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| Art by Andreas Rocha |
Some quick and simple rules for how characters would be made for a Lands of Mihrne game.
- The campaign make use of the upcoming (currently available in its beta form) Worlds Without Numbers from Sine Nomine. The game's core mechanics, base classes, backgrounds and skills are well suited to be used as a base for a Mihrne campaign. The 'Magic' skill is not available at character creation and represent knowledge of the normally unknowable.
- The only classes available are Warriors and Experts (or Adventurers which are a mix of the two). By itself, Mihrne has no 'magic' in the traditional D&D style. Obviously, the only choice of race is human.
- Possible, the following Foci from the Codex of the Black Sun from Stars Without Numbers could be allowed to represent the very peak of mortal abilities without fully surrendering to corrupting, eldritch powers: Soul Shield and Witch Finder.
- The campaign make use of the Silent Legions Madness mechanic, albeit with reduced or non-existent Madness gain from ordinary violence for characters of the Warrior class, as they are expected to be hardened to ordinary violence. Suitably gruesome butchery might still affect them, as does any serious violence involving a truly unnatural creature.
- Spells are learned as they are in Silent Legions. There are many practices on Mihrne which are considered 'magic' by itself people but isn't: herbology, crude and early chemistry, signs reading, shamanic rituals and even more advanced forms of metallurgy. However, capital M 'Magic' is exceedingly rare and learning it exact a toll on the mind and soul. Such powers are unlikely to be made easily available.
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