Post by Nekira Sudacne on May 19, 2006 23:19:27 GMT -5
General Rules
Changing OCC's
All skills, powers, abilities of the old OCC are frozen. They will remain so UNLESS selected again with skills from the new OCC. Skills from the new OCC are limited to OCC and OCC related only. The OCC skills begin upon the new OCC without the OCC bonuses. Upon achieving 0 XP OCC skill bonuses are applied and OCC Related skills are selected as normal. The new OCC is reduced to negative XP equal to the ammount required for 2nd level. Skills selected to unfreeze old OCC skills are NOT unfrozen until the new occ level surpasses the old. HP does not increace until the same event occurs. You need to be 3rd level or higher to change OCC, and you can't change to an OCC you don't meet the requirements for (so you can't become a chiang ku tattoo master unless you are already a chiang ku, and you can't become a mind melter unless you are already a master psi. and so on).
Spellcasting
Spellcasting requires a melee action and the PPE unless it is a ritual.
Teleportation Limitation
Teleportation cannot be used to escape from restraints or the grasp of an oponent. if the restraint is small enough and not attached to anything then the teleporter can teleport himself and the restraints (or restraining person) will come with them, otherwise teleprtation simply is imposible and it dosn't happen.
Questioning the GM
Do not ask the GM for information you missed during the game. If you arrive late or had to leave early the previous session, don't bug me during a session for the things you missed. There are usually between 6-9 players in my game, most of whom would be perfectly happy to explain everything you missed in much greater detail then I have time to do while I am running the game, so ask one of them. generally speaking I don't have enough time while GMing to also recap an hour or more of missed game. If you want to bug me for what you missed during the week and are lucky enough to catch me online to do so, that's great, but not during the game.
Timeliness
The Game will start on time. I have decided that it is unfair to those players who are responsible and punctual to have to wait for the players who for whatever reason are unable to show up on time for the games. Therefore from now on, all of my games will start promptly at the appointed time or as quickly thereafter as there is at least one player present. The game time is 9:00pm EST (nightbane 10:00pm EST) for those who are confused.
Absences
Absence without notification may result in loss of your place in the game. If a player does not show up for any games for a month or longer without sending me some kind of notification as to why they are not there, or at least that they will be back soon and still want to play, then I will have to assume that they have left the game and are not coming back. If players I thought had left do return before I have given their spot to someone else they can just jump right in, however if the spot is filled they are out of luck. So notify me if you intend to come back, and tell me about how long you expect to be gone.
Weight problems
In spells, abilities and psionics the term weight is now considered to be mass. This is to prevent several loopholes in the game(such as using weightless on a thermonuclear warhead and using teleport:lesser...)
Character Powers
If you have a problem with something the GM chooses to give to a character, you take the issue up with the GM, not the receiving player.
Spell Costs
As most regulars know ANYTHING non-tech can be bought at hoi wan mo's shop. This includes increaesed stats, ect. All of these are purchased at book prices usually unless Ed specifically wants to add a modifier. The one exception is spell costs. Cost are as following:
1st - 5,000
2nd - 10,000
3rd - 20,000
4th - 30,000
5th - 50,000
6th - 70,000
7th - 90,000
8th - 120,000
9th - 160,000
10th -200,000
11th -250,000
12th -300,000
13th -350,000
14th -400,000
15th -450,000
Legend - 700,000
+10% for offensive
+20% for metamorph/summoning
+30% for specialized spells available to common spell casters(mystic bulwarks, fulmination, shadow ect)
+40% for specialized spells that are class specific spells (where applicable. Necromancy being the obvious, cloud magic as well)
Character Creation Rules
1. Remember that I am the GM. I wish i didn't have to put this in but players keep argueing with me about my campaign, about the rules, about their characters, about physics, and
try to sneek things in that I told them not to have in their characters. If you are the kind of person who is going to do that (and i'm not saying you are, but i've had players
curse me out over stupid little things) then don't waste my time or yours.
2: We are the good guys, well more or less, but we try to be
3: We are a magicaly and psychicly strong party, this does not mean I am telling you not to be a mage or psychic; I'm just suggesting that you keep this in mind, there are several likely weakness in a party that becomes over specialized, as i find them i will exploit them.
