I checked in on the other thread and thought the people here might want character creation details...
Anyone who wants to join please PM me character stats and background. Players will start with about 120 Skill Points. Anything over competent will require 4 times as many skill points to buy (so competent is 26, skilled would be 140, or Unpurchasable). This doesn't apply to attributes. Attributes cost either 3 times the amount to purchase the next level, or may be adjusted at skill point cost plus 2 other attributes equalling a combined amount of skill points greater than the attribute being raised being lowered ratio.
Here are the important informational bits:
Dwarves:
Age: 150 - 170 Starts around 20-40
Base Speed: 18
Base Stats: 6,6,6,5,4,5,5,4,4 (Strength, Toughness, Stamina, Intelligence, Fortitude, Wisdom, Agility, Reflexes, Dexterity)
Comments: Is a little indulgent on average. Can handle stress a little better than average, is generally honest, Resists damage a little better than average, Lamesobok women grow beards but shave, Alcohol Dependent, Cave Adaptable(Based on backstory, may earn a bonus for fighting in crampted dark quarters at the cost of a penalty of fighting outdoors), mentally unstable, martial trances, inspired(Can have strange moods to accomplish a great act of crafting once in their lives. The great act must be associated with a starting skill, and must be declared at the start of the game.)
Size: 6
Elves
Age: 1100 - 1200, starts around 80-100
Base Speed: 24
Base Stats: 4,3,4,6,5,5,6,6,6
Comments: Is a little more imaginative on average, Appreciates art and natural beauty better on average, Is a little more open to new ideas on average, mildly procrastinates on average, Is more relaxed on average, takes more damage on average, Narrow bodies, dislikes causing harm, is necrophagious (dead eating, like a vulture)
Size: 7
Humans:
Age: 60 - 120, Starts around 12-15
Base Speed: 20
Base Stats: 5,5,5,5,5,5,5,5,5
Comments: Large bodies, is superbly average, Martial Trances
Size: 7
Below is the allowed items. For the time being, you are allowed to have whatever you want, within reason. Make sure you have a brief backstory of where you got it. "Was given equipment from the tribe" or "Stole it from a Human Storehouse" would be fine. Keep in mind the source and quality of your backstory will determine the quality of the item.
Materials:
Humanity's metalworks are very primitive. They may make weapons of their type in dwarven materials, but getting the metals requires trade, and as such those weapons are extremely rare in comparison. They are generally status symbols and decorative weapons. They have access to cow leather, and have no cloth. They do use Rope Reed to create a rope.
Dwarves have access to Gold, Silver, Copper, and a few other common metals. They lack tin as well as coke, and don't have the ability to get their furnaces hot enough to work iron, although it too is plentiful. They do not have much access to obsidian. If they manage to get access to it, weapons and items made from it always go to the high ranking dwarves. The Butcher's Knife is not able to be made out of obsidian. Picks are also not generally made out of obsidian. The dwarves have been known to use obsidian for their slingstones, although it isn't a plentiful material. The Dwarves have access to Giant Mole leather, and have no cloth. They use Rope Reed to make rope.
Elves have access to wood. They also make a fine cloth from their hair. Their bowstrings are made out of Elven Twine, which is made out of elven hair.
Items:
Backpacks= There aren't any real "backpacks". Most gear is tied in bundles and carried, or worn. These can be crude "backpacks" in the respect that they are tied on the body with rope.
Water Skins= They do not exist. There are clay jugs that can hold water, and those can be tied to the body at the mouth of the jug. If the jug has handles, they are generally not relied on to be tied to. Elves typically use hollowed bits of wood instead of pottery. It generally holds as well as pottery, but is more durable.
Clothing= Elf clothing is made out of elven cloth. It is generally fairly thin. The elves can generally operate with less clothing at colder temperatures. Dwarven clothing is usually made of leather. While they feel cold a little easier than elves, they generally do not wear clothing as heavy as humans, whom are very susceptible to the cold and wear thick leathers. Elven clothing generally does not fit dwarves or Humans, being much too narrow. Human clothing is big on dwarves. Dwarven clothing is generally too short for humans.
Weapons:
Lamesobok:
Lamesobok Butcher's Knife=looks like a garden spade made of copper sharpened on each side, stretching about a foot long, attached to a wooden handle.
Knife=A copper blade sharp on one side attached to a wooden handle.
Sling=A piece of Giant Mole Leather.
Chiselblade Pick=A copper flat, chisel like blade stretching at a 90 degree angle but gently curved from the wooden handle, a flat lump is on the other side to provide good balance.
Spike pick=A copper sharp point stretching at a 90 degree angle but gently curved from the wooden handle, a flat lump is on the other side to provide good balance.
Axe=A copper flat axehead from the wooden handle, a flat lump is on the other side to provide good balance.
Head Protector=A small copper, wood, and leather cap used by miners to help prevent head damage from falling rock. Sometimes has a leather flap to cover the mouth with to prevent the worst of flying dust.
Gil Mon:
Long Dagger=A blade sharp on both ends, made out of obsidian attached to a wooden handle. The blade is typically about a foot long.
Dagger=A blade sharp on both ends, made out of obsidian attached to a wooden handle. The blade is typically less than a foot long.
Spear=A stick about 6' long with an obsidian point attached.
Knife=A blade sharp on one side made out of obsidian attached to a wooden handle.
Axe=A stick with a chunk of obsidian attached to the top, sharp on one end, unworked on the other.
Bow (Recently Acquired)=A bow made by the elves.
Arrows (Recently Acquired)=Arrow shafts made by the elves with crude obsidian arrowheads attached to the tips.
Free or Escaped Elves
Bow=A bow.
Arrows=Simple arrows with no heads.
Staff=A long piece of wood
Thorned Glove=Several pieces of wood attached together so as to be able to cover a closed fist with several sharp spikes sticking out of it. Similar to Brass knuckles.
Short Spear=A short piece of wood sharpened at the end to a point.
Slave Elves may take from Gil Mon or from Free/Escaped Elves, but must have a story as to why they were allowed it. Generally they are equipmentless, with their masters having whatever equipment they might need.
Rule Addition to combat=
Martial Trance:
A Martial trance adds 1d6 to the effort quality for every additional enemy within a unit's movement range. This range is determined by multiplying the speed by the number of ticks. For example, a unit that has 10 ticks and a speed of 24 would gain a d6 for every unit in 240 feet.
Rage:
A Rage adds the skill level of d6s to the attack effort quality for the raging unit, but reduces the quality of effort for defensive actions by 50%. The unit must also only take actions that allows it to attack the target of the rage every turn.
Any questions can be addressed to me on monday, or at a time of your own chosing via pming.