Ideally every character would have some historical or personal link with Clovis or his family. Characters should be competent, capable individuals. It is very important to me that the players are satisfied with, and enjoy playing their character.
I am prepared to consider taking on existing Adventurers, though I feel under no obligation to do so and would prefer new characters. The main reason for that is so that plot hooks, which will play a very important part in the game, can be built into the character backgrounds. Shamans are no problem, I use Sandy's expanded shaman rules, which I can supply. I will certainly consider sorcerer characters, especialy using Sandy's sorcery rules, though I am not intimately familiar with them.
The game will involve seaborn travel and so some characters with maritime experience would be useful, but this is not essential.
The rule system being used is a modified version of Elric. Character generation and rules summaries are at Dave Dunham's site.
I will provide character sheets on demand, either in text or MS-Word format.
(Note: The text character sheet was designed using a fixed space 12cpi font and will look very odd if you try printing it with a proportional font.)
Anyone not wanting to bother with full-blown character generation just talk to me. I'll work up stats from your description, mail them to you and we'll talk about fine tuning and modifications from there. I take a very flexible approach to these things.
Note that I've made sorcery spells cheaper, and generally ironed out some inconsistencies in spell costs. The only case where 1POW = 10 character points is not obeyed now is in Shaman's fetch's POW. That's deliberate, I'm biased in favour of shamans. Sue me.
Many RQ3 skills are subsumed under one skill in Elric, eg there are no separate Lore skills, just World Lore. If you want to specialise, take the skill over 100% and tell me you've specialised in something. If you want particular unlisted skills or want to clarify anything about the skills list, mail me.
Brawling replaces fist attack, fist parry, kick, headbut, etc. Wrestle replaces Grapple and is slightly more versatile. There is no Martial Arts skill, but you do get double unarmed combat damage if you go over 100% in Brawl (2D3 damage instead of 1D3).
In general, to be professionaly competent in a skill, you need over 100% in it. This means that in most non-stress situations you will routinely succeed without having to roll. stress situations may call for a penalty on the roll (-20%, -40%, whatever) or a roll on half, or even a quarter chance.
Elric advises players to concentrate on 8 skills. It's generally good advice, but don't feel bound by it.
Stats : You can roll them (I trust you), or allocate from a pool of 92 points. Characters with lots of high stats tend
to be more noticeable. They stand out from the crowd. This can be good.... it can also be bad. Things tend to happen to
people like that. The gods have their eyes on them. However, I'm used to playing Amber, and if anyone knows what I
mean by 'Bad Stuff' you'll know roughly what I mean.
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