Wulf Ratbane
Adventurer
Genre: Characters should be 19th century “modern.” You may think of your characters in the “Call of Cthulhu” or “League of Extraordinary Gentlemen” genre. Somewhere in the 1800-1900 range is fine. Try not to define your character by any specific real world history, as we want to encourage a century-wide breadth of characters.
Ability Scores: Assign the elite array (15, 14, 13, 12, 10, 8). If you post a decent illustration of your character with your character sheet, you can “advance” one attribute by 1 point.
Skills: Choose one Craft, one Knowledge, one Profession, and 6 other skills of your choice. (Smart and Charismatic heroes will have additional skill choices.) We will not use Backgrounds.
Classes: Starting characters should be 3rd level. You may multiclass freely, of course.
Races: All characters are human.
Hit Points: You will receive maximum hit points on your first hit die, and average hit points at each additional level (rounding up).
Action Points:
1. Action dice are d6’s.
2. Action dice spent for healing after combat are exploding (if you roll a 6, roll again and add it to the previous total).
3. Action points refresh at the beginning of each Book.
4. In addition to the usual uses for APs, you can spend an Action Point to emulate a feat. (You must meet the prerequisites for the feat.)
Equipment: You can have about a dozen "items" or "entries" of equipment. Anything you want, just put it on your character sheet. However, if I don't like it, I will veto it. The first veto is free. When I reach two vetoes, I won't look at anything else on the list. So, obviously, you'll want to put the most important AND the most reasonable equipment at the top of your list.
Firearms: Firearms technology includes “cartridges.” Automatic weapons are not available.
Spellcasting: You are unlikely to have freewheeling access to new spells but a character who “dabbles in the occult” is permissible: If your character begins play with the Magical Adept talent, you will have one 0-level spell of your choice for each point of your spellcasting attribute, plus one higher level spell to be decided by me based on the party makeup and your character background.
Spoilers: If you have already read Slavelords of Cydonia, you need to email me what you know so that I can change the adventure as necessary to ensure that there are surprises and fun for everyone. Do NOT post spoilers in this thread.
Character Sheets: http://www.badaxegames.com/mm/pdf/gt_character_sheet.pdf
I will transfer all characters over to a character sheet like that before we begin, but you may want to use it in the meantime to prepare.
Backgrounds: Don't worry about your character background. I will use the competencies evident on your character sheet to help you craft a background that meshes with the other characters.
Game Thread: http://www.enworld.org/showthread.php?t=142706
Ability Scores: Assign the elite array (15, 14, 13, 12, 10, 8). If you post a decent illustration of your character with your character sheet, you can “advance” one attribute by 1 point.
Skills: Choose one Craft, one Knowledge, one Profession, and 6 other skills of your choice. (Smart and Charismatic heroes will have additional skill choices.) We will not use Backgrounds.
Classes: Starting characters should be 3rd level. You may multiclass freely, of course.
Races: All characters are human.
Hit Points: You will receive maximum hit points on your first hit die, and average hit points at each additional level (rounding up).
Action Points:
1. Action dice are d6’s.
2. Action dice spent for healing after combat are exploding (if you roll a 6, roll again and add it to the previous total).
3. Action points refresh at the beginning of each Book.
4. In addition to the usual uses for APs, you can spend an Action Point to emulate a feat. (You must meet the prerequisites for the feat.)
Equipment: You can have about a dozen "items" or "entries" of equipment. Anything you want, just put it on your character sheet. However, if I don't like it, I will veto it. The first veto is free. When I reach two vetoes, I won't look at anything else on the list. So, obviously, you'll want to put the most important AND the most reasonable equipment at the top of your list.

Firearms: Firearms technology includes “cartridges.” Automatic weapons are not available.
Spellcasting: You are unlikely to have freewheeling access to new spells but a character who “dabbles in the occult” is permissible: If your character begins play with the Magical Adept talent, you will have one 0-level spell of your choice for each point of your spellcasting attribute, plus one higher level spell to be decided by me based on the party makeup and your character background.
Spoilers: If you have already read Slavelords of Cydonia, you need to email me what you know so that I can change the adventure as necessary to ensure that there are surprises and fun for everyone. Do NOT post spoilers in this thread.
Character Sheets: http://www.badaxegames.com/mm/pdf/gt_character_sheet.pdf
I will transfer all characters over to a character sheet like that before we begin, but you may want to use it in the meantime to prepare.
Backgrounds: Don't worry about your character background. I will use the competencies evident on your character sheet to help you craft a background that meshes with the other characters.
Game Thread: http://www.enworld.org/showthread.php?t=142706
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