Spectrum's Comments: Reproduced below is a series of messages I put up on a recruiting board to get new players for Borderlands. It explained the basic concept and the house rules. The game pre-dates the Skills & Powers book, hence there is no mention of them. I should also make note that these rules were adapted from the work of other GM's and tailored to my tastes. There has been significant changes in them since '93!
SUBJ: Borderlands! (R3) FROM: GM Mad 04/17/93 S#: 437998
This and the messages that follow will help you design your character for the new Borderlands game.
First off we'll start with character creation.
In this game all classes from the 2nd Edition Player's Handbook and the Tome of Magic are available. All kits from the Complete Handbook series are also available.
Borderland characters are made slightly different then normal. You, the prospective player, design your own character! Naturally, there are rules to be followed, but they are simple.
The first things to determine for your character are their Race, Class, Name and Alignment.
You can be any race from the PHB, or one of the sub-races from the Complete Handbook series.
You can be ANY alignment.
All classes and legal combinations from the PHB are allowed.
Borderland characters start off with some experience. Each character starts off with 20,000 xp's to reflect this. If you were to start out as a single classed character, you would either be a 5th level Fighter, Ranger, Paladin, Wizard or Priest. Druids, Thieves and Bards would be 6th level.
Multi-classed characters split their experience evenly. A character with two classes would have 10,000 xp's in each class. A triple-classed character would have 6,667 xp's per class. Dual classed characters are allowed as long as their combined xp's do not exceed the 20,000 xp limit.
Each character has 85 pts to spend on their stats. Each stat costs 1 point to increase 1 point. All stats start at 0 for this purpose. So for example, 18 CON costs 18 points.
The exception to this is exceptional Strength. Use these point values for exceptional strength: 18/50 Str costs 20 pts. 18/75 Str costs 22 pts. 18/90 costs 24 pts. 18/99 costs 26 pts and 18/00 costs 28 pts.
In all cases, your starting stats must meet the minimums and maximums for your characters Race, Class and Kit (if any).
Characters will start out with 60% of their full hit point potential before adding any CON bonus. For example, a 5th level Fighter will start out with 30 hp's. A 5th level Mage will start out with 12 hp's.
Hit points for any levels gained in the game will be rolled normally by the GM.
Additional Language slots can be used to increase the number of Non-Weapon Proficiencies you have. A character with 18 Intelligence can have 7 additional NWP's.
One language slot is always filled by your native tongue. (Which is why an 18 INT character has only 7 additional NWP's and not 8.)
Your native tongue is automatically the spoken version. It will cost an additional NWP slot to learn the written version. This is true for ALL languages. (Note: Not all languages have written versions. Check with me first, but assume that all demi-human races have a written language.)
Half-Elf and other characters with parents of different races have the option of selecting their native tongue. For a half-elf it would either be common or elvish.
Additional human languages in the game include Kelnish and Elder. Elder is a very old and difficult language to master. It costs 2 slots to learn the spoken or written version.
Mages and Bards are to fill their own spell books. All spells you select are limited to the 2nd Edition PHB at the start. You are also limited by how many spells of each level you can learn.
You may wish to leave a few openings to learn other spells not in the PHB that can be found in the game.
You have 6000 gp's to purchase your starting equipment. You can also purchase magic items that your character may have found on earlier adventures.
Magic Items are limited to the DM's Guide. No cursed items or Intelligent weapons can be purchased. It costs 1 gp to purchase 1 xp of a magic item. For example, a Potion of Healing is worth 200 xp's and would cost you 200 gp's. The last limit on magic items is that you cannot purchase any item costing more then 1,500 gps.
Equipment from the PHB may be purchased at standard costs. Any money left over will be your starting money. It would be wise to save yourself some money to start with.
All priests in the game will need to choice their Patron or Deity. The Mythos Priest option is used in this game. The Patrons in Borderlands are mostly borrowed from other worlds. Some are from the World of Greyhawk, some from the Forgotten Realms. There are a few original ones. The following list is the human deities. Demi-Human deities can be chosen by Demi-Humans. The Demi-Human deities are present in the Monster Mythology book.
One last note: the Elvish patron of Love, Hanali, is universally considered the Goddess of Love in Borderlands.
