Navigation

() Main
() History
() Characters
() Rules
() Register

Navigation

() Gods
() Professions
() Races
() Ethics
() Skills

Navigation

() Shoppes
() Maps
() Laws of Everlynn
() Nyx's Library
 

Game System

Hello and thank you for entering the page of the New Everlynn Game System. Here you will find out what are the Actions, Game system Rules, and knowledge in how to perform and play in the Tavern and Quests. These appointed Systems will tell you what to roll and how to use the dice in different Scenes or Scenarios as well as give you help and hints into Role Playing Actions and Scenes with other players and the Story Teller that is the Game Moderator (GM) and the Game Owner (GO). Down below is a set of Instructions and System Rules that will assist you in the best way in explaining how to play the game. If you have trouble understanding ask a Gm or the GO to help you in understanding how to play or wait till Trainee Quests appear. Trainee Quests will give you a hand on and practice in how to play the game in Combat or Role Playing in Environments. I do regret we may at first have trouble in trying to host these for New Players but we will do our best to assist in any way we can. We mainly use d20 as the main dice and no longer use the d100 Dice System.

Quick Reference

Time Frames

Attributes

Raising Ranks in Abilities, Attributes, and Skills

Purchasing Items

Performing Spells, Bard Songs, and Prayers

Game Actions

Non-Combat Dice Actions

Combat Actions and Terms

Combat Phase

Battlefields

Physical States

Types of Injuries

Stat Reductions

Types of Damage

Time Frames

            Time Frames are the appropriate of progressing through play in the Game. There are six different means of time through the game.

Turns: A turn is a time frame in that of a character plays his or her action or actions in a quest or event. Each person takes a turn during specific events and should not last more than five minutes. If the turn takes longer than Expected please say that you are delayed or AFK. If you are unsure and have a Question ask or say Pass or Place your Character in Defend so that the Story and the Game can keep on a steady pace.

Scene: The Scene at most contains Role-play text about the given scenario or event. During this time all of you should be aware of the Gm’s commands to wait, pause, or Role Play with the Scene. A scene may involve numerous turns in which character roll dice in order to perform certain actions or strictly through role-play to pass.

Chapter: A Chapter is usually the time frame of a Quest. When this is done and over the Quest may be to be continued or moved on to the Next Chapter depending on how long the Chapter/Quest is. A Chapter is a small time frame of a Saga that is the whole plot and journey of a Quest or Story Line.

Story: Is the time frame where the Gm or Story Teller tells an introduction, climax, or buildup during his or her Saga. Mainly the Introduction is explained before the Quest / Chapter so that the Character may get off on a leave off point or find out what is happening currently in a Quest.

Saga: This is a Series of Stories/Quests that are all combined and give the Characters an Adventure. Creation of a Saga takes time and patience of both the Players and Story Tellers to perform. A Saga can take up to a week or months on time to complete depending on the Frequency of players and the Story Teller. Because of these Factors the participation and availability of both parties is needed in order to keep the story and Game going on a near constant level.

Chronicle: Yes the Chronicle is usually the main plot or important Story Line of the Game. It is the main Focus and Direct effect of the Game World. The event that occurs after the Game plot determines the out come of the game for all the Players and their world. The decision and End is up to the Players and Staff of the Game.

Top

 

Attributes

There are five Attributes in the game. Power, Mind, Reflex, Spirit, and Social. Each has a specific use with in the game and are commonly used in skills and making Attribute Checks. You have a total of 60 attribute points to spend in Character Registration. Read below to better understand the bonuses you receive and what each attribute does. Also 12 is the average number in this game. Scores lower than 11 become negatives. For example> If you had 10 you get a -1, 9 a -2, 8 a -3, etc. This reflects negatively on  any Attribute Check. As you gain Attributes over 12 you get a bonus to  Attribute rolls. If you have a 14 you get +1, 15 +2, 16 +3, etc. These helps increase your chances on Attribute Checks. To beat an Attribute Check you must score 6 or higher to succeed an attribute check or depending on the Numeric difficulty the host gives.

Power> This attribute pertains to physical attributes such as strength, endurance, constitution, and stamina. Most physical actions or stat checks requires you to roll your Power versus a difficulty. 

Reflex> This attribute pertains to reflexive attributes such as Dexterity, Agility, Speed, and flexibility. The Reflex Attribute tends to effect also your reaction time and response time in battle. Most Reflexive actions or stat checks require you to roll your Reflex versus a difficulty. 

Mind> This attribute pertains to mental attributes such as Intelligence, Wisdom, Concentration, and Manipulation. The attribute reflex your characters mental capability overall. Those usually with a high Mind Attribute are very skillful in knowledges and Arcane spell Casting. 

Spirit> This attribute pertains to spiritual skills and attributes such as Prayers, Martial Art Techniques, Special Techniques, Exorcism, etc. The attribute represents one's soul or spirit. This is also the source of power for those who use abilities that use spirit as a source of power to draw out extraordinary abilities. Those whom are Clerics, Priests, Warriors, or Martial Artists tend to benefit from these abilities. 

Social> This Attribute pertains to socialize skills as in Appearance, Charisma, Etiquette, Negotiating, and well Socialized. The attribute reflects not only the appearance of a person but more importantly how well they work with others. Those with a high Social tends to be good negotiators, leaders, or reflectively are attractive and are more likely approachable. Those with a low social tens not to be socialites, not necessarily, attractive, bad manners, or just isn't friendly. 

Top

 

Raising Ranks in Abilities, Attributes, and Skills

    As you grow with experience you gain from adventures you can raises your characters Abilities, Skills, and Attributes by spending the require exp to do so. For Example Fred wants to raise his Reflex from six to Seven. Attributes will always cost double the amount they will be when you raise them. Fred wants to raise it to seven thus doubling that would cost him 14 Experience points to raise it to a Reflex of Seven. Skills are a little different since they will always cost the Exp that they will be for example Tina has a 9 in the Swimming Skill but wants to increase her rank to 10. She will have to pay what the cost will be to increase it so if it is a Rank of 10 she wants she must spend 10 Exp to increase the rank to 10. Abilities are different since a set cost is made for you in order to acquire such said ability. Let's say Claudia wants to learn the skill Accurate and it costs 20 Exp to gain the +3 ATR bonus. She will have to pay that 20 Exp before she can use that said ability. Let's say that Eddie paid experience to learn the parrying skill yet Skill has an accumulative price in order to increase the benefit. It'll cost 20 Exp to learn how to parry but to increase the ability plus 1 to Parry an additional cost of 10 Exp is required. Additional Costs some times are required to be paid in order to increase the efficiency of that ability and you can choose to pay it or not. However these abilities can only become stronger as you pay their enhancement price in order to increase their benefit.

Top

 

Purchasing Items

    In order to acquire certain goods you'll need to acquire a specific amount of currency and wealth in order to make such purchases. Adventurers do certain tasks or quests in hopes to gain Denare or other valuable wealth in order to not just raise their status but to acquire goods that are beneficial to their adventure. Of coarse an adventurer who does not have a grappling hook and rope will either have to rely on a fellow adventurer or his own skills to scale a cliff side. It is important to acquire money to enhance equipment and gear that can be vital to your character's survival. Though some luxuries you can live with out a good supply of healing, traveling, weapon, and armor equipment can increase your character's chance at survival. You also will need a lot of wealth in order to purchase stronger weapons and armor as well as mounts to ease your legs from travel and portable shelters when you have to rough it at the outdoors. Some times the more money you have more than likely you can get goods others may not be able too. Also its best to travel with at least 200 gold since it can cost less or more when on the road.

Top

 

Performing Spells, Bardic Songs, and Prayers

Spells and Prayers unlike regular Combat Actions are in a class of their own having their own successes and fails. Read below to better understand how Casting and Prayer work.

 Casting: Casting spells require a high Mind. Those who cast spells are referred to by their profession as Casters. However the old term and respected is the term they call each other, Magi. Magi were once powerful Casters who used the forgotten spells that were much stronger versions of the lesser spells used now. Casting is a difficult power to master and those of Magical Professions tend to spend their time learning to use magic. Casting is performed d20 (+CR) and like attacking the higher the score the better. Yet Casting effects depend on the spell. Some spells are touch, others range, some melee, others area effect, and then there is status effects. Depending how the spell is cast may depend on the type of action required to avoid it. As always a higher CR is good since the target must make an oppose roll higher than your score. To beat a Cast Spell you must score higher than the cast if it is Melee, Range, or Touch with a Dodge or Ethereal Resist the cast spell if it is a Status Effect. Area Effect spells depending on how they are implemented may be a Ethereal Resist or a Dodge to lessen the damage

Cast Ratio: Same drill like before you'll see Spell Casters with a CR time to time in their roll. CR is the total score from a Casting roll. The Higher the Cast Ratio the more successful you are likely to pull off the spell. Though keep in mind some spells may require to make a score higher than a score ratio described in the spell. The higher your ratio as always is a good idea. Increasing CR can be done by raising the Cast Ability bonus, skills, and items.

Spell Casting Difficulty: SCD is the difficulty a caster must beat in order to successfully cast a spell. This occurs on specific spells that may prove to be a bit difficult to cast versus the Magi's abilities. Such spells can be complex rituals or casting that will require some time or a skilled Magi in order to cast it. These spells are known to be advance or Ancient Spells that modern day Magi are not familiar with and need to beat the difficulty in order to use the spell.

Spell Casting Untrained: A Spell Caster, Magi, are the only ones who know how to cast spells but other players may attempt at casting a spell at a d20 roll to see if it works. Also some characters may learn the Magic Tool feat to use Scrolls and Wands which gives them a chance to cast spells untrained. Normally untrained casters can only make a d20 roll to cast a spell and always face a difficulty of 10 because spells and magic components are unknown to them.

Casting Two Spells Untrained: This is a rather difficult task for a Spell Caster to perform since they must focus in creating two spells. The Difficulty of casting two spells increases the Spell Casting Difficulty +4  (14) making it challenging to attempt. Upon a Critical failure both spells are reflected back to the caster by half and both spells on a critical success score both. Treat these as two separate actions when dealing with specified target of said spells.

Spell Limit: A Caster can cast up to as many spells equal to his Mind Attribute per battle. For example a Mind of 7 means they can cast up to 7 Spells before they have to meditate and rest to recover spells to cast during battle. During this phase a caster must wait 1 rnd to cast another set of spells. Also during the waiting phase for their next turn they can choose to meditate to restore 3 spells as long as they are not disturbed. If they are they must make a Concentration Check. If they fail they do not regain any spells. This limits how often and how quickly a spell caster can cast spells during combat since Spell Casting is a difficult challenge under combat conditions and tests a Magi's endurance under pressure.

Spells per Day: Casters can cast only a certain amount of spells per day no matter what the spell is. This is measured by the amount of Mind and the Spells Per Day of the Caster. (Mind + Spells Per Day.) A low level Caster cannot cast very many spells during a day but as they grow in their profession they are able to have more endurance to cast even more spells for the day. This reason is because there are several Casters in the world including ethereal creatures. As Casters take ether from the planet to cast spells it minutely decreases ether from the world. Hence resting and sleeping returns the ether back into the world for others and that caster to use. Several Casters believe when ether is gone they and the ethereal beings will die. Though places with little ether tend to make them feel ill. To know the base amount of spells per day see the Magi Profession.

Mana Burn: This tends to occur when a Spell Caster critically fails their Casting roll and scored a 1 on the d20. As this happens half the spell is reflected back onto the caster making it rather harmful depending on the spell. However even though young Casters think that a curative spell won't harm them the reflection of Mana Burn will always reflect negatively and cause Dmg or harmful status. To perform this roll the full effect and divide it by 2 and incase of decimals round up if 5 or above. Status Effects that were attempting to be healed end up becoming status effects to the Mana Burn Caster.

Risking a Spell: When a Caster has spent all their spells for the day they may risk casting a spell but at a heavy cost. The spell difficulty is 10 and critical failure becomes a 1-4. Instead of Mana Burn it becomes a Caster's Burn dealing d20 non-soakable Dmg and the spell reflected upon them by half. There is no limit how many times a Caster can use this but as long as they acknowledge the dangers of it they may use it.

Arcane Magic: Casters believe that there are three types of magic in the universe. There is Additive Magic and Subtractive Magic. Their names speak all since Additive tends to cause positive effects and Subtractive tends to cause negative effects. The mysterious mix of Additive and Subtractive Magic creates what is called Equal Magic known as Neutral Magic. The effects of Neutral Magic tends to be gray classifying many unique or odd spells that offer additive but with subtractive properties. Such spells would be likely Body Transformation that changes your physical structure into another race or creature however your body suffers tremendous pain changing in and out of the form. These three are the basic knowledge of any Caster and is known as basic practice.

 Prayers: Unlike casters Clerics and Priests have faith and use the faith of their deity to grant them miracles and religious powers. Prayers are the abilities of Clerics and Priests rolled by d20 + Cleric or Priest lvls. Clerics and Priests must score 10 or more to be successful in prayers and can reduce this to 5 when they have enter their Mastery Profession Divine Clergy or War Priest.

Prayer Difficulty: Any Cleric or Priest must score 10 or more in order to be successful on a prayer. As they grow stronger they will overcome to score 10 or more to be successful. Upon a critical failure of 1 the Cleric or Priest suffer a -4 to their next Prayer and this is accumulative per day. If a Priest or Cleric is reduced to equal or greater than their Levels in that day they are locked from using their clerical or Priestly power for that adventure/day till the next day or they have given their Deity a form of sacrifice or gift to unlock their powers.

Prayer Limit: Clerics and Priests can perform any amount of prayers they want during battle since they are devoted servants of their faith and deity. Yet their Deities only allow them so many per day just to avoid their religious zealot over doing it. They may perform two prayers at a time in battle.

Prayers per Day: Clerics and Priests can only perform as many Prayers equal to their Spirit + Prayers per day. A Priest may Sacrifice 5 Exp in order to ask their Deity to replenish the amount of Prayers they have for that day when they have spent them all.

Risking a Prayer: As Risking a Spell the difficulty of the spell and the increase of critical failure makes it dangerous. For Clerics and Priests the difficulty of 10 and the Critical fail range becomes 1-4. When a failure of critical occurs the prayer reflects back upon the Cleric or Priest in a Negative way. Curative Prayers or Miracles become harmful than healing.

Religious Faith: Though religion is never anyone's strong suit Clerics and Priests are above all most common people in faith of their deity. Clerics strongly have faith in the Good Righteous deities and gods choosing from that category where as Priest decide to choose Dark Evil Gods to admire. both are opposing enemies in belief and have several objectionable points but as always with out either there be no balance. Neutral Priests and Neutral Clerics tend to choose deities whom best fit their Ethics. Hence a Righteous or Good person would be a Cleric and choose a good deity and Priests whom are Evil or Dark tend to choose dark and evil like deities. Neutral Ethics tend not to be able to choose these professions unless they lean towards one of the Good or Evil ethics.

