RULES
Combat, Character Formation, Magic and Psionics
Character Formation:

I allow any race with any class...as long as the background and roleplaying compliment it perfectly. See the different races of URSA
HERE. here.


Start out with the 6 basic abilities:

Strength
Dexterity
Constitution
Wisdom
Intelligence
Charisma


Using the 84 point system, come up with your stats. (Take 84 points and divide them up amongst the 6 abilities.) Starting character begin at level 2, yet I do award higher levels when I see fit.

If you don't have the Players Handbook, or don't have yours with you, I have place the charts for
Strength-Dexterity-Wisdom-Constitution-Intelligence-Charisma on line.

This allows for a bit more realistic numbers. I don't want characters with 18 strength and 18 charisma and 18 Intelligence and so on.

Also, keep in mind the TYPE of character you want. There is NO WAY a 110 pound, 5 foot person can lift 280 pounds. It is physically impossible.
Now for those of you who want to play elves and other slender races, but don't want the wussy elf...remember: An elf which weighs 110, can lift 115 pounds(strength of 10-11) is considered just above average. (Lifting ones body weight.) This is true with ANY race.

Also, elves in URSA will not have a constitution above 15. Elves are a strong race, but do NOT have the same type of "guts" or hard heads as humans or even dwarves. Also, dwarves just will not have Dexterities of above 16. The short-stocky powerful dwarves just can not move as quickly as the tree-hugging elves.



The only people who will have these stats are the Heroes of URSA. See them in the History section.


Be sure to include a DETAILED background. The more the better, but don't "go off the deep end" on it either. I am looking for:

-Character's life growing up (humans 5-15)
-Parents
-Why is he/she leaving or going out in the world?
-If above level 2, and brief quest that got them there
-Beliefs and personal tastes
-Physical description


**NOTE:Please try and use URSA's land and history in the background. It give that character a more since of home and not a bunch of numbers on paper. If you want more info about an area, please...***
contact me.**
I do things a little different here in URSA than what the Players Handbook(PHB) states. The biggest change is the length of a ROUND and TURN. The PHB states that 1 combat round is 1 minute. I personally believe that this in entirely too long. So, I have reduce it.

In URSA, a combat round is 10 seconds. In this round, the normal actions stated in the PHB can be done: Draw a weapon, drop a weapon and fight; move the full movement rate; move half movement rate and fight...and so on. A combat TURN is 6 of these rounds....or 1 minute.

NON-combat round is equal to 6 minutes...thus a non-combat turn is one hour.

Please click on the subject you would like to learn about:

Combat
-Initiative, attacks, actions and the dice & numbers


Magic
-Spell Points, Memorization, Casting(under new time rules), and numbers



Psionics
-House rules and info about Psionics in URSA

Proficiencies
-Number of slots and how they effect 'life'

Where do you want to go?
Back to URSA

See the
NUMBERS page
Spell Points/Costs--Proficiences--Aura's for magic--Psionics


See the Races of URSA.

OR E-mail me! AT
C_Webbman@hotmail.com
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