Trasken may well be on the way out anyway if Aguila's predictions are correct, which they probably are. If not, we'll leave the expert to control your guy I reckon - we've got enough problems with our own characters!
Post by Aguila Saber on Mar 2, 2009 13:13:10 GMT -5
Round. Each round a character has 5 + Speed activity points to spend on general actions and in addition the character has 2 Perception points/round. The Perception points are not given out while the character is active in a combat. Points must be all spent in a round. With the exception of Perception and Stealth an action is not required to complete the same round as it is started.
General round activities.
Map design. 40 x 40 squares. Some squares will not be passable.
Perception points While the character is involved in combat the character is automatically visible for all characters within 5 squares, and cannot use Perception points or related actions. The hit character becomes aware when hit. All others within the area becomes aware at start of next Round. Combat is ended immediately upon death of the last visible remaining enemy.
When not involved in combat the character has 2 free Perception points/ round. These Perception point are used for Stealth or for Search actions. The character can add Perception points from their normal activity points as well, but the bonus cannot be greater than +3 total.
Search current Location (May use Perception Points) The area around the character is searched for interesting features. No more than 1 Location Search is permitted per Round. Cost: 1 point. Every additional point spent on searching gives a +1 bonus up to a maximum of +3.
In earlier games there was an automatic end of round search. This is no longer free and characters will now have to actively use search to detect enemies, traps and other features.
Cannot be used when engaged in combat.
Ranged Search (May use Perception Points) Looks for enemy in the indicated direction (North, South, West and East). Cost: 1 point. Every additional point spent on searching gives a +1 bonus up to a maximum of +3. The area where enemy is detected is fairly narrow. No more than 1 Ranged Search is permitted per Round. Detection range penalties are as follows: 1-10: No penalty 11-15: -1 16-20: -2 21-25: -3 26-: Out of visibility range.
Cannot be used when engaged in combat.
Stealth (May use Perception Points) Increases the character’s Stealth value for the current round by the number of activity spent. Maximum +3. Cannot be used when engaged in combat.
Move 1 activity point per square travelled.
To Loot you must be adjacent or on the square you want to loot; You can't loot from a diagonal away position.
Loot Corpse, Loot item. Costs 2 activity points. Anything which has been given a name label or similar and has a position on the Map can be looted. Any corpse of a defeated monster is loot able.
Loot, Armour You will not find armour which can fit you during this quest. If you want armour then start the adventure with it.
Don worn items Putting on or exchanging Boots, Cloaks, Gauntlets, Bracers and Belts all take 1 activity point.
Movement is usually indicated by stating intention but can be managed if you so want.
Melee attack. Strength + 1d10-1 must meet or exceed the to hit number. If attack hits, then damage is decided by the weapon type + Strength If unarmed, then damage is 1d3 + Strength. Each attack costs 2 activity points.
Magic ranged attack. (Requires access to this ability and costs Mana/Endurance) Mind + Eye + 1d10-1 must meet or exceed the to hit number. If attack hits then damage value is xd4+x where x is the number of Mana put into the attack, maximum the characters Mind score. Each attack costs 3 activity points.
Ranged attack. (Requires a loaded weapon and ammunition.) Bor Rifles and Longbows Uses the Rules in the Marksmanship competition. Other Ranged weapons have their own (shorter) Rules.
Stealth melee attack If the enemies are unaware of you at the start of a round, you may walk up to the nearest monster and hit it for maximum damage in melee in one attack.
Cost: 2 additional activity. (Beyond what you need to walk up to the monster and make a normal melee attack.)
An attack on an unaware enemy always auto-hits, but you will not automatically get maximum damage unless you select this option.
Area attack. If you have access to a spell or item that grants you an area attack, then state under which circumstances you will use the area attack. Stealth and area attack items combined can be deadly.
For item selection and allocation, it will be Lone Wolf style, but with some additional rules.
You can carry up to 4 weapons on your person. (You are assumed to have and find sheathes and scabbards and similar along with the weapons.)
Clothing is carried on the body. Only one item of each type can be worn at any one time. (Only one set of armour, only one cloak, only one pair of boots, only one belt, only one backpack, only one ring on each index finger etcetera. Excess items worn on the body may be carried in the backpack, but armour of any type cannot be carried there, though normal clothing can.)
Remaining items are carried in the Backpack which can hold up to 12 items. See backpack rules below for which items are permitted.
Backpack rules: You can carry extra clothing in your backpack, but you can't carry any leather or metal armour in your Backpack. You must loot it and don it or leave it behind. Overall, I will tell you what you may carry in the backpack. Most smaller items will be permitted. Larger weapons and armour will not.
Each character also has a Belt Pouch which can be used to keep items that takes virtually no space at all. This includes for instance coins, gems and rings.
Each of you will be granted: - 1 Set of normal clothing. (No properties and no need to keep track of it. Takes no space.) - 1 Backpack. - 1 Pouch - 1 Healing Potion or Mana Potion (of your choice) - 1 standard Melee Weapon of your choice. - 1 Additional Healing Potion. (Can be replaced by Random Choice.) - Book of Herbs (Optional; Backpack Item) - Any class items your character is entitled to. - Your two Magnamund Rescue Special Items. - One additional Special Item of your choice (Loan item) - A Ring of Regeneration (+1 Health every second Round) or+1 Stat boost item. (Loan item)- Any remaining Potions to which your character is entitled.
Healing Potions give +4d3 Health when used. Mana Potions give +4d3 Mana when used.
Taking 1 item out of Backpack: 1 activity: when 1-5 items in Backpack. 2 activity: when 6-9 items in Backpack. 3 activity: when 10-12 items in Backpack.
The pistol still hits multiple targets, right? And I get a damage bonus from my specials?
What you get from your specials is faster Reload times, and you would get a larger supply of Boom Powder as well due to class.
Hmmm seems I gave a damage bonus for this in Casiorn challenge. But your special list is a bit different this time .... Hmm... I guess with 2 specials in guns you should get some damage bonus as well...
But since you get more Boom Powder for being a Gunner I will set the benefit to 2d6 Bludgeoning damage and 2d6 Piercing damage, i.e. you get the 2 x2d6 instead of the 2 x2d5.
- 1 Set of normal clothing. - 1 Backpack - food, rope and grapple, lantern, oil, bedroll - 1 Pouch - 2 Healing Potions - 1 Drodarin War Axe - Book of Herbs - Bor Pistol with powder and bullets for 20 shots - Enchanted Full Plate Armour - Cloak of Magic Protection - Gauntlets of Strength - Ring of Regeneration.
Think that's everything. Is there any distinction between one and two-handed melee weapons?
Oh, and the pistol did 2d6+1, 2d6+1 in Casiorn, but I didn't have as many shots.
That's the space of 14 items. Seems one or more items have to go. I only permit 12 items. The space each item takes is listed to the left. Charges or durations are to the right.
1 Pouch Empty
Weapons 1 Drodain War Axe, Strength, One-handed, Damage: 1d8, Condition: 5/5 1 Bor Pistol, Loaded. Eye, Damage: 2d6 Bludgeon + 2d6 Piercing -1 Bludgeon and -1 Piercing for each square beyond 1.
Worn Cloak of Magic Protection. All magical damage is reduced with 50% Full Plate Armour. -2 to all physical and elemental damage, -5 Stealth Gauntlets of Strength. +1 Strength Ring of Regeneration: +1 Health every 2nd Round
Hmmm Enhanced Full Plate?
As for 2-handed weapons... the differences are: * Takes up 2 weapon slots. * Damage die is d6 instead of d5 (d10 instead of d8 with specialization)
So: You replace Rifle with Pistol. And the two new special items are the Ring and the Gauntlets.
Sorry, I thought my plate armour was magical. Guess not. Might as well ditch the bedroll, it has no in-game effect that I know of. I'll go with the two-handed axe. Can't wield the axe and Pistol at the same time anyway.