Rules.   Posted by GM.Group: 0
GM
 GM, 95 posts
Tue 28 May 2013
at 16:38
Rules
Duel weilding: A character may equip a weapon in their off hand, when they do this they gain the benifit of all the passive buff and enchantments that the equiped weapon gives. In order to equip a weapon i  your off hand you must have rank four in that weapon skill.

Sheild Bashing:If your equiped qith a shield in your off hand you may, once per attack action, make a single attack with your shield. Doing this negates the shields armor bonus untill the start of your next turn, the attack roll is 1/2 your shield ranks. If the attack its there is a chance it will stun the opponent, the chance is 1 in 10 at rank one, 2in 10 at rank 6 and 3 in 10 at rank 11, having a spiked shield inceases this chance by 1.

Defensive stance: As a move action you make enter a defensive stance, while in this stance you may not move but gain +2 to all DEF rolls and gain 2/- DR

Charges: If you move at least 15ft before you attack your first attack gains a +2 to attack rolls.

Spell circles: A spell circle lasts 24 hours, at which time its magic fades and it becomes a useless drawing. A wizard may spend a standard action at the end of this time to increase the duration of the spell by another 24 hours. If at anytime a spell circle is active for a year and a day it becomes permanent.

Unarmed attacks: attacks made without weapons have an attack roll equal to your strength modifier, and deal 1d3 plus strength modifier damage

Improvised weapons: attacks made with random items follow the below chart. The attack modifier for these attacks is 3/4 the normal of your highest weapons skill.
Small items deal 1d3 plus strength modifier damage, can be thrown 5 ft per strength modifier
Medium items dea 1d6 plus strength and can be thrown 1/2 strength modifier
Heavy items deal 1d8 plus strength and can be thrown 1/4 strength modifier

This message was last edited by the GM at 17:19, Wed 08 June 2016.

GM
 GM, 122 posts
Tue 3 Sep 2013
at 03:26
Re: Rules
Flanking: flanking grants a +2 to attack and damage.

Cover: when you have cover, all incoming attacks that target armor or agility takes a -2.

Concealment: when you are concealed all incoming attacks take a -5 to attack. While concealed it take a perception check(difficulty 12 or stealth roll) to locate you.

Prone: while prone you take a -2 to armor and agility rolls, it takes a move action to stand up.

Stunned: while stunned a target cant move on their next turn and takes a -2 to armor, agility, and willpower rolls.

Poisoned: poisons damage the stats of a character, but any one character can only take up to 10 points of poison damage a day before they fall unconscious from ability damage. Ability damage is heal by one point a day. If any stat ever falls to 0, the character dies.

Vision: in bright light characters can see up to a mile awasy, though most races can't see clearly at any great distance. In dim light or moonlight,  characters can see up to 30 ft. In total darkness you can see nothing. Dark vision allows you to see in total darkness as I'd it were dim light. Low light vision doubles the distance you can see in low light.

This message was last edited by the GM at 15:53, Wed 19 Nov 2014.

GM
 GM, 138 posts
Tue 12 Nov 2013
at 05:24
Re: Rules
Kockouts: you may knock out a target with a blunt weapon. You must announce the attempt before you roll attack, it does half damage but if it would knock the target below 0hp, it instead falls unconscious for 2d20 minutes.

Terrain and weather:
Deserts, Forests, and deep snow reduce movement by 1/4 speed
Thunderstorms reduce vision to 60ft
Blizzards and sandstorms reduce vision to 30ft

Death: a character is considered dead when he has been at 0hp for three consecutive rounds. When you hit 0 HP your stances and all natural fastheal cease to work. A toughness roll difficulty 20 grants you one more turn of dying, a difficulty 33 grants you 1 HP but a -3 to all rolls for the rest of the day and 1d20minutes of unconsciousness

