It's been far too long since we had a play-by-post RPG on this forum. So let's have one.
This is going to use a D&D-old-school-hack system that I've worked on for a while now. Kind of a hybrid of the old Moldvay B/X books and 4e, if that makes sense. You don't need to worry about the rules though, I'll make the dice rolls and all that.
To sign up, just make a post saying that you want to join. That is, you don't write all the race, class, etc. stuff in your initial post - just that you want to join. Then I roll up the ability scores for your character. Then you choose a race and a class from those below, plus alignment, spells, and equipment. Post all that as well as name for your character. Background is nice too. The setting is kept unclear so you can come up with whatever you want.
The info spoilers below assume you are familiar with D&D type games. If something is unclear, just ask!
Max four players to start with. We might expand that later.
Some Basic Rules Stuff You Might Want to Read
The six abilities are Strength, Constitution, Dexterity, Intelligence, Wisdom, and Charisma. Scores of 10-11 are average. Higher means you are better in an ability, lower means you are worse.
Strength (Str) affects your Melee skill and damage.
Constitution (Con) affects your Fortitude defense, and your Hit Points (HP).
Dexterity (Dex) affects your Ranged skill and damage, your Backstab skill and damage, your Armor Class defense (if you are not wearing heavy armor), your Reflex defense, and your Initiative. It also affects your Pickpocketing if you are a Thief.
Intelligence (Int) affects your Spell skill and damage if you are a Mage or Elf, and your Lockpicking if you are a Thief.
Wisdom (Wis) affects your Prayer skill and damage if you are a Cleric, and your Will defense.
Charisma (Cha) makes you look good and talk smooth.
Armor Class (AC) defends you against Melee and Ranged attacks.
Fortitude (Fort) defends you against poisons and diseases, and helps you avoid dying when your HP fall below zero.
Reflex (Ref) defends you against Backstab attacks, and some attacks that ignore armor.
Will defends you against most Spells and Prayers.
Each race gives a bonus to one or more ability scores. Write in your post what score(s) you want a bonus to.
+2 Dex or Int
You get one Spell of your choice, which can be cast once per day.
+2 Con or Wis
You can see in the dark for ca. 60 feet.
+2 Dex or Cha
You get +1 AC, Fort, Ref, and Will.
You get +2 to two ability scores of your choice.
Each class has a Hit Die (HD). This determines your HP. You start with as many HP as the maximum result on this die, possibly modified by your Con.
If your class has choices for you to make (like what spell you want, what skill you want to improve) be sure to write your choice in your post.
+1 Melee or Ranged skill
+1 Prayer skill
You get one Prayer of your choice, which can be cast once per day.
+1 Melee and Ranged skill
+1 Spell skill
You can't use armor or shields.
You get two Spells of your choice, each can be cast once per day.
+1 Backstab skill
You can pick locks and pick pockets. You are better than most at sneaking, climbing and listening.
The names should be descriptive enough. I'll give more details for the spells you choose.
Protection from Evil
When two different prayers are given, separated by a /, it means that the first prayer is for Lawful clerics and the second is for Chaotic clerics. See Alignment, below.
Cure Light Wounds/Cause Light Wounds
Protection from Evil
Purify Food and Water
Remove Fear/Cause Fear
You worship a god of either the Lawful or the Chaotic alignment. All characters have a god, not just clerics! The local god of this campaign is Päkkaan, a Lawful white mammoth god of cold and wilderness. You can worship Päkkaan or make up a god on your own. If you do, write the god's name, alignment, and its areas of influence.
You start with 100 gold pieces, and you can spend it on the following stuff.