Here are the Patrons:
| Greater Patrons | Sphere | Align. |
|---|---|---|
| Azrella (F) | Life | LG |
| Cyric | Evil | NE |
| Eldath (F) | Peace | LG |
| Hextor | War | LE |
| Heironeous | Justice | LG |
| Istus (F) | Fate | N |
| Mortidus | Wisdom | NG |
| Mystra (F) | Magic | LN |
| Nerull | Death | N |
| Pholtus | Light | LG |
| Shar (F) | Darkness | NE |
| Silvanus | Nature | N |
| Lesser Patrons | Sphere | Align. |
|---|---|---|
| Aedrie (F) | Sky | N |
| Alesh | Oceans | N |
| Beshaba (F) | Misfortune | CE |
| Chauntea (F) | Agriculture | NG |
| Denier | Art | NG |
| Ehlonna (F) | Forests | NG |
| Flandal | Metalwork | N |
| Hanali (F) | Love | CG |
| Helm | Guardianship | LN |
| Incalubos | Disease | NE |
| Leira (F) | Deception | CN |
| Malar | Beasts | CE |
| Milli (F) | Songs | NG |
| Olidammara | Roguery | CN |
| Selune (F) | Moon | CG |
| Solonor | Hunting | N |
| Talos | Thunder | CE |
| Tempus | Lightning | CN |
| Tymora (F) | Luck | CG |
There are also numerous Demi-Powers.
A Greater Patron can grant spells up to 7th level. A Lesser Patron up to 6th level. A Demi-Power can grant spells up to 5th level.
When you choose a Patron, I will E-Mail you the specific information on the Patron. This will include type of Holy Symbol, colors and spell spheres.
The previous pages should have completely covered the creation of your character. If I did miss something, send me some E-Mail.
Now you're wondering what Borderlands is.
Borderlands is an Open Game. That meaning that the players can go in whatever direction they choose. You can join with other PC's to form a large group or form several small groups. You could even go it alone and hire NPC'S to round out your party. The choice is yours!
The direction your adventures will go is also up to you. You can go out and defeat evil monsters, hunt for lost treasure, get involved in political intrigue, become a merchant or even try your hand at piracy! Again the choice is yours! There may even be situations where you find yourself competing with or opposing other players.
Now a few house rules to explain. The first is the First Come, First Serve rule. In a game of this nature, keeping accurate track of time is next to impossible. Some players may post 2-3 times a week. Some once a week. To simplify things I have the First Come, First Serve rule. This means that the first player to find a treasure gets it. Hopefully this circumstance will not occur very often if at all.
All new players will start out in the Border town of Elcadan in the Adventurers Inn. Here you will get the chance to meet the other players and decide if you want to join up with other players. Where you go from this point is totally up to you.
Elcadan is designed to be the home base of the campaign. It is located on the Western Edge of the Kingdom of Cynalon. To north is the broken lands, a region ruled by monsters. To the south is the Great Swamp and further south the Southern Sea. To the west is grasslands and then finally the Endless Desert.
Once I have enough players to start, I'll put the introduction post up and we can get started.
In addition to your characters information, I'll need to know your character's goals. Based on your class and goal, I will then supply your character with things he would know and rumors or legends he may have heard. Goals can be as simple as becoming wealthy or finding magic items.
The Borderlands await you!
SUBJ: Elcadan (R1) FROM: GM Mad 04/22/93 S#: 416736
This post is a brief description of the games home town, Elcadan.
Elcadan is located on the Western Border of the Kingdom of Cynalon. The town itself is bisected by the Streel River.
Grasslands and light forest lie to the east of town. The grasslands to the north turn into hills and eventually mountains. These are the Broken Lands, home to many evil creatures.
Hills to the west give way to grasslands. This eventually gives way to the Endless Desert. What lies beyond, if there is anything beyond, the desert is unknown.
South of town the Streel River splits and eventually empties into the southern seas. Between these two splits lies the Bleak Swamp. This area covers hundreds of miles.
The Town of Elcadan is divided into five distinct districts.
Highest of these districts is the Old Town area. As expected, this is where the town was originally settled. Old Town is completely enclosed by stone walls. Two gates allow access.
The rich and very well to do live in Old Town.
Locations of interest in Old Town, include the Wizards Guild, Fighters Guild, and Temples to Azrella and Mystra.
New Town lies to the South of Old Town. New Town is surrounded by a wooden palisade. The next level of wealthy folks lives in New Town. Located in New Town are Temples to Mortidus and Heironeous.
