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<DIV><FONT face=Arial size=2>Hi,</FONT></DIV>
<DIV> </DIV>
<DIV><FONT face=Arial size=2> Too bad magic doesn't work in
the real world. Be nice to use it versus certain terrorists...</FONT></DIV>
<DIV><FONT face=Arial size=2>Anyway only 3 have shown interest so far. I may
start the game if 6+ show sufficient interest.</FONT></DIV>
<DIV><FONT face=Arial size=2>Note that I plan on this being a fast-paced
adventure. Don't join if you won't contribute at least once per
week.<BR><BR></FONT><FONT face=Arial size=2><FONT face=Arial size=2>HOUSE RULES
for (P&P #2)</FONT></FONT></DIV>
<DIV><FONT face=Arial size=2>Actually each should provide me with a 12-digit
number to be used as the seed for a pseudo-random number generator as well
as race, sex and culture of their character. I will then inform the player
what their numbers are (they can place the native abilities at their
choice), their specials etc.</FONT></DIV>
<DIV><FONT face=Arial size=2></FONT> </DIV>
<DIV><FONT face=Arial size=2>Note that the adventure STARTS in Donara, just
south of Caldo (a year after the trial and death of Baron Doran in Mordara).
Characters need a reason to be there. </FONT></DIV>
<DIV><FONT face=Arial size=2></FONT> </DIV>
<DIV><FONT face=Arial size=2>The first weapon skill chosen by the player MUST be
one of the favored weapons listed for his culture. Starting EL for combat
skills is EL0. Starting EL for other skills is the Character's Current Maximum
skill divided by the number of attributes used to determine the Maximum level in
the skill. Payment of the basic cost to learn a combat skill will get the
character EL 0 in that skill. If double the listed cost to learn is paid, the
character gets a starting level as for non-combat skills with the same EL range.
(Or one can pay to learn to a lessor degree).</FONT></DIV>
<DIV><FONT face=Arial size=2>
<P>Weapons wielded in two hands have advantages and disadvantages. The obvious
disadvantage is that it takes both hands, thus preventing use of a second weapon
or shield. Against missiles in particular this can be perilous. The advantages
with two handed weapons are their reach, WSB, FV and the ability to use full
weapon EL vs ALL melee opponents to their front (not just put towards a single
opponent or split between opponents as with one-handed weapons). The same amount
of EL applied defensively towards one applies to all melee opponents. Further,
leverage allowed by two-handed use means that weaker people can use the weapon
(at WSB-1). Thus while a Bastard Sword WSB+1 requires a SB of +1 to use one-
handed, someone with SB of 0 can use it two-handed. Similarly a Great Sword
WSB+2 only requires SB+1 to use as it is a two-handed weapon. A Spear WSB0 can
be used two- handed by those of SB-1. </P>
<P>Multiplier Increase Option will be available.</P>
<P>Any time where a skill is duplicated, the player may choose to give the
character another related skill of the same value or the maximum EL currently
possible in the skill that is duplicated. {This applies only when a group skill
is bought that duplicates a Common Knowledge skill of that character.) </P>
<P>The following will be explained individually to those making
spellcasters.</P>
<P>Spellcasters will be limited in the number of spells they can learn before
play. (as per npc spellcasters)</P>
<P>Spellcasters will have additional downsides to spell failures.</P>
<P>Spellcasters will typically not be informed of their current casting ability
or energy level. Exceeding these limits will have detrimental effects. (Yes, I
will keep track of these and other stats.)</P>
<P> Those interested
should let me know. Alex Koponen</P>
<P> </P></FONT></DIV></BODY></HTML>