This is a game, set in a slightly different Sharn. It isn't a game of high adventure, it's a game of scraping by the best you can, on your ill gotten gains. It is RP heavy, almost no combat, player driven, and will lack an overarching plot except for that which is introduced by your characters (actions have consequences, and I'd like to work in growth for each character, but I'm not going to dangle plot hooks). What action there is will be trap laden heists, and running from the cops.
That said, I hope to run this game as an exciting and active campaign, with lots of drama, intrigue, and adventure. The danger might not be lethal, but there will be danger enough for everyone.
Character creation:
We will be using E6 rules, with a few modifications. Massive Damage is equal to your constitution score. All books are welcome (this is eberron) but I reserve the right to ban anything I feel isn't keeping with the mood.
Abilities are 4d6 keep 3, or a 25 point buy. Starting ECL is 2, you may play a 0th level character if you really want that +3 LA species. Starting gold is 50.
Applications should be formatted as:
Name:
Race/Class:
Specialty: What brand of larceny do you hope to focus on. What could you bring to the guild? Surprise me for bonus points.
Backstory: This must be well thought out, and well written. More so if you are playing a non-obvious choice for class and specialty.
Personality: Very important. Include any quirks or habits, as well as general outlook on life.
Appearance: A mug shot would be fine, if not please describe any distinctive marks, mannerisms, and general appearance.
In this version of Sharn, the multiple underworld factions have been almost universally replaced by the Thieves Guild. If it's illegal, it's covered under their charter. The guild has a number of bylaws and advantages. So long as you are a member in good standing, it will:
- Provide you with material support (maps, equipment, etc) in exchange for a small cut of profits (10%).
- Aid in the fencing or laundering of stolen goods at fair value.
- Provide information on Contracts (high paying jobs with specific goals).
- Help conceal you from the law, and provide legal counsel should you be apprehended.
It will not:
- Aid you in committing murder, or provide benefits on any job which involved the death of a bystander.
- Provide benefits should you commit a crime while not in good standing.
- Provide magical services of any variety.
- Provide material support of more than 10% the estimated take on a mission.
To remain a member in good standing, you must not violate any bylaws, inform the law of guild activities or members, steal from a house under guild protection, or be in arrears on your dues. Dues are 5 gold per week. This grants you access to guild headquarters, a number of safehouses, fences, and contacts.
I'm going to be tracking wealth very carefully in this game (for obvious reasons). Food, lodging, and such shall be tracked. I'm going to be generous with XP, since there won't be as many combat encounters.
The thread closes when I feel I have enough good applications. Good luck everybody.