Tech Level is 3-4ish... classic 'medieval' fantasy, with some exceptions. Character type is fairly open, but characters should be able to at least survive a variety of situations (including combat), and probably shouldn't explode upon exposure to water, as there will be a lot of it. I'm primarily using the basic set, with a side of Martial Arts and Low Tech, but those two aren't necessary... and if you *do* wan't something from another book, you can always ask. (Though if the book you want something from is the likes of Ultra-Tech or Supers, you'll probably be disappointed). Disadvantages should be kept to a reasonable level. You probably shouldn't have hundreds of points worth or more than three, but really... just don't munchkin. Realism level is 'moderately realistic'. A lot of realistic rules are used, but character's abilities could well be quite a bit above the norm, thanks to magic and the like. Exotic and cinematic abilities are forbidden, as are supernatural abilities except through specific methods and/or with special dispensation. The presence of 'low magic' however, allows superhuman abilities (Power Blow, Light Walk, those sorts of things). I draw a severe distinction between cinematic and superhuman abilities - superhuman abilities allow characters to achieve a level of aptitude that is unrealistic for a normal human, cinematic abilities are based on warping the narrative - i.e. bulletproof nudity, melee ettiquite, luck, etc. The latter are absolutely forbidden. There are a few house rules and optional rules, mainly related to armor (and damage multipliers). Furthermore, Accuracy has been nerfed - it only negates range penalties... but in contrast, All-Out (and Dedicated) ranged attacks have been significantly improved to a level commensurate with melee attacks. Metric measurements are used. Furthermore the magic system is largely original. I have no idea what half the stuff your talking about is, except the rebalanced melee weapon damage seems to be the exact opposite of helpful... more than likely we won't be dealing with guns much. The world of Gul has numerous different races spread throughout, with numerous different factions and allegiences. 'Always Chaotic Evil' type situations are almost nonexistent. However, most humans on the continent are under the dominion of the Fist, a powerful and secretive religious organization, that has long waged a war of extermination against all other races. The setting is the Brackwater Morass, a vast swamp at the edge of the 'civilized' - i.e. Fist dominated - world, long relatively independent, making their living via fishing and trade. The trackless swamp itself offers refuge for 'monsters', renegades, and the like... but the area also draws adventurers, bandits, hunters, slavers, pirates, and numerous other sorts. I have more specific information written up in the campaign forums, or I could explain specifics.