[b]Acrolith:[/b] Well, changing characters is ultimately your prerogative. Personally, though, I preferred the last one. [b]Lexicon:[/b] I've gone through your sheet now, and while it didn't [i]need[/i] to be that long, I can't complain. I like a good read. I do want to pre-emptively address something, though. I'm counting acrobatics, fencing, poison-making (and miscellaneous chymistry, perhaps), stealth, a network of spies, administrative skills, polyglotism, and a magic item. I just want everyone to know that this is totally fine. Friends, allies, secondary and tertiary skills and whatever, it's basically expected. For those of you who might feel that you didn't give your characters mad enough skillz, there's wiggle room within the game - you don't have to list every detail of your characters' knowledge and experiences to use them in game, as long as it makes some sort of sense and you're not just piling things on. The most important part is that [i]no matter your combination of skills & abilities[/b], you don't get to be more powerful than anyone else (minor differences and poorly matched specialties notwithstanding), and you absolutely do not get to push the rest of the party around with the threat of overpowering them. I mean, it's fine if that's a personality trait and yadda yadda yadda, but you know what I mean. [b]However[/b], Lexicon, your magic item is not gonna fly. Blanket immunities (especially to such enormous categories as 'offensive spells') and strictly defined numbers are both traits that will interfere terribly with the balance of this game. I also can't help but suspect that you expect to sneak up on most magic users in a way that would not allow them three spells to defend themselves. I hope this wasn't a deliberate attempt at circumventing the power limit of the game, but even if it weren't, that mask has to go.