Rules (no specific order):
1. If a player's HP drop to 0 or lower, he faints.
2. XP is awarded for many things. Advancing to the next level always takes 100 XP.
3. You may carry up to 7 items in your inventory. Most of these can be stacked.
4. If you want to say anything out of character, use olive as a color please.
5. You may try to do whatever you imagine you want to do. If you want to try to climb a wall in order to look at the whole thing from above, do it. If you encounter a pool full of sharks and want to jump over it, try it! Nobody ensures that it will be successful though...
6. Whenever I post I'll post a "summary" that indicates the current HP, MP and Lvl of each character and enemy (if there are any) as well as the result of your last actions. You may only do one action, e.g. attack someone, at a time. After having done an action, you'll have to wait for my next post. Saying something or talking to someone doesn't count as an action though. Also, if you do something in order to do something else, e.g. you light your torch to see what is around, or you throw something at your enemies to run surprise them and run away, it also only counts as one action, not as two.
7. When leveling up, you gain 1D6+Power HP, 1D6+Intelligence MP and may upgrade one of your skills or learn a new one. T
8. If things get risky, you may try to escape. In that case, every conscious party member gets a check. Those are all added together, with unconscious heroes being +0. Then the remaining enemies all get a check (bosses may get high bonuses here), also being added together. Then party vs. enemies is checked. If party is higher, the escape is successful.
9. There are three possible positions for battles. You can choose between either *front* or *cover*. The front can be attacked by anything, but can also attack with anything itself. Covered characters can only be hit by ranged attacks, magic and certain skills that hit the whole party - however, this only applies if there is at least one character standing at the front. If all characters at the front are either gone or unconsious, melee attacks will hit covered characters as well.
10. Sometimes you'll encounter unusually strong enemies, called bosses. They are very dangerous and often need to be defeated in order to continue with the good part of the story. They often have very high modificators on their stats. When seeing them in the status table, they are marked brown.
11. Gold is kept by the party, even when split up. (Screw logic)
12. You may split 25 points between HP and MP. You start with 500 AP. AP can buy stats as well as skills. Stats are 5 AP.
13. Stats should add up to 5. Individually the stats should be from -5 to 5 plus -1/+1 per level..
Strength: Modifies damage dealt with melee weapons (but cannot make it lower than 1). Modifies accuracy with melee weapons (the modifier is added to the number rolled with the d20)
Dexterity: Modifies the AC and accuracy with ranged weapons.
Constitution: Modifies the amount of HP gained upon a level up, and is added to saving throws against certain status ailments.
Intelligence: Modifies the amount of MP gained upon a level up and modifies the accuracy of spells.
Wisdom: Modifies the MR and is added to saving throws against certain status ailments.
14. Something else to note about stats.
AC = 10 +/- Dexterity + Equipment bonus
MR = 10 +/- Wisdom + Equipment bonus
Melee Hit = Strength + Weapon bonus
Ranged Hit = Dexterity + Weapon bonus
Spell Hit = Intelligence
Damage dealt = Weapon/Spell damage (+ Strength if it's a melee attack)
15. Poison can only bring you down to 1 HP.
There are three types of poison (which can all be overlapped):
Weak poison: Deals 1DMG each turn. It's weaker, hence the name. And well, the only reason you would use this is because it's cheaper, AP and goldwise.
Normal poison: Deals 10% of the enemy's max HP rounded up damage each turn.
Strong poison: Deals 15% of the enemy's max HP rounded up damage each turn.
Über-Strong poison: Deals 25% of the enemy's max HP rounded up damage each turn. This is pretty rare. You can get large quantities of it from large, poisonous monsters.. if you live.
16. If there's anything else I missed, either it's shown in the example below or applies to like every single PnP. If I missed something other than that or it's confusing or whatever, just tell me, because I probably have messed up somewhere.
Exampel, lvl 1 Example
HP: 6/6
MP: 19/19
Hit: -2 | XP: 0 | AC: 13|
AP: 500 | MR: 13
Weapon: Fists (1d6)
Armor: Tunic (1 AC)
Spoiler: Inv., Skills, Stats
-An item
Skills:
-An skill
Stats:
Strength: -2
Dexterity: +2
Constitution: 0
Intelligence: +2
Wisdom: +3
..I don't like making new topics.. and I don't know if anyone will play..
You know, I just noticed something. ATK and DEF never seemed to be used.. just attacking and dodging. Hmm. By the way, I'm going to use what Clonk called the D&D system in his post in SPAM. Maybe adding attacking/dodging to ATK/DEF and using the latter. Anyway.....