Dungeons and Dragons Initiative 3.5 PBP RPG

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Initiative

Initiative Checks: At the start of a battle, each combatant makes an initiative check. An initiative check is a Dexterity check. Each character applies his or her Dexterity modifier to the roll. Characters act in order, counting down from highest result to lowest. In every round that follows, the characters act in the same order (unless a character takes an action that results in his or her initiative changing; see Special Initiative Actions).

If two or more combatants have the same initiative check result, the combatants who are tied act in order of total initiative modifier (highest first). If there is still a tie, the tied characters should roll again to determine which one of them goes before the other.

Flat-Footed: At the start of a battle, before you have had a chance to act (specifically, before your first regular turn in the initiative order), you are flat-footed. You can't use your Dexterity bonus to AC (if any) while flat-footed. Barbarians and rogues have the uncanny dodge extraordinary ability, which allows them to avoid losing their Dexterity bonus to AC due to being flat-footed.

A flat-footed character can't make attacks of opportunity.

Inaction: Even if you can't take actions, you retain your initiative score for the duration of the encounter.

Surprise

When a combat starts, if you are not aware of your opponents and they are aware of you, you're surprised.

Determining Awareness

Sometimes all the combatants on a side are aware of their opponents, sometimes none are, and sometimes only some of them are. Sometimes a few combatants on each side are aware and the other combatants on each side are unaware.

Determining awareness may call for Listen checks, Spot checks, or other checks.

The Surprise Round: If some but not all of the combatants are aware of their opponents, a surprise round happens before regular rounds begin. Any combatants aware of the opponents can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), combatants who started the battle aware of their opponents each take a standard action during the surprise round. You can also take free actions during the surprise round. If no one or everyone is surprised, no surprise round occurs.

Unaware Combatants: Combatants who are unaware at the start of battle don't get to act in the surprise round. Unaware combatants are flat-footed because they have not acted yet, so they lose any Dexterity bonus to AC.


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The third phase of White Wolf's future history series, Trinity explores the world after the Aberrant Wars. See, here's the thing about Aberrants. They are inherently unstable. The mutation that allows them their super powers occurs in the brain, and has a physical manifestation there, in the form of the MR node. As they grow in power, the node gets larger, and, well, things growing in the brain tend to have unfortunate side effects.

Not all of them went mad.

Not all of them had to. They were vastly powerful, and as many of them changed the world for the better, many others nearly brought the world to its knees before they were driven away by threat of nuclear annihilation.

They aren't dead, though. Just gone. And they promised to return.

So Earth needed some form of defense, some weapon that could stand up to the Aberrant menace should it ever resurface. So they invented the process that unlocks a mind's psionic potential, and in so doing created the Psions and their orders. Each order focuses on a different psionic power, as humans only manifest one gift at a time. Thus you have the telekinetics, the biokinetics, and telepaths all in distinct orders performing distinct functions.There are other orders as well, I just chose those three as examples.

White Wolf's strength was always world building, and Trinity is no exception. The world is rich and detailed, and builds on the past games (Aeon and Aberrant) to create a living history for the world the Psions stride across. There are wheels within wheels throughout the game, allowing for as much or as little conspiracy driven drama as you wish to include. There are off-world adventures to be had, and aliens to encounter, or one could spend one's whole career defending earth from the returning Aberrants, or some sinister machination within the Orders or the governments of Earth. The choice is yours.

Systemically, the Storyteller System is a little too stratified for my taste to handle the kinds of powers we're dealing with. With each power only having five "Ranks" or techniques to them, there is only some much variation to go around. This is equally true of Aberrant and the Scion books, although I didn't bring it up there.

As with all Storyteller games, this one would work fine as a Play By Post.

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NOTE: In the case of D&D, Wizards holds the copyright for its material. The versions most Players in our Community tend to use Dungeons & Dragons 2-3.5 although others may use higher versions.


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