Nat 20's and 1's: In my games there is a chance for even a 1st level character to impale a dragon through the heart against impossible odds as well as a 20th level rogue tripping and landing flat on his face. Roll a nat 20 and the accomplishment will go above and beyond whatever you are trying to attempt. Roll a nat 1 and it's an automatic failure, regardless of your base attack or skill ranks. Even gods can screw up.
Magic: Magic does not exist on Earth. That means feats, items, skills and anything else magical DOES. NOT. EXIST.
Armor: As this is a more modern setting most people in the world do not walk around with armor of any kind. Bullet Proof Vests are considered Light Armor and provide an AC of +2, Max Dex of 5 and AC penalty of -1. Only those with Profession (Soldier, Bouncer, Fighter, Law Enforcement) will receive Armor Proficiency (Combat Armor). Combat Armor is considered Medium armor and provides a +5 AC, Max dex of +2 and an AC Penalty of -4. No one has access to heavy armor of any kind.
Traits: 2 traits, 1 flaw. Additional traits are earn via playing the campaign. These are rewards or affects your characters will gain depending on their actions in the campaign.
PC vs PC Diplomacy Checks: This will not be allowed to force players to think or behave a specific way. You must convince them with traditional means of roleplay.
Feats: Feats are gained as normal, but additional feats may be awarded by group/character play. Bonus feat awarded at 1st, 5th, 10th, 15th and 20th level.
Feat Tax: I will be using the system suggested here.
Unarmed Attacks: All unarmed damage do 1d3 points of lethal. Warriors, who in this story will be athletes or soldiers and the like, will do 1d4 lethal unarmed damage. You have the option to do lethal or non-lethal with unarmed attacks.
Combat: Players will be given one day to post their turn in combat. By the end of day if a player has not taken their turn, they will be put on delay and combat will proceed normally. GM will roll all initiative rolls to keep from breaking the flow of the PbP.
Player Death: In the event of a players death, that is the end of their journey (If there is no chance to get a revival/reincarnation). This also means your participation in the campaign is done. No re-rolling of characters will be permitted. This is to allow other outside players a chance to participate in the campaign.
Party Wipe: In the event of the death of the entire party, a new recruitment will be held. You will be allowed to submit a new character then, but only then.
Character Creation:
-->Attributes: I like high powered games so start off thus; start off with 1 auto 18. Roll 3d6, reroll 1's, drop the lowest dice and add 6. Do that 5 times and you have a set. Do that as many times as you want until you arrive at a set that you like (max of 25 times). You must accept stats as a set, no mixing and matching.
-->Starting Level: Aristocrat, expert and Warrior, 2nd level. Eventually you will be able to 'prestige' into character classes.
-->HP: Max.
-->Starting Cash: This will be based entirely on your character background, class and current profession. This means I will tell those who are accepted into the game how much money they have access to.
-->All archetypes allowed (When classes become unlocked).
-->Books allowed: All Pathfinder with the following exceptions; No Occult Adventures or 3PP. Starfinder (very limited, case-by-case basis.)
-->Skills: We will be using the Starfinder skills with the craft skill added. Mysticism is now based on INT, not WIS.
-->Variant Multiclassing: No.
-->Firearms: Guns everywhere.
-->Races allowed: Human.