The Regency Campaign
Table of Contents
|Brief description of the background and
events leading up to the campaign
|Blow-by-blow account of the gaming
|The characters and notable NPC's
|Where the characters were when -- a
|The set of House Rules used and
||Timeline of events (background and
|Appendix 1: Unspace
||Unspace Holes, Nightshade, and Anastasia
-- as told by Mich Saginaw to Jack during the Crusader
The Santanocheev Rebellion is over. Archduke Norris has
aside temporarily in favor of Duke Regent Harlo, Duke of Rhylanor,
reigns in his stead until the Emperor rules on the legal issues.
For this campaign, we're using a MegaTraveller style AT system for
ATs are awarded, one per active
character (or NPC) per session, in one skill that the character has
exercised in that session. Then, at the beginning of each
session, each active character (or NPC) rolls once for each skill
has ATs, to see if the accumulated ATs can be converted into a skill
The roll is for success at Formidible, with the
target number as follows:
Success means that one skill level is added to that
skill for the character. If this is a new skill for the
character, it is gained at level 0. On a successful roll, the
in that skill are reset to zero.
- To acquire a skill at level 0, target = ( 3 * AT ) + 10
- To raise a current skill, target = ( 3 * AT ) + 13 - (current
Skills and Skill Caps
Three Root Skills
Each character may designate three skills which are fundamental to
character concept. These are completely excluded from all
cap calculations or restrictions; they do not count towards skill
or skill level totals.
Since the root skills are fundamental to the character concept, they
are not expected to change often. Characters do evolve,
and may change root skills at any time. Changing the root
will cause a full recalculation of caps and might cause other skill
effects, and in addition changing the root skills will cause all ATs
all skills to be lost immediately.
Jack of Trades may be taken as the sole Root Skill; no other Root
Skills may be designated in that case.
Three Secondary Skills
Each character may further designate three skills which are
to the character. While these count towards the total skill
they do not carry any extra penalty for High Levels.
High Level Skills
Skills which are at level 4 or above are considered High Level
skills. If these are not Root or Secondary skills, they carry
extra penalty during the skill cap calculations. This is to
discourage characters having too many skills at an expert level.
Jack of Trades is never considered a High Level Skill for these
Jack of Trades
Jack of Trades will be subject to extra restrictions in this
Spectacular Success is not possible when using JoT. All
results, by whatever margin, count only as a normal success.
Jack of Trades skill is normally limited to a maximum of 5. If
taken as the Root Skill, that maximum is increased to 11.
Skill Cap Number
The maximum number of skills at level 0 or above is 40, excluding
JoT. A new
skill may be taken if the cap is reached, but only if another skill
The maximum Skill Cap Number is 60.
The Skill Cap Number is calculated as the sum of the following,
ignoring all Root Skill levels:
Once the maximum Skill Cap Number has been reached, skills can still
increased but only at the expense of other skills in order to
the limit. Skills reduced from 1 are kept at 0.
- 1 x level for Secondary Skills
- level + (3 x (level - 3) for High Level Skills, i.e.:
- level 4 counts as 7 points
- level 5 counts as 11 points
- level 6 counts as 15 points, and so on.
- 1 x level for all other skills including Jack of Trades
Innate Skills Not Initially Present
If a character starts out with a specific absence of skills that
are assumed innate, such as Literacy, they may take ATs in this
skill and improve it as per the system. When the skill reaches
level 4, it is then considered innate and can be removed from the
character sheet and all skill counts.