General Rules
- When a character is out of the game (either by death, quitting,
or the end of the game) the character may indeed be used again,
but will only keep half the experience points earned inside of
the Game Grid. Characters that finish the game will also receive
a special reward from the GM. That's an RPG award, not a real-life
award.
- General Store supplies must be purchased only from the 5th
edition book.
- That includes weapons.
- Only 5th edition spells may be used unless the GM explicitly
gives permission.
- Advanced armor rules for puncture-protection will not be
used.
Rules for characters:
- Up to 6 players, first-come first serve. One character per
player at any one time, but when a character is dead, you may
start another.
- Brand-new 1st-level characters only may start. I need at
least one warrior, one rogue, and one wizard per experiment;
if I am short one and have no applicants to fill the bill, I
will instruct one player to change character class or to provide
a different character.
- Your reward for participating: Enlightenment. None of these
characters may be used again, but if you have a surviving character,
you may use a clone of the character by using the original character
stats and changing the name slightly. Such a clone will start
with half the points earned in the experiment plus a gift of
my choosing.
- Only kindreds listed exclusively in the 5th edition rules
are allowed: Human, Elf, Dwarf, Hobbit, Fairy, Leprechaun.
- Racial attribute modifiers will be as in the 5th edition
rules, with the natural exception of Mystic (Mystique?). [Sections
2.12 & 2.13, 5th ed. rules]
How to roll up a character:
1) Decide first what character class and kindred you want.
Write this down. I recommend putting this character on an index
card.
2) Roll your own Prime Attributes (PAs), using only straight rolls
on 3 dice. Roll the standard 6 attributes plus speed. Do not roll
MC (mystique). Do not re-roll any attributes except in the cases
listed in step 3. Do not adjust attributes for character kindred
until step 5. If you are re-rolling a character, re-roll all attributes
and discard the previous set.
3) Total your PAs (including SPD). If the sum is lower than 70,
then redo step 2. If you wrote down Wizard as your chosen character
class in step 1 and the IQ and DEX you rolled disallow 1st-level
spell-casting, then redo step 2 (do not re-use the stats, no matter
how good they would be for a warrior).
4) Roll three dice for mystique (MC). Record all of your original
stats on the bottom right of your character card for future reference.
5) Adjust your PAs for kindred using the 5th-edition rules.
6) Record name, height, weight, plus one paragraph of character
description.
7) Equip your character. You may buy items only from the 5th edition
book. You have a 120GP account. You already own the clothes on
your back. Don't forget armor. Don't forget strength and dexterity
requirements. Wizards can use no better than 2-die weapons, but
can use one in each hand if dex and strength are good enough.
Tiger claws when added to a bich-wa make it a 3-dice weapon that
cannot be used by wizards.
Back