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corerules

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Core Rules

What Anyone Can Do

  • Call HEAL 1 to yourself or an ally after 10s of medical roleplay.
  • Wield one weapon.
  • Use a buckler to block damage.
  • Use a dagger in their offhand.
  • Have 6 hits.
  • Wear armor to gain 2 more hits, if they wish.
  • Have 4 psyche.
  • Regain all hits between encounters.
  • Die 4 times per character lifetime without being rendered unplayable.
  • Have enough to live on. (You can be anything from dirt poor to comfortable depending on player preference.)
  • Source a set of standard equipment between adventures.
  • Execute an unresisting target by spending 10s of appropriate roleplay killing them.

Death and Dying

  • When someone reaches 0 body hits, they enter their death count.
  • This is also known as 'bleeding out'.
  • After 60 seconds of bleeding out, the person dies.
  • You cannot speak, move, concentrate, or make calls when bleeding out.
  • Player characters belong to a group of individuals known as the Blessed who are resistant to death.
  • When a player character dies, so long as they wish to persist, their body reforms elsewhere.
  • In play, this means that a player character may rejoin the party after a couple of encounters at GM discretion.
  • (OC, we will be looking to do what is most appropriate and makes the most fun for all involved).
  • A player can respawn in this way up to four times.

Psyche

  • Psyche measures your strength of will and mental wellbeing.
  • A character starts off with 4 maximum psyche and can gain more through buying skills.

Psychic Combat

  • Psychic combat represents your strength of will and ability to resist spiritual effects.
  • These combats are always fought with matched weapons.
  • In psychic combat, your hits are equal to your maximum psyche.
  • If you win, gain one psyche.
  • If you lose, lose one psyche and gain an effect at GM discretion.

Zero Psyche

  • If at any time, a player has 0 psyche, they fall unconscious until the end of the encounter.
  • They then wake up on 1 psyche and gain a negative effect.
  • This effect will tend to last for the rest of the adventure.

Concentration

  • Some skills require the user to concentrate for a duration of time.
  • Concentration is broken by effect calls.
  • Damage calls do not break concentration, but bleeding out (starting your death count) does.
  • If Concentration is broken the timer is reset to 0 and the user must begin concentrating again.

Medical Roleplay

  • Requires the healer to use both hands.
  • Requires the healer to concentrate.
  • Requires the patient to stay still.
  • Requires the patient to not make any offensive calls.
  • Pauses the death count of the patient.

The Golden Rule

  • When referring to rules on this wiki, specific rules override general ones.
corerules.1506935883.txt.gz · Last modified: 2017/10/02 09:18 by gm_seb