Wyrd of the Wanderer - House Rules

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Action Deck[edit]

Because this is PBP, we will not be using cards for initiative or anything else. Players should post their characters' actions as they are able, and if it is thematically or tactically necessary, I will rearrange the order of actions each time I update the thread.

Hindrances[edit]

Players that wish to take hindrances for RP flavor may do so, but they are worth no points.

I've had a hate on for this format for flaws since Skills and Powers tried it on at the end of AD&D's heyday. Aside from it being my personal peeve, however, it's just a nuisance to track/enforce hindrance penalties for a PBP game, so instead, I'm just starting folk with edges.

See chargen section for further details.

Range Zones[edit]

I'm not going to try to keep up a grid for a PBP game. Instead we will use zones to 'eyeball' where folk are when where folk are matters. I typically label zones as follows:

  • Engaged (Active Melee Combat - You are crossing weapons with somebody or something)
  • Melee (Close enough to strike with a fist but not yet engaged in combat)
  • Reach (Close enough to strike with a great spear or polearm - I only use this zone if it is advantageous to the player that I do so)
  • Close (Close enough to strike with a thrown weapon without taking a penalty)
  • Mid (Close enough to shoot without taking a penalty)
  • Long (Close enough to shoot with a penalty)
  • Out (Not close enough to attack with a long range weapon)

Miscellaneous[edit]

  • Readying a Weapon - This does not take an action if you have your weapon on or near you.
  • Ammo Tracking - Not a thing unless it would legit be thematically appropriate (like last stand at the Alamo or something)
  • Incapacitated/Injury/Fatigue - If a character sustains more than three wounds they will be 'taken out' of the conflict for the remainder of the scene, but I'm not going to fiddle with the injury table in a PBP game (nor am I particularly inclined to mess with fatigue - again unless it becomes thematically appropriate to do so)
  • Unhealed Wounds - If a wound is not healed in the allotted timeframe of the RAW, penalties will drop off either at a the end of the current scene or the end of the following scene depending on where we are in the first scene. This is neither terribly gritty nor realistic, but PBP . . .

Setting Rules[edit]

  • Critical Failure - We will be using the Critical Failure rules.
  • No Power Points - Every character will have access to magical powers via their Wyrd. Each Wyrd has specific powers associated with it, and you may use a number of powers per scene equal to 1 plus the number of ranks you have earned. Since starting characters in this game are considered Seasoned [rank 2] that means three uses per scene to start.

Gear/Wealth[edit]

Choose gear reasonable for an adventurer in a middle iron age era in a tribal society (that also occasionally raids from the Empire to obtain higher quality goods - same era). You will also start with 50 gold in addition to whatever gear you choose.

More specific details on gear may be found in the chargen section.

Languages[edit]

Each character begins able to speak their personal Clan's language as well as the formal tongue of the Clanclave (ritual language used when clans meet). Additionally, each character can speak the Imperial Trade Tongue.

High Imperial and other, more exotic languages have to be bought.

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