Character Generation:
--------------------

     The next step in the game is to build your character.  We
     will build them according to AD&D rules.  You may choose any
     character class or race.  If you want to play a non-standard
     race or class, check with me first, we'll work out the
     details.

     Very physical characters are ok, but it's difficult to have
     battles through e-mail.  Try to concentrate on "thinkers"
     not "hack-n-slashers."

     Everyone begins with 20,000 Character Creation Points (CCP).
     With those points you will build a character.  Each
     experience point will cost one CCP. This should create
     characters from 1st to 4th level.  Multi classed levels
     should be within 1500 XPs of each other, but I'll let you
     slide if needed.

     Stats (Str, Dex, Con, Int, Wis, Cha):
     Each of your stats start at an 11.  To raise it by 1 point
     costs 1,000 CCP up to a 17.  It costs 2,500 to raise it from
     a 17 to an 18.  (Thus, it costs 6,000 CCP for a 17, plus
     another 2,500 CCP for an 18 for a total of 8,500 CCP.) 
     Through this method you could have two 18's and enough CCP
     to raise another stat by 3 points, or add 3,000 experience
     points. 

     You may lower one stat by two points in order raise another
     stat by one point.  Please don't abuse this.  Please
     remember that this is an e-mail game.  There will be little
     dice rolling involved.  When it comes to most everyday
     actions it won't matter if your DEX is an 18 or an 8.

     CCPs are spent before racial bonuses, thus if you paid for
     an 18 Dex elf, the racial bonus would push it to 19.

     Exceptional Strength is 50 CCP for each 1%.  Thus to have a
     18(00) strength it would cost 8,500 to get to 18, then
     another 5,000 CCP for 100%.  For a total of 13,500, leaving
     only 6,500 CCP remaining for experience points, other stats
     or non-weapon proficiencies.

     You begin with the number of non-weapon and weapon
     proficiencies appropriate for your class and level.  Use the
     Intelligence chart to find the number of additional
     languages allowed for your intelligence.  You may turn these
     into extra non-weapon proficiencies.  You may also buy more
     non-Weapon Proficiencies for 500 CCP each.  You may not buy
     extra weapon proficiencies.

     (For those of you interested in an alternate proficiency
     system, See the appendix documents (the appendices are sent
     as a separate message) for an article posted to
     rec.games.frp.dnd in October, 1995.  This system allows you
     to have many more proficiencies, but at a lower score.  Sort
     of a jack-of-all-trades-but-master-of-none concept. Let me
     know if you want to use this system.  Extra non-weapon
     proficiency slots cost only 100 ccp under this system.)

     You get your Native Language-spoken and written for free,
     and the "Common" language-spoken for free.  If your native
     language is Common (most humans), you may take another
     language-spoken or another non-weapon proficiency.

     You may invent a new non-weapon proficiency and submit it to
     me for approval.  It should be one that is useful in most
     all settings.  For instance, a new non-weapon proficiency of
     Legal would allow one to know the laws and punishments of a
     fragment. It would be useless, however, away from that
     fragment.  It would have to be bought again for each
     fragment's legal system.  A non-weapon proficiency of
     Fragment Lore means you are a collector of knowledge about
     the fragments.  You've picked up bits and pieces of
     knowledge about them here and there, from stories and
     rumors, and study.  When visiting a fragment you _might_
     know about some of the customs or something that makes that
     fragment unique.

     When you are finished with the mechanics of the character,
     you may write out his/her background.  It's not required.
     Some of you have already done this.


Calculating Hit Points:
----------------------

     Hit points will not be rolled randomly.  Instead they shall
     be calculated according to the character's level and CON
     score.  (The following charts were written by Steven Cox
      and appeared in the April edition of the
     IRPS newsletter.

     Table X:  Base Hit Points
                           Level
     Class   1   2   3    4   5   6   7   8   9  10 
     Priest  4   8  12   16  20  24  28  32  36  40 
     Rogue   3   6   9   12  15  18  21  24  27  30 
     Warrior 5  10  15   20  25  30  35  40  45  50 
     Wizard  2   4   6    8  10  12  14  16  18  20 


     Revised Table 3: Constitution HP Adjustment

     Con 1-3   base * 0.25
     Con 4-5   base * 0.50
     Con 6-7   base * 0.75
     Con 8-10  base * 1.00
     Con 11-12 base * 1.50
     Con 13-14 base * 2.00
     Con 15-16 base * 2.50
     Con 17-18 base * 3.00
     Con 19-20 base * 3.25
     Con 21-23 base * 3.50
     Con 24-25 base * 3.75

     From Level 11 onwards, PCS stop using the above chart and
     gain hp's at a flat rate, as listed below (note that
     modifiers from Con no longer apply).  If a given PC happens
     to advance at a slower rate than listed below (for example,
     an odd weakling of a fighter who normally gains only 2 hp
     per level), continue using the lower rate.

     Class           HPs Per Level Past 10th
     Priest                  +2
     Rogue                   +2
     Warrior                 +3
     Wizard                  +1
 
     For example, a 4th level cleric will have a base of 16 hit
     points.  If the clerics CON score is a 15, then those 16 hit
     points are multiplied by 2.5 for a total of 37.5, or 38 when
     rounded up.


A note about alignment.
----------------------
     I don't really care what alignment you wish your character
     to be.  As far as I'm concerned, there is only Good, Evil
     and Neutral.  I really don't go for all that Lawful and
     Chaotic stuff.  If you want your character to be Lawful
     Good, that's fine.  If you want him to be just Good, that's
     fine too.  

     I would really prefer for everyone to play a non-evil
     character.  The overall goal of RPG's is to have fun.  By
     playing an evil character you are automatically against the
     rest of the party.  Whenever there is a character vs
     character situation, someone is not having fun.  When
     players aren't having fun they usually drop out.

     You may _pretend_ to be good, but unless you want to take a
     loss in experience points, you'll have to act out some of
     those evil desires. (See the accompanying document on how I
     award experience points.)


Earning more CCP's.
------------------

     Since I am using a non-TSR world (or T$R if you prefer) I am
     always looking for ideas to add to it.  You may earn up to
     10,000 more CCP's by detailing something for the world.  You
     may describe a country, an adventure idea, a new non-weapon
     proficiency, a city, a cult, a new deity, a foreign race, a
     new character class, a new monster (no dragons, please),
     anything.  Please do not describe new magic items, I'm more
     interested in the world itself.

     If I like your submission, I'll give you 5 CCP per word. 
     You can see that it pays to give lots of details.  I may or
     may not use your idea, but I'll give you the CCP points
     anyway.  

     You may make more than one submission, but you may not earn
     more than 10,000 CCP total.

     If you send me obvious garbage in hopes for CCP's I will
     reject it.  If you send me someone else's work I will reject
     it and may not let you play.  (I've been ftp.mpgn.net and
     most of the old ftp sites, so don't try that old trick.)

     If you send me an idea, you are granting me permission to
     use it in my world.  I will never publish it for profit, but
     I may post it to my web page.  If so, you will always be
     credited for what you submitted. 

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