Natural illusions: In some places across the planes there are bits of wild magic which has formed into illusions. If these are illusions if something dagerouse they will do damage every turn until the illusion is disbelieved, untill disbelieved there is no way to avoid this damage. The disbelieve damage ad the damages are below.
Minor: difficulty 16, 1d4
Moderate: difficulty 18, 1d6
Major: difficulty 22, 1d8
Godly: difficulty 25, 1d10

Destroying a spell circle: it's possible(though difficult) to destroy an active spell circle. The defense of a spell circle is the willpower of its creator +2, a spell circle has 10 HP per level, is immune to all spell damage, and has damage resistance equal to 2 per creators wizard level. A destroyed spell circle is fixable, it's creator may spend a standard action to make it useable again. A spell circle that is made permanent  repairs itself 12 hours after being destroyed.

This message was last edited by the GM at 06:30, Tue 12 Nov 2013.

GM
 GM, 143 posts
Thu 28 Nov 2013
at 17:16
Re: Rules
Carrying capacity: a character can carry 30 pounds per point of strength. If they are ever carrying more than that they take a -2 to armor and agility rolls and their jump, climb, land, and swim speeds are reduced by half.

Grappling:to grapple with an opponent, you must first man a grapple attack, which is opposed rolls with strength added, if you win you grab onto the opponent. You make the same roll every turn you are holding onto the opponent, if you lose the opponent breaks free. While holding onto an opponent, you may move them up to 10ft. While holding someone or being held the only weapons you may use is the dagger or an unarmed attack

Dehydration and starvation: a character may go three days without water and five days without food, after this time tey will start to lose stat points. They lose one point in every stat every day, the minimum every stat by constitution can fall is 1. When a characters constitution reaches 0 from this they die. After one week of rest and food characters stats will start to increase at one point a day.
GM
 GM, 329 posts
Mon 21 Jul 2014
at 23:06
Re: Rules
Subsection 1.5 A
Yes it does

Subsections 1.5 B
No it dosent
GM
 GM, 377 posts
 That dude who makes
 Stuff that dosent work
Sat 2 May 2015
at 03:37
Re: Rules
Stats

Stats Grant special effects based on how high they are. Each stats effects are unqie, and will stack with themselves unless stated otherwise. If ever your stat is lowerewd enoughh to where you would lose a special effect you cant use it until your stat reverts to normal. The only exception to this rule is the bonus language gain from high charisma.

STRENGTH
5:When rolling a strenght check to break an object you gain a +2 to the roll.
8:You gain an additional 20 lbs of carrying capaity
12: you gain additional +2 to object breaking.
16You can carry an additional 20 lbs.
20When you hit with a melee attack and roll a 1,2 or a 3 on the damage dice you instead deal damage as if you had rolled a 4

DEXTERITY
5: You gain +2 to all agility rolls
8:+2 to all defensive rolls vs traps and non spell based Projectilies
12:You gain an additional +2 to agility rolls
16:Your Trap amd projectile bonus increase by another 2
20: When you roll agility against a spell or a trap yuou only take 3/4th the damage you normally would. You apply Resistances after reducing the damage.

CONSTITUTION
5:You gain a +2 to all toughness rolls
8: All poison damage you take is reduced by 1(to a min of 0)
12: You gain an additional +2 to toughness rolls
16: you gain another point of poison resist(to a min of 0)
20:When you roll tougness against anything that would deal damage and fail you take 3/4 the damage. Apply resistance after the reduction.

INTELLEGENCE
5: You gain a +2 with a skill roll of your choice. You cannot change this after choosing it and it cannot be an attack or defense skill. Multiple uses of this ability cannot affect the same skill.
8:You gain a +2 with a skill roll of your choice. You cannot change this after choosing it and it cannot be an attack or defense skill. Multiple uses of this ability cannot affect the same skill.
12:You gain a +2 with a skill roll of your choice. You cannot change this after choosing it and it cannot be an attack or defense skill. Multiple uses of this ability cannot affect the same skill.
16:You gain a +2 with a skill roll of your choice. You cannot change this after choosing it and it cannot be an attack or defense skill. Multiple uses of this ability cannot affect the same skill.
20:You gain a +2 with a skill roll of your choice. You cannot change this after choosing it and it cannot be an attack or defense skill. Multiple uses of this ability cannot affect the same skill.

