I will be starting a new campaign in about 2 weeks and I put together my adventurer generation document over the weekend.
The game will be set in an alternate history earth where the 'new world' was named Atlantis by the discoverers, in honor of the legends of the lost continent. The year is 1745 and the game will center around the Anglish colonies. I'll be running it as an (obviously) Swashbuckling adventure, with bits of Lovecraftian horror, strange things in the dark places of the world, political intrigue and generally in an action movie style with an eye towards fun sessions.
WARNING!!!!!!!!
I've taken a hacksaw to the rules. I've ran the d100 rules in various forms for over two decades now, and I've run them as written (on rare occasion), and also with various changes that struck my fancy. These rules have some resemblance to the Legend rules, but there are also things from Openquest, Rolemaster, Harnmaster and other places as well as ideas I've pulled from the nether regions of my mind. If you are offended by NOT RAW, feel free to move along, I wont' be offended
This is not a super-well put together document and is basically used to get my players ready to play. They don't need to know any of the rules I'll use beyond what I put in the How it Works section, and I know what I'll be doing. At some point I might put together a reasonably coherent GM guide. 
Consider yourselves warned.
That being said, I'm putting a link here of what I did, in case anyone wishes to look over it and see if there is anything within it that they would like to use.
http://www.box.com/s/d3d712500f9151f6930a
I'm starting a new blog, that will be used to cover some of the stuff I'm doing, and hopefully my players will actually make game-journal postings.
If any of the stuff in the above interests you, or if you just have a fascination for watching train-wrecks in progress, feel free to drop by:
http://swashbucklersofatlantis.blogspot.com/
If you have questions about what diseased section of my mind actually felt like something I did would be a good idea, feel free to ask. I'll answer, even if it's just "DammedifIknow!"
The game will be set in an alternate history earth where the 'new world' was named Atlantis by the discoverers, in honor of the legends of the lost continent. The year is 1745 and the game will center around the Anglish colonies. I'll be running it as an (obviously) Swashbuckling adventure, with bits of Lovecraftian horror, strange things in the dark places of the world, political intrigue and generally in an action movie style with an eye towards fun sessions.
WARNING!!!!!!!!
I've taken a hacksaw to the rules. I've ran the d100 rules in various forms for over two decades now, and I've run them as written (on rare occasion), and also with various changes that struck my fancy. These rules have some resemblance to the Legend rules, but there are also things from Openquest, Rolemaster, Harnmaster and other places as well as ideas I've pulled from the nether regions of my mind. If you are offended by NOT RAW, feel free to move along, I wont' be offended


Consider yourselves warned.
That being said, I'm putting a link here of what I did, in case anyone wishes to look over it and see if there is anything within it that they would like to use.
http://www.box.com/s/d3d712500f9151f6930a
I'm starting a new blog, that will be used to cover some of the stuff I'm doing, and hopefully my players will actually make game-journal postings.
If any of the stuff in the above interests you, or if you just have a fascination for watching train-wrecks in progress, feel free to drop by:
http://swashbucklersofatlantis.blogspot.com/
If you have questions about what diseased section of my mind actually felt like something I did would be a good idea, feel free to ask. I'll answer, even if it's just "DammedifIknow!"