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Game Mechanics.

Posted by Ape MasterFor group 0
Ape Master
GM, 16 posts
Incarnation of Sehton
Fri 1 Sep 2017
at 14:28
  • msg #1

Game Mechanics

Time

Time is measured in rounds and turns.  One round is equal to 10 seconds, and one turn is equal to 10 minutes (60 rounds).  Rounds are kept track of during encounters, when the PCs meet creatures or NPCs, engage in conversion or combat, and other situations where keeping track of short time increments is useful.  In many situations, time will be kept in terms of turns.  When groups are exploring an area turns are used.  Carefully inspecting a 10’ x 10’ area takes one turn, which usually involves looking for secret passages, doors, or other concealed elements.


MeasureTime
Round
10 seconds
Turn
10 minutes (60 rounds)
Hour
6 turns

This message was last edited by the GM at 15:17, Fri 01 Sept 2017.
Ape Master
GM, 17 posts
Incarnation of Sehton
Fri 1 Sep 2017
at 14:38
  • msg #2

Game Mechanics

Vision

Creatures and humanoids may have different forms of vision.  In addition, some technological devices may grant the ability to see in these ways.

Infrared Vision

Infrared vision is the capability to see in the infrared spectrum of light.  Creatures have varying ranges for this ability.  Most creatures have the ability to 60’, and this means their eyes are collecting light much as any eyes do.  These creatures can only distinguish differences in heat levels, and it is not in fine detail.  However, warm footprints may be detected within 4 rounds of a creature’s passage.  Further ranges indicate that the eyes actually emit infrared light (and glow red) indicating the eyes are seeing infrared light as it bounces back.  This form of vision allows the viewer much greater resolution.  Note that if a heat-emitting light source is present, infrared vision cannot function.  The sudden presence of a heat source or sunlight causes 1 round of blindness.

Low-light Vision

Creatures with this form of vision have eyes that are so sensitive to low levels of light that they can effectively see in the dark.  There must be some small amount of ambient light, such as starlight, moonlight, etc., even if this light is virtually undetectable by other creatures.  As a consequence, this form of vision is useless in environments that are totally devoid of light, such as underground.

Ultraviolet Vision

Creatures with this ability can see the UV spectrum and will be able to see objects that emit this type of energy.  This spectrum includes high intensity radiation.  At night, this vision allows a character or creature to see to a distance of 300’.  Since this vision relies on heavy background radiation, it is not useful underground unless there is a source of radiation for illumination.  If a creature has ordinary vision and ultraviolet vision, the ultraviolet vision is only usable in darkness, and it takes 1 round to transition between each form.  Note that radioactive devices or other objects that shed similar energy interferes with ultraviolet vision, much like a heat source interferes with infrared vision.

Invisibility

The following guidelines can be used for ruling in situations where invisibility is a factor.  Some beings may have the ability to be invisible, or devices may grant that ability.  As a general rule, an invisible character or creature may be struck with a -4 penalty to combat skill.  In addition, invisible creatures receive a +4 to save checks in regard to effects in which knowing the victim’s location is a factor.

It must be noted that invisible creatures are not rendered silent, unless that is achieved by other means.  In addition, an invisible creature may betray his presence through other senses, such as smell.  To account for various means of perception and alertness, the following chart can be used to check the probability that a creature or higher level character detects that an invisible creature is present. Note that this only gives knowledge of the creature’s presence, and all normal penalties to hit apply.  The roll should be made every round.  If successful, the creature is aware of the invisible being from that point on.  In the case of creatures, level refers to the number of 1d8 hits (also generally the save level).  Cross reference the creature’s level or hits with INT for the probability of detecting any invisible opponents.

This message was last edited by the GM at 15:18, Fri 01 Sept 2017.
Ape Master
GM, 18 posts
Incarnation of Sehton
Fri 1 Sep 2017
at 14:56
  • msg #3

Game Mechanics

Movement

The distance a character may move on foot without the aid of a mount or a vehicle depends on the situation and timescale currently in use.  Exploring movement is used when characters are moving about in old ruins or structures, underground, or anywhere else indoors when they are moving slowly and carefully to watch out for hazards and map the area.  In these cases, characters move 120’ per turn.  Encounter movement is applied when rounds are used for situations like combat.  In this case characters move at one-third of their exploring movement, generally 40’, per round.  This is the distance a character can move and still engage in an action in the round, such as combat, picking something up, activating equipment, and so on.  Characters may also engage in a full-out run in a round, to move their full 120’ movement distance.  This movement forgoes any other action in the round.  In addition to these movements, characters may swim at 50% of their current movement rate.

Characters must rest for 1 turn after 5 turns of movement when exploring.  If they do not, they suffer -1 to skill rolls and damage rolls in melee combat until they rest.

When characters are traveling overland or in wilderness they move faster since they are not watching their footing so carefully.  In this case characters move 120 yards (360’) per turn.  This also translates to 24 miles per day on foot.  Characters must rest for 1 day out of every 6 when traveling overland.  Refer to the following tables for a summary of movement types and modifiers to overland movement.

 
MOVEMENT SUMMARY
Movement TypeDistanceTime
Exploring
120'
1 turn
Encounter
40'
1 round
Running
120'
1 round
Overland
360'
1 turn

TERRAIN TYPEMODIFIER
Rough, hilly, woods
-1/3
Swamp, thick woods/jungle, mountains
-1/2
Roads, clear terrain
+1/2
Forced March1
+1/2

1 = Characters must rest for one day after every day of a forced march.
This message was last edited by the GM at 15:19, Fri 01 Sept 2017.
Ape Master
GM, 20 posts
Incarnation of Sehton
Fri 1 Sep 2017
at 15:17
  • msg #4

Game Mechanics

Damage and Healing

Damage dealt is subtracted from the opponent’s hit points.  Generally, when a character or creature reaches 0 hp he dies.  All beings recover hit points through rest.  For each full day of complete rest, a character or creature will recover 1d3 hp.  A chimpanzee scholar specializing in medicine can speed the healing process.  He can bandage a character to heal 1-3 hp.  If the wounded character is in a hospital or similar facility with appropriate medical equipment a character will heal 3 hp per day under the care of a chimpanzee doctor.  An orangutan politician can bandage a character to restore 1 hp only.  The amounts for daily healing assume complete rest.  No healing occurs if the injured party engages in any activity but bed rest.

This message was last edited by the GM at 15:19, Fri 01 Sept 2017.
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