I'm posting this to check the level of interest in a new Planescape game. I would like at least 3 players, possibly up to 6 or so.
3.0/3.5 rulesets as a guideline. This will not be a game for rules-lawyers, though.
7th level for PCs. No full exemplars. It might be possible to talk me into a half-exemplar/half-mortal.
Post-Faction War. Your PC may be either a member of a Faction or Sect, or not.
I would like for the group of PCs to not include very difficult combinations of character types. For example, a githzerai and a githyanki in the same party, under typical circumstances, would be a bad idea. (NPCs are another matter. In fact, some of the NPCs your party may meet may be quite unpleasant individuals.)
I do not want silly characters. That doesn't mean that your character has no sense of humor, or that your PC can't ever be a comedian. Your character should at least take him/herself seriously.
I'm tempted to say "no Chaosmen either" as part of the "no silly characters" rule above.
Evil characters? My answer to that is "Maybe." My main concerns are that a) your PC does not kill off the other party members, b) your PC has no strong reason to ally with whatever big bad villain the rest of the party is fighting. Your proposed evil character's motivations are very important. An evil PC who's heavily into the spiritual aspects of Evil (such as an evil blackguard, priest, or BoVD prestige class) is not likely to get in. Also, characters of Evil Stupid alignment are not allowed.
For characters who are of good alignments, I wouldn't recommend one who is SO good that they cannot or will not interact with evil NPCs/monsters/beings at all.
If you play a cleric/holy man/holy woman of any specific deity, your relationship with your Deity will matter. Generally, your character's deity will not micromanage your PC (though I wouldn't recommend a God of Tyranny), and almost never actually speaks directly. However, a cleric or other 'holy person' class may receive dreams, visions, omens, strange strong moments of intuition, and so on. Your PC may feel a strong calling to do something, to go to a particular place, and so forth. Your deity might (rarely) also provide 'extras,' if the Power is particularly pleased with your PC, or what's going on is especially important to that deity.
There will be some combat (possibly a fair amount early on in the game, actually), but this will not be a pure hack-and-slash game. The party as a whole should have a good mix of abilities and skills, though individual PCs can certainly specialize in some particular role.
What I'll need from players:
Your PC's background: I prefer ones that are longer, more detailed, and interesting. Please put some effort into it.
Allies/friends/contacts: Your PC has at least a few of these. Please mention them and describe the nature of the relationship.
Enemies: At 7th level, your PC will have at least a few of these. Please provide details.
Your PC's beliefs: Some idea of your character's moral/philosophical compass.
Quality posts: It's fine if you aren't an awesome writer. Just put some effort in. Try to have good spelling and grammar. (If your character has poor grammar, that's ok.)
The party starts out in Curst. Specifically, in a dungeon/holding cells. While the party will start out with few or no possessions, they might be able to get some of them back during the game. You can ask to have any magic item your PC can afford, but I reserve the right to accept/reject any magic item, and your PC will start the game without them in any case.
Each of your PCs had a reason to be visiting Curst. Please include that in your PC's background.
What would you think of a character with an LA? I enjoy playing unusual races. A 7th level game would give me the chance to really dig into this: a pixie with 3 levels of rogue would be awesome! If not, I could shift down to tiefling or just a halfling.
-----
"Small is beautiful."
Devon is a trained spy and scout, who grew up in and around Arborea, the Beastlands, and Elysium. He reveres the Seelie Court from the great distance of one of the commoner clans, and served briefly in the general defense forces, where he received his basic training. He might have stayed, but passion got in the way; Nia chose Braydon over Devon, and though he wishes them both all the best (well, Nia anyway) he decided to make some space between himself and his former lover. He received the blessing of his clan for a journey, said his goodbyes to his parents and siblings, and hied to Elysium to join the crusades of the guardinals. He befriended a musteval named Zin who had similar skills, and together they sought adventures to join in the guardinal camps. Zin was eager to gain the mustevals a place in Talisid's Companions (they are a guardinal race unrepresented among the Five), and Devon, feeling that the small folk ought to be represented, pledged to join him in advancing his people's cause.
They most recently hired on to a small guardinal company headed by an ursinal named Foryd, which specialized in quick-insertion missions against installations aligned with Evil and always had a need for good scouts. The mission was to check out rumours of Unseelie activity around Plague-Mort. The rumors were true: an unusually intelligent acid spitter calling itself Silicious was in talks with Aldinach, the Lady of Change, on breeding some new monstrosities with demon blood. Devon and Zin took the bold step of crossing the portal to try to pry more information from Silicious' encampment near Aldinach's Egg, but this was a step too far. They were caught, and Silicious pursued them to the Styx, where in desperation the two of them flung gold at a passing marraenoloth to take them cross-plane.
A cheap trip on the Styx only goes one way: to Carceri. They had managed to escape, but now they had to escape the Red Prison. Between a possible splash of Styx water and the difficulties of sneaking their way past the guards that surround every portal out of Carceri, there are any number of ways Devon and Zin could have been separated before Devon finds himself in a Curst dungeon. Mold to plot!
Beliefs: Devon is an idealist with a touch of hero-worship for the guardinals, especially Talisid. He likes to stand up for little folk against bigger (that includes metaphorically), and especially delights in taking advantage of subtlety and sneakiness to accomplish what bashing heads in can't. He can be a bit impulsive, as suits his fey nature, as well as quick to temper and quick to calm. He's quite nosy (curious, he'd say), and sort of regards locks as puzzles, but he tends to respect professional boundaries and not actually take things. Unless it's for a good cause.
As far as factions and Powers go, Devon isn't really big on philosophical or theological concerns. Perhaps his core moral motivation is that good consists of averting the natural tendency of the big and strong to harm the small and weak, even by accident. He venerates the Seelie Court as a properly raised young fey would, and would be particularly concerned about any Unseelie activity he came across. He is loyal to clan (as unlikely as a communication from them is out here). His ambition is to advance in worth to the guardinals' cause, and perhaps help the mustevals gain a place among Talisid's Companions.
At this very moment, he would likely be worried about Zin, and desirous of returning his report to Foryd, perhaps hoping to find Zin back safely.