[Now that Heroic Fantasy Handbook is on the way (!), it's time for me to put my Judge hat on again. Following is what I have to share so far - feedback is welcome.]
ACKS Heroic Fantasy Middle-Earth
Campaign rules for creating a character
We are using ACKS and the Heroic Fantasy Handbook, modified by the campaign rules below.
The rolling order of ability scores is Strength, Intelligence, Wisdom, Dexterity, Constitution, and Charisma.
Roll ability scores for your character using the rolling method from Dragon #39:
“Roll 4d6 seven times. Record the sum of the three highest six-sided dice. If that sum is six or less, reroll at once. The sums must be recorded in order. The player is allowed two chances to alter the numbers as recorded. She may switch the positions of two of the numbers and she may discard one number – not necessarily the lowest one.”
** You may not combine this with the ACKS core raising of a prime requisite ability or abilities by sacrificing points in other abilities. **
As a reminder, a character’s Wisdom modifier will be applied to all saving throws, not just saving throws versus magic.
The number discarded from the ability scores becomes your character’s starting wealth roll (ACKS core p. 16).
Choice of class is limited to the classes listed below. Additionally, many classes are uncommon or rare in the campaign world. This rarity is implemented into character creation by increasing the requirements to qualify for these restricted classes. To qualify for a restricted class, the character must have the number specified or higher in one of the class’s prime requisites.
Unrestricted classes
assassin [i.e. bounty hunter, infiltrator, watchman], Beorning, Dunlending or Wood-man barbarian, bard, chosen, explorer, fighter, freebooter, thief, venturer (revised)
Restricted classes
15+
dwarven delver (DEX), dwarven vaultguard (STR), Beorning or Dunlending berserker (STR or CON)
16+
Beorning or Wood-man beastmaster (STR, DEX, CON or CHA), dwarven machinist (INT or DEX), elven ranger (STR or DEX), halfling bounder (STR or DEX), halfling burglar (DEX), loremaster (INT or WIS), Dúnadan [Nobiran] champion (STR or CHA)
18
Lorien, Mirkwood or Rivendell elven courtier (INT or CHA), Lorien or Rivendell elven spellsinger (INT or CHA), elven spellsword (STR or INT), Dúnadan [Nobiran] wizard (INT or WIS)
Elven courtiers and spellswords will use spellsinging.
Cultural Heritage
In addition to choosing a class, the player must choose a culture for their character. Like racial classes, each culture has minimum ability requirements which must be met. Cultures associated with racial classes (e.g. dwarves) or which are themselves racial classes (e.g. Dúnedain [Nobiran]) must meet the requirements of the racial class. These culture/racial classes are noted with an asterisk (*) on the table below. Where a culture or cultures is listed with a class on the choices of class lists above, only characters of those cultures may choose those classes. For example, only a Beorning or Dunlending may be a berserker.
Each culture provides a starting wealth roll modifier, starting languages (replacing any languages mentioned in class descriptions), a bonus proficiency or ability gained at 1st level, and additional proficiencies which become class proficiency choices for the character. Also, the Judge will provide each character an item or items reflective of their cultural heritage.
Anduin Vale
This campaign will begin in the Anduin Vale, and characters of cultures from the Anduin Vale will begin with one additional Fate point. Cultures from the Anduin Vale include: Beornings, Leofrings, Wood-men, Wood-men of Mountain Hall, dwarves of the Grey Mountains, hobbits of the Anduin Vale, and elves of Lorien and Mirkwood, including Wild elves.
Culture |
Requirements |
Starting Wealth |
Language(s) |
Bonus Proficiency or Ability |
Expanded Class Proficiencies |
Men |
|||||
Beornings |
STR 9 |
0 |
Valish, Westron |
Intimidation |
Berserkergang, Mountaineering |
Dúnedain* |
- |
0 |
Sindarin, Westron |
Knowledge(history) or Survival |
- |
Dunlendings |
CON 9 |
-3 |
Dunlendish |
Kin-Slaying |
Berserkergang, Mountaineering |
Lake-men |
CHA 9 |
+3 |
Dalish, Westron |
Bargaining |
Craft, Profession |
Men of Bree |
WIS 9 |
+3 |
Westron |
Eavesdropping |
Craft, Profession |
Men of Dale |
CON 9 |
+3 |
Dalish, Westron |
Diplomacy or Martial Training (bows and crossbows) |
Fighting Style (missile weapon), Weapon Focus (bows and crossbows) |
Men of Minas Tirith |
INT 9 |
+3 |
Westron, Sindarin |
Knowledge(history) |
Engineering, Healing |
Rohirrim (or Leofrings) |
WIS 9 |
0 |
Rohirric, Westron |
Riding |
Animal Husbandry, Animal Training |
Wood-men |
DEX 9 |
-3 |
Valish, Westron |
Attunement to Nature |
Animal Training, Survival |
Wood-men of Mountain Hall |
STR 9 |
0 |
Valish, Westron |
Mountaineering |
Goblin-Slaying |
Dwarves* |
|||||
Blue Mountains |
CHA 9 |
+3 |
Westron, Dwarvish |
Perform(singing) |
Ceremonial Magic (runic tradition), Magical Music |
Lonely Mountain |
WIS 9 |
+6 |
Westron, Dalish, Dwarvish |
Craft |
Ceremonial Magic (runic tradition), Endurance |
Iron Hills |
STR 9 |
0 |
Westron, Dalish, Dwarvish |
Weapon Focus (maces, flails and hammers) |
Endurance, Military Strategy |
Grey Mountains |
DEX 9 |
-3 |
Westron, Dwarvish |
Alertness |
Bargaining, Craft, Labor, Profession |
Hobbits* |
|||||
Anduin Vale |
- |
-3 |
Valish |
Passing Without Trace |
Riddle-craft (Targets of placating suffer a -2 penalty to their saving throw), Survival |
Shire (or Bree) |
- |
+3 |
Westron |
Craft, Labor or Profession |
Diplomacy, Naturalism |
Elves* |
|
|
|
|
|
Lorien |
- |
+3 |
Silvan, Sindarin |
Wakefulness |
Ceremonial Magic (sylvan tradition), Magical Music |
Mirkwood |
- |
0 |
Silvan, Sindarin, Westron |
Wakefulness |
Ceremonial Magic (sylvan tradition), Magical Music |
Rivendell |
- |
+3 |
Sindarin, Quenya, Westron |
Second Sight |
Ceremonial Magic (sylvan tradition), Magical Music |
Wild |
- |
0 |
Silvan, Sindarin, Westron |
Overlookability (Axioms #5), as a spell-like ability, once per hour, in lieu of making an attack |
Ceremonial Magic (sylvan tradition), Magical Music |
Proficiencies
Alchemy and Collegiate Wizardry are not on the General Proficiency List. Destined (HFH) is on the Class Proficiency List for all human characters, including Dúnedain. Hedge Wizardry (Axioms #5) is on the Class Proficiency List for all characters capable of performing eldritch ceremonies or casting eldritch spells.