Another Step Beyond (Inactive)

Game Master MaUC

A new take to the old "One Step Beyond" campaign... New GM! New players! New rules! Mostly...

Current Initiative Order:

N/A


We'll mostly be using Lemmy's houserules, since I was part of their creation and am currently using them in my other games, but we can always change and adapt them however we see fit.

Houserules should always be a group decision, so I'm all ears for your suggestions and criticism.

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General Combat Posting Rules:
Keep in mind that if you're next to each other in Initiative count, you can switch attack order if you want. If you post more or less simultaneously, I'll follow the "official" Initiative order and allow whoever goes second to change his action if something relevant happens (e.g.: the first guy kills the second guy's target).

Additionally, you have 24h before I simply skip your turn. I don't count weekends or holidays, though.

Last, but not least... If I have to allow others to control your character or skip your turn twice in a row, I'll start allowing other players to decide your character's actions as soon as your turn comes up for the rest of the combat. And wait only 12h before skipping your turn.

Initiative Rolls Template:

[dice=Brother Cyrus]1d20+8[/dice]
[dice=Shea]1d20+8[/dice]
[dice=Tai Leng]1d20+2[/dice]

[dice=Enemy]1d20+3[/dice]

Campaign Rules & Guidelines

Notable NPCs & Locations

Campaign Inventory

Other Allowed Homebrew Material:

Revised Fighter - Fighter's Combat Prowesses

Revised Rogue

Revised Monk

Lemmy's Revised Shifter

Lemmy's Mage Base Class

Lemmy's Homebrew Feats & Gear Emporium

Lemmy's Custom Weapon Generation System (there'll be some limitations with this one, though)

Other homebrew may be allowed on a case-by-case basis. Let me know if you have something in mind.