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OC: Rules of the Game
Posted: Sun Mar 24, 2013 7:54 pm
by rydi
Rules and conventions for playing the game are listed here. Posts 2-3 in the thread catalogue the rules, and the rest are for discussion. Old discussions may be deleted after topics are resolved to streamline the thread.
Posted: Sun Mar 24, 2013 7:56 pm
by rydi
Character Creation Info:
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Base Character Creation
Attributes - 6/4/3
Abilities (max rating 3, Adventure! list) - 23
Backgrounds - 6
Willpower - 3
Power Stat - 1
Freebies - 15
Transformation Points - 20
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Unified Point Chart
Freebies Pts
Attribute 5
Ability 2
Specialty 1
Background 1
Willpower 2
Inspiration (max 2) 3
Psi (max 2) 5
Quantum (max 2) 7
Transformation Pts
(All)
2 Attribute Points 1
5 Ability Points 1
4 Background Points 1
Background Enhance 1
(Inspired)
2 Willpower 1
1 Inspiration (max 5) 1
Knack, Heroic 2
Knack, Other lvl 1-3 1 x Lvl
2 Ability Mastery 1
(Psion/Psiad)
1 Willpower 1
1 Psi (max 5) 3
Aptitude Modes 2
Auxiliary Modes 4
Psiad Modes 3
(Nova)
1 Willpower 1
1 Quantum 5
Mega-Attribute 3
Enhancement 2
Quantum Power lvl 1-3 1/3/5
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Experience pts new
Attribute x4
Ability x2 (3)
Willpower x1
Background x2 (2)
Speciality (1)
-
Inspiration x4
Knack, Heroic 10
Knack, other, lvl 1 8
Knack, other, lvl 2 12
Knack, other, lvl 3 16
-
Psi x6
Aptitude Mode x5 (7)
Auxiliary Mode (10)
Psiad Secondary Mode x7 (10)
-
(All nova traits x lvl purchased)
Quantum x8
Mega-Attribute x5
Enhancement* x3
Power, Lvl 1 x3
Power, Lvl 2 x5
Power, Lvl 3 x7
Body Modification as listed
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Miscellaneous
Alternate species may purchase body modifications from aberrant regardless of "type", Enhancements, and may purchase attributes over 5 or mega-attributes to 1 (as appropriate to species). In some cases, nova powers may also be appropriate; these should be judged on a case by case basis, with Inspiration/Psi used in place of the Quantum prerequisite. When purchasing these alternate species traits, the character may be assigned flaws and aberrations paired to with them, reducing the cost of traits by a variable number of points based on the severity of the flaw and the inconvenience it represents. Flaws convert to TP's at a rate of 4:1, and aberrantions are worth 1-2 flaw points per level.
Enhancements are purchased at 3 x the number of enhancements you will have in the mega-attribute category after purchase.
Inspired may purchase knacks from any 2 categories, but may never have more Knacks in their "Secondary" category than they have in their "Primary" category.
Psions/Psiads do not use normal rules for Psi. They begin with 1 dot, and may purchase more to a maximum of 5 at character creation. They use Psi + (wilpower) when rolling to activate powers.
Psiads are more versatile, but less powerful, than Psions; for full rules see (Aberrant Player's Guide p 61)
Multiple actions are limited, .... (to be determined, with tentative rules listed below)
Split dice pools are limited to the number of limbs a character has and otherwise function as per standard rules. Additional actions granted by specific traits are limited to 2 extra actions.
Posted: Sun Mar 24, 2013 7:58 pm
by rydi
Reserved for Rules
Posted: Fri Mar 29, 2013 2:31 am
by rydi
I made a slight error on the chart. Willpower with freebies is supposed to be 2pt per dot. People should adjust accordingly.
Posted: Tue Apr 02, 2013 11:36 pm
by rydi
So, I strongly suggest that secondary skills be used only in instances where they differ sharply from the base skill set, or a character just really wants an independent rank in them.
I recommend instead that most secondary skills be used as specialties of their appropriate skills (science-demolitions, firearms-heavy weapons). Some things might even require the specialty for use or utilize a different attribute (firearms-gunnery) than normal, but the skills are so narrow and dilute the character sheets so much that it doesn't seem worthwhile to make them full 5-dot skills.
Just my two-cents.
Posted: Wed Apr 03, 2013 11:33 pm
by Amseriah
Are we going with the standard max of 7 pts in flaws?
Posted: Thu Apr 04, 2013 3:22 am
by rydi
its actually 10 for aberrant, and that is what i ran with when telling people to make their stuff
Posted: Fri Apr 19, 2013 8:28 am
by Rusty
Thread Creation:
Threads with episode titles are main plot threads for each "episode". Please do not post threads that look like they are episode threads.
Please DO post a thread for your characters for their "stomping grounds," wherever your character spends time and which would be a good place for other characters to interact with them.
We will try to keep everything directly related to a week's plot thread in that plot thread, see cheyne's aberrant game for inspiration.
