The Handler
Employer, 1 post Fri 3 Mar 2017 at 14:29 | [Rules] Recruitment and RulesThis thread is where we will discuss Recruitment, Character Creation, and the Rules.
First, Recruitment/Characters:
Player Cap
This game will currently be capped at 10 players. As we get used to the Inn format and the tools, I may increase this limit.
Adventure Start
Adventures will start when a GM determined minimum number have "signed up", and may have a cap on the number of adventurers, based on GM's discretion. Hopefully, for the smaller adventures or personal side-quests, I can run 1-3 concurrently. Characters not on a mission can also choose to bank crafting time, which also includes IC described downtime.
Character Creation Guidelines
This is effectively an Iron Kingdoms RPG Unleashed campaign, but I will allow characters from the Full Metal Fantasy game as well. If you want to mix careers between the two systems, please contact me privately to discuss your idea so I can approve it or not.
Characters will be built for the Soldiers of Fortune adventuring company, with 10 XP and 300gc extra for gear to start. Characters will be limited to carrying no more than 20gc as starting currency however.
Posting Frequency (Outside of Adventures)
I am hoping to keep this game moving along at a fairly good pace, so the general expectation is that all players are expected to post at least once every week when not actively in an adventure. Players not posting for more than 2 weeks will be asked if they wish to continue in the game. A player that does not respond to this message after 2 weeks will be removed from the game and a replacement will be solicited or chosen.
With advance notice these requirements can be lifted or changed temporarily.
Posting Frequency (Within Adventures)
I am hoping to keep this game moving along at a fairly good pace, so the general expectation is that all players are expected to post at least once every 3 days when actively in an adventure/combat. Players not posting for more than 3 days within Combat will have their action taken by the Narrator, and players not posting within 5 days will be asked if they wish to continue in the adventure. A player that does not respond to this message after 2 days will be used as an NPC or replaced if possible, and forfeits any XP awards for completing the adventure.
With advance notice these requirements can be lifted or changed temporarily.
This message was last edited by the player at 18:11, Mon 28 Aug 2017.
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Narrator
GM, 3 posts The voice of reason The messenger of destiny Tue 7 Mar 2017 at 15:10 | [Rules] Recruitment and RulesMature Content Rating
Just to cover our bases, I added the Mature Content tag to the game. I'll try to keep all game content in threads not visible to the public.
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Narrator
GM, 43 posts The voice of reason The messenger of destiny Tue 28 Mar 2017 at 12:10 | Passive Occupational SkillsWhenever a character is not actively using a skill that might need to be used in a check by me (the GM), I will be using a Passive Skill value equal to: STAT + Skill Rank + Minimum Dice
So for instance, If you have a Detection rank of 1, and a PER of 3, with normal dice, then your Passive Detection ability is 3+1+2=6. So anything requiring a Detection of 6 or less would automatically be noticed by you.
This will be used for any applicable skill that isn't actively being used. to minimize the number of rolls I might need to make on your behalf.
If a player has a skill critical to the adventure, a roll will be made on behalf of your character by the GM as needed, but again, I'm hoping to minimize this.
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Izaman
player, 44 posts Priest of Morrow Military Commander, Ret. Tue 28 Mar 2017 at 13:44 | Passive Occupational SkillsIn reply to Narrator (msg # 3):
I take it you're rolling for us, to avoid giving away information by asking us to roll?
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Narrator
GM, 54 posts The voice of reason The messenger of destiny Tue 4 Apr 2017 at 16:01 | Passive Occupational SkillsIn reply to Izaman (msg # 4):
If the roll is important, then I'll either ask in Private or roll on behalf of, but if it isn't, I'll use the Passive value as noted above.
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Narrator
GM, 60 posts The voice of reason The messenger of destiny Thu 6 Apr 2017 at 13:00 | [Rules] XP RewardsHow XP rewards will be calculated
The following awards replace those listed in the IKRPG Core Rulebooks.
Individual Awards
Condition | Reward |
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Participation Level 1: 5+ meaningful RP posts in IC per week | 1 XP per week | Participation Level 2: 1+ meaningful RP posts in IC per week | 1 XP per 2 weeks | Participation Level 3: 1+ meaningful RP posts in IC per 2 weeks | 1 XP per 4 weeks | Combat Participation Level 1: All Combat Actions taken by the player during the combat. | 1 XP per completed Combat, 2 XP if Combat requires more than 10 weeks. | Combat Participation Level 2: All but 1 (per 4 weeks of Combat) Combat Action taken by the player during the combat. | 1 XP per completed Combat that requires more than 4 weeks to complete. | Exceptional Roleplay Award (Narrator's discretion) | Max 4 XP/month |
Group Awards
Condition | Reward |
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Fulfilling a primary objective | 2 XP | Fulfilling a secondary objective | 1 XP | Teamwork Award (Narrator's discretion) | Max 4 XP/month |
This message was last edited by the GM at 18:33, Mon 28 Aug 2017.
