Dr. Screampunk
First Post
So, where to begin? Sigil, of course--there ain't no other place worth beginning. Sigil: the City of Doors. This town's the gateway to everything and everywhere that matters. Step through one door and enter the halls of Ysgard, or turn down a particular alley and discover the Abyss. There are more gateways in Sigil than can be imagined; with all those doors Sigil's a useful place--and then some. This is the place to live...or die.
from A PLAYER'S GUIDE TO THE PLANES (Planescape, 1994)
Fact is, everyone is dead--primes, planars, proxies, petitioners, all of them--it's just that some are more dead than others.
ibid.
***
KILLING ZANDER
a PBP game for Dungeons & Dragons, Third Edition
based on the Planescape (TM) setting by TSR
I am looking to recruit 2-3 players for KILLING ZANDER, a PBP game set in the Planescape campaign setting, using D&D 3.0 rules (NOT 3.5).
I want to give as little information about the game as possible, since the adventure depends, in large part, on characters being struck with awe and amazement at what they experience--in most instances discovering it for the first time. A few pointers for those considering the game:
--Prior knowledge of Planescape is NOT needed; in fact, ignorance may be a virtue!
--Rules set is D&D 3.0. I have no interest in 3.5, so please don't ask if we can use such-and-such a rule from 3.5.
--Posting frequency: every 1-2 days. I want a fairly rigorous pace (otherwise PBP games tend to wither on the vine). Anyone who falls behind in posting without letting me know in advance will have their character taken over by the DM.
--Characters will *begin* the game living in (or travelling through) a tiny backwater village in the Domain of Greyhawk. Early in the game they will find themselves wandering the planes; by the end of the game they will be residents of the City of Sigil (for those of you who don't know, Sigil is *the* place to be on the planes; it's kind of like that giant planet-sized city in Attack of the Clones
).
--No psionics.
--I roll all dice. Rules and mechanics will be kept in the background as much as possible. Tell me what you want to do in dramatic terms; I'll translate it into game terms. [Example: "I charge the bastard and push him into the dimensional pit! ARGH!" My translation: "Bull rush. Opposed STR check..."]
--This game is for role-players, explorers, and thinkers. If your style is to post a one-sentence follow-up each move (complete with missing punctuation) then this isn't the game for you. It will be immersive, complex, and challenging. Minimal combat (but believe me, combat there shall be
)
That's all I can think of for now. If you want to be considered for the game, here's what you do:
1. Make up a character using 75 point attribute distribution. For those who aren't familiar with this method (presented in 2e), you simply take 75 points and distribute them between your six attributes any way you see fit. The only stipulation is that 3 is the minimum and 18 the maximum for any single attribute (*before* racial adjustments). Any race/class combo is allowed. Characters are 1st level, and in game terms it's important that they are ignorant, novice, wet-behind-the-ears teenagers (or equivalent, in demihuman races). Your only source book will be the 3.0 PHB (no splatbook stuff). No evil alignments. Starting gold as follows:
Barbarian, Bard 140 gp
Cleric, Rogue 180 gp
Druid 60 gp
Fighter, Paladin, Ranger 220 gp
Monk 20 gp
Sorcerer, Wizard 100 gp
Take the gold, equip your character (again, using PHB only).
2. Once you've made your character, type him or her up according to the format below. Please follow this format *exactly*. Please note that encumbrance will NOT be used in this game, so don't bother typing out weight of your items. (Also note that I reserve the right to make an encumbrance check at any time!
).
3. When your character is typed in the format below, post the character to *this* thread. I will take the first *three* appropriate characters. I will be looking to see that you (a) Follow the format exactly, and (b) Have thoughtful, well-written, creative background/personalities for your characters.
4. Do NOT follow-up with a one-line response saying "i might be into it ok?" I will ignore these half-assed responses. If you want to follow-up with questions, that's fine (I'll answer them) but please bear in mind, it's first come, first served. So get your character up quickly if you're serious about playing!
What follows this message is the format template for your character, plus a sample character (from one of my past games) using said format. Please observe CAPITALIZATION and boldfacing.
Good luck, berks. [Planescape jargon, there
]
***
TEMPLATE:
Player Name
CHARACTER NAME
Occupation
Class-Level
Sex Race
Age
Height
Weight
Eyes
Hair
Alignment
Deity
STR
DEX
CON
INT
WIS
CHA
Hit Points
Armor Class standard/touch/flat-footed
Armor Check Penalty
Initiative
Move
BAB
Melee
Ranged
Grapple
Fortitude
Reflex
Will
WEAPONS
Name damage / critical / range (if applicable) / type
ARMOR
Name armor bonus / type / armor check penalty
GEAR
MONEY
CP
SP
GP
PP
RACIAL ABILITIES
CLASS ABILITIES
SKILLS
Name (Ranks) Modifier
FEATS
SPELLS KNOWN (sorcerers and bards only)
SPELLS PER DAY (wizards, sorcerers, clerics, bards, and druids only)
SPELLBOOK (wizards only)
PHYSICAL APPEARANCE (paragraph form)
PERSONALITY/MOTIVATION/BELIEFS (paragraph form)
BACKGROUND (paragraph form)
SAMPLE CHARACTER:
Dr. Screampunk
PADDY BOONSWOCK
Alchemist Apprentice
Wizard-3
Male Gnome
Age: 41
Height: 3’
Weight: 42 lbs.
