered to have most skills “in Class”. See the chart below for what skills are considered in/ cross class. Skills that are Cross class are those that take considerable training or training that is hard to find as peasant children.
|Knowledge (Nobility and Royalty)|
|Cross Class||Decipher Script|
|Knowledge (Architecture and Engineering)|
|Knowledge (The Planes)|
|Knowledge (Forbidden Lore) 1|
|Use Magic Device|
1 PC’s with any ranks in forbidden lore subtract those ranks from their beginning sanity rating and can never have a maximum sanity rating of more than (99 – (Ranks in the skill)).
Each PC will have a single save at +1. The Save that is determined by their worst attribute among Wisdom, Dexterity, and Constitution. If there is a Tie among all three then select which gets the save. ex. Joe has a Wis of 10 a Con of 12 and a Dex of 8. His Save would be allotted to his Reflexes to counteract the poor Dex.
Each PC will start with 1d8 gp. with which to buy items and equipment.