4: The campaign spans the entire megaverse but tends to spend most of it's time near Two Moons in the Rockies (go figure.)
5: The year is 116 PA. Time terribly important in this campaign however.
6: Almost any character from almost any game is acceptable, however remember that this is rifts and some characters can get stomped to death accidently in even light combat. Starting levels are 1-5 higher levels may be negotiated for.
7. NO GLITTER BOYS, I personally don?t have anything against them but so far we have had 4 GB PCs in the campaign and none have lived longer than 2 sessions, the other players always gang up on them and either drive them off or pick a fight with them and kill them, so no GBs.
8. ABSOLUTELY NO ultra tech/super magic/ mega power or whatever other super items you may want your character to possess. If it isn't in a book or of comparable power to something in a book that the character can have starting off then don?t even bother asking you can't have it. Rune weapons and similar items can be negotiated for, and anything can be purchased later.
9. I want a COMPLETE character sheet including ALL of the character's attributes, bonuses, and abilities. I want a COMPLETE list of all spells and psionic powers and everything else.
I want to know ALL of the equipment the character has including stats for any vehicles they possess, and any modifications made to them.
10. DO NOT try to sneak things past me. If you don't tell me about it or include it in your character sheet your character cannot do it. I hate people trying to sneak things into a campaign, I'm usually ore than willing to let you have it (or let you acquire it) if you ask, but I won't let you have it if you try to slip it past me.
11. Yes you can use home brewed characters, weapons and equipment, however we will need to discuss any home brew items or characters before I let them in.
12. I would like to have a history of your character so that I can arrange for it to agree with the lay of the land in the campaign, this is my campaign it is not whatever campaign your character originally came from so histories, governments and powerful beings may differ greatly.
13. If you have an issue with what I the GM, the person deciding game balance, the person responsible for making your lives a living hell whenever I see fit, decide to give another player, you adress that compaint to ME, ONLY TO ME, NO ONE ELSE. because it's my job to make my players lives difficult, not yours.
These are my rules. Anyone who can't live with them can play a different game
Ed3
"Imagination is more important than knowledge"
-Albert Einstein
Changing OCC's
All skills, powers, abilities of the old OCC are frozen. They will remain so UNLESS selected again with skills from the new OCC. Skills from the new OCC are limited to OCC and OCC related only. The OCC skills begin upon the new OCC without the OCC bonuses. Upon achieving 0 XP OCC skill bonuses are applied and OCC Related skills are selected as normal. The new OCC is reduced to negative XP equal to the ammount required for 2nd level. Skills selected to unfreeze old OCC skills are NOT unfrozen until the new occ level surpasses the old. HP does not increace until the same event occurs. You need to be 3rd level or higher to change OCC, and you can't change to an OCC you don't meet the requirements for (so you can't become a chiang ku tattoo master unless you are already a chiang ku, and you can't become a mind melter unless you are already a master psi. and so on).
Spellcasting
Spellcasting requires a melee action and the PPE unless it is a ritual.
Teleportation Limitation
Teleportation cannot be used to escape from restraints or the grasp of an oponent. if the restraint is small enough and not attached to anything then the teleporter can teleport himself and the restraints (or restraining person) will come with them, otherwise teleprtation simply is imposible and it dosn't happen.
Questioning the GM
Do not ask the GM for information you missed during the game. If you arrive late or had to leave early the previous session, don't bug me during a session for the things you missed. There are usually between 6-9 players in my game, most of whom would be perfectly happy to explain everything you missed in much greater detail then I have time to do while I am running the game, so ask one of them. generally speaking I don't have enough time while GMing to also recap an hour or more of missed game. If you want to bug me for what you missed during the week and are lucky enough to catch me online to do so, that's great, but not during the game.
Timeliness
The Game will start on time. I have decided that it is unfair to those players who are responsible and punctual to have to wait for the players who for whatever reason are unable to show up on time for the games. Therefore from now on, all of my games will start promptly at the appointed time or as quickly thereafter as there is at least one player present. The game time is 9:00pm EST (nightbane 10:00pm EST) for those who are confused.