WISDOM
5: you gain a +2 to all willpower rolls
8: you gain magic resist 3
12: You gain an additional 2 to all willpower rolls
16: you gain an additional 3 magic resist
20: Whenever you fail a will save make it again mext turn with a -5 penalty

CHARISMA
5: You Learn one additional language
8: Yougain one additional speech reroll a day
12: You learn one additional language
16: You and another 1/day speech reroll
20:When you are targeted by a speech attack you can counter with a speech check instead of a Insight or willpower.
GM
 GM, 387 posts
 That dude who makes
 Stuff that dosent work
Thu 8 Oct 2015
at 18:58
Re: Rules
Healing:
  A character regains hit points natural over time, for every 8 hours spent resting a character regains 2D4 plus their constitution worth of hit points.
GM
 GM, 389 posts
 That dude who makes
 Stuff that dosent work
Tue 27 Oct 2015
at 16:04
Re: Rules
Mounts and mounted combat.

While mounted your move speed is equal to that of your mount, while mounted much more of your concentration is needed to move and attack as such you may only make one attack a turn while mounted. It takes a full round action to mount a horse and a minor action to dismount.

While mounted any charge attack you make gain an additional +2 to attack and deals an additional 2D4 physical damage. This damage is added to base damage before enemies damage reduction is applied.

When attacking someone who is mounted you may choose who to attack, the rider or the steed. When someone who is mounted is targeted by an area of effect attack both rider and steed must make opposing rolls, and should either fail both are hit.

When a rider is hit by a critical or a push effect to avoid being knocked from his steed.whenever someone is knocked from a steed they land prone is a space adjacent to the steed

When a steed is hit by an attack that deals more than half of its 75% of its HP in damage or is affected by a illusion or aura spell there is a 30% chance the it will become out of control. An out of control steed will ignore all orders, attack and within reach or move away from any threat, and actively try to knock any riser off its back.

While a steed may not out skill points into light or heavy armor skulls, they may still wear a special armor called barding. This armor grants +2 to armor and agility rolls and gives the mount 2 damage reduction. Barding can be affected by epic abilities should it be made by a skilled smith. It takes two minutes to armor a horse.

A steed is allowed to make perception checks the same as anything else, though there is normally no way on which the steed can pass any info granted to its rider.
GM
 GM, 395 posts
 That dude who makes
 Stuff that dosent work
Fri 11 Dec 2015
at 21:05
Re: Rules
Fast healing

Fastheal has limits to the amount it can heal in a single day. Multiple sources of fast heal have the healing limit combined. The limits are as follows

An elf's fastheal has a limit of 10hp +3 HP for every level that have attained after first.

A sorcerer who chooses fastheal as one of their bind bonuses has a limit of 10+10 per boujd outsider

The blind man's healing aura has a limit of 100 HP which is depleted by all who are targeted by it.

The immortals cloak has a limit of 60 for a minor and 90 for a moderate. There is no healing limit for a major immortals cloak.

The warriors spring stance has a limit based on level. The limit for all stances is the same as the highest level spring stance known, this limit is shared by all levels of spring stance you know. Spring Is limit is 30, spring IIs limit is 60, spring IIIs limit is 90, and spring IVs  limit is 120.
GM
 GM, 400 posts
 That dude who makes
 Stuff that dosent work
Wed 8 Jun 2016
at 17:57
Drink your Drink
Drinking is commonplace throughout most if not all the world. Most will at most have a drink or two after a hard days work, but some drink thay much before breakfast.