Club/Staff - Dam 1d4 - 3 gp
Dagger - Dam 1d4 - Can be thrown and used to backstab - 4 gp
Mace - Dam 1d6 - 5 gp
Short sword - Dam 1d6 - Can be used to backstab - 6 gp
Spear - Dam 1d6 - Can be thrown - 6 gp
Hand axe - Dam 1d6 - Can be thrown - 6 gp
Battle axe - Dam 1d8 - Two-handed - 7 gp
Warhammer - Dam 1d8 - 8 gp
Sword - Dam 1d8 - 8 gp
Longsword - Dam 1d10 - Two-handed - 10 gp
Sling - Dam 1d4 - 8 gp
Shortbow - Dam 1d6 - 12 gp
Longbow - Dam 1d8 - 16 gp
Crossbow - Dam 1d10 - 20 gp
Leather armor - +2 AC - 20 gp
Chainmail - +4 AC - 40 gp
Plate armor - +6 AC - 60 gp
Shield - +1 AC - 5 gp
The following things cost 1 gp each:
Torches (6), small hammer, jug of oil, rope (50'), nails (12), sack, wooden pole (10'), waterskin.
5 gp each:
Crowbar, lantern, food rations (1 week), backpack, small mirror, tinderbox.
25 gp each:
Lockpick kit, holy symbol, vial of holy water, grappling hook.
Level 1, 333/1000 XP
Melee: +1, 1d8+1 damage
Ranged: +2, 1d8+1 damage
Backstab: +1, +1 damage
Spell: +0, +0 damage
Prayer: +2, +2 damage
Spell: Sleep. One creature of Level 4 or 2d8 level's worth of creatures of Level 1-3, up to 240' away, are put to sleep. This spell only works on creatures that naturally sleep in the first place.
Prayer: Cure Light Wounds. Lay your hands on a creature (or yourself) and it regains 1d6+2 HP. Instead of healing HP, this prayer can cure paralysis, and certain diseases.
Alignment: Päkkaan (Lawful)
3 weeks of food rations
Strange map, taken from Fyespon
Scroll case with squiggly writing, empty
Sealed scroll case
Piece of glowing mushroom
283 gp (100 from the church of Päkkaan, 175 taken for the church)
Level 1, 329/1000 XP
Melee: +2; 1d10+1/1d8+1 dam.
Ranged: +1 1d10+0 dam.
Alignment: Solai, god of The Sun and Natural Law (Lawful Neutral)
Mysterious warming sword
Book: On Conquest and the Conqueror
2 weeks of food rations
2 strange golden bracelets
Level 1, 233/1000 XP
Melee: -2, 1d6-2 damage
Ranged: +1, 1d4+1 damage
Backstab: +2, 1d6+1 damage
You are better than most at sneaking, climbing and listening.
Alignment: Stribog, god of the Winds, Sky, and Air. (Chaotic Neutral).
Food Rations 3 Weeks
Pair of knucklebone dice
Green-brown healing (?) salve
Level 1, 393/1000 XP
Melee: +0, 1d6 damage
Ranged: -2, -2 damage
Backstab: -2, -2 damage
Spell: +4, +3 damage
Magic Missile. +4 vs. Ref. A glowing arrow hits a foe up to 150' away, doing 1d6+3 damage.
Charm Person. +4 vs. Will. An intelligent, non-undead creature up to 120' away becomes your friend. It will obey orders that it can understand, and which are not suicidal or completely against its nature. The creature gets one Will save per day to break the spell.
Protection from Evil. For one hour, you get +1 to all defenses against attacks from chaotic creatures. You are also immune to melee attacks from summoned or magically created creatures, until you attack the creature in melee yourself.
Alignment: recently converted to Päkkaan (Lawful)
1 week rations
1 week fishgrub rations
Level 1, 249/1000 XP
Melee: +1, 1d6 damage
Ranged: +1, 1d8 damage
Backstab: +0, 1d6 damage
Alignment: Rajcha, god of justice, vigilantes, and outcasts (Chaotic Good)
Torches (5), small hammer, empty oil jug, rope (50'), nails (12), sack, wooden pole (10'), waterskin
5 weeks food rations
3 jugs of oil