Campaign Rules!


This campaign will start in the normal Eberron setting. Which can and will change according to your actions.

The rules set is 3.5 edition D&D, but with an addition. More about that later.

The campaign started earlier, but this leg starts in beautiful Aundair, home of heroes!

Allowed books

For character generation, the players are allowed to use:

*The core books
*The complete series
*The Races of series
*The Eberron Campaign Setting book


Being heroes the players have an advantage above those minions of Darkness that try to strike them down. They are all touched by fate, empowered with the power, the freedom and the duty to perform mighty deeds of heroism.

To this end each Hero has a pool of Fatepoints and an equal number of Aspects. Determined by character level.

lvl1 4 Fate
lvl2-3 5 Fate
lvl4-6 6 Fate
lvl7-9 7 Fate
lvl10-13 8 Fate
lvl14-16 9 Fate
lvl17-20 10 Fate

NOTE: This Fate system is almost a complete copy from the Fate RPG. A brilliant, rules light, fun Roleplaying system that I love to use and love to share with you all. I merely tweaked a few rules for my campaign. This is not my product. Go check out their site for a fun RPG!


Every player begins the first session of the game with a number of fate points (FP) equal to how many Aspects he has. Fate points give players the ability to take a little bit of control over the game, either by giving their character bonuses when they feel they need them, or by taking over a small part of the story. Fate points are best represented by some non-edible token, such as glass beads or poker chips. (Previous experiments with small edible candies have left players strapped for points!)

These Fatepoints can be used to improve any d20 roll by +2 or +3 Bonus. Note that damage rolls and random rolls can not be improved in this way. They can be used to Tag an aspect or Compell an Aspect. The most powerful ability is the power to twist Fate itself, by Making a declaration.

Refreshing Fatepoints

Players usually regain fate points between sessions when a refresh occurs. If the GM left things at a cliffhanger, she is entitled to say that no refresh has occurred between sessions. By the same token, if the GM feels that a substantial (i.e., dramatically appropriate) amount of downtime and rest occurs in play, the GM may allow a refresh to occur mid-session.

The amount of fate points a player gets at a refresh is called his refresh rate and it is usually equal to the number of aspects the player has. When a refresh occurs, players bring their number of fate points up to their refresh rate. If they have more, their total does not change.

Between refresh points a player can only regain Fatepoints by acting out Aspects and asking the GM for a fatepoint. However this acting must be appropriate to the scene, a good description of your actions and words go a long way to making your GM more likely to award Fatepoints.

On the flipside a GM can try to Compell an Aspect, in essence bribing a player with Fatepoints to act in a certain way. More on that in the Compelling segment.

Fate and Actionpoints

This Eberron campaign will have no Actionpoints, instead you have Fatepoints. The biggest difference between Fatepoints and Actionpoints is that the latter are a static resource that refreshes at each level. Fatepoints on the other hand refresh after each adventure is concluded, and at special refresh points. In addition to that you can earn Fate more easily then Action points.

So each classfeature, feat or other ability that requires 1 Actionpoint to activate, requires 2 Fatepoints. (This is a rule that can be discussed and changed in the coming evenings.)

Campaign Rules!

Following Mercas` Footsteps Douwe