Procedures(adapted from Scott aka Driver's excellent
Wilderlands PbP)
This is pretty standard stuff but please give a quick read-through.
1. Dice rolling, for now, is honor system. I realize making your own rolls can really make you feel more connected to your character and the game overall and I'm down with that. If it feels like things are bogging down I might prefer to switch to JM rolling most skill and combat rolls. Let's see how it goes.
2. I can almost always update every day. Players are expected, generally, to post every weekday. Things will be slower for some players on weekends, and I understand. I also understand that things come up and people have to take breaks, and we'll deal with that on a case-by-case basis. It won't be an issue unless your posting rate is consistently out of sync and the game is being held up. In that case you may find your character frozen by confused bounty hunters and sold to the Hutts till such time as you can keep up. Worst case you may be asked to leave the game for quits.
3. If you're not happy with the character you rolled up, stick with it for a bit and see how it goes. If the character really does stink out loud and you're absolutely unsatisfied, he'll either die soon or we'll address it after an adventure or two. (I'd be very surprised if this were an issue with this group.)
4. I have no strong preferences about your style of posting. Detailed and descriptive or short and to the point, whatever is most enjoyable for you, makes the game most fun, should be great. I do tend to prefer third person narrative, and it's great if we can all match up our verb tenses -- flows better, I think.
5. Out-of-character comments in the in-character thread should be bracketed, and skill attempts capitalized, like so:
[I'd like to see if I can Seduce the robodroid housekeeper.]
Rules NotesStats: 3d6 in order, natch.
Races, Hybrids and Character Options: All available. Additional races: Cyclopeans, Hutts and Duckoids (Asteroid 1618, EC group > Files > Game Aids & Resources), Lilliputians and Brobdingnagians (EC group > Files > Rules Expansions & Variants), any of Mike David's new races (RPG Fun Pad,
here), Bulterrians (M65Q,
here), and Zombies (M&B,
here).
If you choose a non-standard race let me know before character creation as I may make some modifications.
Mutations: Core chart and both expansions posted to the EC message list are available. If you choose to use the expanded charts please roll randomly to determine the chart to be used for each mutation.
Character Classes: In addition to the six core classes the (Variant) Biker and Scientist/Mad Scientist classes and the Wrestler subclass are available (EC group > Files > Rules Expansions & Variants).
Multi-classing: Per EC rules, but note that when adding a new character class you must perform the task associated with your new class to gain your first level. Example: Gorgutts the Grappler, a 3rd level warrior, decides to try his hand at warlocking. When he achieves enough XP to attain 4th level, he must somehow create a new spell to gain his new class (and frankly, good luck to him).
Percentile Abilities: Surprise me. I have my own ideas about how things work, but I want to avoid codifying the skills too much. I'm willing to be persuaded by your cunning, clever or crazy rationales for using the skills.
Warlocks and Psi-Witches: Both classes will be subject to permanent 1% (or higher) deductions from an ability of the player's choice for gratuitous use of powers. Example deductions might include a Psi-Witch using Crowd Manipulate to control one or more beings for longer than his ESP score in hours, or a Warlock using Magic Attack instead of Great Feat to lift a huge boulder.
Warlocks can cast any spell memorized without rolling any dice. If desired they may roll Magical Attack to try for special effects, such as casting the spell silently, increasing its length or duration, or increasing its area of effect. The spell is lost if the Magical Attack roll is missed.
Critical Successes and Fumbles: At JM's option any roll of 95 or higher on any percentile check may result in a
critical fumble: pratfalls, foul-ups, stubbed toes, broken bones, public humiliation, private shame, and similar mishaps. If the Ability chances are 95-99 a fumble might occur on any failed check -- you're so awesome that you only fail spectacularly. If the chances are 100 or better a fumble may still occur on a roll of 00.
Similarly any percentile roll of 05 or less may be a
critical success determined by the JM, unless the success chances are only 05 or less, in which case the player should just be glad of his or her good luck to make the check at all.
(The references to the EC Group refer to the
Encounter Critical Yahoo Group. You'll need to join if you aren't a member already. It's cool, you won't regret it)
House RulesEasy Hurling rule for thrown weapons: Use Ranged ATT %. Maximum Range = 1/2 STR x 10'. -5% ATT per 10'
Grappling: see
this post.
Scare Rules: Per A1618, page 80-81
ReferenceCharacter SheetsBuck Pulsar / Rondo
The Creature / Wulfgar
Hobson Twofoot / Age of Fable
Quazarn the Arcane / Dr Rotwang
Zarko / Coffee
(Incommunicado
Gorgo Ubar III / Edsan
The Robodroid with No Name / Stuart)
General NotesTo get things in gear, let's stick with the PCs already made.
At the start I'm winging this. I have a bunch of scenarios brewing in my head, but I may end up ad libbing as well. I'll PM each of you with a rumor or two you've heard in your travels, and let your interaction direct things -- if you all decide not to nibble at my adventure hooks and that you'd rather spend your last remaining gold credits in the fleshpots of God City, I'll roll with that.