Did some research and it looks feasible. I'll need to do some more research on their society, since eventually the Racer will wind up stopping there. And
of course, what would be the point if people in the reality weren't somehow involved in the overall conspiracy?
The easiest way to introduce characters to the Racer is that they're investigating something, or plunging into a crisis situation, when something goes
horribly wrong. Naturally, the mysterious figure I allude to frequently, with the silver-on-blue eyes intervenes and arranges for them to be *shifted* across
to the Racer, with no warning, and no way of contacting home... wherever *that* is...
Functionally, the example I used in the character creation writeup for making a mage would be what I'd use if you were going to make a magic-using
character. Magic skill defaults initially to Luck, and is raised like any other skill. You have as many spells to start with as your Magic score /10, and can
purchase more spells with XP (usually 10 XP per spell). If you're using magic I've never heard of, I'll need to know what the effects of the spells
are, because I naturally don't want to allow something that overshadows the other players.
With D&D style magic (or something similar), the level of spell you can cast is also determined by your Magic score /10. This means that a starting
character could have up to (to use the D&D terminology) 5 spells, ranging anywhere from levels 1 through 5. Unlike the D&D canon, spells aren't
forgotten, and can be multicast, providing you make your Magic roll (score or less on percentiles) with each action. Critical failure means you can't cast
again for that day (painful feedback.)
If you're using a different magic system, let me know what it is, and I'll read up on it.
---
Those who fear the darkness have never seen what the light can do.
of course, what would be the point if people in the reality weren't somehow involved in the overall conspiracy?
The easiest way to introduce characters to the Racer is that they're investigating something, or plunging into a crisis situation, when something goes
horribly wrong. Naturally, the mysterious figure I allude to frequently, with the silver-on-blue eyes intervenes and arranges for them to be *shifted* across
to the Racer, with no warning, and no way of contacting home... wherever *that* is...
Functionally, the example I used in the character creation writeup for making a mage would be what I'd use if you were going to make a magic-using
character. Magic skill defaults initially to Luck, and is raised like any other skill. You have as many spells to start with as your Magic score /10, and can
purchase more spells with XP (usually 10 XP per spell). If you're using magic I've never heard of, I'll need to know what the effects of the spells
are, because I naturally don't want to allow something that overshadows the other players.
With D&D style magic (or something similar), the level of spell you can cast is also determined by your Magic score /10. This means that a starting
character could have up to (to use the D&D terminology) 5 spells, ranging anywhere from levels 1 through 5. Unlike the D&D canon, spells aren't
forgotten, and can be multicast, providing you make your Magic roll (score or less on percentiles) with each action. Critical failure means you can't cast
again for that day (painful feedback.)
If you're using a different magic system, let me know what it is, and I'll read up on it.
---
Those who fear the darkness have never seen what the light can do.