 Bardic Performance: A bards ability to use their abilities depends upon the ranks of Perform (Skill) they have. Bard abilities are performed by three specific types such as singing, dancing, and instrument playing. Each type requires the performance ability and instrument abilities require the bard to have an instrument. To perform the ability it is d20 (+Performance Rank). So spending allot in performance is important. However a Bard's ability tends to be supportive most the time and rarely requires to have an oppose check unless the ability specifying opposing targets. Thus a Will Check is made versus the Bard's ability. If the bard scores a 17 in their performance the target of their ability must make the Stat Check Will by d20 + Will. If they score higher than the Bard's score they are not effected. If they score below then they are effected by the Bard's ability.

Bard Limit: Bard's have no real limit on the amount of times they can use their abilities as long as they are able to perform them and can be heard. What that means as long as the person isn't deaf and the bard isn't mute or their hands broken they're able to use their abilities.

Performances per Day: No limit really as long as their hands and vocals aren't injured or broken.

Artisan Love: Bard's no matter the ethic love every form of art and tend to find inspiration in the most beautiful and gruesome. Because of this Bard's can be any ethic and find inspiration anywhere. However they dislike the bashing and the destruction of any art form and have been known to use their abilities on such people to teach them a lesson. As a Bard grows in levels they enter their Master Profession and become what is called a Song Heart who's skills and talents are much greater than normal Bards and is respected among the art and bard community.

Top

 

Game Actions

These are multiple actions that are used in the game.

No Dice Actions: Actions a character performs when in the tavern or during a quest that don't require a dice roll.

Talking: Talking is a simple function where you type what your character says in the speech box of your irc chat program. Also keep in mind some characters speak different languages and may show it by typing <Race Language>. The chosen language is before the right side carrot and some times is abbreviated. This is also a Free action a character can perform during combat under their turn.

Performing Actions: a character can show a behavior or physical action by typing /me then describe what they are doing. For example Tuski the Elf types /me and his description. The IRC will show your action in Bold or place a Action logo before it. It will read, for example, Tuski the Elf thinks of a cunning plan and moves towards the boulders and pushes the rocks down the hill.

Out of Character (OOC): Though we hope that OOC can be kept minimal you may perform an OOC actions by using Parenthesis or the Left and Right Carrots. This is some time acceptable because you may need to contact a host or just want to make a small comment. Just remember to much OOC can lead to game disruption and some people find that rude. This also helps us distinguish when you are not In Character.

In Character (IC): In Character is the term we use that you are playing your character and not merely speaking in OOC. In Character actions are regular talking with out parenthesis or carrots and /me actions. When you are in character we are expecting you to role play your character's speech and behaviors. also when you are in character you can interact with most of the fellow players and their character. When Out of Character it's best to state what you want to say in parenthesis or carrots.

Highlighted Words or Actions: Anything in Bold or Highlights are usually used by Hosts of the Game. A character should not use Highlights, Bolds, or Multi-color unless they are a Host. Reason as to why is that Hosts use these to represent when they are talking or telling a story of a quest. It's the hosts only way to distinguish what they are saying among the countless of players. So try to refrain from this use so that hosts can use this to notify players of their words and actions. Misuse of this tends to cause trouble and  resolves in rule breaking.

Mixing Actions and Speech: Did you know you can type /me and in colons you can make a speech doing two things at the same time. It will look like /me your description and between the colons what your character says. It will appear like this Tuski the Elf walks to Sandra and smiles. "Hey good looking how you doing?" You can also type regular speech and add actions by adding stars and stating an action between them. So I said to Tuski *disgusted face* that's the worst line you could use on any girl.

Top

 

Non-Combat Dice Actions

These are actions that require a dice roll when wishing to perform or asked to by a host.

Stat Checks: To make a Stats Check you must first know a few things before making the roll. The Difficulty of a Stat check is normally ranges from 6-20 however a host may specify a Numeric Difficulty depending on how difficult the Check is. To perform the roll you take the Stat that was asked and add the bonus to your roll against the Difficulty then roll a d20 +Attribute Bonus. Example> d20 (+Attribute Bonus) You must score higher than the difficulty in order to succeed. However some times a Host does not need to tell you the difficulty and asks you to roll anyway. You should roll and pray for the highest number possible to be more successful.

Skill Checks: Some skills require you to make a roll in order to perform them while others either give you an ability or are simply enhancers. In order to do a Skill Check it is similar to a Stat check that the Difficulty is 6-20 on average. Add your skill ranks to the d20 to modify how high you are able to roll and beat the difficulty. A host also does not need to state the difficulty and keep it secret and just pray that you roll fairly high. All skills are Max at 20 meaning a Skill cannot increase pass 20 in Ranks. Some Skill Checks will be very difficult and some times rolling the dice can lead to a crit fail or crit success. But to Avoid Critical Fails you can always state you are Taking your Max Rank 20 as your ending result instead of rolling a Dice. However this cannot be done on Difficulties higher than 20.

< d20 (Dif. 6) > You must score 6 or more to succeed and if under you fail. If you have no ranks in the Skill you can use untrained skills with an attribute modifier however more than likely you will not succeed. Also if your total ranks score higher than the difficulty you still have to roll a d20 to see if you critically failed or succeed. You can choose not to get a Critical Fail or Success by Telling the Host "Taking my score over The Difficulty" for an automatic Success however you will not automatically Crit fail or succeed. Difficulties normally range from 6-20 where 21-30 is near impossible. Anything over 30 or between 25-30 can be declared impossible for the player to do.

Top

 

Combat Actions and Terms

Combat occurs when you have encountered hostile opponents or enemies. This can be NPC's, Spc's, or fellow players. Keep in mind the list here are most of the dice rolls and actions that occur in combat. Be aware of them because they are important to know.

Dice Roll: Remember any dice roll is a d20 (+ any bonus). Unless the text of an ability, skill, or character feature says otherwise. D20 is the common dice roll of the game and the most frequent. Also keep in mind to place ability or skill names in < Carrots> and any bonuses or penalties in ( Parenthesis ).

Attacking: The basics of combat is attacking any hostile that threatens you be it a monster, person, or fellow party member. An attack is performed d20 (+Attack Bonus) keep in mind if you add a bonus to set it in parenthesis. The reason why is that you must be able to know if you made a crit fail or success in the d20 roll. When attacking you add up your total score to make an outcome. For Example> Alan rolls his attack d20 (+3 ATR) <keep in mind some Bonus are weapon specific or range specific so keep that in mind.> Alan's score is 15 +3 = 17. The Goblin attempt to dodge Alan's strike and must score higher than 17 to succeed. If the Goblin scores lower than 17 it is hit. If it scores higher than 17 it evades the attack. That's basically how attacking works.

Attack Ratio: The term ATR you have seen often used means Attack Ratio. A Attack Ratio is your total score when making an attack. Several items or skills increase ATR so you can score higher than normal. Keep in mind an average of a d20 is 10 so bonus to ATR are important if you wish to excel highly in combat. Also keep in mind that a high Attack Ratio may mean you are more ampoule for melee combat Range Range than Casting spells or other Attacks forms. You tend to gain ATR bonuses from specific skills, attributes, and items.

Defending: There are two ways to defend. Most commonly is dodging an attack or blocking. Unless you have skills towards using a shield to block with a shield or parrying with a weapon you usually do not have knowledge in how to do that. Thus dodging is the most commonly used tactic of defense. To Dodge you more than likely are evading your attackers weapon or form of projectile attack. An opposing d20 roll is made to beat the score of the attacker's total score. Use the Attacking Example. Alan scores 17 making an attack at you. You'll need to score higher than 17 to successfully evade the attack so you do not get hit. To Dodge it is d20 (+DR Bonus) to evade attacks upon you. Also on rare occasions you may make an equal number to the attackers score. In this instant a Clash of Weapons occurs which means that both you and your attacker are in weapon lock. Weapon Lock is the term when you had raised your weapon to defend and both of you are now pressing the other back trying to get the weapon to hit the other. You both make Power Checks in order to see who is pushed back. The one who scores the most STR Checks with in 3 Checks is the victor and may perform any Clash of Weapon skill or let the one who fail suffer -2 to all actions for the remainder of the time till their next turn. If another rare occurrence where you tie both suffer the penalty till their next turn becoming unbalanced.

Dodge Ratio: Some times you may have seen through out the game the letters DR associated with a number or the term used. Dr is the abbreviation of Dodge Ratio that is your overall total scoring during an evade. The average of a d20 dice is 10 but you may see a +# DR time to time. Like Attack Ratio it's always good to have a high Dodge Ratio score. The Higher it is the more likely you are to evade an attackers weapon or a caster's spell. You tend to gain DR bonuses from specific skills, high Reflexes, and items.

Resist: Resisting is a normal physical function of the body to resist abnormal or harmful effects. This can be natural inflictions, poisons, sickness, and any non-ethereal affliction Each race has a certain amount of resistance that is well for each race giving some higher or lower physical resistance. There's two types of Resistance such as Resist that takes care of physical afflictions and Magic Resist which will be discussed next. To make a Resist Check you were perhaps afflicted with a Physical or Natural Status affect. The roll is a d20 (+RR) and as always the higher the Resistance the more likely physical status effects and afflictions will not harm you.

Resist Ratio: You may have notice along side Resist rolls the term +# RR. RR stands for Resist Ratio which is your total overall score when making a Resist Check. Like ATR and DR the higher your resist the more likely you are to be successful. And in this case the higher Resist you have the more likely physical harm or afflictions won't handicap you. Remember the average roll in a d20 is 10 so keep in mind if you want to be physically fit. You tend to gain RR bonuses from specific skills, Toughness, and items.

Ethereal Resistance: At times physical resistance is not enough some times afflictions and status effects are done by Arcane methods through the use of the planet's Ether. Most residents of the planet have built what is called the Arcane immunity system better known as an Ethereal Resistance. Ether, magic as it is more commonly known, is used by Spell Casters, magical beasts, or any arcane bless or touched creature. Hence a high Mind Attribute will help with that. To make an Ethereal Resistance Check you must be effected by a spell that causes a type of affliction to the body's mind. Most spells afflict the body causing various affects and having a high mind helps with resisting the arcane effects that cause the status abnormality. Also magical creatures or those touched by ethereal tend to cause natural afflictions by their attacks and tend to be only resistible by a Ethereal Resistance. Like Resist Ethereal Resistance is rolled with a d20 (+ERR).

Ether Resist Ratio: Ethereal Resistance total score average is called ERR or unabbreviated Ethereal Resist Ratio. ERR is the total average score you make when rolling a d20 (+ERR) and most d20 rolls average around 10. ERR is a score that is normally high among those who cast spells, perform prayers, and bards. Usually some people like to have a high Will Power to be more resilient to Spell effects or natural magical afflictions. Those with a rather normally high ERR are very resilient against ethereal afflictions and can cast spells very well. You tend to gain ERR bonuses from specific skills, Will Power, and items.

Critical Success: During a dice roll of d20 before you add any modifiers some times the roll of 19-20 occur. These are considered Critical Hit numbers. When a critical is made the dice roll is twice as effective than normal. To classify this better when a Crit is made on an attack it deals a specific attack base on the weapon used than the normal Dmg but the person still has a chance to evade but still requires to beat the attackers total score. As when a Crit is made on a dodge you may execute 1 counter attack that deals normal Dmg that can range from a spell, melee attack, or range attack. Upon Stat Checks the action is done with out much effort and the person gains +2 for that check for the remainder of the round or 10 minutes with out penalty. Upon a Skill Check you perform at an expertise level or gain twice the information. Upon Resisting physical or Magical upon a crit Resist you gain 10Hp back having been supremely healthy through that endeavor and on Ethereal Resistance you gain back 10 Spells/Prayers back.

Critical Failure: During a dice roll of d20 some times you'll roll a 1. Upon a one you have made a critical fail that tends to end in bad results for you. for example when attacking and a critical one is made you tend to strike the person adjacent from you base on what arm the weapon is on. If on your right then you strike the person to the right of you. If upon the left you strike the person left to you. When no one is around you accidentally loose your weapon having swung or pulled it out to quick <Use Disarm as example for lost weapon> and on bows the string breaks. During a Dodge a critical fail means you were struck by your attacker for twice their Dmg. On Stat Checks you failed and tend to suffer a penalty the host is in discretion of the type of penalty. On Skill checks you fail horribly and the host describes how bad some times giving penalties or horrible information. When casting spells the spell causes Mana Burn and the Caster suffers half the effect of the spell. During prayer a Cleric or Priest suffers a -4 to any Prayer Checks that adventure/day. Upon any Resist type the affect is double upon the person. Usually a 1 means very bad ending but it occasionally happens so keep in mind1 equals very bad situation.

Damage: Known also as Dmg, Damage is the outcome of a successful attack-spell-prayer or effect on a target. Most Dmg is set Dmg meaning there is no dice roll required unless specifically said it is a dice roll for Dmg. Some times modifiers such as Power add to melee Dmg and thrown Dmg. As where a Reflex would add to Range Dmg. However for spells and prayer attributes like Mind and Spirit increase spell Dmg as Will increases Prayer Dmg. During the result of Dmg it tends to take away Health from a Character or item reducing its Vitality and can be fatal for the character or item.

Duration: Durations are effect mainly when some one has been affected by a Status Effect either normally or by magic. When this occurs they are affected for a period of time that is called a Duration. Most Status Effects have a dice number that is rolled for X amount of rounds. For Example> Bob casts Stinky Butt Fog and Alan failed his ER check. Bob rolls 2d3 Rnds effected. Alan is then effected by the status for 2d3 Rnds the score is 4 meaning for the Duration of 4 rounds Alan is affected by the spell. Duration tends to be associated with spells, prayers, or abilities that cause a target some type of affliction.

Changing Positions: This action requires no dice merely state in your turn that you are Changing back to the front or back of the party where there is already a formation in the Center. Typing BR (Back Row) Or FR (Front Row) will help players know where you are and the Story Teller where you are in battle.

Front Row: In the Front row you are head of the Attack party and suffer most normal damage from all attacks. When in this position you are able to Cover those in the back and attack with melee weapons.

Back Row: The Back row position is where Healers, Spell Casters, and Long Range weapon users should be for an advantage. In the back row you suffer 5 less Damage than those in the Front Row and are unreachable by Front Row Attackers. However, Those with long-range attacks or weapons can attack you and deal normal damage if you are in the back row. Spell Casters with magic can attack you from the back row as well.

Top

 

Combat Phase

During the Combat phase many scenario's and actions can occur. so use this section to keep up with what occurs in combat.

Initiative: INT or Initiative unabbreviated is rolled for each player and group of monsters/npc. to make an initial roll it is d20 (+Speed) The Higher the roll the more likely you are to be the first to make an action. Initiative is the Starting Phase of battle unless the host says other wise. Initiative can be done several ways by hosts and shouldn't be questioned. Every one will get a turn eventually so there should be no reason to argue with a host if they choose to perform initiative differently. some may ask all the players to state their speed thus the highest will go first and the lowest last. A host may go by level and let the lower levels have a chance before the bigger players in levels kills everything off before they do. some may say down the list or up the list. There are many ways initiative can be done but either way everyone will have a turn eventually during combat phases be it this adventure or the next.