If you feel that you need a side location for non-main plot related stuff, or if I post a side plot, we use the following format:
[IC] Ignac's Bedroom, Stardate 548.1.5
The brackets allow the use of colons without becoming visually taxing.
The location first shows that it is not an episode thread itself.
The stardate is synchronous with other stardate linked posts, such as the episode in question. If you would like to set up an interaction with another character, for example, that is not happening "simultaneously" with an episode, you may do so, using different days. There will usually be a few days between episodes, though the first two or three happen back to back. You do not need to account for your time rigorously, but if you are marooned on a desert planet for stardate 548.1.5, you probably shouldn't also be in Ignac's bedroom.
Once we've settled down a bit, I'm going to post a general IC bsing room. Think about what kind of location your character would be in that would be where someone could seek him out.
Posted: Fri Apr 19, 2013 10:55 am
by Liquidprism
So, are you asking us to create a 'stomping grounds' thread for our characters ASAP, or are you saying we should only make one when they become relevant?
I call the Med Lab.
Posted: Fri Apr 19, 2013 8:26 pm
by Liquidprism
I made a post. i am not sure however of the proper formatting for these threads. How do you want us to notate the difference between actions, and narrative specifically. You notice in my post that its pretty much all narrative. I'm hoping that this is okay for the 'beginning' post, but would like some clarification for the future.
Posted: Fri Apr 19, 2013 9:47 pm
by Avilister
My vote is that everything should be narrative all the time always. Denoting actions as something seperate is not something that is done in PbP games anymore, and for me, it really breaks the flow of a post. We're writing a book together. Leave it formatted like a book.
Posted: Fri Apr 19, 2013 9:55 pm
by Liquidprism
I agree.
Posted: Fri Apr 19, 2013 11:04 pm
by Rusty
Casually sipping his boba tea, Gideon reviewed the new posts since he had departed for date night. The powerful imagery of the film, the delightful date, the delicious dinner, all of these things rested just behind his consciousness giving him an overall sense of calm, completeness, and excitement about the near future. He thought to himself, How do we designate the narrative? Fuck if I know, Josh, let's do what comes natural. Perhaps a formal response would be too much, maybe something mostly snarky and somewhat offbeat would entertain and inform in equal measure. Gideon typed in a response.
"Let's use narrative as much as possible, distinguishing special forms of communication with symbols as naturally as we can, probably using italics for inner monologue but perhaps also for telepathy, and use quotes for dialogue. Let's try to model things after the way that Cheyne and Steven have been doing things on rPol. You and I have a lot of history in chat engine based games, but this is different, more grown up, better."
Gideon let that sink in. It was clear, concise, and matched up with what had already been done. He knew that the coming days would test him as a GM, but he had no idea how far they would push him, to what extent his abilities would be tried, or of the dire consequences for failure, or success. No, ignorant of these future events, Gideon sat back and sipped his tea again, content that the evening had gone well, and that the night was yet young.
Posted: Fri Jun 21, 2013 10:47 am
by Rusty
Distance
I currently have no intentions of actually producing schematics or maps of the Endeavor.
So far, in Episode 1: Pilot, we have used narrative control over the time it takes to move from one scene to another.
This "game" is far more like a novel than a conventional RPG, and as Avilister points out to his credit, we are co-writing this game.
The distance between two locations within the ship is that distance that is most dramatically appropriate.
The distance between two locations outside the ship, or between an outside location and the ship itself will be specified if important. If you are on a mysterious planet solving crimes, you should not drop by your quarters for a fresh shirt on your way to the next crime scene.
Winning in this game is measured not by your success at all tasks, but at the successful telling of a dramatic story. Blatant metagaming and abuse of the distance mechanic will take away from everyone's enjoyment of the game.
That said, use distance and travel time to help tell an interesting and dramatic story. Randomly appearing at the time of this writing to help Exemplar in her fight against Scar would NOT be dramatically cool, or at least that's this writer's opinion.
Don't hesitate to consult with other players you perceive as being "primary" in a thread to see if your arrival is appropriate or not.
Sometimes we'll have multiple threads going at one time. This may be to separate out a side plot or a background story. Do pay attention to the content of these threads, and the first post in particular. If you are gone for a while and come back and click on a sideplot looking thread that shows Challx and Ignac grocery shopping together and decide to have your character jump in from the current main episode to rally their help in your current problem, it might be important for you to know that this thread is dated 30 years in the past.
That said, getting involved in each others side threads or back stories is part of the fun. Just as with distance, keep Time in mind as well. And above all, have a fun, dramatically appropriate time.
Posted: Sat Jun 29, 2013 2:16 pm
by Rusty
For the two part series opener, while people are getting used to their characters and to playing, I'm giving a flat 5 xp per episode.
As we transition into future episodes, the xp reward will change to 1xp per post per day. This method provides a great deal more xp than the first two episodes, and is intended to encourage an increased level of involvement.
If a substantial increase in posting rates occur in the near future, during episode 2, we may switch over to the second method early.
Just because a post on a given day is the only one that day that is rewarded with xp, doesn't mean that further posting is not a good idea. Exceptional roleplay and exceptional posters will receive further xp awards.