Ground Rules

This will be the page which tells you how to do the stuff. And the things.

World:
This campaign will be an extremely open world with very little guiding from the DM. There are many quests for you to embark on and most of them are interconnected. Due to this fact we will utilize this site a lot in order to keep everything organized. As all of you know, I like to plan ahead and give you what you need to solve traps and puzzles or complete a quest before hand. Sometimes a lot before hand. Thus the necessity of this. You will need to keep organized and updated as we go in order to complete the campaign and win at life in general. You have all been shown how to use the site so I expect you to. Mercilessly. You will keep track of your character, adventures and items here and on paper if you desire.

Combat:
Combat has been revised to run faster. First, There will be an Initial Information Period. The IIP is when each of you get to make one check for information just before combat. Use this time to get a lay of your surroundings and anything you can use in battle. The exceptions to this is if you are surprise attacked, in which you are flat footed and do not gain the IIP, or if the enemy does not see you and you can take more time to make more checks for information. Now you will have seven seconds to decide what to do, then you will roll for both attack and damage, assuming you hit. Initiative will decide who I ask what they did first. In that seven seconds you are allowed to communicate unless deemed otherwise impossible. i.e.. If one person is across the mountains. Not ok. Use this communication time to come up with better solutions in combat then “I hit it.” Use your surroundings to trap or maim. Use your companions to preform combo attacks and deal extra damage.

Combos:
Combo moves are attacks preformed with other players together in order to attain damage that would not be possible separate. This will require a degree of thought and strategy. While any one can call for or request a combo, more advanced combos will likely need to be called for by the combat leader (more on that below). Combos are specifically designed to bring team work and be awesome. If a combo is preformed well I will reward you with a very descriptive story good enough for the hall of kings.

E.P.I.K.s:
Especially Practiced and Innovative Kills. or E.P.I.K.s are marks gained from preforming successful combos. For every successful combo, each player involved in the combo will receive an E.P.I.K. mark. After a player gains three E.P.I.K. marks a special attack becomes available that deals devastating amounts of damage. Each mark after three will make the E.P.I.K. attack more deadly. E.P.I.K.s can also be used in combos as well, allowing for E.P.I.K. combos that will lay waste to enemies. The only requirement for E.P.I.K. combos is that each player in the combo have the same number of marks.

Leaders:
With so many people participating it seems necessary for one player to be a leader of the group, at least during combat. This leader will be chosen during the IIP and once chosen takes on special responsibilities and gains some benefits. The leader will be allowed to make 3 checks during the IIP. They will also be in charge of giving orders to the group as they see fit in order to help combat. As such they will also be able to call for more advanced combos that involve 4 – 10 players. Or even a series of combos that create a super combo. Leadership will take an outstanding grasp of the situation, the skills and abilities of their fellow players, and creativity.

Communication:
As stated above, this campaign is fairly complex and open. Be sure to use the forum, wiki pages and adventure log to keep in communication with each other to determine goals and how to get there, to figure out puzzles and items. Once again, it is highly suggested that you keep up with your adventure log, probably during round, in order to remember important details. Make sure your information for your character remains updated or you will suffer from my lack of knowledge.

Camp Fire Time:
As communication is so important I will try to provide the group with ‘Camp fire time’ at the end of each session. Basically this is a few minutes at the end where the group rests and sit together at the end of the day (or in the middle of a dungeon, whatever) in order to discuss what happened and what might be best to do next. This will also be a time for adventure logs.

Experience:
Experience will be decided by me and be based on kills, complexity of combat, and consistency of presence. If your character or group happens to do something mega awesome so you level and others don’t, you gained the experience and leveled. Deal with it.

Starting level:
I greatly enjoy risk, lethality, and deadly traps and people. For this reason you will all be starting at level 10. This is not a good thing. Good luck.

Death:
Because I feel it is unfair to throw kittens to the lions, it will be impossible for any of you to die for the first three levels. I will use my awesome Dm powers to save you from your own idiocy. After that the difficulty and cruelty will increase exponentially to ensure I am amused by your suffering. Death is very very bad. Just don’t do that. You will go down a level if you do. And need to be resurrected. When you reach level 0 you are super dead and can’t come back. So don’t.

Creativity:
As you know, I love creativity, so if you want a special weapon to work toward and build or want to make an army or your own guild, talk about it and we shall see what we can do.

Goals:
Make no mistake, my ultimate goal is to make every single one of you unbelievable awesome. Just short of that is my goal to cause chaos, suffering and lingering psychological trauma for years to come. I am a fair, but fickle DM. Fair as in you won’t die for the first three levels to give you time to learn. Fickle as in if you abuse my kindness and be a moron out off immortal arrogance then I will kill you. Then your character.

Ground Rules

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