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  1. - Top - End - #1
    Orc in the Playground
     
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    Default Passages and Perils: Seeking Players

    Passages and Perils: Old School Fantasy Gaming


    So: who wants to party like it's 1979?

    Before there was AD&D 4th, 3d, or 2nd edition, before there was AD&D with no edition number, before there was the Basic/Expert D&D series, Before there were blue books and red books-- there was just D&D.

    And yet it never was *just* D&D. We all added new elements as we saw fit. Every gm adapted material from their favorite sources, not necessarilly all fantasy. I had a dungeon based on greek mythology and another based on Steely Dan songs. Every player wanted to make unique characters from exotic species and cultures, along with the usual elves dwarves and hobbits. Every movie, novel, tv show, and comic book was mined for possibilities.

    Making it all fit was as simple as asking the question "what is it like". Well a gun is like a bow so a bullet does the same damage as an arrow, it's just faster and more effective against armor. A bomb is like a fireball, a telekinetic blow is like a warhammer, a lightsaber is like a sword of sharpness. Etc, etc, etc. With a big enough hammer you could make anything fit into the rules.

    Empathicly linked animal agent? Ok, let it exercise judgement equal to half its controller's intelligence. Palantir? That’s a combination clairvoyance and esp spell. The Pied Piper? Compulsion spell. Dalek? That’s just someone on a big tricycle under a giant bucket with some crank operated mechanics— not dangerous until you can afford to put a lot of magic into it.

    Of course the rules didn't necessarily fit each other. A lot of gms changed even the basics. Like experience advancement, hit point determination, the operation of magic, and the procedures for resolving combat. And different gms had different ideas about what was an approriate effort before a given treasure could be considered "earned". GMs thought to be too generous were called "Monty Hall". Yes "Hall", the spelling of "Haul" came later.

    Plus, most games were one offs. A character wasn't tied to a setting, they switched around.

    As a result, most games started by working out what the rules were and what characters were allowed, or what the characters that were allowed to have.

    It was kind of like going to a park to play a sport and not knowing if it would be football, soccer, rugby, or field hocky, and whether or not you'd be allowed to use your stilts-- just that there'd be two teams and a struggle over the movement of a ball.

    No matter, it was all D&D to us. I like to call this way of doing things "The Eclectic Game".

    I will provide the rules. They are simple and open ended, but if you can roleplay you don’t really need the details. Characters will be exposed to a variety of settings often with little or no advance knowledge.

    Oh right, you expected an adventure hook. Hook is this: I promise to surprise you. I can do that, i’ve been gaming for 30 years now, i’ve picked up a thing or two.

    Required: players who can think fast and adapt to changing situations.
    Preferred: players with a lot of over all experience. Familiarity with D&D helps.

    All characters will start at Level 1. All standard character concepts are acceptable, though they’ll probably be modified. All nonstandard character concepts will be considered.

    I can take up to 4 characters to start. More can join later.

  2. - Top - End - #2
    Orc in the Playground
     
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    Default Re: Passages and Perils: Seeking Players

    Prolog: Born in Damnation

    You were a bad angel, that's why you're here.

    Oh, you don't remember that life, or the details of your ghastly crimes, there is mercy in punishment. And yet, sometimes you dream of that time, of perfect peace and beauty all shining like dewdrops in the morning sun. You awaken happy for just an instant, then the memory fades like that same dew, leaving only a sense of loss so deep it feels like a thousand knives slicing you to ribbons. Then even that is gone. You are mortal, and the day awaits.

    Better not to dwell on those dreams, you might end up filling the gaps with your own misguided wishes. Better to follow the words of the Apostle, to heed the Prophets and obey the Proctors, for they have the care of your soul. It is their mission to guide you through as many lifetimes as it takes to cleanse your soul of evil and allow you to return to your former glory.

    Still, from a non eternal, daily grind perspective, it's hard to keep that distant goal in mind. And there are some who say, it is unnecessary, there are shortcuts, there are alternatives. There may even be ways to get more good here and now, on this world of exile.

    No! Do not think such things, it's heresy!

    Isn't it?

