Zorg the Evil kicked your dog and then he ran away to hide somewhere, go kick his ass and some random beasties' collective asses on the way too.
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+HP Mod hitpoints, 1d6+MP Mod mana points, 100 AP, and 5 more points for your stats.
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 two main 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. There are others, such as the enemy lines or flying, for example.
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 modifiers 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 50 AP.
13. You are allocated 35 points to split among your stats at the start. None can be higher than 9 + your characters level at any given point.
Strength: Modifies damage dealt with melee weapons (but cannot make it lower than 1). Each point adds one extra point of damage.
Dexterity: Each point adds +3 to your Hit value, and +1 to your Avd. Used for some event checks.
Agility: Each point adds +3 to your Avd value.
Intelligence: This is Strength, but for spells. Used for some event checks.
Wisdom: This is dexterity, but for spells. You regain WIS/4 MP every turn (rounded down), with 1 as the lowest.
Luck: Each point adds +2 to your Crt value.
14. Something else to note about stats.
Atk = STR + Equipment Atk value
Hit = 80 + DEX*3 +/- Equipment modifiers
Crt = LUK + Equipment modifiers
Def = Equipment Def value
Avd = 10 + DEX + AGI*3 + Equipment modifiers
Sht = INT + Spell modifiers
Damage dealt = Weapon/Spell damage (+ Strength if it's a melee attack)
15. Poison can only bring you down to 1 HP. When poisoned, a d8 is rolled, the result is how many turns the poison lasts for.
There are three types of poison:
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.
16. If there's anything else I missed, either it's shown in the example below or applies 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.
Mrs. Example, lvl 1 [0] Example
HP: 13/13
MP: 12/12
15 Atk | 110 Hit | 5 Crt
3 Def | 25 Avd
Longsword [5 Atk]
Leather Cuirass [3 Def]
Spoiler: Inventory and s#$t
-
Skills/Spells
Example Skill [3 MP]: Does something.
Abilities/Traits
Example Ability: Mrs. Example can do something.
Stats
STR: 10
DEX: 10
AGI: 5
INT: 0
WIS: 10
LUK: 0
Random
AP: 500
People bored: >9000
I did this because people are getting too wrapped up in the whole advanced roleplaying and complex stories; this is an attempt to get back what was happenin' with our ~150 page PnP threads on Informe, although it probably won't work that well. It's low-maintainance, and you can be as corny/boring as you like, I don't really care.
Also, I will prove you wrong, Clonk. At least, in part, if not more.