I will be a Human Rogue, stats or sense be damned.
That's the spirit! Just like how I'm playing a were-wizard in DnD. I suck at magic, and I'm not the best at combat, but I
wanted to play like this, dammit!
Specializations are still somewhat freeform. I haven't set them into stone, so to speak, and you're probably going to determine how each of your specializations turn out.
And I've changed the bit about attributes in the rules. From now on, you have 30 points to spend amongst attributes, but each attribute modifier is equal to the 1/2 of the actual attribute, rounded down.
If you're looking for alternatives to the term Tiefling then you could go with 'the Bound' or 'the Fallen' since they aren't races unto themselves. The idea is that they made a pact for more power and that they manifest aspects of the devil they made a pact with (ie horns, tail, etc).
Those would work well; it fits with the other races by dint of not having a unique name. I'll write up the text and modifiers for races tomorrow: the basic races will be humans, elves, dwarves, gnomes, and two corresponding good and evil races. Unless someone has an addition to the list?
EDIT: I forgot to mention...
So far we have 2 rogues, and a mage. We need a protector, but we also need a damage dealer. Unless there is more people saying what they want I'd say it's your choice. We need both.
Not exactly. Nobody has a vast reserve of hit points to soak up damage with. You don't get that much tougher as you level up, even. While one man (or woman, depending on who's playing) may be able to defend successfully against three enemies or so, they won't be able to survive for more than a couple turns, or even attack while they're still alive. Remember: DF combat, not DnD combat.