=== CAMPAIGN RULES PACKET === Final Seed: F|IRF3WEIC|t=20260122|startpkg=17,stats=4,weird=5 Campaign: The Iron Labyrinth of Teeth (Accord VZW9) Rolled: 01/22/2026 [Factors] CF: 3 (Complexity Factor: max rules looseness cap) MF: 16 (Magic Factor: max spell level cap) PF: 9 (Physical Factor: max innate level cap) TF: 3 (Temporal Factor: max temporal level cap) PsiF: 17 (Psionic Factor: max psionic level cap) TechF: 9 (Tech Factor: max technology level cap) [Enforced Rules] - Segment order: PCs act on bottom of segment; Monsters act on top (inverse standard). - Death & dying: 0 or less hp = Capital S Slain (stay the eff down). - Known Classes: Full Collective, Random are x2 cost - Known Races: Full Collective, Random & A.I. are banned - Known Spells: Full Collective, Random & A.I. are x2 cost [Classes / Races / Minis Determination] Mode: DRAFT BUNDLES Draft: each player drafts 1 bundle from the list below: - Bundle W: Classes=3, Races=6, Minis=1 - Bundle S: Classes=3, Races=2, Minis=5 - Bundle H: Classes=1, Races=8, Minis=1 Tie-break: lowest total CF goes first in draft. [Starting Stat Determination] Mode: HARDMODE LOW POWER Rule: Low-power start. Display: Straight 12s. Note: This makes gear, positioning, and tactics matter. (Like a grim documentary.) [Starting Package] Starting SN: SN 1 (baseline campaign start). Starting Location: Psionic refuge for minds damaged by Maelstrom exposure (quietly collapsing) Starting Wealth: Starting gp = PsiF x 1000 (plus 1 'tech trinket' worth ~500 gp) Player Picks: Randomly generated, Freely picked [Custom Weirdness Line] Weirdness (Intensity 7/7): Once per session, a door appears where there was none. It insists it has always been there. 01/29/26 SN=1 kxp: 0 to Storyline: