Û²±° Powers & Perils °±²Û * Game Background: Powers and Perils (herein P&P) is a fantasy medieval role playing game. If you have ever played AD&D or D&D it is very similar. But I prefer it slightly over those systems because of its style, and in depth background information. The world that you play in called the Perilous Lands is the True World. The True World is subdivided up into three fragments. The fragments were created during the Convocation of the Gods (a great battle of the aligned gods). The middle world is basically earth. As a matter of fact the given map for the game is similar to a primitive Pangea formation. The Middle World is where most of the Human action takes place. This is the domain of the Humans (the gods left this plane and left the humand to deal with the problems they (the gods) left). The Lower World is the home of the Elf, Alfar, Faerry and Dwarf mainly. Though other Elder oriented creatures exist there. The Upper World is the domain of the gods and supernatural forces. The Upper World can be a dangerous place because you could be walking in one area and enter a new plane of existance like walking along a road then suddenly you enter the Chaos Lands or something. * Character Races: Humans: Your basic human more emphasis is placed on the physical attributes racially. With the humans many types of characters are possible to play. Elf: These can be anywhere from 4-6 feet tall humanoids. They have sharp pointed ears. Elfs are known for their archery and artistic abilities. Faerry: These are winged humanoids 2-5 feet tall. They can fly and the closest thing would be Tinker Bell though she was a Fairy. (Notice the spelling). They are mischevieous to enemies and friendly to allies. Dwarfs: These are tiny, stout humanoids with usually long beards. They are known for mining and as good fighters. That's the basic 4 types. I really feel that its sufficient to say 22 races like Half-orcs or something. It creates less confusion for players. However, as of Version 2 of the pnp rules there are more races to play including half-breeds. * Character Types: Well I've divided up the game character types into three areas. 1. Skilled Professionals; These place emphasis on skills like: A. Armorer/Blacksmith: Make & Repair weapons, armor, shields. B. Assassin: Kills people for hire but hes a professional. C. Executioner: Kills for a living or tortures people. D. Hunter: Hunts in the wild for game as his living. E. Husbandry Expert: Deals with training of wild animals. F. Healer: Deals in the medical skills of healing. G. Scholar: Deals in the intellectual knowledge of things. H. Merchant: Deals in trading, banking or any type of business side oriented skills. Might if lucky and rich enough have a shop. I. Thief: Professional thief of quality items. J. Sailor: This is a basic crewman of a ship. K. Bounty Hunter: Tracks people down for money. L. Artist: Basic artist professional M. Basic laborperson (good in carrying, etc.) N. Climbing Expert O. Entertainer: Dancer, Singer, Music, or acting. P. Herbalist: Person skilled in herb use and drugs. Q. Jewler: Deals in Jewels, Gems and such. R. Locksmith: Designs and makes locks. S. Moneylender: Like a banker. But could be used in various ways from a nice banker to a mob boss (G) There could be as many as you can come up with in terms of imagination but should relate to medieval style of the character and will be mainly a skilled prefssional than the other types. 2. Fighters/Warriors: A. Knight: This is your hard core warrior of a feudal society, who knows heavy weapons like lance, horses and combat. B. Warrior/Medic: Combination. C. Warrior (Heavy): I tend to create fighters who know mainly the heavy weapons like Great Sword. D. Warrior (Light): Its counterpart but in light weapons. E. Archer: Missile Fire expert with bows, crossbows, etc. F. Martial Artist G. Pirate: If rich enough he might have his own ship but doubtful. H. Shield Master: Skilled mainly in the use of the shield. I. Pikeman: Skilled mainly in polearm combat. J. Calvary: Skilled in horse combat use (could also be a horse archer if good enough). K. Warrior/Mage: Rare combation of fighter and magic user. But generally balanced to the two and not very good fighter or Magic user. While some of skilled professions and warriors could be seen to work with either part (like the Assassin could be 'warrior' type I consider it mainly a skill use and not a combat oriented person. A starting warrior tends to be level 4-6 in experience. 3. Magic Users: There are more limited choices here. A starting character tends to be 2-5 in magic experience level (MEL) which is an apprentice. 1. Wizardardy: This is subdivided into alignment orientations. A. Law Wizard B. Balance Wizard See alignment section for info C. Chaos Wizard 2. Shamanism: These types are like druids in some terms in that they preserve nature and protect the life in nature. They can be very powerful though people tend to understimate them. 3. Sidh Magician: This is the way of the Sidh. Generally this is the magics of the Elf, Faerry and sometimes Dwarf. As of Version 2 of the rules there are more classes to play including Witches, Bards, Priests, Druids among a few others. * Alignments: The gods created the alignments which creatures of nature use and those who are religious. Magic users tend to be aligned to a particular alignement. They are: 1. Law: These are mainly interested in keeping the order to the world. They are against chaos and will try to wipe them out. They are MAINLY good oriented people but could be evil as long as it still maintains the principles of Law (order, anti-chaos) but those types are very rare. 2. Balance: Those of this alignemnt will tend to make sure the status quo is maintained. They will hinder the strong and help the weak if it creates balance. They can be either friendly or hostile. Balance could be evil or good it depends on which is needed at the time something needs to be done. 3. Chaos: This is interested in disorder and any way to create chaos in the world at usually any cost. They will attack Law at any cost usually to a fight to the death. Chaos aligned creatures or people tend to be evil but could have honor as long as it maintains the principles of Chaos. So basically there is no 'set' way to act on those alignments. 4. Elder: The God Kototh waged war with other gods and thus he subdivided the alignment into fragments when he tried to create his own races to rule the Middle World. A. The Elder: These are the oldest of the races usually and will tend to be anti-Kototh. They tend to be concerned with only themselves and will ignore most other races usually. B. Sidh: This is mainly the Faerry, Elf and Dwarf alignments and is similar to Elder in many regards. C. Kototh: This is the fragement of creatures created by Kototh. D. Shamanism: The Shamanistic way. A-C are mainly nocturnal aligned creatures. A will tend to fight B and B will fight C and A. D will fight A and D. C will fight anyone. hehe. confused?