Absences
Absence without notification may result in loss of your place in the game. If a player does not show up for any games for a month or longer without sending me some kind of notification as to why they are not there, or at least that they will be back soon and still want to play, then I will have to assume that they have left the game and are not coming back. If players I thought had left do return before I have given their spot to someone else they can just jump right in, however if the spot is filled they are out of luck. So notify me if you intend to come back, and tell me about how long you expect to be gone.
Weight problems
In spells, abilities and psionics the term weight is now considered to be mass. This is to prevent several loopholes in the game(such as using weightless on a thermonuclear warhead and using teleport:lesser...)
Character Powers
If you have a problem with something the GM chooses to give to a character, you take the issue up with the GM, not the receiving player.
Spell Costs
As most regulars know ANYTHING non-tech can be bought at hoi wan mo's shop. This includes increaesed stats, ect. All of these are purchased at book prices usually unless Ed specifically wants to add a modifier. The one exception is spell costs. Cost are as following:
1st - 5,000
2nd - 10,000
3rd - 20,000
4th - 30,000
5th - 50,000
6th - 70,000
7th - 90,000
8th - 120,000
9th - 160,000
10th -200,000
11th -250,000
12th -300,000
13th -350,000
14th -400,000
15th -450,000
Legend - 700,000
+10% for offensive
+20% for metamorph/summoning
+30% for specialized spells available to common spell casters(mystic bulwarks, fulmination, shadow ect)
+40% for specialized spells that are class specific spells (where applicable. Necromancy being the obvious, cloud magic as well)
Character Creation Rules
1. Remember that I am the GM. I wish i didn't have to put this in but players keep argueing with me about my campaign, about the rules, about their characters, about physics, and
try to sneek things in that I told them not to have in their characters. If you are the kind of person who is going to do that (and i'm not saying you are, but i've had players
curse me out over stupid little things) then don't waste my time or yours.
2: We are the good guys, well more or less, but we try to be
3: We are a magicaly and psychicly strong party, this does not mean I am telling you not to be a mage or psychic; I'm just suggesting that you keep this in mind, there are several likely weakness in a party that becomes over specialized, as i find them i will exploit them.
4: The campaign spans the entire megaverse but tends to spend most of it's time near Two Moons in the Rockies (go figure.)
5: The year is 116 PA. Time terribly important in this campaign however.
6: Almost any character from almost any game is acceptable, however remember that this is rifts and some characters can get stomped to death accidently in even light combat. Starting levels are 1-5 higher levels may be negotiated for.
7. NO GLITTER BOYS, I personally don?t have anything against them but so far we have had 4 GB PCs in the campaign and none have lived longer than 2 sessions, the other players always gang up on them and either drive them off or pick a fight with them and kill them, so no GBs.
8. ABSOLUTELY NO ultra tech/super magic/ mega power or whatever other super items you may want your character to possess. If it isn't in a book or of comparable power to something in a book that the character can have starting off then don?t even bother asking you can't have it. Rune weapons and similar items can be negotiated for, and anything can be purchased later.
9. I want a COMPLETE character sheet including ALL of the character's attributes, bonuses, and abilities. I want a COMPLETE list of all spells and psionic powers and everything else.
I want to know ALL of the equipment the character has including stats for any vehicles they possess, and any modifications made to them.
10. DO NOT try to sneak things past me. If you don't tell me about it or include it in your character sheet your character cannot do it. I hate people trying to sneak things into a campaign, I'm usually ore than willing to let you have it (or let you acquire it) if you ask, but I won't let you have it if you try to slip it past me.
11. Yes you can use home brewed characters, weapons and equipment, however we will need to discuss any home brew items or characters before I let them in.
12. I would like to have a history of your character so that I can arrange for it to agree with the lay of the land in the campaign, this is my campaign it is not whatever campaign your character originally came from so histories, governments and powerful beings may differ greatly.
13. If you have an issue with what I the GM, the person deciding game balance, the person responsible for making your lives a living hell whenever I see fit, decide to give another player, you adress that compaint to ME, ONLY TO ME, NO ONE ELSE. because it's my job to make my players lives difficult, not yours.
These are my rules. Anyone who can't live with them can play a different game
Ed3
"Imagination is more important than knowledge"
-Albert Einstein