I for one would like to see some Kai, either as NPCs or actually playing. Gives me something to hunt
Another suggestion, maybe have character-specific goals. In the last adventure, we faced a "common enemy" which was fine, but playing the evil guy it would be nice to have a nice evil goal to get towards.
Post by Aguila Saber on Aug 10, 2009 12:16:24 GMT -5
This is the corresponding info for Magnamund Resuce, which among other things included an event like this one. I've used overstrike on the information which is not applicable here.
Also, you are not required to play yourself. You can create a character to play specifically for this event.
The in-game rules is a couple of sheets. Most in-game mechanisms are resolved by adding a random number between 0-9 to a one of your Stats and then compare the result with the DC of the task. Most DC's range from 5-10.
You do not have to roll the dice and do the math. I will mostly use Invisible Castle for this and for rolls made in secret I roll myself.
There will be a dedicated IC thread for posting what your character thinks and does. My DM posts will not write what your character thinks or give reasons to why you succeed to fail, instead you will have the result of your actions in my postings, but how things ended up in that way is left for the player to expand on, if so desired.
Magnamund Rescue !
A God from another universe has been slighted by the Gods of this world and as a revenge this Gods plans to destroy Magnamund by dissolving the planet into the Neverness.
The God has sent creatures which are called annihilators to Magnamund and ordered them to construct beacons of power. The first purpose of the beacons is to destroy everything living on Magnamund and then when the races have been decimated more beacons will be constructed to destroy the planet itself.
Needed from those who sign-up:
1. You need to allocate stats to your character. 2. You need to decide bonus abilities for your character.
Post stats to the thread and PM me bonus abilities. Bonus abilities may be revealed to all participants also. I might try to hold on to them until they are used for the first time.
Magnamund Rescue time-frame.
So far interest for potential participants have indicated that it would be wise to run a longer battle series (over time) and with fewer events ongoing. For this reason you can probably expect the tournament to end some time around Christmas. This means that participants will overall be required to spend less time daily.
That said some competitions will be quickly over and will require almost nothing from the competitor while others will require guile and tactics and some committment in time.
You have 6 stat points to allocate.
The stats are as follows: Strength: Permits you to hit easier and to do more damage with melee weapons. Grants you fortitude to resist various physical effects. (Like: Poison and Disease)
Speed: Decides how fast you react and how much you can move and do in a certain amount of time. Makes you harder to hit. (Speed can replace Strength for light weapons in regards to making hitting easier.)
Eye: Increases your perception; you will find hidden items and secret doors more easily. This skill also increases your accuracy with all ranged attacks (physical and magical), and makes you overall more stealthy.
Mind: The skill you must have to use magic for best effect. You can wield spells as other wields weapons. Characters who want to be able to make use of psychic attacks and defences must also have points in this stat. Protection from domination.
No more than 3 points can be allocated to any one stat. It is permitted to have stats with a 0 score in them.
Bonus abilities (specials):
Each character can also select 3 bonus abilities which can be used and which are appropriate for the character’s class.
Magic users: Can select 3 spells which they can cast for each special.
Kai Lords: You are required to pick Kai Training as one special. This will give you advantages like a Psychic attack of 1, Psychic defence of 1, and Healing. Basically, you have mastered the basic Kai disciplines. Kai Lords may in addition use their specials to select 2 Kai disciplines which they have developed to a higher level.
For balance reasons I envisage that Kai will have powers on Magna-Kai level. Anything beyond that and this tournament would not be a fair fight.
Examples of other specials are: - Healing: Restoration of wounds over time - Psychic attack/defence: Gives the character ability to attack with their mind and defend when attacked psychically. - Effectiveness in a particular type of weapon. - Fast Mana recovery. (Mana permits characters to cast spells.) - Stat boost. You get one extra stat point to spend. This can increase your stat to 4. You cannot select this special more than once. - Specials of the players design. You can ask for mostly everything.
For some competitions you will also be asked to select Gear suitable for your character. Apart from basic gear suitable for what you are (race and class) each character will be allowed two items of some power.
For instance: a gunner can select a Bor Rifle and a mage can select a wand. You do not need to send in your Gear suggestion now, since not all competitions will use items.
Post by Aguila Saber on Aug 10, 2009 16:10:56 GMT -5
Following is a preliminary version of the in-game rules.
These are the standardized actions. There are no firm rules that I would publish about NPC interactions and the same thing applies to many other actions which may be attempted.
There is currently no rules for opening locks. You will probably be asked a riddle or confronted with a puzzle to solve. Then it takes 1 round to open it if you solve the problem. Failing that locks and doors are bashable/destroyable.
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. Some areas may also prevent use of Perception points.
With the exception of Perception and Stealth the cost for an action may span more than 1 round.
General round activities.
Map design. Maze / Corridor based. Corridors and passages will use a square grid of varying size.
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 passed through this round is automatically searched for interesting features and hazards. No more than 1 Location Search is permitted per Round. Every additional point spent on searching gives a +1 bonus up to a maximum of +3.
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.
Dedicated Search (May use Perception points) It is possible to search any person or feature in the game specifically. A feature can be corpses, chests, doors, or anything else which is mentioned in the text. No more than one dedicated search can be done per round. The points spent on Dedicated Search stacks with those spent on general Search for this one feature.
This option may be helpful when finding traps and/or concealed items.
Move 1 activity point per square travelled.
Disarm Trap Any detected trap can be disarmed by spending 4 activity.
Loot 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 These times are the times it takes to strip the item from a corpse: Heavy armour: 2 rounds. Medium armour and clothing: 1 round.
Donning the item also takes time as per armour type.
Don worn items Putting on or exchanging Boots, Cloaks, Gauntlets, Bracers and Belts all take 1 activity point.
Exchange active weapon This costs 1 activity as long as both weapons are Worn. Exchange of active Weapons can be done for no cost when looting a Weapon and making the looted Weapon active.
Weapon maintenace. Tools: Whetstone and more. Takes up 1 space in backpack. Repair Weapon: 5 activity per point repaired and requires access to tools.
Weapons take damage everytime a 0 is rolled. Brittle weapons take damage everytime 0 or 1 is rolled. Sometimes weapons will take damage every time an attack is made. (Like when trying to bash down a door with a rapier.)
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. Some Fast weapons have an activity cost of 1.
Fast weapons may use Speed attribute instead of Strength for the Attack part.
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 Readied ammunition.) Bor Rifles and Longbows Uses the Rules in the Marksmanship competition. Other Ranged weapons have their own 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. Perception points can be used to pay for this cost.)
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.
Health score (Player characters; Monsters have overall lower scores and they are rolled individually.) 30
Mana score: 5 for each point put into the Mind score. Regenerates at a rate of 1 every second round.
To hit number (Player characters; Monsters have predetermined values depending on type): 5 + Speed
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. 2 Handed weapons take up two weapon slots. (You are assumed to have and find sheathes and scabbards and similar along with the weapons.)
Clothing and other gear 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 or in the Satchel. The Backpack can hold up to 10 items. See backpack rules below for which items are permitted.
Satchel and Readied items: Each character has a small satchel/bag attached to their Belt. This satchel can contain up to 3 Backpack itemswhich can be accessed immediately at no cost. Items in the Satchel are considered readied until used or exchanged for something else.
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. There is no space restriction for the Belt Pouch.
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 - 2 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.) - 2 Special Items (Unless you carry over a character.) - Any class items the character is entitled to. - Any items carried by the character at last challenge.
Healing Potions restores +4d3 Health when used. Mana Potions restores +4d3 Mana when used.
Taking 1 item out of Backpack: 1 activity: when 1-4 items in Backpack. 2 activity: when 5-7 items in Backpack. 3 activity