Recovering Health: This can be done by recovery items and spells. This is important because as long as you keep your health up you can avoid dieing. Also nightly rest rests heal up to 100Hp and restores all Spells and Prayers for the following day.

Reducing Damage: By acquiring Armor you can increase your chances in reducing damage. Their are all types of Armor from Helms, Gauntlets, Boots, Armor, and Shields. Armor reduces the total amount of damage death to you. For example Alan deals Brad 10 Dmg yet Brad has Superior Leather that has 10% soak to Dmg (Damage). That 10 Dmg is now 9 Dmg that reduces Brad's Health Points (Hp) 9 less from his max. After reducing Dmg that was dealt subtract the remaining Dmg from your health points. Armor protect against Magic and Physical Attacks. However Magical Armor tends to reduce magical Dmg a bit more though since it is specific on the magic type. Magical armor tends to protect against elements or status effects with a difficulty. For Example a Armor Vs. Poison has a Dmg Reduction of -4 to Dmg but has a SD (Spell Difficulty) of 14. Any Poison Status Effect must beat 14 or more in order to deal poison Dmg. Magical armor can also reduce the amount of Dmg dealt by Magic spells Universally or Specifically. Reducing Damage is a bit complex but it will be explained as simple as possible. Your Total Armor is a Percentage number (10% for example) subtract your total from 100% (Remainder would be 90%). Take the Damage dealt (10 for Example) and multiply it by the percentage as a Decimal (.90). It should appear as this < 10*.90 or .90*10> The Dice Bot will automatically do the math for you. The total from the reduce damage is 9. You subtract the total from your current Health (Health Points) and it reduces your total amount of Health.

Player/Enemy Action: After initiative is settle either an enemy or player goes up. On that turn they can perform a numerous amount of actions as their given action. Be it attacking, casting spells, using an item, performing an ability, performing a prayer, performing a skill check or stat check, or just trying to talk to the enemy. This is called a Player's given action and normally when they are done their turn is over.

 

Attack Actions: These are actions that a character can perform during their turn when attacking.

Standard Attack: Normally those who make a standard attack use up half their turn making one attack. When this is done and no Multi-Attack is performed the character gains +1 ATR and only uses half their turn. However the character cannot perform another Attack Action after they have decided just to make one attack. Yet they can make any other half action that is not an Attack such as Movement, Defense, etc..

Repetitive Shot: With range weapons a player may make three shots at a -4 ATR to deal +4 Dmg upon their opponent. However if using weapons that consume ammo they loose 3 pieces of ammunition.

Killing Blow: When a target is helpless and unable to defend themselves by any means necessary and the target has them in an attack that would fatally kill them they must make a Toughness Check. The one who is being dealt the killing blow must make a save and score higher than 15 to prevent from being killed. If the toughness check is made they reduce to half of their max health.

Firing Under Cover: While a player is behind cover and has made an attack while behind or in cover they loose the Cover bonus but gain Firing Under Cover thus gaining a +4 to Dodge Checks when using cover and using a range weapon.

Untrained Disarm: Make a standard Attack at a -8 (unless you have Disarm technique thus the -8 is a -4) and if your attack is successful make a Power Check. The target being disarmed must then make an opposing Power Check. If they fail to score higher than you they are disarmed and if they are successful they are fine. This is considered a half action and can be used with a standard action as a full turn.

Untrained Feint then Strike: As the skill yet you suffer a -4 when you dodge and attempt to strike at your opponent after their attack has failed. This is considered to take up half of your next turn and can be played to interrupt multiple attacks.

Grapple: A Grapple can be a grab maneuver or a tackle attack. It takes but half your turn and the other half is made to make a Power Check. If you score higher than your opponent they are grappled and you can throw them for Dmg or hold onto them. When doing Dmg it's Power +5.

Regen Health: When in battle and you are not attack this round you may recover 3 Health points as your turn to slowly regenerate health

Trip Attack: Make a Standard Attack as if attempting to trip the person and if you hit successfully make a Reflex Check. The target makes an opposed Reflex Check. If the target fails they are knocked down and are flat footed for the round till their next turn. See the term Grounded for details on flatfooted opponents.

Multiple Attacks: A character may issue more than one attack than their standard attack. The may make two attacks as their full turn with the second attack as a -4. The character may choose to make an additional two more attacks for a total of four attacks. However they suffer -6 on the third and -8 on the fourth plus they take a -4 penalty to dodge on the third and fourth till their next turn.

Multiple Dodges: Like multiple attacks you can make multiple dodges equal to the attacks made by your Attacker. However you also suffer penalties to multiple dodge similar to multiple attacks. The second dodge is at a -4, third dodge a -6, and fourth dodge a -8.

Untrained Two Weapon: A character may attack with two weapons untrained however doing so untrained is cumbersome and the character suffers a -6 penalty to their attack roll. When fighting with two weapons you can deal both Dmg of both weapons on a successful attack. However when making multiple attacks with two weapon fighting each extra attack gains an additional -2 to it's original penalty for use untrained.

Call Shots: A call shot is attempting to deal extensive Dmg to a vital area of the body. The more extensive the call shot the more difficult it is. A regular call shot is at a -10 and that deals x4 Dmg but the attack is evadable. call shots just to wound deal 1hp and merely there to show disrespect by inflicting a small scar at regular ATR. Call Shots To harm certain body parts like arms, legs, head, and the body are at -16 and deal Dmg to the body part. Call Shots to vital organs for bleeding death are at a -20 and are the most difficult. Keep in mind Called shots normally are unable to fatally kill a target but on rare occurrences can. Call shot to the head attempting for the brain to be slain is automatic death as long as you beat the difficulty. Other vital organs can be repaired via magic or other means. Also keep in mind that if a person is wearing armor over the body part it reduces Dmg from a call shot. When making a Call Shot to kill a person fatally you must score higher than their Toughness + Levels. Even if the attack was a critical or a successful hit and you did not score higher than their Difficulty (Toughness + Lvls) you deal x4 Dmg of the weapon.

 

Move Actions: These are actions that can be used as movement and may cost a turn or half your turn. Also when in liquid, such as water for example, Knee high liquid reduces speed 25% and when waist up or swimming you move in water only half your total movement unless you are aquatic or natural to that environment.

Standard Movement: You may make movement up to the amount of Movement you have x 2 . This is considered normal movement among most characters unless the race or ability says other wise. This can also be a movement as getting up from being flatfooted or knocked down. When getting up from being flatfooted or knocked down it will take 3 Movement to get your character up. Base Movement of a character is listed in the Character's Race page.

Charging Rush: Instead of going up to your opponent you rush towards them at full speed with your melee weapon or range weapon. You pick up momentum to add to the power of your attack. Take this as half your Action if you are going to do this as your first attack to a multi attack. Take your full turn when you are doing this for +8 Dmg at a -4 to your Dodge till your next turn.

Running: When you wish to run after someone or simply run It is always your Movement d4 (Example> Movement of 7d4) to see how far you run. Some times you may have a great start or an awful one. It is a random distance between your base Movement d4. Usually by taking your movement multiply it by 2 can tell you your average speed in a run. Bare in mind every time you run a character makes a Power Check. If the Check fails you only gain half the distance you scored but if you succeed you can continue running. Yet if you fail three times you are fatigued and must stop for 3 rounds or 10 minutes game time to rest.