Eyes: Brown
Hair: Brown
Alignment: Chaotic Good
Deity: Boccob
STR 9 (-1)
DEX 15 (+2)
CON 12 (+1)
INT 15 (+2)
WIS 14 (+2)
CHA 14 (+2)
Hit Points: 11
Armor Class: 13 / 13 / 11
Armor Check Penalty: 0
Initiative +2
Move 20 feet
BAB +1
Melee +1
Ranged +3
Grapple +4
Fortitude +2
Reflex +3
Will +5
WEAPONS
Dagger 1d4 / 19-20 x2 / 10ft / P
ARMOR
Padded armor +1 / L / 0
GEAR
Backpack
Spell component pouch
Spellbook
Mirror, pocket
Lantern, bullseye
Oil (three vials)
MONEY
CP 12
SP 19
GP 4
PP 0
RACIAL ABILITIES
+1 AC, +1 attack
+4 Hide
+2 saves vs. illusions
+1 attack vs. kobolds and goblinoids
+4 dodge vs. giants
+2 Listen, Alchemy
Low-light vision
Once per day: Speak with Animals
Cantrips once/day:
Dancing Lights
Ghost Sound
Prestidigitation
CLASS ABILITIES
Summon familiar, Scribe scroll
Weapon Proficiency: Club, dagger, heavy crossbow, light crossbow,
quarterstaff
SKILLS
Alchemy (6) +10
Concentration (6) +7
Craft (mechanical clock) (4) +6
Hide (0) +6
Knowledge (arcana) (4) +6
Listen (0) +4
Scry (6) +8
Spellcraft (6) +8
FEATS
Brew Potion
Dodge
SPELLS PER DAY
Cantrips: 4
1st level: 3
2nd level: 1
SPELLBOOK
Cantrips
All
1st level
Magic Missile
Magic Weapon
Mage Armor
Cause Fear
Spider Climb
Hold Portal
Sleep
2nd level
Alter Self
Levitate
Arcane Spell Failure (Padded armor): 5%
from A PLAYER'S GUIDE TO THE PLANES (Planescape, 1994)
Fact is, everyone is dead--primes, planars, proxies, petitioners, all of them--it's just that some are more dead than others.
ibid.
***
KILLING ZANDER
a PBP game for Dungeons & Dragons, Third Edition
based on the Planescape (TM) setting by TSR
I am looking to recruit 2-3 players for KILLING ZANDER, a PBP game set in the Planescape campaign setting, using D&D 3.0 rules (NOT 3.5).
I want to give as little information about the game as possible, since the adventure depends, in large part, on characters being struck with awe and amazement at what they experience--in most instances discovering it for the first time. A few pointers for those considering the game:
--Prior knowledge of Planescape is NOT needed; in fact, ignorance may be a virtue!
--Rules set is D&D 3.0. I have no interest in 3.5, so please don't ask if we can use such-and-such a rule from 3.5.
--Posting frequency: every 1-2 days. I want a fairly rigorous pace (otherwise PBP games tend to wither on the vine). Anyone who falls behind in posting without letting me know in advance will have their character taken over by the DM.
--Characters will *begin* the game living in (or travelling through) a tiny backwater village in the Domain of Greyhawk. Early in the game they will find themselves wandering the planes; by the end of the game they will be residents of the City of Sigil (for those of you who don't know, Sigil is *the* place to be on the planes; it's kind of like that giant planet-sized city in Attack of the Clones

--No psionics.
--I roll all dice. Rules and mechanics will be kept in the background as much as possible. Tell me what you want to do in dramatic terms; I'll translate it into game terms. [Example: "I charge the bastard and push him into the dimensional pit! ARGH!" My translation: "Bull rush. Opposed STR check..."]
