- Stats: roll 4d6 6 times,
keeping the best 3 dice per roll. Resulting numbers may be assigned to
whichever stat you choose. Rerolls must be done in sets of 6.
- Alignment: I can already hear
Robin & Aaron's protests. :P I personally like the alignment system
enough to make you guys select one--however, think of them more as
character guidelines rather than iron-clad rules of behavior. On a related
note, do pick characters that 1) work okay in groups, and 2) aren't
out-and-out villains. Self-interested is fine, just no "bad
- Race: allowed starting races
are human, elf, half-elf, dwarf, and halfling. If you want to play
something else, let me know and we'll discuss it. No gnomes, just for you,
Robin. ;) Some races will come with additional plot information!
- Class: any of the standard class are allowed, as well as two classes from "Sorcery &
Steam" (see Classes for details), though the same request I made under alignment also applies
here, especially the "work well in a group" bit. Some classes will have additional plot
- Magic: Magic has come back to the world, but it's not as easy as it used to be. To reflect this, any magic-using
character will have to use some sort of physical channel to help them focus the energies, either arcane or divine. For
mages, a staff is most common; for clerics, their holy symbol. Trying to cast magic without either reduces your
chance of success by half.
- Technology: there are elements of steampunk in my world, almost exclusively tied to the dwarves and halflings (at least to start).
Think steam engines, black powder, and lighter-than-air travel. If you're interested in playing
such a character, let me know and we'll talk skills and such, as well as what you can start with.
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