- Posting Speed
- Speed of Light
- Writing Levels
- Douche
- Preferred Character Gender
- No Preferences
......URBAN BLADE
Rapture City - home of the paranormal and demonic. Gateway to hell and stairway to heaven. A place of gunslingers, street-scum and ass-kicking preachers. A city beyond the law and beneath the radar.
In this town anything can happen, and you can go from rags to riches with blood on your hands.
Mafia bosses summon demons in their penthouses. Crack-addicts raise Undead in the sewers. Giant spiders hunt in back alleys and mad scientists build robot assassins.
You name it, we've got it.
The city is warzone and playground. And between the street gangs and the monsters are just a few heroes who can change things for the better.
Welcome to paradise. Keep a round in the chamber.
<table align=center><tr><td>RULES
--- This is a Modern D20 game - basically D&D with guns, cars and rock&roll. We'll be using the D20 Modern rules.
--- You play a group of convicts sprung from jail and given one chance for freedom - a chance that involves getting across a city full of rival gangs, demonic cults, vigilantes and mutants. Oh, and you've each got a bomb in your head.
--- Starting Level is 1.
--- All dice rolls must be made via the Iwaku Dicebox. Click below for Dicebox help.
We'll be using the Dice Box for our rolls. It can be found here.
When writing a post, use the dice box for any rolls you have to make. The code is /roll _d_, with the first space being the number of dice, and the second space being the type of dice. For example /roll 1d6, /roll 1d20, etc. Both numbers are needed for the code to work.
DO NOT USE A CAPITAL D. ONLY A LOWER CASE D WILL MAKE THE ROLLER WORK.
All rolls must have a description posted first, so that anyone who reads the dice box can see what you're rolling for. Also include your bonuses in this description (see example).
You can make test rolls if you like. Just post the word "TEST" before you make the roll.
I will be checking the dice box logs when I read your posts. Any rolls that don't fit what you've posted or don't have a description before them in the Dice Box will be assumed invalid and I will penalise you in-game for being a big cheating poopy head.
When writing a post, use the dice box for any rolls you have to make. The code is /roll _d_, with the first space being the number of dice, and the second space being the type of dice. For example /roll 1d6, /roll 1d20, etc. Both numbers are needed for the code to work.
DO NOT USE A CAPITAL D. ONLY A LOWER CASE D WILL MAKE THE ROLLER WORK.
All rolls must have a description posted first, so that anyone who reads the dice box can see what you're rolling for. Also include your bonuses in this description (see example).
You can make test rolls if you like. Just post the word "TEST" before you make the roll.
I will be checking the dice box logs when I read your posts. Any rolls that don't fit what you've posted or don't have a description before them in the Dice Box will be assumed invalid and I will penalise you in-game for being a big cheating poopy head.
<table align=center><tr><td>1. Choose an Occupation (what you were before you were thrown in jail) and a Class. Together this will be your role in the story, i.e. "Tough Law Enforcer", "Smart Academic", "Dedicated Explorer".
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2. Use the Dice Box to roll your Stats (Strength, Dexterity, Constition, Intelligence, Wisdom, Charisma). Roll 4D6 per stat and subtract the lowest dice roll from the total. Then assign whichever number to whichever stat you want. You may make ONE complete reroll of all 6 stats re-roll only. I will be checking the logs for cheating poopy-heads.
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3. Next to each stat, add your stat bonus. This is the same as in D&D.
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4. Add your Saving Throws to you character sheet. These are found in your Class entry. Also add your relevant stat bonuses to these saves.
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5. You start with the maximum possible hit points for your class (+ Con modifier). These are shown on your Class entry under "Hit Dice".
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6. Add your Base Attack Bonus. This can be found in your Class entry. Add your Strength Modifier to this for melee attacks, and your Dexterity Modifier for ranged attacks.
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7. Add your Defence score, remembering to include Dexterity, Class and Equipment bonuses, if any.
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8. Add your Action Points. These can be found on your Class entry. Action Points are the number of rerolls you can make before you reach the next character level. USE THEM WISELY AND ONLY FOR THE MOST HEROIC OF ACTIONS.
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9. Add your Reputation Bonus. This can be found on your Class entry. Reputation allows you to influence certain social situations. Being well-known in the city can give you power, or just as easily fuck you up.
