Whether in the darkest alleys of the largest city; the howling woods of some forlorn forest; the seemingly innocuous waters of a placid lake; or even knocking on your door: there is always that nerve-wracking feeling that something is amiss. Most often, this sense of paranoia is just that - an over inflated sense of self preservation laced with sweet fear.
In those dire times when there is more at work than the subtleties of one's own mind; when reality blurs and yields something so foreign and alien to conceive - you need protection. Be they ghosts or ghouls, or something bizarre you need not run far! You need the Paranormal Protection Agency.
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The thick parchment had been slathered with sticky shellac before it was festooned to the pole. Slightly slanted, it was just one of a score like it that had already been pasted throughout the sprawling metropolis. Business was less than bustling of late, but the proprietor saw that as a good thing. He was oft fond of saying that he would love to close shoppe due to lack of patronage. His hollow toned footsteps trudged away from the wavering pool of light cast by the gaslamps of the streets as more flyers were prepared for posting.
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RECRUITING 4-6 PC'S FOR A 2ND EDITION AD&D PBP CAMPAIGN
PC Creation Rules
PHB, DMG, ToM, Complete(Class), Complete(Race)
- Ability Scores -
84 Points, 1:1 distribution -OR- 4d6drop/reroll-ones
- Alignment -
Any Non-Evil
- Classes -
Any Class/Kit combination from PHB, ToM, or Complete Series
- Level -
150,000XP (Approximately 8th)
- Races -
Any Standard Race
- Wealth -
10,000GP for non-magical wealth
2,500XP for Magical Wealth
· Add 1 Weapon or Armor of Choice at less than 1,000XP Value
DM Note: This is NOT a Psionics nor a Player's Options 2nd Ed. AD&D Campaign.
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HOUSE RULES (For what is a house, if not for filling with rules!)
1) The DM is always right
2) Hit Points are MAX at 1st level & 75% (round-up) each level thereafter
3) Death & Dying: former at -CON, latter at 0HP
4) Weapon Specialization & Warriors: 1 Single Selection allowed at double-cost (Single-Classed Fighters pay normal cost)
5) Weapon Proficiency & Clerics: You are proficient in your deity's favored weapon at normal cost
6) Wizards & Spells per Day: Gain additional spells based on INT, using the Wisdom Chart for additional spells
7) Engagement: Move 1/2 your speed and make a single melee attack
CHARGE! Move your full speed and make a single melee attack at -2 to hit and +4 to damage
9) Initiative: Group roll once at start, modify by Casting Time/Weapon Speed/DEX mod
10) Natural 20 / Natural 1 - neither is immediately indicative or a critical success or failure