Since everybody's a DM these days, thought I'd pitch in. For the record, I'm going to combine the least retarded and most dickish things from 2nd/3rd/4th Edition D&D, Fallout 1/2, KOTOR 1/2 and bunch of boardgames/videogames you've probably never heard of. Brass tacks: Abilities are determined by the SPECIAL system from Fallout. LUCKy you. Strength Perception Endurance Charisma Intelligence Agility Luck You have forty points, regardless of race or class. "INTELLIGENCE" and "Wisdom" from D&D is replaced by INTELLIGENCE. "DEXTERITY" from D&D is replaced by PERCEPTION and AGILITY. You can't go under one or over ten. Now for the so-called races... Human Dwarf Elf Gnome Orc Halfling I was going to list all the sub-races but I figure that it might be daunting for noobs so we'll leave them out for now. Also, no half-races because there are strong laws against miscegenation in this world or some shit. Keep in mind that these are the races that are playable, not the ones that exist. NOW, let's get down to the delicious racism. Here are the ability restrictions... Human (no restrictions) Dwarf (no less than five endurance, no more than five charisma) Elf (no less than five agility, no more than five endurance) Gnome (no less than five endurance, no more than five strength) Orc (no less than five strength, no more than five intelligence) Halfling (no less than five agility, no more than five strength) There should actually be a lot more restrictions than that but meh. Now for classes and their ability prerequisites... Fighter (strength and endurance) Mage (perception and intelligence) Priest (charisma and intelligence) Rogue (perception and agility) Technocrat (perception and intelligence) Keep in mind that this is merely the initial classes. Over time, when I think all the players are comfortable about their sexuality confident in their knowledge of the game, I'll add sub-classes and give all players the choice of specialisation. As far as the special-special classes are concerned: Sorcerers will be drawn from Wizards, Barbarians and Paladins from Fighters and Monks from Priests. For those of you who don't know what any of those things are, never you mind. Now, a brief description of the world at play. It's your typical Tolkienesque fantasy but set at the beginning of an industrial revolution and cultural renaissance. All the races are suffering civil wars of sorts and the demand for mercenaries is high. All the while soon-to-be revolutions are sweeping across the world that range from religious rebirth to political reform. Deities are real but have been dormant since they suffered their own civil war long ago. Magic throughout the land is slowly dying out as a result of the deities being dormant so those who know how to wield magic of any form are either held in high esteem or burnt at the stake, depending on the region. You (yes, you) are looking to leave your relatively peaceful region in order to find riches working for a mercenary company in distant lands. You find a company who's looking to sail across the seas to the distant land of Arkgahria, which is a Human nation suffering from internal strife and a Goblin invasion. NAME: GENDER: RACE: CLASS: STRENGTH: PERCEPTION: ENDURANCE: CHARISMA: INTELLIGENCE: AGILITY: LUCK: Please fill this out if you wish to play.