Revised notes and guidelines for this game:
• 20 point character ability build, medium experience progression.
• Climb and Swim = Athletics (STR); *any finesse or expertise feat will change the Athletics skill to DEX based at the players option.
• No disadvantages may be taken.
• Only two potions may be imbibed in a turn that provokes an attack of opportunity as normal regardless of any extra actions a character may possess unless it specifically states a potion may be imbibed.
• Less than fully charged wands are allowed as are alchemical power components.
• Don’t request or attempt something that you as DM would not allow.
• Luck Check: half character level rounded down plus any mythic tier(s) or other luck modifiers.
• All characters must spend one rank in at least one craft skill at character creation, characters receive this rank for free.
• Starting equipment: applicable adventuring kit, cold weather outfit, one simple medium sized melee or ranged weapon, two small sized weapons, light armor with optional buckler shield.
• Starting gold: your class die roll, reroll 1’s.
• Sanity Score: Your sanity score is equal to the sum of your mental ability scores (Charisma, Intelligence, and Wisdom) minus any ability damage taken to those ability scores.
• Sanity Threshold: Your sanity threshold is equal to the bonus of your highest mental ability score minus any ability damage to that score (minimum 0). When you experience a sanity attack, if the sanity damage from that attack equals or exceeds your sanity threshold, you gain a madness (see page 182), either lesser or greater depending on the relation of your current sanity damage and your sanity edge (see below). If your sanity threshold is 0, you always suffer a madness upon taking 1 or more points of sanity damage.
• Sanity Edge: Your sanity edge is equal to 1/2 your sanity score. When you experience a sanity attack that causes you to gain a madness (see Sanity Threshold above), compare your total amount of sanity damage to your edge to determine the potency of the madness. If your current sanity damage is less than your sanity edge, then you manifest a lesser madness. If your current sanity damage is equal to or greater than your sanity edge, you manifest a greater madness instead. More information on madness, both greater and lesser, can be found on page 182. Furthermore, when you accrue total sanity damage equal to or greater than your edge, any dormant lesser madnesses you have manifest again.