First things first. Four people get into the first go, and from there I'll determine how many players I'll take at maximum. Waitlist will be in the next post.
One other thing. Characters can be retired at a town, which allows you to jump out of a game or to the bottom of the waitlist and be "successful". At the end, the wealthiest retiree wins. What? Being the wealthiest.
Also, retiring and un-retiring give a small bonus. Voluntarily jumping to the bottom of a waitlist (depending on how large it gets) will net you something nice (the city rewards you for your deeds) with a unique weapon, armor, accessory, or item. It dosen't count to end-reitrement value much, but coming back and having a nice ceremonial knife that rips through the undead like butter or god-knows-what-other artifact is a prize of its own.
This is to encourage but not force players to cycle through the waitlist so that a survivalist dosen't clog the gears too much. There is a 3 item limit for these for the same reason, and they aren't all useful all the time, but it's just a perk.
Classes:
Warrior: Uses any melee weapons, has 4HP. Special: When at 1HP, attacks autosucceed (dosen't mean they'll be useful)
Archer: Uses ranged weapons, 3HP. All types of bows, flintlock pistols and rifles, and slings. Special: Can detect traps much easier (+5 to d20)
Mage: Uses magic weapons such as tomes or staves, 2HP. Special: May be alerted to dangers behind doors or around corners by a sixth sense.
Races:
Human: No bonuses, no flaws.
Elf: Pointy-eared humans with longer lifespans.
Dwarf: +2 to searching floors and walls, -2 to floor trap avoidance. Dwarves are an intelligent, stout race known for their engineering and their beards. They're experts at finding things hidden in walls and floors, but stall when a trap hits from below due to their instinct screaming "earthquake."
Naga: +2 to dodging, -2 to navigating tight terrain. Naga are proud yet friendly half-serpent half-man hybrids. They're very agile, but they're large size makes it difficult to squeeze through some dungeons.
Kobold: +2 to theft, using devices/mechanisms, -2 to offensive actions (d20 only). Kobold are small, human-like creatures with a knack for theft but little natural ability to fight. There have been great Kobold adventurers before, and it seems that one in particular is the stuff of legend in their culture. Deebus, I think?
Custom: Suggest one of your own. The specials should be as non-combat as possible, as that will involve a d6. Kobolds -2 to offensive dosen't affect regular combat, only that which needs a d20.
Starting a character is easy.
Name, class, race, starting weapon, starting armor.
Name:
Class:
Race:
Weapon: (Can be anything so long as it fits your class and dosen't have any special rules tied to it- a plastic sword and a mithril one work the same- but no "more damage vs undead" or "glows when near X" or any of that.
Armor: (Armor does basically nothing, at least, starting armor dosen't. Try to make your choice fit that. Buying armor will get you the better stuff- resist damage, elemental protection, etc.)
You'll all start with 1000 silver bits- equal to 100 gold bits or 10000 copper bits. Silver is the most common pricing.
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Town 1: T'oix
Dungeon 1: T'oix Abandoned Mines
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