These rules are intended to add excitement to the game. They mostly revolve around LIMITED RESCOURCES like Hit Points and Magic Casting. It is my opinion that limiting these things can make for more strategy and exciting gameplay ("omg! I'm out of spells and have 1HP left! Help!) This is a new thing, and hopefully it's balanced, but its subject to change if I find anything to be not working out in future games. The intent is to add realism and, hopefully, make things a bit more fun. There aren't many, so it should be easy to learn. (NOTE: This system is for the Shrine only or for use in Private Rooms. Please do not take it out into general Rosha rooms as it would cause confusion with the standard rules of play.) Character Modifcations; Altering your character for the ShrineSystem Each of your Mind/Body/Magic stats help to determine your Hit Points/Spell Points/Mental Energy; These things are necessary for the ShrineSystem of play. Once you figure them out, it's a good idea to sneak them onto your character profile at the bottom. 1.) Hit Points. All characters start with 5 Hit Points. When O HP remain, the character is unconcious, NOT DEAD. Characters must take damage to -5 points in order to die. Players can attack and act normally up until the time they hit 0HP. Additional Hit Points are determined thus Being at Novice Body Rank +1HP Being at Skilled Body Rank +2HP Being at Expert Body Rank +3HP Being at Master Body Rank +4HP Being at Grand Master Body Rank +5HP Wearing Light Armor +1 (Any Leather or Studded Styles) Wearing Medium Armor +2 (Flexible Metals like Ring and chain or partial light plate) Wearing Heavy Armor +3 (The full tin can.. erm, I mean Full Plate. Helmet required.) Wearing Enchanted Armor or Clothing +1 (If any of the above armor is magically enhanced or enchanted robes or such. This bonus cannot be doubled by wearing enchanted armor over enchanted clothes.) Being over Ten Feet tall +1 EXAMPLE: Gizzek Thunderbum has a Body rank of Expert and wears a chain mail outfit. 5HP(for all characters) +3HP (for Expert Rank) +2HP (for Chain Mail) = 10HP Total. NOTE: Yes. I am aware that this means a player can get severly injured in 6-12 sucessful hits. Keep in mind, 6 hits is generally at LEAST 3 rounds. Rounds last about 20 minutes of typing usually. So to be whittled down usually requires a couple hours of play. To add more HP makes combat last a LONG time IRL. Also, there is NO lack of Healing spells and potions and regeneration in the Realms. Try not to be afraid of the 0HP it only means unconciousness. 2.) Spell Points Most Magic is rolled against the Magic stat to succeed. Priest Spells are considered Magic and use SP, but are rolled on Mind to succeed. Magic users and Priests have a max spell throw per day, SP. This includes beneficial spells. This does not include use of magic items like wands and staffs (these items can generally be used 1-10 times daily). Spells cast on willing players require rolls, but are cast at the next higher level of the caster (up to a max of Grand Master) EXAMPLE: Happymage is Skilled, when casting on willing parties, consider him Expert. Spell Points Chart Grand Master - 50 SP Master - 40 SP Expert - 30 SP Skilled - 20 SP Novice - 10 SP Untrained - 0 SP Actual spells descriptions are totally flexible, duration and damage are set by the points invested. See Damage for more details. 3.) Mental Energy All Psionists, Psionics, Pryotechnics, Cryotechnics, or other mind power types have a limited amount of concentratin to draw upon. While all players have ME, only those trained to use their minds can utilize them. Each use of a mental ability drains 1ME. ME returns at a rate of 10 per hour of meditation or rest (5 for half hour, at least a half hour is required.) All Mentally Trained characters can "suck" ME from willing parties at the rate of 1ME per round if needed. Abilites used on willing players require rolls, but are cast at the next higher level of the caster (up to a max of Grand Master) EXAMPLE: Psi-guy is Unskilled, when casting on willing parties, consider him Skilled. Mental Energy Chart Grand Master - 75 SP Master - 60 SP Expert - 45 SP Skilled - 30 SP Novice - 15 SP Untrained - 0 SP Actual effects are totally flexible. For a mentally induced state to remain, player must roll each round and invest an additional point. Thus, if enough rolls succeed, duration can outlast that of a mage considerably. See Damage for more details. Applying Damage: What attacks do and to who. There are a variety of ways to do damage, this section covers them all. 1.) Physical Attacks Warriors can attack twice a turn. Each hit does -1HP. Three times per day warriors can go "Crazy" and attack three times a turn. 2.) Magic Attacks Only one spell can be cast per turn (magic is more dangerous but slower). Regular Magic Spells do Damage(or last as long) EQUAL TO the number of Spell Points used, up to a maximum of 3. Any desired effect can be described, but it only does as much damage, or lasts as long, as Spell Points spent. Area Affect Spells cost 5 SP and do one of the following; 1. Do -1 HP to everyone in the area. 2. Create an "status effect" (blind, paralyze, etc...)that affects all within for 1 turn. 3. Creates a "general effect" (light, fog, etc...) that lasts 3 turns. The area able to be affected is 10 to 50 feet. EXAMPLES: Happymage spends 2SP to cast a purple fireball. If it hits, it does -2HP. Unhappymage retaliates by casting Silence for 3SP. If it hits Happymage will be silenced for 3 turns. If SillyMage casts a hail storm in a room filled with allies and monsters, it costs 5SP and everone in the area takes -1HP. 3.) Mental Attacks Mentally trained characters can perform 2 effects per round. Each effect does -1HP of damage if desired, (Mind Bolt, Psionic Punch, whatever...) Each Status effect lasts for 1 round. Status effects can be maintained at the cost of 1ME round by round, a Mind roll is required to maintain them. (Paralysis, Blindness, whatever...) 4.) Criticals A natural roll of twenty is a critcal strike. Apply the normal damage but then ADD Extra Damage with another roll. Extra Damage for Criticals is determined by rolling 2d2 (a /roll 2 2) Thus; Critical strikes do 2-4 points of EXTRA damage to opponents. 5.) Fumbles A natural roll of 1 is a fumble. When a fumble is rolled, something bad happens. The Room GM will tell you what the result of your fumble is. The general Fumble possibilties include such blunders at; hitting an ally, hitting yourself, breaking or dropping your weapon, loosing turns, or any other situation applicable outcomes. Additional Rules: All the other important stuff. 1.) Player Order During normal play, no order is required. Speak, move, and act as you will (keeping in mind it takes time for the GM to respond so go easy.) During Combat players follow the turns of the people above them on the room list. The GM will let you know who goes first. The GM will interject Monsters or obstacles as needed. Write your attack and wait for the ***YOUR NAME HERE Turn** message to appear. If everyone has attacks ready and moves in order smoothly, combat is MUCH faster, so please pay attention to the person above you, have your turn ready, and watch for it. 2.) Healing Healing Potions heal 1d3HP (/roll 1 3). Can only drink 1 an hour. Spells can only be healed this way once per hour. They heal the nubmer of points invested into them. More than one person can magically heal someone, but nobody can do it more than once an hour. Natural bandages, salves, or medicines heal 1HP when applied. Multiple forms of healing are allowed within the same time frame. EXAMPLE: You could patch a wound (1HP), drink a healing potion (1d3) and then have somone cast heal on you (1-3 depending on SP spent). 3.) Special Abilities Players are allowed to attempt any special abilities that they have 3 times a day. Using a Special Ability takes your entire turn. Special Abilities can be based in mind, body, or magic. Whatever they rely on is what is rolled. Special Abilities do not cost SP or ME. Special Abilities do -4HP damage, or last for 4 rounds. They can be anything from a Berzerker attack, to a Solar Flare spell, to a Psionic Storm. Definitions of Special abilities are up to you. Special Abilities can only be regenerated by full rest. 4.) Stat Checks Any action that has a reasonable chance of failure will be required to make a check. Simple actions do not. To roll a check, wait for the GM to tell you what Stat is required and then sucessfully roll that stat; Mind, body, or magic. On occasion, tasks may be difficult and the GM will add a minus to any rolls. EXAMPLE: Roll a MIND -3. The player would roll, subtract 3 from the dice, and see if they beat their Mind. A failed roll means the task cannot be immediately accomplished. Usually an amount of time must pass before a second attempt can be made. ________________________________________________________ There they are. Some rules to allow the monsters and foes of the Quests to have a fighting chance! If you plan on Questing regularly on Thursday nights, please attempt to commit these to memory! It would also help greatly if you added a line with your character HP/SP/ME to the bottom of your profile. I recommend a line like this... "ShrineSystem Stats: HP-10 SP-20 ME-30(U)" (If you aren't Psionic or Mind Trained put a (U) next to it.) Simple, little, and SUCH a timesaver! NOTE: This system is for the Shrine only or for use in Private Rooms. Please do not take it out into general Rosha rooms as it would cause confusion with the standard rules of play. |
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