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01:14, 20th April 2024 (GMT+0)

Game Rules

Posted by DirectorFor group 0
Director
GM, 79 posts
Sat 24 Mar 2012
at 14:22
  • msg #1

Game Rules

 Rules of the GameImportant rules pertaining to the game.

1)Very important: As long as you are an active member in the game, I'm not going to deliberately try to kill your character off without discussing it with you first.  As long as you don't do anything incredibly stupid, don't worry about dying.  Even then, there are Back from the Dead drama points.  With that being said, the threat of death will be present. I make no promises that the good guys will win every fight and there may be times when you are on the receiving end of an attack that cost you huge amounts of life points and have to spend your drama points to stay in the fight.  And remember bad guys have drama points too.

2)Also important:I like it when everyone post their combat moves as soon as possible so we can resolve the combat round.  If you're character hasn't posted their combat move in reasonable time (say about 2 days), I reserve the right to move on without you.  This could mean I will post a move on your character's behalf or your character may just stand around looking stupid for that round (and take damage).

3)Also Important There is one GM in this game, that being me.  No Co-GMs. Most of you don't need to be told this.  But every once in a while there's a know it all who thinks they can run my game better than me or thinks I'm doing it wrong since I'm not doing it their way.


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House rules for the game will be few, pretty much sticking to the corebook.

Here are the house rules in effect at this time:

*When you roll your defense, don't specify dodge or parry, please just label it defense. I've merged dodge and parry together.  Most combat moves can be defended by either, but some can only be either specifically dodged or parried (slam tackle for example can be dodged but not parried).  This way your covered in all cases. For your defense move roll dexterity plus kung fu or getting medieval or acrobatics whichever is higher.


*Initiative-If I don't state who has initiative, the good guys have initiative in a fight.  They usually have it anyway to the point where stating it is almost redundant. If the bad guys have intiative, I'll make it clear.  If not stated, good guys go first.  Also, initiative will count for all characters on each side.  If the good guys have intiative, all good guys get to go first before the bad guys can make a move.  If the villains have initiative, they all go first before any of the good guys can make a move.  Call it the momentum advantage.

*This one is an optional rule from Monster Smackdown.  Slash and stab attacks on vamps are divided into two categories; slash and stab.  Slash attacks work normally, but stab attacks work just like bullets. So attack a vampire with an arrow, spear, or wooden stake not to the heart, and other attack that is stab only, the damage will be divided by five just like bullets.

*We'll be using the simple option for damage types.  Which means no double the damage for non-specific slash/stab or bullet attacks on any character type and fire damage heals at the normal rate. Through the heart, decapitation, etc. will still have their appropriate specials damage modifiers.

*The Toss combat maneuver is banned. Take a bottle of Wite-Out and erase it from your rule book. The game makers didn't think this one through or play test it enough. It's practically an auto-hit for the attacker.

*Knockdowns and fighting- If your character is knocked down in combat, they can't attack for the remainder of the turn and defenses are at -4. The -4 then applies for all attacks and defenses each round until the character can stand.  Getting up requires a dexterity plus acrobatics roll with at least one success level.  If you succeed, you are back on your feat and can act normally.  The Dex/Acro roll doesn't count as an action.

*Ranged attacks (arrows, thrown knives, etc) are defended with a -2 penalty.  No need for you to worry about that when rolling your defense move, I'll adjust when necessary.  Most fights in the game tend to be close combat.  There's a section in the corebook that says if no cover is available the penalty goes up to -4 when dodging ranged attacks.  I'm not enforcing that roll.  Penalty for defending ranged attacks is a flat -2.
This message was last edited by the GM at 18:55, Tue 18 Feb 2020.
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