Introduction Rules: The game will use the "Silver Age Sentinels" Tri-Stat rulebook. Characters are built on 50 points, and fall into one of two categories: Pulp Heroes and Mutants. Players can choose one or the other Ð but not both. Rule 1 - Register all characters with Ops before playing. While a fully statted character is not necessary, a general idea of the character concept should be in order. Rule 2 - Keep a firm grasp of what is occurring "In Character" - that is, within the fictional confines of the game, and "out of character" - that is, the messages we as players and real people send to each other over the Internet. Rule 3 - Characters die. This isn't like an ordinary Supers game where combat is the norm and fighting always results in the good guys winning. Sometimes, you have to let the dice fall where they may and accept a character's death. Does that mean that sometimes the Ops won't fudge results to allow a character to live? No, of course not - the story always comes before the dice. But sometimes, when telling a story, in order to avoid a feeling of invulnerability, a death is necessary. Essentially, what this means is, if you really couldn't help getting into a fight, the Ops will usually fudge the rolls in your favor. If you could help getting into one, then we'll try to be fair, but the end result is not guaranteed. Rule 4 - non-GM Rping. It's perfectly acceptable - and HIGHLY encouraged, to RP even while there is no Op present. While only so much can happen combat-wise without the Op there to act as ref, most other actions - talking with other Pcs for clues, shooting the breeze, or revealing an interesting part of your backstory - are all things you can do while waiting for Ops. Please take into consideration the following however: If what you are doing affects the channel as a whole or changes a character or a plot significantly, please hold off on it until you can reach an Op to tell them what you're doing. Rule 5 - Remember to keep OOC and IC knowledge secret. You know that the strange superpowers are a result of genetic mutation. You know that "Lenny" will eventually break off from "Chuck's" dream and become the most powerful "supervillian" of the series - you know that Councilman Kelly has higher aspirations than mere councilman. Your characters do not. Please, keep OOC and IC information separate and secret. Advice. A game that is not fun is no longer a game, it is a chore. If, for whatever reason, you're not having fun, please let the Ops know. We'll try to work it out, but in the end, it's best to leave the game - don't worry, we won't think any less of you, lord knows I've sat down to games I had to leave. Remember, Thou Art Mortal - Year One is designed so that bullets can kill, and while there is definitely action, there is a real fear of death that comes with the sight of a gun, a knife, or a lazer beam. If you play a Pulp Hero, these characters may defy death, but they are neither immune to it, nor do they survive by walking into outlandish situations counting on their luck (and the GM's generosity) to save them. If you play a Mutant, remember that you, until recently, had no such powers. |