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Relissyss
player, 43 posts Priest of Nyssor Ryssovas Fri 7 Apr 2017 at 17:07 | [Rules] XP RewardsIn reply to Narrator (msg # 6):
I assume you'll give indication as to when we are supposed to increment our XP?
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Narrator
GM, 74 posts The voice of reason The messenger of destiny Wed 12 Apr 2017 at 12:02 | [Rules] XP RewardsIn reply to Relissyss (msg # 7):
Yes that is correct. Probably no more than bi-weekly, and generally after a "mission", when the characters will have some down time.
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Narrator
GM, 75 posts The voice of reason The messenger of destiny Wed 12 Apr 2017 at 12:14 | [Rules] Refresher on ActionsActions
A character can act before or after his movement. A character cannot interrupt his movement to act.
A character does not have to make his actions all at once and can perform them in any order. For example, a character could make a ranged attack, reload, move, and make another attack.
There are three basic types of actions: quick, attack, and full.
During his turn a character can do one of the following:
1. Perform two quick actions.
2. Attack and perform one quick action.
3. Perform a full action.
Some abilities and benefits allow a character to make additional attacks or perform additional quick actions.
A character’s choice of movement during his turn may impact his choice of actions that turn.
Quick Actions
Quick actions are simple and fast movements that a character can perform in addition to more complex actions, such as attacking.
The quick actions that a character can perform include:
• Draw a weapon or item (including ammunition)
• Stow a weapon or item
• Reload a ranged weapon
• Pull a pin on a grenade
• Cast a spell
• Activate a runeplate
• Use a steamjack drive
• Use a skill or ability that requires a quick action
• Take cover or go prone
• Other fast, simple action at the Game Master’s discretion
Full Actions
The use of some skills requires a character’s full attention during his turn. A character making a full action during his turn can move but cannot also perform a quick action or make an attack.
Attacks
A character who attacks during his turn can make one melee or ranged attack. Some abilities, benefits, and special rules allow a character to make additional melee or ranged attacks. Remember that spells, including magic attacks, are cast as quick actions.
A character who can make more than one melee or ranged attack during his turn can divide them among any eligible targets. Completely resolve each attack before making another attack.
Mounting and Dismounting
A character must be B2B with his mount to get on its back. A character without the Riding skill must spend a full action to mount his steed. A character with the Riding skill can mount his horse as a quick action. When a character mounts his horse, remove his model from the table.
Whether trained or not, dismounting a steed is a quick action. When a character dismounts, place a model representing the character anywhere B2B with the mount. The character’s player chooses where the model is placed.
Movement
When moving a character, measure from where the front of a character’s base began the movement to where the front of the base is at the end of movement.
A character generally cannot move over another character’s base. A character can move through friendly characters, however, provided he can move completely past the other character’s base.
Advancing refers to any movement a character intentionally makes, rather than any movement caused by other effects such as being pushed or being slammed. A character can change his facing at any time during his advance, but when he moves he must always move in the direction he is facing. Changing facing by rotating in place does not cost any movement. A character who changes his facing is considered to have moved.
Terrain, spells, and other effects can modify a character’s movement and/or his SPD by reducing or increasing it. Modifiers to movement apply only to the character’s intentional movement, while modifiers to SPD apply whenever the character’s SPD is used to determine the distance.
There are three basic types of movement that a character can make during his turn: full advance, run, and charge.
Full Advance
A character making a full advance moves up to his current speed (SPD) in inches.
Run
A character who runs during his turn advances up to twice his current SPD in inches. A character who runs during his turn can make one quick action and cannot make attacks or full actions that turn. A running character cannot use his quick action to cast a spell. A character who forfeits his actions during a turn cannot run that turn.
Charge
A charging character rushes into melee and takes advantage of his momentum to make a powerful strike. A character who forfeits his actions during a turn cannot charge that turn. At the time a character declares a charge, he must also declare which enemy he is charging. A character cannot charge a friendly character. The character must have line of sight to his charge target. The character then advances his SPD plus 3˝ toward his charge target, in a straight line. The charging character stops if he contacts any obstruction, such as another
character or terrain he cannot move through. At the end of the charge movement, the charging character turns to face his target directly.
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