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General rules and FAQ.

Posted by GMFor group archive 1
GM
GM, 40 posts
Mon 11 Mar 2013
at 19:10
  • msg #1

General rules and FAQ

1.  Are there restrictions as to where from within the Kingdom we come from?  Big city vs. small town. vs. countryside?

there is no restrictions as to where from inside the kingdom you may hail from. as long as your status remains 0. I left most of the world a blank slate, so if you wish to make up a place inside the kingdom for your character you can, just remember the following:

the kingdom is governed by a church and is very strict.

The church made it publicly clear that the dark creatures from beyond were taken care of centuries ago and that such beast no longer exist within the kingdom.

each major city has a chapel that is used as a center for communication with the church.

those who claim to have been touched by 'Uni', Can perform miracles,  are most often branded a liar and hunted.

Being able to do magic of any kind is taboo and if the church finds out they will hunt you down.



2.  What is the general legality weapon class rule?

John the Farmer is traveling to market.  He has a sword slung over his back.  Do the guards at the gate ignore him, tell him to check the weapon at the gate house, or arrest him on sight for being a commoner carrying a sword?

the answer is number 2, the guards would tell him to check his weapons in, most small towns and villages are wary of people with shown weapons for fear of bandits, bigger towns and cities require weapons to be checked in and given back when they leave. Hired guards are ok'd to carry a side weapon everywhere to protect whatever it is they were hired to protect. so short swords and smaller weapons are ok to carry, crossbows would need to be checked and bow unstrung are ok.


3.  What is the social strata like?  Western European feudal?  More Asian style?

The kingdom of Lu is more like Western European feudal, bigger towns and cities have castles like Europe.
This message was last edited by the GM at 17:50, Mon 01 Jan.
GM
GM, 41 posts
Mon 11 Mar 2013
at 20:11
  • msg #2

Re: General rules and FAQ



Posting:
I would like everyone to post at least once per day to keep the story moving.

I will nudge (and shove if need be) the story along when I can to keep it interesting.

I will do an opening post that states the time and date as the day changes I will post another to reflect that (as well as time).

I don't mind if the party splits up to investigate, I am counting on that from time to time, and I will accommodate for that.

I will be doing most of the rolls, only roll if asked to or need to (don't roll to search, but do roll for diplomacy if you can't think of something to say/write) and only with an ok to do so, you never know what I have in stored for you all :)


For combat:

You can describe what you are doing, in detail if you want, but not the results as that is determined by your roll. at the end in small green post what modifiers are used for your attacks and what you rolled.

Always state what you are aiming at, torso arm etc.

If you want to attack random, or "what ever presents itself", you roll your attack and I will handle the target.

Be clear on your defense and what you are using and facing.
This message was last edited by the GM at 17:51, Sun 07 Apr 2013.
GM
GM, 76 posts
Mon 8 Apr 2013
at 03:41
  • msg #6

Re: General rules and FAQ

Golden Rod Bold will be for information.
This message was last updated by the GM at 05:31, Fri 19 May 2017.
GM
GM, 258 posts
Fri 4 Oct 2013
at 14:23
  • msg #8

Re: General rules and FAQ

Dual weapon attack and rapid strike are stackable.
This message had punctuation tweaked by the GM at 05:31, Fri 19 May 2017.
GM
GM, 435 posts
Sat 24 Dec 2016
at 17:06
  • msg #10

REVISED COMBAT SKILLS

retreating gives +3 to defense modified by skill used.


Fencing is now a technique that is bought for each skill. It is a Hard Technique that starts at skill level and can go as high as skill+4. It is used to offset the retreating penalty all skills have. Weapons that have a "F" in the parry stat gain the benefit of this technique. Those without it do not.



NEW COMBAT SKILLS

Unarmed Strike skill (Average skill):

strikes with body parts
+0 to strike with elbow from front/ -2 for back
-1 to strike with knee
-1 to strike with head
-2 to Kick
-3 to sweep
+0 to strike with fist
Slams
-2 to parry kicks
-3 to parry weapons other than thrusting attacks
parry two different attacks per turn, one with each hand/arm.
-2 on retreating parries
penalty equal to encumbrance level


Unarmed Grapple skill (Average skill):

Throws
Submission holds
Takedowns
Clinching/grabbing
Slams
Shoves
Resist takedowns
penalty equal to encumbrance level
-2 to parry kicks
-3 to parry weapons other than thrusting attacks
-parry two different attacks per turn, one with each hand/arm.
-hand must be free to use skill for attacks
-2 on retreating parries
-3 to sweep


Shortsword and Broadsword are now one skill called One-Handed Sword.
This message was last edited by the GM at 22:18, Sun 08 Dec 2019.
GM
GM, 477 posts
Mon 1 Jan 2024
at 17:50
  • msg #11

LOCATION OF OPTIONAL RULES

This list is not all inclusive, optional rules and their locations will be added as I recall them.


Pyramid 3/33 The Deadly Spring
All


Pyramid 3/34 Ten Tweaks to Customize Combat
Duck!
Distance and Defense (+1/-1)
Hurling
He Who Hesitates
Grazes

Pyramid 3/44 The Last Gasp
Long Term Fatigue (FP)
Painful Recovery (see FP notes)
Short Term Fatigue (AP)
Movement (see house rule notes)
Spending FP (see house rule notes)

Pyramid 3/52 Delayed Gratification
Setup Attack
Stacked Setups
Lather, Rinse, Repeat (flat +2)
Don’t Do Something – Just Stand There
Everyone’s Invited
Location, Location, Location

Pyramid 3/58 Safe as Houses
All

Pyramid 3/58 Traits for Towns
All

Pyramid 3/70 Ten For Ten
Complementary Skills


Pyramid 3/113 Simple Spell Components
All

Pyramid 3/114 Names Have Power
All

Pyramid 3/120 Conditional Injury
Conditional Basics
Special Cases

Basic Set
Jumping with Encumbrance, p. 352.
Extra Effort in Combat, p. 357
Changing Posture in Armor, p. 395.
Bleeding, p. 420. (modified)
Accumulated Wounds, p. 420. (modified)

High Tech
Frostbite, p. 63.

