
| hiiamtom | 
I love this system and wanted to see if there was any interest in running the short introductory adventure here.
Sariniya's Curse is a free pdf using the free Essentials rules on the Design Mechanism's website. It is an adventure based on the classic movie The Golden Voyage of Sinbad where pre-made characters are bringing the merchant Trimostones to an isolated jungle island to cure his bloodline of a curse placed on it.
The adventure is short and sweet, and matches the dangerous but heroic nature of the game. Hopefully you guys would like to give it a try and we can hit the ground running.
This thread is just gauging interest, I'll make a separate recruitment post with details around the plot and pre-made characters if at least 4 people are interested.

| hiiamtom | 
I meant to link these in the OP. If you want to learn more than just on these links, the Design Mechanism homepage my help.

| hiiamtom | 
They can be adjusted easily, but they are not "level 1" so it would be harder on my end to balance.
Basically, there is a thief with a few magical tricks, a warrior with a little magic, a priestess, and a veteran warrior. If you want to be a little more focused on one skill or quirk I don't mind. The theme of the module is set in Helenic fantasy like the old Clash of Titans or something like that, so oddball things are not unheard of.

| hiiamtom | 
OK, so I guess the next step is choosing characters. I need a player for each of the following:
Anathaym is the younger sister of Kara and student of Zamothis who is a skilled fighter with a bit less experience than Zamothis, who also knows a couple useful spells to improve her blades and make physical skills easier.
Kara is the older sister and priestess of Myceras, friend of Mju, and protected by Zanthus. She is capable of healing magic and powerful miracles.
Mju is a thief born from a nomadic tribe who became unlikely friends with Kara. He knows some basic magic to help him steal more effectively. He is the only character with Mysticism, which is in the full rulebook so bear that in mind.
Zamothis is a veteran warrior and mentor of Anathym, he is also friendly with Kara. He is by far the most able person at combat, and has a keen eye and ability to survive in the wilderness.
Mechanically, Kara and Mju are not great in a fight but each character has a lot of actions in a round. Anathaym is young and not very experienced (she was made using the character creation rules and is the example in the book), Kara is good as social and magic skills, Mju is athletic and knows thieving skills (as well as havign a high perception), and Zamothis is great at combat and great at living off the land and tracking people.
Their sheets are at the end of the adventure linked here. It includes their equipment and a brief background. If there is a character you are interested in please post you pick. If you know what you are doign and want to build a character fill free using the normal creation rules - point buy or rolled is OK with me and since there is no "future" pick whatever social class you want besides ruler.

| hiiamtom | 
Group 1:
-Scranford
-Cirle
-Gaming Ranger
-Sable
Group 2:
-Spazmodeus
-G-Unit
-Jenrah
-???
We just need one more for the second group. If people want to back out, now's the time.
My approach will be teaching the ropes as you guys go instead of trying to front load the information. This adventure is a starter set, so you will start with a lot more roleplay and then get deeper into the mechanics as you go.
Ideally you guys will be I to the system, because I would love to do a PbP for a longer term campaign.

| hiiamtom | 
Kara's maximum magnitude of her spells is 7, so her dismiss magic spell can dismiss up to 7 magnitude worth of spells. All folk magic spells have magnitude of 1. Mju's mysticism depends on how he's uses the magic, but would be between 1 and 3 under most circumstances.
Basically, magnitude is used only as a measure of how resistant a spell is to dispelling and Kara has a good level of dispelling power.
The other important aspect to casting is intensity, which is the raw power behind the spell. Kara's spells all have an intensity of 7. Both her magnitude and intensity are determined by her "Devotion" skill.

| hiiamtom | 
How does this sound:
Gaming Ranger as Anathaym (pronounced AN-uh-thaim)
scranford as Kara (phonetic, CAR-uh)
cirle as Mju (pronounced like Mew)
sable as Zamothis (pronounced Zam-OH-this, where "this" is like in "thistle")
IF you guys agree I'll get this off the ground. The character sheets are at the end of the adventure, I'll leave aliases to personal preference.
 
	
 
     
     
     
	
  
	
  
	
  
 
                
                 
	
  
	
  
	
 