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10. Use the Dicebox to determine your Wealth Bonus. This is 2D4 plus whatever bonus you get from your Occupation. Your Wealth Bonus represents your spending power when buying equipment (see later rules).You may take ONE reroll on the 2d4 if you wish. I will be checking the logs on this.
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11. Determine how many Skill Points you have. This will be shown on your Class entry. Use Skill Points to purchase ranks in skills. You may buy ranks in any skill that is listed on your Class entry (Class Skills). If, however, you wantto get other skills from this list, you must spend TWO skill points to get 1 rank. You may have no more than 4 ranks in any skill when starting at Level 1.
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12. Add any bonus skills you get from your Occupation and buy ranks in these if you wish. It is also advisable to have at least 1 rank in Profession, as this allows you to make money.
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13. Add your Feats. The number of Feats allowed is shown on your Class entry. Feats represent cool special abilities/moves that you can pull off in game. Remember to add any bonus starting feats from you class entry, and bonus feats from your occupation. Remember to get the firearms feats if you want to shooting your pew-pews like a real man.
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14. Each character also has a Talent, which is a long-term ability, often superhuman, which they can developover time. Refer to the bottom half of your Class entry to see which "Talent Trees" are available. You may only choose one tree, so be sure you are comfortable with where that tree will take you.
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15. Equipment Rules for Modern D20 are a bit weird... so bear with me...
16. Add together the total weight of all the equipment you have bought. Then indicate on your sheet whether you have a Light Load, Medium Load, or Heavy Load. Scroll to the bottom of this page to see how being overloaded with equipment will affect your abilities.
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17. Remember to buy your ammunition. For some reason, the SRD doesn't show the weight of ammunition, but I've found it
elsewhere. Here's the list:
<tr><td>
2. Use the Dice Box to roll your Stats (Strength, Dexterity, Constition, Intelligence, Wisdom, Charisma). Roll 4D6 per stat and subtract the lowest dice roll from the total. Then assign whichever number to whichever stat you want. You may make ONE complete reroll of all 6 stats re-roll only. I will be checking the logs for cheating poopy-heads.
<tr><td>
3. Next to each stat, add your stat bonus. This is the same as in D&D.
<tr><td>
4. Add your Saving Throws to you character sheet. These are found in your Class entry. Also add your relevant stat bonuses to these saves.
<tr><td>
5. You start with the maximum possible hit points for your class (+ Con modifier). These are shown on your Class entry under "Hit Dice".
<tr><td>
6. Add your Base Attack Bonus. This can be found in your Class entry. Add your Strength Modifier to this for melee attacks, and your Dexterity Modifier for ranged attacks.
<tr><td>
7. Add your Defence score, remembering to include Dexterity, Class and Equipment bonuses, if any.
<tr><td>
8. Add your Action Points. These can be found on your Class entry. Action Points are the number of rerolls you can make before you reach the next character level. USE THEM WISELY AND ONLY FOR THE MOST HEROIC OF ACTIONS.
<tr><td>
9. Add your Reputation Bonus. This can be found on your Class entry. Reputation allows you to influence certain social situations. Being well-known in the city can give you power, or just as easily fuck you up.
<tr><td>
10. Use the Dicebox to determine your Wealth Bonus. This is 2D4 plus whatever bonus you get from your Occupation. Your Wealth Bonus represents your spending power when buying equipment (see later rules).You may take ONE reroll on the 2d4 if you wish. I will be checking the logs on this.
<tr><td>
11. Determine how many Skill Points you have. This will be shown on your Class entry. Use Skill Points to purchase ranks in skills. You may buy ranks in any skill that is listed on your Class entry (Class Skills). If, however, you wantto get other skills from this list, you must spend TWO skill points to get 1 rank. You may have no more than 4 ranks in any skill when starting at Level 1.
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12. Add any bonus skills you get from your Occupation and buy ranks in these if you wish. It is also advisable to have at least 1 rank in Profession, as this allows you to make money.
<tr><td>
13. Add your Feats. The number of Feats allowed is shown on your Class entry. Feats represent cool special abilities/moves that you can pull off in game. Remember to add any bonus starting feats from you class entry, and bonus feats from your occupation. Remember to get the firearms feats if you want to shooting your pew-pews like a real man.