Escape: Some times battle gets to tough for you or you must make a retreat. You can Escape by rolling d20 + your Movement. Depending on the type of battle or situation the host makes a difficulty of escape. You must beat that number in order to escape. Keep in mind if you are surrounded, ambushed, or in a place with few escape routes it will be even harder to escape. A Host may also state that you cannot escape from this battle meaning that no matter what the battle is unavoidable. You should not argue if your able to escape if the battle cannot be avoided by escape then rough it out. The battle may be a main battle or an important battle in the story line. Also some monsters are able to prevent you from escaping battle. A High Movement tends to be the first one out of a battle so keep that in mind.

Changing Equipment: Some times a character may choose during combat to change equipment or remove it. During the combat phase it takes 1 full action (Standard) to remove any item or change/exchange an item. When in non-combat it takes a full movement (Base 4 Movement) in order to perform this action in a non-combat scenario. However once done it will take another standard action in order to replace or put back on any equipment that was removed during that turn.

 

Defense Actions: These are actions that offer some defense or increase bonuses to defending or attacking via defending.

All Defense: When you state you are All Defense on your turn you use up your turn for that round to gain a +5 to your Dodge Rate. You can do this as much as you want when desiring to try and avoid being hit.

Grounding: Used by those with spells or prayers a Caster, Cleric, or Priest may choose this option on their turn and gain a +4 to Concentrate checks to avoid being interrupted from their spell or prayer.

Take Aim: Those with Range Weapon may choose to take aim on their turn and on the next turn gain a +5 to ATR.

Precise Aim: A character may choose to wait this turn and state taking precise aim. This can be with a melee, range, or spell attack. As they do so they suffer a -4 to their ATR or CR and if the hit is successful the target suffers x2 the amount of Dmg.

Guarding: Taking this action a Character has decided to cover a fellow character thus any attack made to the character being protected is on the person guarding them. Once this is decided the character stays close to their charge ensuring their safety and makes Defense maneuver as they like. This action must be stated on the turn of the character or can be said before battle.

Untrained Parrying: This skill is an attempt at a Novice warrior using their weapon to parry and attack. Character with out the skill suffer a -4 to ATR but gain a +4 To Parrying. Parry is performed with a d20 +Parrying Bonus and is commonly used to block melee attacks. You can also parry an attack and attempt to Disarm or Strike the person when your score is higher than the Attacker's ATR roll.

Untrained Shield: This action takes a turn but if your Dodge is to low you can defend with your Shield. Keep in mind that shields do have Hp and will eventually break. Using a Shield tends to be resourceful when either a characters Dodge is no match for a person's ATR roll or or when a character fails a Dodge roll and is about to be hit they may make a Shield roll base on Reflex Check. If they score higher than the attack roll the Shield is raised and takes Dmg.

Contact: Instead of fighting you may choose to try to contact the opposing target to try to negotiate battle terms or avoid battle. Be aware that in battle negotiations a Social Check is made each time you try to suggest or negotiate with the enemy. It is Host Discretion of how the monster or npc reacts. Some times this can infuriate the target, cause them to be afraid (See Fear for details), Make them happy <terms are negotiable>, or confuse them. There are many ways a target can react so keep that in mind as well when you try to negotiate with them.

Shield Defense: When a character states this this either means they are on very low hit points or are unable to dodge an attackers ATR Ratio so they decided to hide behind their shield. When doing so the attacker who makes an attack on you will strike your Shield no matter what. However bare in mind your shield has so many hit points before it becomes broken. So do what is needed in order to save yourself before your shield breaks. If your shield is ever broken when using this ability or defending by Blocking with a Shield bare in mind once broken the attack goes through automatically regardless how many hit points the Shield had the remaining damage is dealt to the player.

Top

 

Battlefields

Down below is the type of environments or Strategic battlefields in the game. The Battlefield will affect how all the players will effect during combat and role-play. Certain Fields have dangers or hazards that make it difficult for the players and other surfaces are just slick and hard to move in. There are many different types listed below and not all are listed so be aware when the Gm gives hints or tells you the type of environment there is.

Ambushes or Pincer Attacks: Ambushes are usually when the party is totally surrounded and has nowhere to go. They can choose to fight or surrender. Depending on the number of opponents or how powerful they are determines the outcome of events. Pincer attacks are usually when you the party is caught from back and front and are in the middle between two forces. Either one is bad and can some times underhand the players in combat. Ambushes are battles that are inescapable and Pincer attacks nulls escape.

Attack from the Back: This occurs when the back row of the party is attacked from behind which, will cause a surprise attack on the party or visa versa. This is bad because if you are caught from the back those of the back row take normal damage and those of the front row are in melee and are unable to attack. Changing Rows would be useful at this time during the surprise attack. Escape is at a -4.

From Above and Below: It is difficult when attacks occur around you where you cannot see especially from above and below you when you cannot see them. Certain enemies have attributes that will prevent you from noticing where they are until they have attacked. Escape is reduced by -4.

Hidden Targets: Some enemies are hidden and cannot be seen due to certain environments or traits. Until they are unhidden or discovered this will pose a problem for your team. Once they are discovered it is best to eliminate them as soon as possible. Target's that are Concealed are 100% unidentifiable by sight. Till another means is found to find them the target is able to roam with out trouble.

Terrains and Environments: Terrains and Environments range from areas of the over world map and the Dungeon you are in. The Story Teller decides the decision of how much is subtracted from the ability of movement for players and enemies. No Terrain should go over –10 to Movement or accessibility. If anything is over -20 it is inaccessible or the terrain is too hazardous to battle or walk on. Certain terrains may require tools or may be deadly to walk upon. Such grounds are like marshes, quicksand, and Tundra areas are a few examples. The difficulty of the surface is in the hands of the storyteller and the players’ ability to move on those terrains.

Top

 

Physical States

Physical States are the appearance of a Character or Npc. Each one appears depending on the health points of the character or npc. Read below to better understand this. This system is optional and is decided by the host if he or she wishes to use it. If not the only States acceptable are Wounded, Comatose, and Death.

Wounded: A Character is wounded when at 80%-99% health this is a minor set of injuries that does not handicap the character yet but shows they have taken damage.

Badly Wounded: Any character that has lost 25% of their health is at a condition where several minor wounds have become a problem and reduces all their actions at a -2. This proves to be an annoyance and the character requires moderate healing.

Injured: When a character has suffered enough injuries to reduce them to less than half their health of their Max health they are seriously injured and in pain suffering a -4 to all actions.

Seriously Injured: Character whom lost 75% of their health are heavily wounded and suffer a -6 in their actions. Their movement and speed are reduce in half and they begin to bleed loosing d6 unshakable Dmg of bleeding. This can be stopped temporarily by spells or items but they resume bleeding after 3 Rnds/ 30 minutes. The character must be restored back to half their health to stop this bleeding effect.

Near Death: As a character reaches 90% loss of their total health they are nearing death. At this physical state all actions are done at a -16. Movement is reduced to using their Base speed. They are slightly crippled and limp and bleed at d6 unshakable Dmg. Movement for them is difficult and seriously painful making them require assistance from other character to move around. Also any Call shot towards a near death player can sever limbs or bash in skulls as long as a critical is made.. This does not prove to kill them but causes the bleeding Dmg to become a d20 each round. Lost limbs are considered permanent lost and can only be gained back by magic, miracle, or healing temples.

Comatose: Once in their D.Hp a character is considered Comatose (Unconscious) Till healed. Character that are Comatose are unaware what is going on till they are healed. Those that are Comatose are either in a spell or have suffered tremendous injuries to the point of having passed out. While Comatose a enemy can perform a Killing Blow that can kill the character. (See Killing Blow for Details). While Comatose the injuries continue to deal d6 unshakable Bleeding Dmg.

