Mayra Campaign

Mayra Campaign Rules Summary (as provided previously via email). Hyperlinks are provided for the actual rules text, where appropriate.

You'll find general background information about the campaign setting here: Great City of Mayra

Campaign Pacing
The default Pathfinder 2 rules assume the default is to go from one adventure into the next, with downtime being the exception rather than the rule. Changing this impacts several rules subsystems, and the details are collected here.

One year, one level
Expect episodic game-play where each mission or bust might be followed by weeks of regular “boring” work duty...

Earn Income
This activity is not available. Your regular salary is assumed to make you break even (luxuries notwithstanding).

Retraining
At the end of every year/level, you can retrain as much as you like. No retraining during a year/level.

The 10-minute break
Expect there to be many instances where you simply don't have time to recuperate for long. When a gang boss flees a police raid, you must pursue immediately or he will get away.

The team is the hero
I'm asking all of you to consider the team itself (the "party") to be the protagonist of the campaign. Individual members might come and go but the team remains. Please try to put yourself in the mindset where the retirement of a character isn't seen as "only bad". Losing a party member and having to create a new hero is usually seen only as something to be avoided at all costs. I ask you to instead try to see the upside when and if a team member leaves the force for whatever reason: an opportunity to create richer stories. Also, it would solve one potential issue: if one of you happens to create a character that ultimately doesn't fit the team (being too principled or naive, or being too lazy or debased) it would help a great deal if we can write out that character of the story without you taking it as a personal defeat. Instead try to see the upside - the value added by having conflict that leads to great stories! Also remember that adding new members to the team comes very natural in a campaign about the city watch.

Character Generation
Before finalizing your character concept, please note the importance of Ancestry and Crime Lores to the campaign, including how Gang lores are used for Monster Knowledge checks against humanoid opponents.

You are expected to pick at least one Crime Lore skill for your character, preferably more.

Alignment
Your options for alignment are expanded, see Alignment and aligned damage. In particular, you may choose the Determined alignment for your character.

While you may choose to play a Chaotic or Independent character, you are reminded you are playing a law enforcement officer. It is not possible to play a character that cannot or will not obey orders, for example.

Ancestry is Important
The way others treat you is in large part based on whether you're a rich Human, a poor Goblin or a shunned Elf...

Ancestral feats
Ancestral feats are randomized, not selected.

Bonus Skill Increases
High-Intelligence characters gain extra Skill Increases

The free archetype
You gain one free profession archetype feat for each significant NPC you create in your character's life

Luxuries
You are encouraged to come up with "luxuries" (vices and indulgences) that you spend your gold on: anything from gambling bets to flamboyant clothing, an expensive mistress to blackmailing aristocrats...

Magic Items
Magic items are not generally available for purchase, but this is not expected to have a great effect in practical play. This is because you can requisition gear from HQ, craft your own items, or simply use contraband items.

No Magic Shoppes
You cannot generally purchase magic items for gold. See the discussion at Luxuries for why not.

Potent potions
Healing potions generally heal 10 hp per item level. See Potent Potions for a list of available potions and elixirs.

Runes
Most magic items have fixed properties. Transferable runes are the exception, not the rule.

Contraband
If you think you can get away with using magic items confiscated from criminals, go for it.

Crafting
At the start of every level, make a Crafting check. Success means you gain a magic item of your level.

Requisitioning
Gain credits for successful police work, then use these credits to "buy" standard issue magic items.

Crime Lores
Successful Crime Lore skill checks are central to the campaign and drives adventures and investigations. Crime Lores include Homicide Lore, Patrol Lore, Robbery Lore, Vice Lore, and the gang lores (the ancestral lores for the main population groups plus Society).

Alignment and aligned damage
Alignment normally remains undetectable until 11th level. Evil damage from demons hurt every mortal equally (again, until 11th level). See Alignment and aligned damage.

Being a detective, not an adventurer
Every character is expected to train in at least one Crime Lore, preferably more.

Climb Speed
See Climb Speed.

Firearms
Especially at low level, ranged weaponry that uses alchemical powder are very powerful, although slow to reload.

Hero Points
Hero points are used much like in the rulebook (page 467). You gain more hero points by indulging in your Luxuries and they last for one scenario, not one session.

Non-Lethal Damage
Every member of the city watch is expected to be able to use non-lethal force. You are expected to at least try to avoid killing citizens. Cold, Blunt, Mental Damage deal non-lethal damage at no penalty. To knock somebody unconscious you must deal more non-lethal damage than the final blow. See Non-Lethal Damage.

Recall Knowledge
Just like in previous campaigns, this campaign will handle information gathering and dispersal more informally than the core rules suggest. Since so many foes will be humanoid in this campaign, monster knowledge checks will use ancestral lore skills for humanoid foes.

Example: You face three thugs in an alley – a dwarf, a human, and a goblin. You’ll use Dwarf Lore, Society, and Goblin Lore respectively to seize them up.

Surprise, Stealth and Initiative

 * [[File:30px-Ambox important.svg.png]] Optional rule

Gain +4 Initiative for taking foes by surprise. Lose one action for every 10 steps slower Initiative. See Surprise, Stealth and Initiative for details.

Undead
Undead are fearsome.