A character has no penalties until they have drank a number of drinks equal to their constitution within a span of three hours. A drink fully metaboloses in around three hours and no long counts towards your drink total.

When you have drank a number of drinks equal to your consitiution you start to take a -1 to attack, willpower, and agility rolls but you gain a +2 to speech rolls.

At two times constitution you must make a difficulty 5 toughness roll every drink or every 30 minutes to avoid passing out. While at this stage you take a -2 to attack and agility rolls and a -3 to willpower rolls, but gain a +4 to speech rolls. Should you pass out at this stage you gain -1 constitution and -2 perception for 12 hours.

At three times constitution you must make a difficulty 18 toughness roll every drink or every 30 minutes to avoid passing out. At this stage you take a -3 to attack and agility rolls and a -4 to will power rolls, but gain +2 to speech rolls and gain 2 damage resistance. If you pass out at this stage you take a -1 to STR, DEX, and CON and take -2 perception for 12 hours.

At four times constitution you must make a difficulty 21 toughness roll every drink or every 30 minutes to avoid passing out. At this stage your landspeed is halved and you take a -4 to attack and agility rolls and --6 willpower rolls, but you gain damage resistance 4. If you pass out at this stage you take -1 to strength dexterity and constitution and a -4 to perception rolls.

At five times your constitution you must make a difficulty 24 toughness roll every turn to avoid passing out. At this stage you have your landspeed lowered and take a -5 to attack and agility rolls and a -8 to willpower rolls, but gain damage resistance 6. At this stage you will not willingly stop drinking. If you pass out at this stage you take -1 to strength, dexterity, and constitution and take a -4 to perception and -2 to willpower for 12 hours.

At six times your constitution you must make a difficulty 27toughness roll every drink or every 30 minutes to avoid passing out. At this stage your land speed is halved and you take a -6 to attack and agility rolls and a -10 to willpower, but gain damage resistance 8. You will not willingly stop drinking at this stage. If you pass out at this stage you take a -2 to strength, dexterity and constitution and a -6 to perception roll and -4 to willpower rolls for twelve hours.





When(if) you pass out you remain unconscious for 40 minutes for every two drinks you drank.

Beer always counts as one drink.

Wine counts as a drink and a half.

Spirits count as two drinks.

This message was last edited by the GM at 20:53, Thu 09 June 2016.

GM
 GM, 403 posts
 That dude who makes
 Stuff that dosent work
Tue 18 Apr 2017
at 02:37
Hey, think fast!
Reaction abilities

Reaction abilities are actions that a character can do outside of their turn. A character may only use one reaction ability during the round, if they have enough reaction points(RP). Reaction points are restored after a ten minute rest.

Reaction abilities are as follows:

For one reaction point a character may-
- make a single weapon attack against a creature that move through an adjacent square.

-gain +2 to a defense against a single incoming attack.

-choose a single creature you can see within 30ft, until the end of your next turn you gain +1 to all attack, agility, armor, insight and perception rolls, and +2 to damage rolls against the target creature.

- reroll and insight or perception rolls from last turn.

- grant one adjacent creature +1 to all defenses and damage resistance 2 until the start of your next turn.

- you may draw one weapon or item for free at the start of your next turn.

For two reaction points you may-
-when hit by an attack spend points to lower all other attack rolls the attack makes this turn take a -3.

- when hit by an attack you gain +2 to all defenses rolled against the target until the end of the targets next turn, but take -1 on all defense rolls against all other targets during this time.

- when hit by an attack halve all  damage take, after resistances.

For three reaction points you may-
- one incoming attacks, before it's rolled, takes -3 to critical range(min. 19-20) and you gain 3 resist against it.

-choose one creature you can see within 30 ft. On your next turn your first attack against that target deals max damage  if it hits and ignores resistance.

- when a creature adjacent to you is targeted by an attack you may instead throw yourself in front of the attack and have it target you.