Martial Arts
Targeted Attacks, p. 68
Combinations, p. 80
Expanded Combat Maneuvers (ALL), p.97
Who Draws First, p.103
Melee Attack Options, p. 109
A Matter of Inches, p. 110
Limited Maneuver Selection, p. 113
Close-Combat Options, p. 114
Grab and Smash, p. 118
Ranged Attack Options, p. 119
Rapid Fire With Thrown Weapons, p. 120
Active Defense Options, p. 121
Bruised Knuckles, p. 124 (modified)
Low-Line Parries, p. 124
Extra Effort In Combat, p. 131
Realistic Injury, p. 136 (modified)
Severe Bleeding, p. 138 (modified)

Martial Arts: Gladiators
Focused Defense, p. 21.

Powers: Enhanced Senses
Illumination Levels, p. 13. Flickering -1 to -3.
Loudness Levels, p. 21.

Tactical Shooting
Light Adaptation, p. 18.

Low Tech 2
Awkward Shields, p. 19
This message was last edited by the GM at 15:41, Mon 19 Feb.
GM
GM, 478 posts
Mon 1 Jan 2024
at 17:51
  • msg #12

  HOUSE RULES

Thrust damage = ST/4 dice, fractions being:
0.25 = +1
0.5 = +2
0.75 = +1d-1

Swing damage = thrust damage +1, +1 per 2 die, +1 per 5 die.

RT is equal to STx2

Punch damage is thrust -1 per 2 die, Kicking is thrust, both are considered Crushing.

Unarmed Strikes have -1 Severity Modifier.

Minimum damage based on ST previous score if higher
GM
GM, 479 posts
Mon 1 Jan 2024
at 17:54
  • msg #13

ACTION, ENERGY, FATIGUE

All actions that cost AP cost 4 times as much.
Abilities that normally cost FP now cost AP, at a rate of 1 FP = 8 AP
You may burn a FP or ER for a Second Wind, recovering AP equal to 50% of HTx4 (round up).

Action Points
Action Points represent a store of short-term energy, and may never be reduced below zero. When you reach 0 AP, you’re too drained to do anything that costs AP – you must opt for zero-cost events, or use recovery events to gain them back. Recovery actions give you 1 AP plus 1 AP per point by which you make your HT roll.

Energy Reserves
This is used for voluntary, physical feats, and abilities. It can never be reduced below zero. You must rest in order to recover used ER, at a rate of 1 per 20 minutes.

Fatigue Points
Involuntary, physical losses (to dehydration, drugs, exertion, illness, intense heat or cold, missed sleep, suffocation, etc.) cost FP. If your ER is at zero you may spend FP instead, but this incurs a Will+3 on the following turn. If you fail this check, you feel the urge to stop doing whatever it is you’re doing. You get an additional +5 to this roll if your maneuver is key to your survival (like in combat) and you haven’t failed a recent Fright Check. Unhealed injury or pain always penalizes the Will roll to persist. Training and practice help deal with this urge, if you have a Relative Skill Level of +1 or higher in the most relevant skill that you’re using while spending or losing FP, add the training bonus to your Will when rolling; Consult the Training Bonus Table (below).

Relative Skill Level - Training Bonus
+1 - +1
+2 - +2
+4 - +3
+7 - +4
+10 - +5


FP Recovery Rates
Mild Fatigue
quote:
Starting FP to starting FPx2/3
1 FP per 200/(starting FP) mins
1 hour total


Moderate Fatigue
quote:
Starting FPx2/3 to starting FP/3
1 FP per 20/(starting FP) hours
8 hours total


Severe Fatigue
quote:
Starting FP/3 to 0 FP
1 FP per 120/(starting FP) hours
36 hours total


Deep Fatigue
quote:
Below 0 FP
1 FP per 240/(starting FP) hours
240 hours total



Recovering Maximum FP
At the end of each full day during which you get a full ration of food, plenty of water or juice, and have lost no FP for any reason, make a HT roll. If you succeed, your maximum FP recovers by 1, or by 2 on a critical success.
GM
GM, 480 posts
Mon 1 Jan 2024
at 17:54
  • msg #14

Action Movement

First "step" cost 0 AP. 4 AP after.
Acceleration up to Move/2 costs 4 AP.
Acceleration up to Move costs 8 AP.
Acceleration from full Move to Sprint speed costs 4 AP.

Constant moving up to Move/2 costs 1 AP per turn.
Constant moving up to full Move costs 2 AP per turn.
Constant sprinting costs 4 AP per turn.

Deceleration over 20% cost 4 AP if you were moving up to your full Move.
Deceleration cost 8 AP to stop from a sprint.
Deceleration cost 0 AP from a step.
Deceleration up to 20% of your Move per second cost 0 AP.

If you’re moving more than one step at a time and wish to maintain that speed, make a HT roll. Success, cost of your movement goes down by 1 AP. Success by 5+ AP cost goes down by 2. Failure, cost remains the same. Critical failure or failure by 5+, you slow down by 20% of your move. If you move no further than your "Step" in a turn and do nothing else, roll vs HT to recover AP on your next turn.
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