Death: When you have lost all your Health and D.Hp you are considered dead. Death is normal in any game when your character has reach this point. Death is never bad really perhaps there was design flaws in the character and from this experience you can create a better character. (See Death Page Section for details)

Top

 

Types of Injuries

Listed below are the types of injuries you can get from multiple sources or deaths. Be cautious when scenes or scenarios like this happen. This can cripple or cause an affect in your characters life. So be prepared and careful when fighting or roaming the lands.

Falling: Falling to your death depends on the height and the type of Toughness you have. D20 Toughness Vs. Falling Height as difficulty to survive a fall. A Successful Toughness Check or a Crit Success reduces the Dmg done by half. Keep in mind as your health is reduce to apply the physical states listed above to refer to the appearance of your char.

Falling (By Feet)                        Injury

You loose one hp and have a sprained or bruised joint or muscle

You loose 10% of your max health temporarily and can suffer an injured muscle or broken bone.    

You loose 30% of your Max life till you have healed at 3 days and suffer from broken bones.

You loose 40% of your max life till you healed for a week and suffer from multiple broken bones and unable to fight (1-3 game days.)

50 You loose ½ of your max hp and are unable to battle or move for several weeks till healed. (3-5 game days unable to battle. Actions cut in ½).

50+ Anything over this distance is just impossible to live through. If your character falls from this Height they are considered dead.

Each Level of Falling is one Turn. In those turns a player can attempt to catch the player falling.

High Speed Damage: On Certain vehicles or Transportation you'll accidentally fall off or stuck in a vehicle moving at high speeds. When you make collision to a surface you can be harmed a certain degree. This can prove dangerous also depending on the Surface and how fast you are going. This can also be referred to damage base to a ramming attack by a creature who's rush attack is based by MPH. Each size category from medium to large can also increase the Dmg dealt an additional +5 Dmg.

At 25 MPH: At a failed check the character suffers 15% Max Health and suffers a -3 penalty to all actions having been injured by the surface and speed of collision.

At 35 MPH: At a failed check the character reduces 25% in max Health and requires 3 weeks in order to healed and bruised muscles and broken bones. If the Check is successful it will only take two days to heal and any actions made are at a -5.

At 45 MPH: At a failed check the character reduces 35% in Max Health and requires 6 weeks to heal any bruised or broken bones. If the check is successful they still suffer a -35% Health and a -7 to any Action.

At 60 MPH: At a failed check the character reduces 50% in vitality and requires 12 weeks to heal all their broken bones. If the Check is successful the amount of Days are reduced but the conditions remains and they suffer a -9 to any action. Even if they survive they Permanently have broken some bones and will suffer a permanent -2 to any dice action and suffer a -20 Health penalty permanently.

At 70 MPH: at a failed check or successful the Character will suffer 12 weeks to heal and be given a -50 to vitality penalty and a -15 to any Action penalty. The damage was extensive and requires major medical attention. If the character has fallen with not attention in the following round or 10 minutes it has occurred they begin to have internal and external bleeding. This deals d20 Dmg unshakable Bleeding every rnd 10 minutes. They are immobile for the time and unconscious till assisted. The permanent damage is -4 permanently after healing and -30 permanent health.

At 70+ MPH: This is proven to be fatal in the any time period. A Host if generous or willing to depending on the Situation may allow a Series of Save rolls to keep the player alive as long as they have not fallen 70+ MPH. The character requires a monthly recovery of none active playing. and is reduced -70 in Vitality and suffer a -7 in any Action taken. Each day they must make a Watched (Host watching) Power check in order to prevent pain or any wounds from causing bleeding. This will add a -2 to the penalty if the Power check is made and reduces All stats and sub stats permanently with a -2. If the character is hit farther than the required MPH with out assist or stop they are Immediately dead on impact on the surface.

Engulfed/ Burn damage: This injury occurs by fire or lightning Damage This damage will affect the person or may scar them. Down below will be listed the type of Flame required to cause injury and what can heal It or not, Some of these may cause detrimental affects on characters and prohibit them from functioning properly.

First Degree Burns: These are from small flames or small fire spells. Some times heat can cause this as well. Small healing spells can cure this type of damage and restore flesh to its normal form. (Size is about torch fire size. Part of body)

Second Degree burns: These are a bit stronger and the heat must be as strong as several torches or as strong flammable item. This will cause discoloration and small permanent appearance on the player and can range depending on the attack and event. (Size is about half the body and perhaps as big as a bon fire.) This can be referred to when light acidic Dmg is done.

Third Degree burns: This is very dangerous this can cause hazardous skin conditions such as boils and loss of hair and skin. It is quite painful and takes a month to recover from when this happens. (The size is usually being engulfed in the fire or hot flame and can be caused by large fires or dragons). To prevent this, roll Magic Defense, to evade from being toast and receiving further injury. This can also be referred to when acidic Dmg is done.:

Frost Bite: occurs when your character are in areas arctic or sub-arctic and may have frozen joints or areas of the body frozen in long periods of time. The color of the skin discolors and begins to turn blue then purple. Finally the skin is turned almost black and has no feeling and can be paralyzed in some cases evenfall off at the joints. Exposure to winters for more than ten rounds or 2 actual game hours with out proper equipment.

Frozen: This occurs in spells or effects that may temporarily cause you to be solidify in a block of ice or part of your body in ice. When this occurs part of you if not all of you are immobilized and you suffer d10 hp drop till unthaw from the ice. If you reach 0hp while frozen completely some one can shatter you and prevent you from ever coming back.

Hypothermia: a state where one who enters freezing temperature waters begin to breathe excessively due to frigidness of body in attempt to build body heat. It occurs to a point where it is difficult to breath and lack of air is sent to the body ceasing all functions. When the person enters frigid water 3/5 Constitution rolls are required to remain okay. If failed they enter this state and have but five attempts to exit the water and heal.

Petrify/Fossilized: When turned to stone you can receive no Dmg except from spells. As stone you are incased in rock and each turn remain that way till healed and freed. Once you receive 0hp you can be shattered and not be able to come back due to your body set into stone and set around the place. Fossilization is bad it is the highest form of petrify and makes you vulnerable to be shattered as soon as you are fossilized. Yet this ability is only given to high-level monsters or Npc.

Electrocution: This effect occurs from lightning spells or electric type attacks. Depending on how high damaging the attack is it can be referenced with the Burn and fire chart. Also if constant electrocution occurs for more than 7rounds a characters heart can fail causing instant death.

Sun Light: An effect that occurs on undead and Vampire like. This effect takes immediate affect as soon as Vampire is exposed to the Pure Sun Light. Thankfully Vampires exposed to the sun don’t die immediately from it. Full Vampire’s and Undead will receive 20dmg unshakable every turn or 5 minutes game time exposed. Half Vampires take no real Dmg but suffer from Dehydration and Quarter Vampires take no Dmg from incineration from the sun and Undead, unless Vampire kin suffer instant death from the sun’s pure lights. For Vampires and Dunpeal (Half Vampires) it is best to have some clothing or garb that will protect you from direct light. For Dunpeals having water or liquids is best to keep around when exposed to allot of sun.

Dehydration: Occurs when exposed to heat or light for to long and estimated 12 game hours. On an open Sunny Day or in very hot places after 12hrs you are out there you will suffer Unconsciousness and a 10hp drop. That includes being out in desserts and in active volcanoes or exposed to the sun for to long of a time while with no cover. To prevent this shed into lighter garb or having sufficient cover to protect from the sun or heat that will inflict damage on you. Also carry much water for you to drink to keep hydrate and not beef jerky.

