- Player characters start as human so they can get used to the system. Experienced role-players can make a case for being an exception.
- Encountered creatures can be classed as Animals, Aliens, Faeries, Demons, or Undead.
- Characters that die may continue as Faeries (if the party is in Faerie at the time) or as Undead (if WILL rolls are made).
- Character abilities are classed as skills. This includes Magic. Basic skills in magic are Body Control, Perception, Domination. Second circle skills include Spiritology, Sorcery, Telepathy, Transformation, and Shaping. Third circle skills include Awareness, Teleportation, Shapechanging, Necromancy, Enchantment, Restoration, and Transmogrification.
- Combat is bloody and dangerous.
- Magicians can be exceptionally powerful characters (think of Elric), but it takes a while to get there. All players can learn magic. Most players start with warriors with some scouting or magical skills.
- Lots of the monsters are unique. When I say, “giant rats,” you should probably ask, “how big?”
- Technology is generally similar to that in the 1350s, but there are some magically powered steamships and the occasional ancient artifact.
- Characters should be ready to risk life and limb in a fight, but should think of ways around it if they can. There are lots of ways to die. Running away is sometimes a better choice.
So, please contact me if you are interested and would like to chat further.