1] Genji the Wanderer
2] Mich
3] Hashlok Klane
4] Felinni
5] Ferous Bezoar
[ Premise/Foreword ]
This campaign setting was inspired by the newgrounds series Girlchan in Paradise, Escaflowne, Eat Lead II: The Return of Matt Hazard, A short-story my brother wrote, Alice in Wonderland, and The Adventures of Sharkboy and Lavagirl. It is going to be a stereotypical-type of Action-Adventure Anime, with a decent amount of setting in the first episode.
[ Setting Information/Background ]
The Human Mind is capable of vast creativity, with its ambitions and creative thoughts. We are exposed to it every day in literature, movies, music, and other forms of entertainment, as well as our most mundane of tasks made simpler and more enjoyable for the every day man.
Dreams, in particular, hold a special magic, not of this world. The D&D cosmology you know is but an inkling of the vast multitude of dreams, and the beings who make them. Dream connects us to each other; Dream fuels us. Dream is, beyond all doubt, the link between our world and every other. This is but one of them.
The world of Andalucia is an idyllic fantasy world. Great mountains and islands of earth drift lazily through the skies, carried by the patterns of the wind according to the world's own whims. A riotous explosion of glory in every aspect of the landscape, from the luscious trees of her forests to the scorching sun of her deserts, from the breathtaking view of the flying mountains to the subterranean labyrinth of The Underdark, Andalucia is fantasy come alive.
But, not everything is as it seems in this beautiful world. A dark man, a tyrant aloft a Flying Continent, controls the world with an iron fist from his perch high in the air. The Dread Emperor, as all know him, plots to dominate the world of Andalucia, and backed up by his cabal of Dark Knights and his Ten Viziers, he just might do it. Trafficking with Devils, he spreads his evil unto the lands below to weaken the world for his invasion. Entire cities are razed as his infernal army marches across the globe. Despotic acts are committed against benevolent people as his Viziers subvert the minds of good kings and emperors of the land, yet he himself is unreachable. Adventurers far and wide search for a means to take the fight to him, yet none prevail. But, with the arrival of a strange new girl; a woman said to have emerged from the dreams of the righteous, the world may yet be saved. Now, a twofold quest emerges across the land: Find the maiden, and save the world.
[ Game Introduction/Plot ]
Keri Addams was your typical high-school nonconformist. She had no interest in the nylon complexion of the cheerleaders nor the humdrum repetition of the world's music. A shy, quiet girl with her head in the clouds, Keri's life was changed dramatically when the edges of Dream were crossed, and one day, her dreams literally came true.
She was on her way to her Gym Class, not a single care in the world beyond her crush seeing her revealing attire. Determined to make a move before the day let out, she never expected to feel a sudden chill wash over her and see the great shadow block out the sun over her head.
Yet, lo and behold, a mighty Dragon viewed in her dreams appeared before her, locked in mortal combat with a daring, uncanny young swashbuckler dodging the dragon's breath and plunging the blade into the beast's heart. She never expected the Will o' Wisps that night to entice her from her bed, and lead her far from her home as her dreams and her reality slowly intertwined. Most importantly, however, she never expected to find herself unable to return home from her dream after her Dreamscape disappeared and she flew through the void of subconscious thought, spiraling into a fantastic, alien new world the likes of which she had never seen. Yet, here she was.
Now, with no magic or prowess to her name, and no clue as to her whereabouts, Keri Addams begins an arduous journey that will take her far and wide on a fantastic adventure.
But first, could someone please give her something other than her tiny pajamas to wear?
[ Character Creation ]
Available Sources: Any non-homebrew. Third party sources that fit 3.5 edition or that can be adjusted to it are acceptable.
Banned Resources: Homebrew stuff.
ECL: 1
Gold: Standard
Races: Any that fit the ECL. Including monster characters from Savage Species.
Ability Scores*: 32-point buy or roll 4d6, drop lowest roll, for each score. Or you could just assign these numbers as you see fit to each score (one per ability) on an even 10: +4, +4, +2, +2, +0, -2.
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Hit Points: Max, baby!
Alignments: Any; it's an Anime. We have antiheroes all the time.
Pantheon: Go nuts.
Backgrounds: Sure.
[ House/Optional Rules ]
1] Maximum Ranks, Limited Choices
2] Flaws and Traits
3] Weapon Group Feats
4] This is different from the D&D cosmology in that:
The Region of Dreams is the center of the multiverses. Full details are in the Manual of the Planes.
The Material Plane has been altered to include three layers. They include the floating islands in the sky with Light Gravity, the normal landscape you know, and the Underdark (by far the largest) as the third layer. In addition, certain areas harbor a special kind of evil known as Taint. These areas are dubbed "Shadowlands" and follow rules similar to the Shadowlands in Oriental Adventures.
Every plane has its own Ethereal Plane; The Ethereal Plane "slot" in the D&D cosmology is replaced by the Spirit World (See Manual of the Planes again!)
Three new additions to the Inner Planes: The Elemental Plane of Cold, The Elemental Plane of Wood, and the Temporal Energy Plane.
We have the Plane of Radiance (seen in a Dragon Magazine) as a sort of co-existant material plane.
Certain Planes from Deities and Demigods are accessible on the material plane via special location portals.
The Plane of Mirrors (more Manual of the Planes) provides another easy passageway in addition to the Dimension Door and teleport without error spells.
Alternate cosmologies exist; these are randomly rolled to determine what sort of plane you land on. These are connected via Dream.
Nobody knows of Dream on this world.
5] Weapons Group Proficiency: Firearms is a feat that allows you to use the Musket, Rifle, Carbine, Hand Cannon, Pistol, Double-Barreled Musket, and Double-Barreled Pistol (these last two were taken from the Pathfinder SRD website) without penalty. Exotic Weapons include the Holdout Pistol, Grenade Pistol, Rocket Launcher, and Blunderbuss (Taken from Dragon Magazine).