Drowning: When you are underwater and have not come for air you begin to drown as water or some liquids enter your lungs. When this happens you go unconscious and for every five minutes/turn passing you suffer 20dmg unshakable until found. Remember you can only stay underwater or in liquids with out air for a certain amount of time. You can only be underwater with out air for thirty game minutes. Once over a series of time and a character is not found if they reach 0Hp they Died immediately having water filled up in their lungs. Also use the Falling chart for examples of depth if water is deep and when coming to armor that is heavier than light drops them an additional 2 feet.

Crush: This occurs when a heavy object has fallen or sat on you. If you are unable to remove the object off you or cannot stop it from smothering on you it can be instant death. The Difficulty of prevention depends on the weight and the Power on difficulty of the object. Anything exceeding three times your size or Power level is more than you can possibly prevent.

Impaled: An object or trap may have impaled you this causes major bleeding effect. When this occurs you must roll Power to see if you are able to bare the pain and shock of the blow if you fail you are unconscious. Then the level of bleeding will begin to take effect depending on the object. If you are impaled in a vital area such as the Brain, Heart, or vital organ area it will be instant death. You suffer 20 unshakable bleeding for every five-minute/turn game time or each turn a character takes in battle. To determine if a vital area is struck a Host Discretion can be a yes or a no and they can roll a d6 to see if it is or not. When rolling the d6 1-3 is a vital organ struck 4-6 no vital organs were struck.

Bleeding: Depending on how massive the expose wound is depends how much you bleed. Bleeding that occurs from wounds in battle by loss of hp is d6 a round till healed. If gouged through or skewered the bleeding is d14 a round. If impaled by an item you suffer d12 a Turn from the heavily open wound. Bleeding is a realistic event and your character can die from it if not taking care of quickly. Cure and Heal spells will not stop bleeding it is a status effect that requires a remedy like Hemostat or a stop bleeding spells.

Broken Bone Status: The Broken Bone Status inflicts Dmg that will prohibit player’s movements and use of their body. Listed Below is the parts of the body that can be broken in this game and what will occur. When Bone is broken roll Constitution by half to see if you pass out from the bone being broken. You suffer d15 Dmg a turn when the bone is broken or every five minutes. You can’t necessarily die when it’s broken but you will loose function of that body part. Also divide the Max Hp for 2 Legs, 2 Arms, Head, Body, and Other. Each Part has a specific Hp Range. When they reach Zero that part is badly damaged or cannot be used. When Call shots are made they can target these regions instead of an instant kill.

Broken Arm: When the arm is broken you are unable to use it for attacking or blocking with a shield and are unable to cast Magic with your hands to guide spells.

Broken Leg: If your legs are broken you are unable to make evade, escape, or leg movement actions. If one is broken your Reflex, Dodge, Escape is at ½. If both are broken no action based on these categories can be done. Anything that involves using your legs when both legs are broken are voided.

Body: Ribs and the body bones are broken your Max Hp is cut in Half and so is your current hp at the time. You also will only perform any action at ½ it’s worth.

Head: This is a serious part of the body to have damaged. If it is heavily damaged at half its Hp you can get Stun one round each hit. Plus if all Hp is gone you will be Comatose till you are revived to full health. Your head would look badly damaged and if your Main Hp is at 10% in Near Death your head can be lobbed off or bashed in.

Other: These are miscellaneous bones that can be broken that don’t do much to harm or cause problem but still hurt like a pain in the side to have broken. These are toes, fingers, tailbones, spines, and Joint locations. Toes being broken will cause 7dmg unshakable when moving with your feet. Fingers being broken will cause 7dmg unshakable when you use them. Tailbones broken will cause you not being able to walk and stand with out pain, 7dmg unshakable. Spines broken should cause death but I’ll be nice and will have it cause permanent Paralysis until you are able to heal it. Joints being broken will cause permanent unusable to that body part.

Top

 

Stat Reductions

When specific stats are inflicted certain things occur if they Reach Zero. This could be temporary or permanent depending on Events or Scenario's.

Power: If reduced to Zero means the person does not have the Strength to move or motivate their body making them unable to deal Dmg or make actions causing them to be paralyzed.

Reflex: If reduced to Zero causes the person to be unable to evade or maneuver their legs. Mainly Paralysis to the Legs.

Power: If reduced beyond Zero the person is Dead and therefore must be resurrected or brought back to life unless the death be permanent.

Spirit: If reduced beyond Zero the person goes to an unconscious state or comatose and has horrible nightmares yet is still alive.

Mind: If reduced to Zero the character is Unable to comprehend advance skills other than basic skills of the body. They seem like a vegetable and only know Child like qualities.

Social: If reduced to Zero means the characters charismatic beauty or mentality is negative. They become Pessimistic and hate themselves. They occasionally seem to hate beautiful things and in appearance could be deformed or mentally unstable.

Top

 

Different Types of Damage

Bashing Damage: This form of Damage is used by Staffs, Clubs, Maces, Fist, Whips, or any other Blunt Object used as a weapon. Damage of these Weapon types are reduced by Half when used against Heavy/Large Armor/Creatures. Lighter Armors and Medium Armors are still dealt Dmg as if normal weapons. Upon a Critical Hit (strike on a 20) your Weapon Deals 1 Dmg to the Armor reducing the Armor's Protection Value permanently.

Slashing Damage: This form of Damaged is caused by weapons that have a sharp edge and are used in order to slash at people. Damage of these weapon types are normal against any armor and upon a Critical hit deal +5 damage to the opponent. If a person has no armor when a critical is made they can Cleave the person in half with a successful Power Check at -3 when the target is close to the Near Death status for a Quick Kill however they make a Tough Check and if they score higher than the Power Check they suffer no effect. The Target still makes a Power check and must beat a difficulty of a Power Check in order to prevent from being killed.

Chopping Damage: These are done by weapons that have Broad Blades like 2-handed Swords with very wide blades or Axes. The Damage of these weapons are normal but on a Critical hit ignore Armor protection and deliver an armor piercing blow that reduces the armor -3 in Protection but delivers the blow heavily at full Dmg no soak and causes Bleeding Status till the wound is patched up or healed. Normally when this occurs a Tough Check is made to see that person stays Conscious due to traumatic damage to the body and for the bleeding.(2 Handed Blade Weapons can perform this crit feat.)

Piercing Damage: This is done with Very Sharp pointed objects such as Spear types, Pole arms, Thrusting Swords, Arrows, Bolts, and Bullets. These penetrate the armor dealing a temporary -3 to the Armor's Protection and also Deals the Full Dmg of the Weapon. Upon a Critical hit Armor is ignored and the weapon deals full damage.

Lethal Damage: This is done by Explosive Magic or Attacks and some times attacks that are fatal or can kill the character quickly. There are other attacks that can cause double or triple the Dmg dealt on a critical causing massive damage. Mainly attacks that deal more than half a characters Max Hp is lethal damage. When this is done a Save roll is determined such as explosive attacks are made with a reflex Check to reduce damage or when Normal attacks deal such damage a Toughness Check is made. These two rolls reduce the damage by half but if the character is hit and failed the check for full damage they go unconscious.

Top

 

Navigation

() Forum Board
() Staff
() Server
() Contact
() FAQ

Navigation

() Updates
() Help and Support
() Host Schedule
() Library
() Player Advice

Navigation

() How to Play
() Dark Lands Game System
 
 
 

Layout © Eternal-D
Site and Content © EDMolina
All characters and related material belong to their respective owners. All rights reserved.
Everlynn: Serenade of the Dark Lands ©2004 -