Firearms: base 3.5 rules. On critical hit, does base damage x3 (i.e. if base damage is 1d10 then on critical hit it does 1d10 base damage plus 2d10 bonus damage). When rolling base damage if you roll max damage (i.e. 10 on a 1d10), then you roll the dice again and add it to the base damage as bonus damage. On a fumble, the gun has misfired and you must spend a full-round action to clear the gun before reloading.
Monte Cook's Complete Book of Experimental Might:
Assume that we are using all the rules contained within unless contradicted herein.
Healing (as per rules): grace points return at a rate of 1 grace point per minute. health points return at a rate of 1 health point per day. A person can benefit from magical healing character level plus constitution modifier times per day. Magical healing cures grace points before health points.
Pathfinder:
(1) We are using the combat manuever system which replaces contested checks in the Experimental Might rules. If there is a conflict between the rules, then please ask before hand and I will make a ruling.
(2) We are using the favored class system. Favored class is chosen at first level. when ever you take a level in your favored class you either gain an additional skill point or a bonus hit point (which is allocated as a health point as opposed to a grace point).
(3) We are using the skills system from Pathfinder including skill points and concentration checks. Class skills are the same as their pathfinder counter-part.
(4) The bardic knowledge class feature will be used. Bards gain half their class level as a bonus (minimum +1) to all knowledge checks and all knowledge checks will be considered trained.
(5) All class hit die will be based upon the pathfinder class.
House Rules:
(1) Environmental conditions: There will be one saving throw for extreme heat or cold that would result in subdual damage. If you fail that saving throw, then you will loose all grace points and be fatigued.
(2) Surprise Rounds: due to the nature of pbps I have a general rule that when it is not otherwise obvious that one side is surprised or not, then a perception check vs. a dc 20 will be used to determine if one can act during the surprise round.