<tr><td>
14. Each character also has a Talent, which is a long-term ability, often superhuman, which they can developover time. Refer to the bottom half of your Class entry to see which "Talent Trees" are available. You may only choose one tree, so be sure you are comfortable with where that tree will take you.
<tr><td>
15. Equipment Rules for Modern D20 are a bit weird... so bear with me...
-Every item has a Purchase DC, which represents how difficult it is to get hold of. Scroll down a little on this page to see a list of equipment and Purchase DCs.
-You may equip yourself with anything that has a Purchase DC equal to or less than your Wealth Bonus. Do this FIRST on your character sheet, in order to avoid confusion with the later rolls. (Don't go crazy though, as equipment weight will affect your
abilities, as explained in the next rule).
-To buy something with a HIGHER DC than your Wealth Bonus, you have to make a roll. This roll is D20 + Wealth Bonus.
-If you fail the roll, you have been UNABLE to get that piece of equipment. You cannot try to get that equipment again until you reach the next shopping phase (as determined by the GM).
-If you succeed on the roll, you get that equipment but must then subtract -1 from that Bonus. This represents your spending power decreasing each time you buy something that takes a big chunk out of your funds. Once you get to +0, you can no longer buy any equipment until you make/find more money (as determined by the GM).
-Obviously, because your Wealth Bonus decreases with each difficult purchase, remember to get your MOST IMPORTANT ITEMS FIRST, i.e. YOUR GUN!. You can see from my own character sheet that I originally had +7, but this went down to +1 after buying my two guns, laser sight, suppressor, coat and backpack. So having my +7 basically allowed me to buy 7 expensive bits of kit.
-Use the Dicebox to record these rolls, and make it clear which item you're rolling for before you make the rolls. I will be checking this. NO RE-ROLLS ARE ALLOWED FOR PURCHASE ATTEMPTS.
-Remember to purchase clothing, as this can help you conceal guns and disguise yourself.
-If you wish to purchase a vehicle go ahead. Though I reckon most of you will be unable to roll that high at first level >_>
<tr><td>-You may equip yourself with anything that has a Purchase DC equal to or less than your Wealth Bonus. Do this FIRST on your character sheet, in order to avoid confusion with the later rolls. (Don't go crazy though, as equipment weight will affect your
abilities, as explained in the next rule).
-To buy something with a HIGHER DC than your Wealth Bonus, you have to make a roll. This roll is D20 + Wealth Bonus.
-If you fail the roll, you have been UNABLE to get that piece of equipment. You cannot try to get that equipment again until you reach the next shopping phase (as determined by the GM).
-If you succeed on the roll, you get that equipment but must then subtract -1 from that Bonus. This represents your spending power decreasing each time you buy something that takes a big chunk out of your funds. Once you get to +0, you can no longer buy any equipment until you make/find more money (as determined by the GM).
-Obviously, because your Wealth Bonus decreases with each difficult purchase, remember to get your MOST IMPORTANT ITEMS FIRST, i.e. YOUR GUN!. You can see from my own character sheet that I originally had +7, but this went down to +1 after buying my two guns, laser sight, suppressor, coat and backpack. So having my +7 basically allowed me to buy 7 expensive bits of kit.
-Use the Dicebox to record these rolls, and make it clear which item you're rolling for before you make the rolls. I will be checking this. NO RE-ROLLS ARE ALLOWED FOR PURCHASE ATTEMPTS.
-Remember to purchase clothing, as this can help you conceal guns and disguise yourself.
-If you wish to purchase a vehicle go ahead. Though I reckon most of you will be unable to roll that high at first level >_>
16. Add together the total weight of all the equipment you have bought. Then indicate on your sheet whether you have a Light Load, Medium Load, or Heavy Load. Scroll to the bottom of this page to see how being overloaded with equipment will affect your abilities.
<tr><td>
17. Remember to buy your ammunition. For some reason, the SRD doesn't show the weight of ammunition, but I've found it
elsewhere. Here's the list:
Box of rifle ammo (20 cartridges) 1 pound
Box of pistol ammo (50 cartridges) 1 pound
Box of shotgun ammo (10 cartridges) 1 pound
Quiver of 12 arrows or crossbow bolts 1 pound
</table>Box of pistol ammo (50 cartridges) 1 pound
Box of shotgun ammo (10 cartridges) 1 pound
Quiver of 12 arrows or crossbow bolts 1 pound