The rest of Elcadan lies on the east side of the Streel River. One huge stone bridge connects the town, the Streelspan. The Streelspan is located on the High Road, the roads that bisects Elcadan east to west. (The Streel River bisects the town north to south.)
Across from the Old Town and north of the High Road is Cross Town.
Cross Town mainly consists of goods and services aimed at the average citizen and at adventurers in particular. Many inns and shops line the streets of Cross Town. A small wooden wall surrounds Cross Town.
Temples to Helm and Tymora are located in Cross Town.
As Elcadan expanded, the poor were pushed further and further away from Old Town. Today, they live in the slum districts. Laying South of Cross Town and East of New Town, the slums are home to the poor and the shady.
The slums are divided into two districts: North and South. The streets become maze-like in the slums. The slums are not enclosed. The division between the two is not apparent to the non-slum dweller.
Each district has a distinct appearance. Old Town has streets of solid slabs of stone and a sanitation system. It is very clean.
New Town has brick streets and a sanitations system.
Cross Town has brick streets and no sanitation system.
The Slums have dirt roads and are very unsanitary.
That should give you a general idea on the town itself. :)
SUBJ: More Notes.... (R2) FROM: GM Mad 04/22/93 S#: 415952
The tables for generating magical armor in the DMG are a bit hazy. It should be obvious to anyone that Plate +1 is more expensive, cost and XP value, then leather +1. My apologies for this oversight.
I've been using the Magic Encyclopedia as the final arbitrator in setting prices. (Since it includes xp values for things the DMG does not.)
Here it the correct costs for various armors:
Banded +1 700 xp
Banded +2 1500 xp
Chain +1 600 xp
Chain +2 1200 xp
Field Plate +1 1500 xp
Leather +1 300 xp
Leather +2 1000 xp
Studded Leather +1 400 xp
Studded Leather +2 1250 xp
Plate +1 800 xp
Ring Mail +1 400 xp
Ring Mail +2 1250 xp
Scale Mail +1 500 xp
Scale Mail +2 1100 xp
Splint Mail +1 700 xp
Splint Mail +2 1500 xp
Shield +1 250 xp
Shield +2 500 xp
Shield +3 800 xp
Shield +4 1200 xp
SUBJ: Patrons (R) FROM: GM Mad 04/22/93 S#: 423405
Here are some notes concerning the various patrons and how they relate to the world.
The various status of the patrons, Greater, Lesser and Demi, are reflections of (A) the power of their spheres of influence and (B) the amount of followers they have.
These power levels are only their power levels on THIS world. On other worlds they may be more or less powerful.
For example, Nerull as the Patron of Death has few worshippers. Few sane ones anyone. Since virtually everything dies, his sphere is very powerful.
Greater patrons can grant all levels of priest spells and most have special spells for their worshippers.
Lesser patrons are similar to the greater ones. Their lesser status on this world is either due to a smaller sphere of influence, or they simply do not have enough worshippers. Do to this lesser connection, they can only grant spells up to and including 6th level.
Demi-Patrons function similarly to Lesser Patrons. The Demi-Patrons hold on the world is minor at best. Occasionally a Demi-Patron will appear to a would be priest and tell them to go spread the Demi-Patrons religion.
The primary function of any priest is to spread his patrons following. If the priest of a Greater Patron, then his task to maintain his Patron's status.
If a lesser one, then to increase his Patron status to that of a greater patron.
Likewise, a Demi-Patron seeks to become a Lesser Patron and so on.
Under this format, all beings presented in the Legends and Lore book and the Monster Mythology are available to be deities in this world.
The Greater and Lesser Patrons are the ones that have established themselves in the game world. Any new power added to the game starts as a Demi-Power.
The Greater and Lesser patrons I listed are the HUMAN patrons. Greater and Lesser Patrons for other races do exist. :)
SUBJ: Borderland Notes FROM: GM Mad 04/18/93 S#: 415196
A few odds and ends here...
Spell casters are not required to carry spell components. (Mostly because I have no desire to try and keep track of them! ;)
Spells that are cast upon special objects are still required, such as the special garment needed for a Deeppockets spell.
Drow characters are allowed, but as per the Elves Handbook by take a 20% minus to their earned experience.
That is all for now. :)