  3. - Top - End - #3
    Orc in the Playground
     
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    Default Re: Passages and Perils: Seeking Players

    Ok, let's see if this spoiler thing works. This is the rules text

    Spoiler
    Show

    The Eclectic Game: One Version

    (Revised 2008-06-28)


    This text assumes that you are at least familiar with frpgs and preferably D&D or at least AD&D


    Part 1: Character Creation

    While you can start with a character concept in mind, all Characters must be rolled fresh using an online dice application, with the results reported to me, either here or by email to [email protected]. You will see a lot math in this text but nearly all of it can be skipped in favor of a table lookup. The tables are in Part 2.

    Actually, if you trust me, i can do most or all of, you just have to play whatever i come up with.


    Attributes

    Roll 3d6 6 times. Place the results as you see fit among Strength, Intelligence, Volition, Fortitude, Nimbleness and Essence. The numbers may be lower than you're used to, but remember, everyone in the game is on the same scale. And there are no minimum requirements for anything. And 3s are not useless. 3 Str is like a skinny nerd, not someone who can't even stand up, while 3 Int is not a drooling imbecile, just someone who's kind of slow.

    Species

    Species is a biological classification of living creatures. A character has to have a Species. So choose one.
    The various species can differ quite a bit physically, they have slightly different organizational preferences, but mentally they are indistinguishable. Hence they are described mainly by their defining characteristics. Humans are considered the norm.

    Species are listed with the world that the game will take place in. As new Species are defined, they will be added. Note that no species is intrinsically evil, except in someone else’s propaganda.


    Types

    A Type is a function in the game, described as a collection of related abilities and limitations, equivalent to what D&D and AD&D refer to as a character class. There are no special requirements for a Character to have more than one Type.

    It is not necessary to choose a Type. A Character without a type is referred to as Basic.

    Types are listed with the world that the game will take place in. As new Species are defined, they will be added.


    Augments

    Augments are individual abilities, such as swimming, or extraordinary characteristics such as extra strength. Augments may be added to a Character to customize it. Augments will be listed later.


    Expanding the lists

    If you want your Character to have a Species, Type, or Augment that's not there, let me know and i'll see what i can do.

    Languages

    Everyone normally speaks the same language, which is called Common. Each Species has its own traditional language, called "Old Human", "Old Elfish", etc, which has lapsed into disuse except for ceremonial and other special purposes. In fact most people don't speak their species language at all. If you want your Character to speak a species language, they must choose it as an Augment.

    Experience

    Every Species, Type, and Augment has a number called Experience Cost.

    Every character has a number called Primary Experience. It is computed by adding up the Experience Costs of all their components, and adding 900.

    For the purpose of this game, this total cannot be over 1600.

    Names

    At this point, you might want to take a moment to name your Character. Since Common is a shallow language, names are either literal or have no special meaning. In other words, if you want your Character's name to mean 'Strong Like Bear', then their name has to actually be 'Strong Like Bear'. Please spell the name so that the pronunciation is easy to figure out. Also, don't use names that seem distinctly earthling.

    Some cultures may have additional specifications for names.

    Handedness

    Also, roll 1d20. If the result is less than or equal to your Character's Nimbleness, then the Character is both handed. Otherwise, choose right or left.

    Sex

    Choose your Character's sex. There is no sexism in the game but we do need to know what pronouns to use.

    Levels

    Every Character starts at Level 1. To reach each additional Level in turn it is necessary to accumulate Experience Points equal to that Level times the character’s Primary Experience. So if a character’s Primary Experience is P. They start out with P Experience Points and add 2*P more to get to Level 2, and additional 3*P to get to Level 3, and so on. In general, to reach Level L, a Character needs an Experience Point total of (1+2+…+L)*P, which is equal to (L*(L+1)/2)*P.

    Hence, the more abilities a Character has, the more Experience Points it needs to advance.

    It is possible for a Character to acquire additional Augments and Types after creation. When this happens it is necessary to recompute Primary Experience and Level.

    Log2

    The term log2(X) in a calculation means to obtain the base 2 logarithm of X, and drop any fraction.

    Quickness

    Quickness is the maximum number of moves a Character can make in a Melee Round, which in turn is 6 seconds, the minimum length of time of significance to the game. Compute Quickness as log2(Nimbleness), or look it up in the Quickness table.

    Resilience

    Resilience is the Character’s current physical well being. It starts out equal to their Fortitude added to log2(Fortitude). It diminishes as the Character becomes fatigued or hurt and is restored with healing and rest. If Resilience reaches 0, the character is unconscious. Below 0 is death. Resilience increases with Level. Determine your Character's Resilience.

    Vitality

    Vitality is the tightness of the join between body and spirit. It is diminished by spiritual attacks and after death. A dead body will not decay (and thus can be resurrected) as long as Vitality is above 0. To compute Vitality, first calculate 2 * log2(Fortitude + Volition). That’s the size of the die to roll. Additional die rolls are added at each Level.

    Look up the appropriate die for your Character in the Vitality table, then roll it.

    Derivatives

    A Derivative is a number that indicates a Character's proficiency at a given activity. The lower a Derivative is, the better. The most familiar of these is Hit Number, which refers to combat proficiency, and Saving Throws, which indicate the Character’s ability to resist various kinds of attacks. Derivatives are used in combination with d20 rolls to determine success.

    Derivatives are computed by various versions of a formula that starts by dividing a relevant Attribute by some number, dropping any fraction, and subtracting from 23. Look up the Derivatives in the appropriate tables.

    Derivatives decrease as Level increases.

    Equipment

    Armor, weapons, and special tools must be specified. Tell me what you want and i'll decide if it's reasonable. You may also have one other significant item such as a piece of jewelry, a musical instrument, or a really snazzy cloak.

    For the rest, we can just say you've got your stuff: rope, torches, clothing, etc.

    Money

    Roll 3d6 and multiply by 5. That the equivalent in gold pieces of what you have. For convenience we'll assume it's divided approximately 25%, 35%, 40% as gold, silver and copper. Note: 1gp=10cp, 1sp=5cp.

    Additional items are possible, but those will be taken from your money. If you want a Spellbook, it will take all but 5 coppers.

    Weapons

    Melee weapons are characterized as small, medium, large, or long, as swinging or stabbing, and as blunt or sharp.

    Missile weapons are characterized as light, medium or heavy weight and as manual, enhanced, or mechanical.

    Weapon Styles

    A weapon style is a single weapon or a combination of weapons or weapon and shield. A Character will have a certain number of weapon styles that they will be proficient in and will have penalties for using other styles.

    Characters with Major Combat start with 3 Weapon Styles.
    Characters with Minor Combat start with 2 Weapon Styles.
    Characters with Minimal Combat start with 1 Weapon Style.

    Select weapons appropriate to your Character.

    Armor and Armor Class

    The lower the Armor Class the better. Armor Class 11 is the broad side of a barn. 10 is a target that is completely unarmored and immobile. 9 is unarmored, 8 is wearing heavy clothing, 7 is light armor, and so on. A large shield lowers AC by 1, while a small shield increases parrying ability.

    The encumbrance of armor is significant so consider your Character’s Strength and need for mobility as you choose it.

    Alignment

    This game uses the old 1 dimensional alignment system of D&D, not the 2 dimensional system of AD&D. There are 3 alignments, Law, Neutrality, and Chaos.

    Law is good, as in good. A lawful person will never attack without provocation, will seek to determine the motives of others, will not rationalize to gain an advantage, etc. Law is not the same as laws. A lawful person will not hesitate to break all kinds of laws in pursuit of the One Law, “seek the Good”.

    Chaos is evil. And that does not mean selfish. In fact, just as a lawful person is capable of sacrificing themself to save others, a chaotic person is capable of sacrificing themself if it will cause others to really suffer. Chaotics not only cannot get along, they must attack each other.

    Truth is, it’s very hard to be anything other than neutral. So every Character will be assumed neutral to start. You want your Character to be something else, you have to make me believe it by their actions.

    Religious Practice

    Divine intervention is rare, but it does happen. But it is not enough to declare allegiance to a deity, a Character has to behave appropriately. Also, without a deity it is difficult to acquire dynamistic Spell Points. A character listed as Conventionally religious is one who follows one of the major religions of their culture at the most minimal level.

    Background

    Your background has to fit the setting. So for instance, if it's a world of tropical islands, your character cannot have grown up in a desert. Give as much or as little detail like. Sometimes it's more fun to learn who your Character is by playing them.

    Saving Throws

    There are 3 kinds of Saving Throw: one for physical threats, such as high falls or poison, one for magical spells and one for dynamistic spells. These are Derivatives and will be listed later in the Type section.

    Spell Points and Spells.

    If your Character is a spellcaster it will have a store of energy known as Spell Points. These are consumed when spells are cast and replenished by rest. Spell Points increase with Level.

    A Spell is a symbolic formula to shape the energy into a specific effect. A spell can be memorized or recorded in some physical medium, usually called a Spellbook. But even if a spell is recorded, only a spellcaster can use it. To the unadept it will seem like nonsense even if written in plain Common. Spells are not forgotten when used, but may be forgotten deliberately to make room for other spells.

    Spells are categorized into Orders, Modes and Families.

    Orders are numbered, indicating how powerful they are, and how difficult to learn.

    Modes are named for what effects are produced or what sort of things are effected. The Modes are Information, Matter, Energy, Motion, Flesh, Spirit, Environment, Arcane, and Cosmic.

    Families are Spells of a single effect. For instance the Zap Family refers to spells in the Energy Mode that create forms of pure energy to do damage, while the Healing Family refers to spells in the Flesh Mode that repair damage to living creatures.

    The Flesh, Spirit, and Environment Modes are only available for Dynamistic Spells.

    The Energy and Arcane Modes are only available for Magical Spells.

    Spellcasting

    There are two methods of Spellcasting.

    Direct Spellcasting is an act of will. It requires that the spell be memorized and happens immediately. This method consumes the full number Spell Points listed as the cost for the Spell.

    Ritual Spellcasting requires physical activity such as recitation, movement, or diagrams and can be done from memory or with the aid of a Spellbook. It takes time and nothing happens until the ritual is not completed. The specific form of the ritual is up to the spellcaster, but must be consistent. This method consumes Spell Points but depending on the ritual, the cost can be reduced to one half or even one fourth the full cost for the Spell.

    Spell Capacity

    At Level 1, a magical spellcaster has the ability to memorize 1 spell of Order 1.

    At Level 1, a dynamistic spellcaster has the ability to memorize 2 spells of Order 1, but one must be in the Healing Family.

    Determine your Character’s Spell Points. Choose Spells from the Spell List.

    Part 2: Lists and Tables


    Augment List

    Note that some Augments duplicate abilities conferred by Species or Type. However they have higher Experience Costs when chosen singly. This list will be expanded whenever new Augments are defined.

    Key: Description. Experience Cost.

    Roll an extra d6 for one Attribute. 75.
    Infravision. 150.
    Lowlight Vision 150.
    Seismic Sensitivity. 50.
    Spell Resistance. 225.
    Stealth, Climbing, Swimming, Speed, or Agility. 75.
    Minor Combat. 75.
    Major Combat. 150.
    Weapon Specialization (1d4 bonus to hit or parry). 75.
    Extra Language: 50
    Survival Training (Wilderness, Desert, Forest, or Underground): 100
    First Aid: 75.
    Orientation. 50.


    Spell List

    For now, i’m only listing Spells of Order 1. This list will be expanded as the spellcasters gain Levels.

    Key: Name. Spell Point Cost. Family. Mode. Specs. Description.

    Detect Spells. 2. Detect. Information. 1 hour. The caster gains the temporary ability to tell if a given substance or condition is present. Possibilities include Detect Metal, Detect Magic, Detect Water, and Detect Life.

    Sharpen Sense. 2. Bodily Enhancement. Flesh. 1 hour. The target’s sense is temporarily sharpened. Possibilities include Sharpen Sight, Sharpen Hearing, etc.

    Invisibility. 4. Status. Cosmic. 1 hour. The target becomes temporarily invisible. Their own vision is not affected.

    Command. 2. Mental. Spirit. 10 minutes. The target must make a spell save or be compelled to follow a single comprehensive command from the caster. Caster and target must speak the same language and must be of at least related species.

    Confusion. 2. Mental. Sprit. 10 minutes. The target must make a spell save or totally lose focus and just vege out.

    Zap. 3. Zap. Energy. 1d6, 20 meters. A destructive blast of energy. The target takes half damage if they make a physical save.

    Mirage. 4. Illusion. Cosmic. 4 meters, 1 hour. A single realistic but static image.

    Produce Rope. 4. Materialization. Cosmic. 8 meters, 1 hour. Temporarily materializes a length of good rope.

    Deflection. 2. Force. Motion. 1 hour. Target’s Armor class is reduced by 2.

    Warmth. 5. Shelter. Environment. 5 meter bubble, 1 hour. Protects all within from extreme cold. The similar spells Coolness and Fresh Air protect against extreme heat and bad air, respectively.

    Fatigue. 3. Metabolism. Flesh. 2d6, up to 6 targets within 20 meters. Drains Resilience from targets. Caster may choose targets. Targets take half damage if they make a spell save.

    Restoration. 3. Healing. Flesh. 2d6. Replaces lost Resilience, closes small wounds. Caster may divide the effect among multiple targets.

    Alleviation. 4. Healing. Flesh. 24 hours. Temporarily suspends the symptoms of a disease or poisoning in target. Does not reverse previous damage.

    Quickness Table (Nimbleness)
    2-3: 1, 4-7: 2, 8-15: 3, 16-18: 4.

    Resilience Table (Fortitude)
    2-3: 1+Fort, 4-7: 2+Fort, 8-15: 3+Fort, 16-18: 4+Fort.

    Vitality Die Table (Sum of Fortitude and Volition)
    2-3: 2, 4-7: 4, 8-15: 6, 16-31: 8, 32-36: 10.

    Derivative Tables.

    Hit Number

    Characters with Major Combat (23-Nimbleness/3)
    1-2: 23, 3-5: 22, 6-8: 21, 9-11: 20, 12-14: 19, 15-17: 18, 18: 17.

    Characters with Minor Combat (23-Nimbleness/4)
    1-3: 23, 4-7: 22, 8-11: 21, 12-15: 20, 16-18: 19.

    Characters with Minimal Combat (23-Nimbleness/5)
    1-4: 23, 5-9: 22, 10-14: 21, 15-18: 20.

    Sneaking

    Without Stealth Ability (23-Nimbleness/5)
    1-4: 23, 5-9: 22, 10-14: 21, 15-18: 20.

    With 1 Stealth Ability (23-Nimbleness/4)
    1-3: 23, 4-7: 22, 8-11: 21, 12-15: 20, 16-18: 19.

    With 2 Stealth Abilities (23-Nimbleness/3)
    1-2: 23, 3-5: 22, 6-8: 21, 9-11: 20, 12-14: 19, 15-17: 18, 18: 17.

    Working a mechanism, such as a lock or trap.

    With Gadgeteering (23-Nimbleness/3)
    1-2: 23, 3-5: 22, 6-8: 21, 9-11: 20, 12-14: 19, 15-17: 18, 18: 17.

    Everybody Else (23-Nimbleness/5)
    1-4: 23, 5-9: 22, 10-14: 21, 15-18: 20.

    Physical Saving Throw

    With Major Combat (23-Fortitude/3)
    1-2: 23, 3-5: 22, 6-8: 21, 9-11: 20, 12-14: 19, 15-17: 18, 18: 17.

    With Minor Combat and Stealth (23-Fortitude/4)
    1-3: 23, 4-7: 22, 8-11: 21, 12-15: 20, 16-18: 19.

    Everybody Else (23-Fortitude/5)
    1-4: 23, 5-9: 22, 10-14: 21, 15-18: 20.

    Magical Saving Throw

    With Magic Wielding (23-Essence/3)
    1-2: 23, 3-5: 22, 6-8: 21, 9-11: 20, 12-14: 19, 15-17: 18, 18: 17.

    With Dynamis Wielding (23-Essence/4)
    1-3: 23, 4-7: 22, 8-11: 21, 12-15: 20, 16-18: 19.

    Everybody Else (23- Essence /5)
    1-4: 23, 5-9: 22, 10-14: 21, 15-18: 20.

    Dynamistic Saving Throw

    With Dynamis Wielding (23-Essence/3)
    1-2: 23, 3-5: 22, 6-8: 21, 9-11: 20, 12-14: 19, 15-17: 18, 18: 17.

    With Magic Wielding (23-Essence/4)
    1-3: 23, 4-7: 22, 8-11: 21, 12-15: 20, 16-18: 19.

    Everybody Else (23- Essence /5)
    1-4: 23, 5-9: 22, 10-14: 21, 15-18: 20.

    Weapons

    Melee Weapons

    Key: Name. Specs. Length. Attacks. Damage

    Needle Dagger. Small, Sharp, Stab. 0cm. 4. 1d3.
    Dagger: Small, Sharp, Stab. 0cm. 4. 1d4.
    Gauntlet: Small, Blunt, Stab. 0cm. 4. 1d3.
    Bowie Knife. Small, Sharp, Stab. 25cm. 3. 1d6.
    Hand Axe. Small, Sharp, Swing. 20cm. 2. 2d3.
    Truncheon. Small, Blunt, Swing. 30cm. 3. 1d5.
    Small Shield. Medium, Blunt, Stab. 0cm. 2. 2d3.
    Short Sword. Medium, Sharp, Stab. 60cm. 3. 1d8
    Axe. Medium, Sharp, Swing. 50cm. 2. 2d4.
    Club. Medium, Dull, Swing. 60cm. 3. 1d6.
    Warhammer, Medium, Dull, Swing. 60cm. 1. 3d3.
    Long Sword. Large, Sharp, Stab. 80cm. 2. 2d4.
    Mace. Large, Blunt, Swing. 70cm. 1. 1d8.
    Broadsword. Large, Sharp, Swing. 100cm. 1. 3d4
    Great Axe. Large, Sharp, Swing. 90cm. 1. 2d6.
    Quarterstaff. Large, Dull, Swing. 200cm. 2. 1d6.
    Spear. Large, Sharp, Stab. 200cm. 2. 2d4
    Pike. Long, Sharp, Stab. 250cm. 1. 3d4.
    Halberd. Long, Sharp, Swing. 225

    Missile Weapons

    Key: Name. Specs. Range. Attacks. Damage.

    Rock. Light, Manual. 2. 6m. 2. 1d3.
    Dart, Shuriken. Light, Manual. 8m. 3. 1d3.
    Dagger. Light, Manual. 9m. 2. 1d4.
    Slingshot. Light, Enhanced. 12m. 3. 1d4.
    Sling. Light, Enhanced. 20m. 2. 1d4.
    Short Bow. Light, Enhanced. 24m. 2. 1d6.
    Spear. Medium. Manual. 10m. 2. 1d6.
    Spear with Thrower. Medium. Enhanced. 15m. 1. 1d6.
    Long Bow, half range. Medium, Enhanced. 18m. 1. 2d4.
    Long Bow, full range. Medium, Enhanced. 36m. 1. 1d6.
    Comp Bow, half range. Medium, Mechanical. 18m. 2. 2d4.
    Comp Bow, full range. Medium, Mechanical. 36m. 2. 1d6.
    Crossbow, quarter range. Heavy, Mechanical. 12m. 1/2. 3d4.
    Crossbow, half range. Heavy, Mechanical. 24m. 1/2. 2d6.
    Crossbow, full range. Heavy, Mechanical. 48m. 1/2. 2d4.
    Arbalest, quarter range. Heavy, Mechanical. 20m. 1/4. 4d4.
    Arbalest, half range. Heavy, Mechanical. 40m. 1/4. 3d4.
    Arbalest, full range. Heavy, Mechanical. 80m. 1/4. 2d6.


    Armor Class

    11: Broad Side of a Barn.
    10. Completely Open Unarmored Target.
    09. Unarmored Target.
    08. Heavy Clothing.
    07 Leather
    06 Reinforced Leather
    05 Chainmail
    04 Scale
    03 Plate

    A large shield reduces AC by 1.

    Part 3: Die Rolls

    If a Character wants to do something whose outcome is not certain, then it’s time to roll dice. There are 3 kinds of rolls.

    For really random things, roll 1d100. Success is whatever the gm declares.

    For actions directly dependent on a particular attribute, roll 1d20. Success is a result less than or equal to the value of that attribute.

    An action involving an ability uses the associated Derivative and a d20 roll, along with any factors modifying the difficulty. The higher the roll the better.

    Combat

    Combat involves Hit Number, target's armor, weapons used, and distance. And the rolls can be for striking, dodging, or parrying.

    Combat takes place in 6 second increments known as Melee Rounds. The number of actions a character can attempt in a given Melee Round is the lesser of their Quickness or the number of Attacks their weapon has.

    To hit a target, first subtract the target’s Armor Class from the attacker’s Hit Number to get the Target Number. Roll 1d20, add any bonuses and subtract any penalties. If the result is greater or equal to the Target Number, it’s a hit, that is assuming it’s not dodged or parried.

    Strength Bonus

    For every 2 points of Strength above 14 a Character has, they get a bonus of 1 to an attack roll, but only if the roll was high enough to hit AC 9. Swinging at the air does not get more accurate by swinging harder.

    Dodging

    A Character may elect to use an action to attempt a dodge against an attack. A dodge is equivalent to a hit on AC 9. Roll 1d20, add 9, and subtract the Character’s Hit Number. If the result is positive, subtract it from the attacker’s roll. If the result isn’t high enough to hit, then the dodge is successful. Successful or not, the effort takes up that action. It is possible to dodge more than one action at a time if there is room. A Character with Agility gets a bonus of 1d4 added to any dodge attempt.

    Parrying

    Likewise, an action may be used for a parry. A parry is equivalent to a hit against an AC which is determined by the situation. In general, it is easier to parry a larger weapon than a smaller one, and easier to dodge a swing than a stab. If a parry is successful, the Character may make an attack in the same action.

    Weapon Parries

    A weapon must be at least of medium length to be used in a parry. If a Character wants to make an attack in the same round as a successful weapon parry, they will be have a penalty of 2 on their attack roll.

    Off Hand Parries.

    A Character using 2 weapons or a weapon and a shield must take that combination as a Weapon Style to be able to parry with their second weapon or shield. If a Character wants to make an attack in the same round as a successful off hand parry, there is no penalty.

    A large shield can be used to parry once per melee round. A small shield can be used to parry more than once. Shields have a bonus of 2 when parrying. Only one attack may be parried in a single action.

    Damage

    When an attack is successful roll damage according to the weapon.

    Strength Bonus

    For every 2 points of Strength above 15 a Character has, they get a bonus of 1d3 to damage.

    Other Ability Rolls.

    Other Ability Rolls work in much the same way, except instead of a target’s Armor Class, it’s a combination of how difficult the task is versus how much time the Character has to try it. A Thief with all day to pick a lock will most likely succeed, but usually there’s a certain amount of urgency.

    Saving Throws

    When a Character needs to make a saving throw, roll 1d20. If they have an appropriate bonus, roll 1d4 and add that to the result. If the result is greater or equal to the Character’s number for that kind of save, they made it.



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    Orc in the Playground
     
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    Default Re: Passages and Perils: Seeking Players

    Species in Nostiter

    Key: Species Name. Experience Cost. Special Abilities. Typical Organization.

    Humans. 0. No special abilities. They form a wide range of communities.

    Dwarves. 275. Infravision, Spell resistance, Seismic sensitivity. They tend to form tight exclusive tribal monarchies.

    Elves. 225. Sharp Senses, Infravision, Speed. They live in scattered interlocking family groups.

    Hobbits. 200. Stealth, Spell Resistance, Climbing. They tend to cluster together in large villages or small towns.

    Goblins. 175. Stealth, Speed, Climbing, Infravision. They form tribes of massive size that live in tightly packed communal enclosures.

    Ogres. 175. Extra Strength, Speed, Natural Armor. While periodically coming together in great tribal assemblies, they usually just wander in small bands.

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    Default Re: Passages and Perils: Seeking Players

    Types in Nostiter

    Key: Type Name. Experience Cost. Abilities. Restrictions.

    Basics. 0. Minimal Combat. None.

    Fighters. 100. Major Combat. None.

    Magicians. 175. Minimal Combat, Magic Wielding, Spell Points equal to Intelligence plus Essence. Small melee weapons only, no missile weapons.

    Conjurors. 125. Minor Combat, Magic Wielding, Spell Points equal to Intelligence plus Essence. Ritual Spellcasting only, melee weapons only, no missile weapons.

    Bards. 175. Minor Combat, Magic Wielding, Ritual Specialty, Spell Points equal to Intelligence plus Essence. Ritual Spellcasting only and rituals must be in the form of audible music, melee weapons only, no missile weapons.

    Magicians and Conjurors are illegal. A Bard must be licensed and in the employ of a member of the Guiding Class.

    Clerics. 200. Minor Combat. Dynamis Wielding, Spell Points equal to Volition plus Essence.. Blunt melee weapons only, no missile weapons.

    Shamans. 125. Minor Combat, Dynamis Wielding Spell Points equal to Volition plus Essence.. Ritual Spellcasting only, blunt melee weapons only, no missile weapons.

    Clerics follow specific major deities and cannot easily change allegiance. Shamans follow minor deities or even local guardians and can switch attachments almost at whim.

    A Cleric must belong to an approved order. A shaman must practice publicly and be under the direction of a Proctor or Prophet.

    Thieves. 125. Minor Combat, Stealth, Gadgeteering. None.

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