Rusty of Shackleford
Ten Thousand Club
Rules:
Race: (Refer to rules 2 and 3)
Age: (Must be at least 16)
Alignment: (Uses traditional D&D alignment system. No evil characters)
Bond: (What is something from your past that ties you down to a place? A family member? A friend? A boss? Or maybe a place?)
Destiny: (What is it, chosen by the God's, that your character is destined to achieve?)
Class: (If this were D&D, what class would they be? You can use homebrew classes.)
Equipment: (Basic rundown of what they use. Nothing too complicated. Just their weapons and armor.)
Magic: (If they have any.)
Personality: (Optional)
Background: (Optional)
- No overpowered characters
- No non-humanoid races (i.e. centaurs, minotaurs, etc. Tieflings and aasimar are allowed.)
- No demons, angels, or other such beings
- Characters will start out at about level 3 if stats were used, so don't make them already be extremely good at what they do. They're better than the average man, though.
- Have fun!
Race: (Refer to rules 2 and 3)
Age: (Must be at least 16)
Alignment: (Uses traditional D&D alignment system. No evil characters)
Bond: (What is something from your past that ties you down to a place? A family member? A friend? A boss? Or maybe a place?)
Destiny: (What is it, chosen by the God's, that your character is destined to achieve?)
Class: (If this were D&D, what class would they be? You can use homebrew classes.)
Equipment: (Basic rundown of what they use. Nothing too complicated. Just their weapons and armor.)
Magic: (If they have any.)
Personality: (Optional)
Background: (Optional)
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