SBURB: RULES AND PLAYING THE GAME.   Posted by Narrator.Group: 0
Narrator
 GM, 3 posts
Wed 12 Nov 2014
at 02:28
SBURB: RULES AND PLAYING THE GAME

Welcome to SBURB! A Sand-box styled computer game with vast and endless possibilities. Before we get started, however, let's explain what the stats you distributed actually do.




Mangrit: Magrit will determine how much damage you do with physical attacks. Players in SBURB can generally dish out a lot of damage and kill a lot of things, so even characters with a Mangrit score of 2 can deal 2 damage every time they hit with a weapon. A character with a Mangrit score of 8 will be able to deal significantly more damage, though, and will likely be the players on the front lines. You gain a bonus to physical attacks equal to half of your Mangrit score divided by two (rounded up). A player with 4 Mangrit would get +2 to their attack roll and deal 4 damage, whereas a player with 2 Mangrit would only get +1 to their roll and deal 2 damage.

Attunement: However, Mangrit is not the only way to deal damage. Characters who have gained control over their aspect/powers will mostly be using Attunement to employ those powers. Players have a % chance of succeeding with their power equal to their Attunement score times 10. For instance, a character with 8 Attunement can successfully use their powers 80% of the time, whereas a character with 2 Attunement can only use their powers successfully 20% of the time. Attacking with a power deals your Attunement score in damage.

Imagination: is how well your character can solve puzzles. Your character gets a bonus to rolls that rely on problem solving equal to their imagination score. You can also create powers having to do with your title, but this only has your imagination score times 10 % chance of succeeding for power creation. For instance, a player is trying to figure out how to enter a mysterious dungeon, they roll a d20 + their imagination score (in this case, a 5) against a target number set by the narrator (in this case a 15, it's not that hard of a puzzle!). They roll a 12 on the d20 and add 5 to the total (17). They succeed and the narrator tells the character how they can enter, who can then let the teammates know how. The same character tries to create a cool new power not set by the narrator (let's say they're a Knight of Time). They want to be able to summon a future version of themselves to fight for them, they roll a d100 (50% chance of succeeding) and roll a 48 (a success). They can now summon a future version of themselves. They may do this for a max of their imagination score. (in this case, they can summon themselves 5 times).

Pulchritude: Pulchritude generally dictates who the Team Leader is. It can also help in diplomatic situations, like trying to get a cool new weapon from a friendly Salamander. You add your pulchritude score to all rolls involving charisma. The player with the highest Pulchritude score is the session's team leader- if two players are tied they roll a d20 to see who succeeds.

Vim: Your vim is essentially just how many hits you can take before your character dies. A score of 1 vim means your character can take one hit before they die, a score of 8 means they can take 8 hits before they die. Characters with low vim can generally balance this by being more aspect-based rather than melee fighter based. Think "spell caster".




I mentioned things like a d100 and a d20. This system only uses those two dice. The d20 is a 20-sided die that is used primarily to settle melee attacks and challenges. The d100 is used to see if your powers succeed or if you can create a new power. There will be a target number you need to roll to succeed, set by the narrator, on a d20. If you roll at or higher than the target number you succeed your action! If you roll below you fail the action. The d100 doesn't have a target number set by the narrator, instead the target number is derived either from your Mangrit score or your Attunement score. As explained earlier, if you want to create a power you must roll under or at your imagination score x 10 (10-80% at first level). Your character will start to get more permanent powers once they hit God-Tier (explained more later). Attunement score times 10 is how well you can use your powers (temporary or otherwise).




CHANGES TO SBURB:

I'm running this game on the premise that each SBURB session is different, and that there aren't necessarily set rules for each session. If you are familiar with Homestuck and you notice that I've changed several things about SBURB- this is the reason why.

We will be bypassing the standard start of SBURB, your characters will start on the same planet in the same general area. Your general goal will still be pretty unclear, although your characters will eventually figure everything out on their own.




PLAYING THE GAME:

As stated in the last section, characters will start on the same planet under the premise that the session has started and that, for some reason, it has transported all the players to the same planet.

This will be generally free-form, with combat results determined through player's descriptions of events (albeit with the occasional die-roll thrown into the mix).

Your characters will be communicating with their screen-name's colour, if they are not near each other they will be communicating in a group or private pesterlog.

DEATH AND DYING:

With a minimum Vim score of 1 and a maximum Vim score of 8, your characters have a high chance of dying. This is by design. The only way your characters will be able to achieve god-tier is by either reaching the appropriate level and sleeping on your quest bed, or dying and being placed on your quest bed while your dream-self is still alive (this may be a tad different than cannon SBURB, this is okay). Some sessions just don't go your way and everyone dies. This is fine, we can deem that timeline a doomed timeline and start over, or, if a time players survives, you may reset the entire session.

Your character is never completely out of the game until they reach god-tier and die by some external means, and even then there are ways to bring back your character or have them continue in the game somehow.

Death will be tricky, but we will role-play it out for our own unique session of SBURB.




ROLEPLAYING:

Posts should follow a standard format, with your description being in the third person and in regular type, and your dialogue being formatted as follows:

<colour>NAME: dialogue </colour>
or
<colour>screenName: dialogue</colour>

All rolls should be in brackets and BOLDED. For instance, I'm attacking an imp and rolled a d20 +3, this would be shown like: [Narrator rolled 4 using 1d20+3]





That's about it! If you have any questions, feel free to send me a private message.



This message was last edited by the GM at 02:35, Wed 12 Nov 2014.