--This game is for role-players, explorers, and thinkers. If your style is to post a one-sentence follow-up each move (complete with missing punctuation) then this isn't the game for you. It will be immersive, complex, and challenging. Minimal combat (but believe me, combat there shall be
![Devious :] :]](http://www.enworld.org/forum/images/smilies/devious.png)
That's all I can think of for now. If you want to be considered for the game, here's what you do:
1. Make up a character using 75 point attribute distribution. For those who aren't familiar with this method (presented in 2e), you simply take 75 points and distribute them between your six attributes any way you see fit. The only stipulation is that 3 is the minimum and 18 the maximum for any single attribute (*before* racial adjustments). Any race/class combo is allowed. Characters are 1st level, and in game terms it's important that they are ignorant, novice, wet-behind-the-ears teenagers (or equivalent, in demihuman races). Your only source book will be the 3.0 PHB (no splatbook stuff). No evil alignments. Starting gold as follows:
Barbarian, Bard 140 gp
Cleric, Rogue 180 gp
Druid 60 gp
Fighter, Paladin, Ranger 220 gp
Monk 20 gp
Sorcerer, Wizard 100 gp
Take the gold, equip your character (again, using PHB only).
2. Once you've made your character, type him or her up according to the format below. Please follow this format *exactly*. Please note that encumbrance will NOT be used in this game, so don't bother typing out weight of your items. (Also note that I reserve the right to make an encumbrance check at any time!

3. When your character is typed in the format below, post the character to *this* thread. I will take the first *three* appropriate characters. I will be looking to see that you (a) Follow the format exactly, and (b) Have thoughtful, well-written, creative background/personalities for your characters.
4. Do NOT follow-up with a one-line response saying "i might be into it ok?" I will ignore these half-assed responses. If you want to follow-up with questions, that's fine (I'll answer them) but please bear in mind, it's first come, first served. So get your character up quickly if you're serious about playing!
What follows this message is the format template for your character, plus a sample character (from one of my past games) using said format. Please observe CAPITALIZATION and boldfacing.
Good luck, berks. [Planescape jargon, there
![Devious :] :]](http://www.enworld.org/forum/images/smilies/devious.png)
***
TEMPLATE:
Player Name
CHARACTER NAME
Occupation
Class-Level
Sex Race
Age
Height
Weight
Eyes
Hair
Alignment
Deity
STR
DEX
CON
INT
WIS
CHA
Hit Points
Armor Class standard/touch/flat-footed
Armor Check Penalty
Initiative
Move
BAB
Melee
Ranged
Grapple
Fortitude
Reflex
Will
WEAPONS
Name damage / critical / range (if applicable) / type
ARMOR
Name armor bonus / type / armor check penalty
GEAR
MONEY
CP
SP
GP
PP
RACIAL ABILITIES
CLASS ABILITIES
SKILLS
Name (Ranks) Modifier
FEATS
SPELLS KNOWN (sorcerers and bards only)
SPELLS PER DAY (wizards, sorcerers, clerics, bards, and druids only)
SPELLBOOK (wizards only)
PHYSICAL APPEARANCE (paragraph form)
PERSONALITY/MOTIVATION/BELIEFS (paragraph form)
BACKGROUND (paragraph form)
SAMPLE CHARACTER:
Dr. Screampunk
PADDY BOONSWOCK
Alchemist Apprentice
Wizard-3
Male Gnome
Age: 41
Height: 3’
Weight: 42 lbs.
Eyes: Brown
Hair: Brown
Alignment: Chaotic Good
Deity: Boccob
STR 9 (-1)
DEX 15 (+2)
CON 12 (+1)
INT 15 (+2)
WIS 14 (+2)
CHA 14 (+2)
Hit Points: 11
Armor Class: 13 / 13 / 11
Armor Check Penalty: 0
Initiative +2
Move 20 feet
BAB +1
Melee +1
Ranged +3
Grapple +4
Fortitude +2
Reflex +3
Will +5
WEAPONS
Dagger 1d4 / 19-20 x2 / 10ft / P
ARMOR
Padded armor +1 / L / 0
GEAR
Backpack
Spell component pouch
Spellbook
Mirror, pocket
Lantern, bullseye
Oil (three vials)
MONEY
CP 12
SP 19
GP 4
PP 0
RACIAL ABILITIES
+1 AC, +1 attack
+4 Hide
+2 saves vs. illusions
+1 attack vs. kobolds and goblinoids
+4 dodge vs. giants
+2 Listen, Alchemy
Low-light vision
Once per day: Speak with Animals
Cantrips once/day:
Dancing Lights
Ghost Sound
Prestidigitation
CLASS ABILITIES
Summon familiar, Scribe scroll
Weapon Proficiency: Club, dagger, heavy crossbow, light crossbow,
quarterstaff
SKILLS
Alchemy (6) +10
Concentration (6) +7
Craft (mechanical clock) (4) +6
Hide (0) +6
Knowledge (arcana) (4) +6
Listen (0) +4
Scry (6) +8
Spellcraft (6) +8
FEATS
Brew Potion
Dodge
SPELLS PER DAY
Cantrips: 4
1st level: 3
2nd level: 1
SPELLBOOK
Cantrips
All
1st level
Magic Missile
Magic Weapon
Mage Armor
Cause Fear
Spider Climb
Hold Portal
Sleep
2nd level
Alter Self
Levitate
Arcane Spell Failure (Padded armor): 5%
Last edited: