Jump to content

Rules


Recommended Posts

Character creation.

Each character must include the following:

 

Name: Your character’s name.


Info: Any miscellaneous info you believe should be known about your character. (ex: age, height, likes/dislikes.) Totally optional.

 

Background: Who your character was before being taken through the portal.

 

Stats: You have 30 points to spend between Health (Determines max health), Speed(Determines turn order), and Stamina(Determines max energy.) For each prime number among your stats, you may add another mode to one of your skills. Each non-prime number in your stats gets a +2 whenever you recover from being at near death.

 

Techniques: Up to three combat techniques your character knows. Each should have only 1 mode (by default) and should be formatted

as the technique’s name, the > symbol, then the name and a short description of each of its modes.

(ex: Sword strike > Slash: [Character name] slashes their opponent horizontally or diagonally. )

 

After somebody decides their techniques, the game master translates them to in-game lingo, deciding its damage, cost, and other effects. An example of a fully converted technique would be:

Sword strike: Cost 3, deals 2d4 damage.

  • Slash: If the opponent has a passive that allows parts to be severed (Individually specified per opponent. The effects of a part being severed are also individually specified.) and this deals max damage, will sever any part specified.
  • Stab: Ignores anything that would reduce damage of this technique by 3 or less.


Inventory: What your character has with them.

 

Combat.

During your turn, you may spend energy to use 1 technique or basic tactic of your choice. The cost depends on the technique, but all basic tactics cost 0. You may also use a second technique or basic action, but doing so will give up your next turn and spend 1 bonus energy. When you end your turn, you gain 3 energy. You start every battle with 3 energy. Every technique has 1 or more Modes. Which mode is used can modify the technique's behavior.

Basic tactics can be used by anyone and are:

  • Block: Spend an amount of energy of your choice and reduce damage taken next turn by the energy spent.
  • Rest: Gain 1 energy. You may not use rest if it is your second action in a turn, and you may not act again in the same turn you use rest.
  • Item: Use something in your inventory. What happens is determined by the item's description. You may ready a custom one-time technique for the following turn that uses the item instead.
  • Grab: Add something visible in the area to your inventory.
  • Reposition: Move somewhere else. This may yield bonuses decided by the game master.
  • Disengage: Attempt to exit combat. If the opponent is willing to disengage, this is an automatic success. Otherwise, you must roll 1d20, and if the result is higher than the speed of the enemy with the highest speed, only then do you successfully disengage.

 

When using a technique, you must specify the name of the technique, which mode of it you will use, and the technique’s target if any is

required, then roll any dice associated with the technique. When using a basic tactic, you must only specify the tactic used and its target.

 

While your health is 0, you are Near Death. If you take damage while Near Death, you die and must make a new character. If you use two techniques in the same turn while near death, you die and must make a new character. You only gain 1 energy per turn while near death. Healing used on you has a 50% chance of failing while near death (1d2, fails if 1).

 

You may talk at any moment during combat and doing so will not spend your turn. Doing so may even successfully end a fight through diplomacy.

 

Out of combat you have infinite energy.

Edited by howmanybones
Removed out-of-combat action scenes. (see edit history)
Link to comment
Share on other sites

Guest
This topic is now closed to further replies.
×
×
  • Create New...