RolePlay onLine RPoL Logo

, welcome to You're Standing On My Orc: DARIA, but fantasy adventurers

15:54, 26th April 2024 (GMT+0)

PART TWO: STATS, MOVES, POINTS, and other stuff.

Posted by The GMFor group 0
The GM
GM, 2 posts
Fri 13 May 2022
at 22:21
  • msg #1

PART TWO: STATS, MOVES, POINTS, and other stuff

You have two stats: MENTAL and EMOTIONAL.

MENTAL is for being smart. (Using sarcasm, figuring things out, sabotaging someone, etc.)

EMOTIONAL is for being EMOTIONALLY smart. (Reaching out to give or get sympathy (or both), insulting someone (without just using sarcasm), being passionate, etc.)

These two stats are used in conjunction with a limited number of moves. Each move either (1) uses one of the stats, or else (2) one can use either stat to perform it.


MOVES THAT ALWAYS USE MENTAL:

--Figure Out: uses Mental. This is for when you have information, and you're trying to analyze it to figure something out. This is perhaps most commonly used when someone has a secret (note: EVERYONE has at least one secret), and you're trying to figure out what it is based on little clues you've acquired. Another common usage is when there's a mystery of some kind. Using Figure Out for anything requires at least two clues first.

--Speak Truth To Power: Mental. This is for when you've Figured Out something about someone powerful: It's like a more powerful version of the move Lash Out (see below).

--Sabotage: Mental. This is for when you're trying to sabotage something someone else is trying to do, or about to try to do very soon. Just say what you're trying to sabotage and how, and roll. (If you want it to be secret from the other players, just PM the GM about it.)

MOVES THAT ALWAYS USE EMOTIONAL:

--Reach Out:
Emotional. This is for when you're trying to get someone to open up to you-- but it means you have to open up to them first. When Reach Out works right, you can heal someone's Emotional damage, and/or maybe heal your own.

ALL THE OTHER MOVES:

--Impress: If Artist, you may use either stat. If Brain or Achiever, Mental only. This move is for when you are trying to impress people by performing (or just showing them) an artwork you've created. This can be a painting, a sculpture, a song, or a story, or some other sort of presentation. When Impress works right, you get Respect (see below).

--Persuade: Uses either stat. This is for when you're trying to talk someone into or out of something.

--Resist: Uses whichever stat is appropriate. This is for when you're trying to resist the effects of someone else using a move on you.

--Defend: Uses either stat. In town, this is for when you step up to defend someone who's being attacked (with sarcasm or insults). In the dungeons (see below), it's for the same thing, but also works for defending physically if needed.

--Lash Out: Uses either stat. This is for when you're trying to hurt someone's feelings or otherwise damage them by using sarcasm or insults-- or, in the dungeons, if you just wanna rough someone up.

And then there's one move that's ONLY for use in the dungeons (see below):

--Adventure:
Uses whichever stat is appropriate. This is for when you're practicing adventuring. If successful, you get Gold and/or the respect of your peers and/or teachers. If unsuccessful, you get hurt and/or embarrassed (and no Gold).


Getting physical with Lash Out and/or Adventure (or maybe Sabotage, in the Dungeon): different classes do this differently.

--Bard: depends on how you physically attack. If you use a weapon, use Emotional (because passionate fighting). If you use your bardic magic somehow, you may use either stat you want.

--Fighter, paladin, knight, cleric, sorcerer, druid: all use Emotional to do physical harm (because passionate fighting).

--Mage or Warlock: depends on how you physically attack. If you use a weapon (in a non-magical way), use Emotional. If you use magic to do physical damage, use Mental.

--Rogue: use Emotional to do physical harm (because passionate fighting), BUT the Rogue can Sabotage in the Dungeon by setting a trap, and that uses Mental.



All rolls in this game to attempt to do something work like this:

--You roll 2d6. Add any modifiers that apply, like Mental, or Emotional, or any other bonuses you ight have coming.

--Then the GM will roll 2d6, too. If his number is higher than your result, you fail. If it's lower, you succeed. If it's the same, then either you succeed, or you mostly succeed-- he'll explain.

The GM may add or subtract points to his roll if the thing you want to do is particularly easy or difficult.



The game has two phases: LAWNDALE, and DUNGEON.

Most of the game takes place in the town of Lawndale, either at the Pie Shop, or at someone's home, or, mostly, at the school, Lawndale Adventuring High School (Lawndale High for short).

But there's another phase: Adventuring. There are a couple of dungeons nearby: The Practice Castle, and the Examination Dungeon (a.k.a. the Danger Tomb). These are where students go to practice their adventuring skills-- or to prove themselves to their teachers in occasional exams.

The town and high school of Lawndale have powerful spells and enchantments that almost-instantly summon a teacher (or constable, if the person isn't a student) if anyone gets physically violent with anyone else (and then, someone gets in serious trouble).

This is NOT true, however, in the dungeons!




Mental Points and Emotional Points: these are like your Hit Points in other games. If either your EP ever falls below 0, you lose it and start crying and/or screaming, clearly upset, embarrassing yourself, and running away (if possible). When that happens, you lose 1 Respect.

Losing MP is less dangerous. When you fall below 0 MP, choose one:
--Your head starts hurting bad, and you want to flee the scene. Roll, and add your Mental modifier. If you succeed in the roll, you leave the scene without taking any more damage. If you don't, you lose a point of EP.

Everyone starts with 6 MP and 6 EP.

Respect: You can choose to lose a point of Respect to get something you want from an adult without rolling for it. However, the lower your Respect, the more NPCs (especially NPC teens) will want to make your life harder. ON THE OTHER HAND, if your Respect is higher than 2, some NPCs will start wanting to take you down a notch.

HOWEVER, ONCE YOU ATTAIN 4 POINTS OF RESPECT, you are allowed to burn 2 points (bringing you back down to 2) to go up a level!

Going up a level means:
--you add 1 point to either your Mental or Emotional stat, and
--you get 1 more maximum EP and MP (so, 7 each, if it's your first time leveling up.)
--ALSO, IF you want, you may change your clique when you level up. You retain the same class, though. (Also, clerics and paladins may change the deity they get their miracles from. The one they abandon might be annoyed with them for that, though.)



Now that you know about Respect, MP, and EP, let's talk about how you gain and lose them.

--Lash Out: This is the most common way of losing MP and EP. If someone Lashes Out at you with sarcasm and/or insults and you fail to Resist, you lose an MP or EP (your choice which).

--Speak Truth To Power: If this works, it does SIX points of damage, and the person it's aimed at loses 2 Respect. You also get 1 Respect. ALSO, if you directly HELPED another character successfully Speak Truth To Power, you get 1 Respect!

--Temptations: Everyone has one Temptation that can be acted upon to get a Marker. Spend a Marker to give yourself an extra +2 on a roll... but cash in FIVE markers to get 1 point of Respect.

--Getting In Big Trouble: If you do something that gets you in big trouble, like physically attacking someone in Lawndale, you lose 1 point of Respect-- and all your Markers!

--Rest between scenes: Between scenes, you get 1 MP back. Doing something fun and/or brainless, like just hanging out with friends doing nothing productive, gets you 2 MP back. Getting 7 hours of sleep at night means you get 2 MP back and 1 EP back.


Okay, now read PART THREE.
This message was last edited by the GM at 01:11, Thu 19 May 2022.
Sign In