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QUESTIONS AND COMMENTS
Mutants & Masterminds is a new game system and this will be my first time running a campaign with it. It's possible that, during the course of the campaign, I will make errors or have a different interpretation of the rules than a player. If you have any questions regarding a ruling or comments about the campaign, please post them in the "Campaign Discussion" thread. I will work with players to resolve any differences or problems in an fair manner. This is a game, and it's meant to be fun for everyone.
POSTING
The Gifted will be an online campaign using Roleplay Online. The following summarizes the guidance for posting in the Gifted game forum.
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I am asking that all players commit to at least one posting per day to keep things moving. I will post updates for all players at least once per day (usually in the evening), and possibly more frequently depending on my availability. Players that expect to be away and unable to post should contact me and let me know.
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All posting on the game threads must be in character. Out-of-character chatting is encouraged in the "OOC" thread.
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All communications between players on the game threads, including private messages, will be considered audible and subject to listen checks by NPCs. Discussion of gameplay in the "OOC" thread may also be subject to NPC listen checks. NPC listen checks will have an appropriately high difficulty if players state that they are whispering to each other. Characters may communicate privately through use of the Innuendo skill, through sign language, or through powers such as Telepathy.
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I would like to use a consistent standard for messages in the game threads. In-character actions should be in normal text. In-character dialogue should be in italics using the <i> </i> tags. Out-of-character actions and dice rolls should be in red type using the <Red> </Red> tags. For example, a typical post should look like:
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Lazarus eased open the door and peered into the murky light of the room. He was sure that the creature had come this way. He cleared his mind and reached out with his senses, even as he taunted his adversary.
"That's a very clever trick... but it won't save you from me."
Lazarus takes a 5' step into the room and performs Spot and Listen checks.
15:59, Today: John Lazarus rolled a 23 using 1d20+12. Listen check.
15:57, Today: John Lazarus rolled a 28 using 1d20+14. Spot check.
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For reasons of efficiency, the GM will make all initiative rolls when combat occurs. The GM will post the players' initiative order, and will indicate whether any players have a surprise round. The GM will also post a map with grid references to aid players in visualizing combat actions. Once initiative has been posted, players will post their actions for the first round. Once all actions have been posted, the GM will summarize the results of the round and update the tactical map. Players will then post actions for the second round, and the process will continue in this manner until combat ends. If a player does not post their action within 24 hours of a GM update, their action will be considered held and they will drop to the bottom of the initiative order.
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Verbal abuse of other players will not be tolerated. Players will only get one warning.
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WEALTH
The Mutants & Masterminds ruleset does not have extensive rules for wealth and equipment. It follows a four-color comic convention in which super-heroes don't worry about jobs or money. Not so for players in the Gifted world. We will be utilizing a streamlined wealth and equipment system in the campaign.
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Players will be assumed to have sufficient wealth to take care of basic necessities (housing, food, clothing).
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More significant purchases (vehicles, buildings, equipment) will require sufficient funds. The player and GM will agree upon the price of any proposed purchases.
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Players will find many opportunities to accumulate wealth. They may hire themselves out to others. They may collect spoils from certain adventures. They may even take a profession (subject to GM approval).
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GAMEPLAY
The following summarizes additional house rules for the Gifted campaign.
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Lethal Damage - All super power attacks will do lethal damage unless they are "pulled".
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Pulling a Homer - Normally, an attack roll of "1" results in an automatic failure. In the Gifted campaign, if a "1" is rolled on an attack the player will re-roll the attack. If the re-roll results in a natural "20" then the player has "pulled a Homer", making a spectacular error that miraculously results in a successful attack on the opponent.
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All words, pictures, characters, tiles and just about everything else was created by and is copyright Stephen Rice and Electric Comics, 1996
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Bytes and Bandwidth by Saturn5
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