No doubt some of you will have questions about how this game is played. Here are the basic rules and answers to some common questions
The Dice: A quick run down
To play this game you need a set of multi sided dice or alternatively you can use a dice rolling web page or app, or a random number generator that you can input the maximum values into.
Dice notation:
D20 refers to a 20 sided dice
D20 refers to a 10 sided dice
etc
Common dice used are 20, 12, 10, 8, 6, and 4 sided dice.
When a stat is involved, for example "roll Attack D20", you are still rolling a normal 20 sided dice. You are adding your ATTACK stats to the value of your roll.
Explaining the Character Sheet Stats
Like most roleplaying games, this game is played with character statistics. All characters start as a blank slate with zero stat bonuses. Then you get stat bonuses based on the race and class you chose (first column), and your level in the game or freebies from quests (second column), and your weapons and armor (third column). The fourth column tallies the totals. Those totals are added to your stat-specific dice rolls. These are your basic stats and what they mean and how they are commonly used.
Attack
Attack is, as simply put, used most often for attacking with a physical weapon. It determines your attack success, and ***NOT the damage you do (see below). When you roll to determine if you hit, you are rolling attack D20 while an opponent rolls defense D20 in most cases. Both of you add your bonuses to your roles unless otherwise told.
Other uses:
It can also be used for feats of strength.
A critical hit may be determined to occur if a natural 20 is rolled on an attack success roll. Bonus damage is added to your hit when calculated.
In some instances, based on your weapon or spell, it can determine other things such as the damage you do.
There may be other uses.
***Doing Damage: NOT the attack stat:
Once you have determined you can hit an enemy, you must find out how much damage you do. The total will be subtracted from your opponents health.
-The basic weaponless hit is a normal D10
-A basic hit done with a weapon is a 10 sided dice + the bonuses attributed to your weapon (and in some cases armor). These appear in your weapon description and are NOT the bonuses connected to your ATTACK or any other character stat.
-More advanced techniques or weapons have different ways of determining the hit value, or do additional damage above and beyond the basic hit rolls.
-Critical hits are determined three ways: 1) they occur on naturally rolled 20's on attack success D20's, 2) they occur on naturally rolled highest possible damage rolls according to your weapon or skill, 3) or they occur on rolls that vastly outdo the roll of your opponent when they are defending.
-Targeted hits done to vulnerable body parts cause different effects to the enemy, or multiply your hit value according to the moderator. Targeted hits may require a special technique, or for you to role play in a unique and interesting way and require a stealth roll or speed roll at the moderators request.
-Long range hits are done the same as usual. Some weapons cannot hit long range targets. Some weapons have a reduced long range hit handicap.
-weapons can break when successive unsuccessful attacks are made or if they are vulnerable to an attack or enemy defense or the environment. To be determined by the moderator.
There is a separate sheet to keep track of your weapons, spells, items, armor, etc.
Defense
Opposite of attack. If you are attacked, you roll D20 + your defense bonuses. Your ability to roll more than your enemies' attack dice + bonuses determines if you are hit and in some cases how badly.
This is pretty much the only use of the defense stat.
***Receiving Damage: NOT the defense stat:
There is nothing else you can do once you are hit. You must take the damage determined to be dealt.
-Some armor has additional armor bonuses against some types of damage. This will be subtracted from your total damage taken. These appear in your armor description and are NOT the bonuses connected to your DEFENSE or any other character stat. You take the remaining damage. Subtract it from your health.
-Some armor upon absorbing excessive repeated damage, or damage or exposure of a specific type, can break. To be determined by the moderator.
Intelligence
Intelligence has to do with magic use for the most part. There are 2 typical uses to intelligence: for attacking with magic, and for casting passive spells.
Intelligence as an attack is the magic users ATTACK stat when the spell requires it, and works the same as ATTACK does. Roll Intelligence D20 to determine attack success. All spells or skills requiring the intelligence D20 roll instead of the attack D20 roll will say so.
A physical attack with the naked wand will use the ATTACK stat.
Intelligence as a passive is rolled against a predetermined difficulty level for the quest and determines how successful the spell is.
Other uses:
Ki and magic, for simplicity sake, are the same thing. Ki attacks may require the use of the Intelligence roll. It will state on the skill description which roll is required.
Speed
Speed is often connected to a specific skill roll. All skills indicate which stat roll is required in their description.
Other Uses:
The primary use of speed is determine the order of turns at the beginning of a quest. the higher Speed D20 rolls have the first turns.
Speed might be required at the moderators discretion for a desired creative roll play. It is rolled against a predetermined difficulty level for the quest and determines if you can achieve the speedy thing you are trying to do.
Stealth
and speed can often be used in conjunction to determine accuracy and
precision in a creatively role played attack. The moderator would ask
for these rolls if required.
Stealth
Stealth is often connected to a specific skill roll. All skills indicate which stat roll is required in their description.
Other Uses:
Stealth might be required at the moderators discretion for a desired creative
roll play. It is rolled against a predetermined difficulty level for the
quest and determines if you can achieve the stealthy thing you are trying
to do.
Stealth and speed can often be used in conjunction to determine accuracy and precision in a creatively role played attack. The moderator would ask for these rolls if required.
Wisdom
Wisdom is often rolled against a predetermined difficulty level for the quest and determines many things in a quest.
Some wisdom abilities include:
-Examining your surroundings for clues and items
-Examining your surroundings for traps or tells
-Getting info on things of interest in your surroundings or on enemies
-Reading unusual writing (ghostbusters)
-Speaking to spirits (ghostbusters)
-Capturing spirits (ghostbusters, with stealth)
-Speaking to animals (Beastmasters)
-Enlisting an animal during a quest (Beastmaster with stealth)
etc
Charisma
Charisma as a passive is rolled against a predetermined difficulty level for the quest and determines if you can achieve the charismatic thing you are trying to do.
-Speaking to non player characters for information may require charisma
-Getting non player characters to like you, not attack you, or make peace with you may require charisma
-Getting non player characters to get upset at or attack you may require charisma
Fear
Stress
Some enemies, or how you role play, or events in a quest, or how you operate your character (for example, you consistently decide to push through a quest on low HP relying on others to get you by), can cause you fear and stress. Fear and stress are global modifiers, that is that a +1 fear or stress, causes -1 on all the other listed stats for as long as you have that fear or stress. You can only eliminate fear or stress with specific items, spells, or quest specific events. How you role play is only indicative of if you get fear or stress to begin with, and won't eliminate it. Fear and stress will be a non quest limited stat. That is, you carry fear and stress on to your next quest if you don't get rid of it.
Team Work
Every
time any passive or attack move is
performed in conjunction with a team member you have the possibility of earning
a quest-limited stat boost.
Spells or special skills that operate as a team attack require that you to know the spell for that team attack. Team spells indicate that they are team spells on them and that they require two or more people. Follow the skill roll instructions as normal. Some team attacks will require both players to know the skill, some will not. These attacks are HARDER to perform, and the enemy gets a bonus against the attack on their roll. The enemy will defend with a similar roll to the attackers, and obtain a bonus of +1 for each player involved.
Successfully performing the skill results in a 10% exp boost for the remainder of the quest.
Normal attacks can also be performed as team attacks, but cannot use magical or learned abilities, simply what weapons or tools are available to you. These attacks are HARDER to perform, and the enemy gets a bonus against the attack on their roll. The attack, however, hits harder than normal if successful. The attack must be role played/announced, and the roll against the enemy will be a non stat D20 from each of you against the enemies combined D20's x the number of team attackers there are + 1 for each player involved (example: 3 players attack a zombie together. They announce their attack and roll D20 each. The zombie rolls 3 D20's and adds 3 to its roll). A successful attack would result in the combined hit damage rolls from the players, plus bonus damage determined by the moderator based on the creativity of the role play announced. Successfully performing the attack also results in a 10% exp boost for the remainder of the quest.
-Team work experience bonus is a stacked stat, that is you can continue to accumulate bonuses throughout the entire quest, no maximum (so you may eventually have a 200%+ exp bonus).
-Team work attacks use a turn for each player involved. If a player already had their turn that round, they cannot participate in a team attack
-Team work bonuses are quest day limited. It goes back to zero at the start of a new day of questing.
-Team work bonuses can be obtained in non-combat situations too. The moderator will determine if your use of team work to do something in passive scenarios is ridiculous or acceptable.
Spells or special skills that operate as a team attack require that you to know the spell for that team attack. Team spells indicate that they are team spells on them and that they require two or more people. Follow the skill roll instructions as normal. Some team attacks will require both players to know the skill, some will not. These attacks are HARDER to perform, and the enemy gets a bonus against the attack on their roll. The enemy will defend with a similar roll to the attackers, and obtain a bonus of +1 for each player involved.
Successfully performing the skill results in a 10% exp boost for the remainder of the quest.
Normal attacks can also be performed as team attacks, but cannot use magical or learned abilities, simply what weapons or tools are available to you. These attacks are HARDER to perform, and the enemy gets a bonus against the attack on their roll. The attack, however, hits harder than normal if successful. The attack must be role played/announced, and the roll against the enemy will be a non stat D20 from each of you against the enemies combined D20's x the number of team attackers there are + 1 for each player involved (example: 3 players attack a zombie together. They announce their attack and roll D20 each. The zombie rolls 3 D20's and adds 3 to its roll). A successful attack would result in the combined hit damage rolls from the players, plus bonus damage determined by the moderator based on the creativity of the role play announced. Successfully performing the attack also results in a 10% exp boost for the remainder of the quest.
-Team work experience bonus is a stacked stat, that is you can continue to accumulate bonuses throughout the entire quest, no maximum (so you may eventually have a 200%+ exp bonus).
-Team work attacks use a turn for each player involved. If a player already had their turn that round, they cannot participate in a team attack
-Team work bonuses are quest day limited. It goes back to zero at the start of a new day of questing.
-Team work bonuses can be obtained in non-combat situations too. The moderator will determine if your use of team work to do something in passive scenarios is ridiculous or acceptable.