Rules & Knowledge for ZURPG - WindStrike - 09-22-2011
Rules & Knowledge
For Zelda Universe RPG
(All of ZURPG takes place in IRC. The server is irc.lunarnet.org at #zurpgchat.)
These are the absolute rules of Zelda Universe RPG. They are long, but they fully explain everything. Use these for reference after you have set up your own profile and bugged WindStrike for a tutorial via IRC.
Your Profile is divided into a number of sections. First, your Stats and Bonuses, then your Description, and then your Skills, Spells, and Items. Let’s start from the top!
- Power: 0 (+0)
- Courage: 0 (+0)
- Wisdom: 0 (+0)
- Hearts: 1/1 (+0)
- Magic: 0/0 (+0)
- Initiative: $init 1d10
- Attack Dice: 0
- Defense Dice: 0
- Armor: 0
- Stat Points: 74
- Stat Points (Used): 0
- Heart Containers: 0
- Rupees: 0
Affinities: None
[stats name=Character Template power=0 (+0) courage=0 (+0) wisdom=0 (+0) hearts=1/1 (+0) magic=0/0 (+0) initiative=1d10 attack-dice=0 defense-dice=0 armor=0 stat-points=74/0 heart-containers=0 rupees=0]None[/stats]
These are the basic stats for starting players.
On the left side, you have your Stats. Power, Wisdom, Courage, Hearts, and Magic are stats that you can upgrade with Stat Points.
- For every stat point you put into Power, Wisdom, or Courage, the stat will increase by 1.
- These three are both Attack & Defense stats.
- For example, increasing your Power stat increases both your ability to Attack with it and Defend against Power-based attacks.
For every Stat Point you put into Hearts or Magic, the stat will increase by 1/1.
The first number is the Current amount and the second number is the Maximum amount.
Hearts is your health. If you run out of Hearts, you die.
Magic is your ability to cast Spells. If you run out, you won’t be able to cast Spells.
Next to each stat, you’ll notice a ‘(+0)’. This is a bonus that’s determined by your gear and your passive innate skills.
In the middle, you have your Bonuses. These are not upgraded by Stat Points. Instead, they are determined by your gear and your passives.
- Initiative determines how fast you are entering a battle. Higher Initiative gives you a higher chance of going first.
- You have a default Initiative of 1d10. We’ll explain this later.
Attack Dice increases your attacks’ ability to hit.
Defense Dice increases your ability to prevent attacks from hitting you.
Armor decreases Damage that you would take if you do get hit.
And on the right, you have your, well… other stuff.
- Stat Points are used to increase your Stats in the left block. You get 74 Stat Points. It’s technically 75, but 1 point is forced into Hearts so you don’t die instantly.
- Stat Points Used simply keeps track of how many you’ve used.
- Heart Containers provide a permanent increase to your Hearts.
- For each Heart Container you have, your Hearts is increased by 1/1.
- At the end of each quest, you’ll receive anywhere between 1 and 3, depending on the length.
Rupees are your money for buying things. You acquire it from defeating enemies, treasure chests, secrets, quest rewards, and all sorts of shenanigans.
See that section in the code where it says ‘None’? This is where you note your Affinities, which gives you bonuses to spells of any affinities you have, respectively. Here’s the list of different Affinities:
- Fire - for those that like burning everything down with endless attrition and high damage
- Water - screws over high-end attackers and helps protects allies
- Nature - disrupts your enemies from being able to do anything
- Light - your enemy will never be safe from all of your disables
- Shadow - for those that love to bend luck to their will and evade death
- Spirit - Perfect for getting around bonuses and shutting down powerful moves or charging your own. It is a rare affinity with only spells that are lost to history.
- Unlike other affinities, Spirit can not be acquired through normal means - You must acquire it through a blessing from a mythical spirit (eg. one of the Spirits of Light) or something of the caliber.
As long as you’re outside of a quest, you can freely change your Affinities out, but for each Affinity that you have, it costs 3 Stat Points.
Should you have a passive from a skill or gear that you want to see for quick reference but it doesn’t fit in the stats block, just note it in this section.
A skill is an ability you learn that can either modify another attack, be inherent to your race, or give you a passive bonus.
Extremely powerful abilities unique to you. By default, you can start with one, but you have to poke WindStrike about it to tell him what you want it to be.
Over the course of quests, shenanigans tend to happen that allow players to do things that are normally not possible. Some of these shenanigans could very well turn into new Signature Skills that you can re-use later.
A set of 3 Active Skills and 3 Passive Skills determined by which Race you choose.
You have a set of Basic Skills that everyone has access to by default. You should be able to use all of them, but due to their RESTRICTIONS, not all enemies can use all of them.
All Active Skills are split into two categories:
- Combat Skill – An ability meant to hurt or debuff an enemy.
- Support Skill – An ability meant to help or buff an ally.
All of these give you some sort of passive benefit. You can have as many or as few as you wish, but keep in mind that every Passive Skill has a Stat Point Cost associated with it.
Spells are unique abilities you can cast that generally cause some sort of effect. All Spells cost at least 1 Magic and are tied to at least 1 Affinity.
Used to damage the opponents, poison targets, freeze targets, among various other damaging effects.
These can heal allies, provide defensive buffs, eliminate effects, and do various other effects. Generally, the effects of these are automatic and occur without a reaction, but they can only be applied to yourself or allies.
There are many different Items in the game with which you can equip yourself with. Some Items may have REQUIREMENTS that must be met. Some special Items can even be personalized for your own benefit!
Weapons allow you strike your enemies in numerous ways.
Shields increase your chances of successfully blocking attacks.
Armor is used to reduce the damage done to you.
An extra layer of protection that gives you a slight boost, but with Magic, gives you greater effects.
These are one-time use items that provide various effects. This includes bottled items.
- Regarding Empty Bottles, it’s assumed you have an unlimited number, allowing you to bottle anything.
Masks transform your appearance, and depending on which race you’re masquerading as, you gain benefits when blending in with others of that race.
Contains Miscellaneous Items that also do various things.
Additionally, you may have one item personally customized by you. However, it must be passed through for approval by WindStrike via PM. If you’d like him to write the item instead, write a description of its name, its physical description, and what you want it to do.
During quests, there might be thieves that try to steal your equipped items. Spells and Skills cannot be stolen, but everything else can. To get an item back, you must defeat the target that stole your item. DMs will usually provide the opportunity to get it back.
Even if your character is not a humanoid being, you cannot equip (at one time) more than the following:
- Two one-handed items OR one Two-Handed item
- One armor
- One robe
- One mask
- One pair of gloves/gauntlets
- Mixing and matching with one glove/gauntlet each is not permitted. Sorry folks.
Everything else that isn’t equipped, we assume you're able to carry like Link (aka, theoretical bag that holds everything).
Equipped or Unequipped: If it is not in use/equipped, its effects and bonuses are not active. Something like a Magic Feather is always in effect, but if you have two shields and only one is equipped, the other one does not provide you benefits. If you're unsure on something, just bug WindStrike about it.
You can label what items you want equipped when going into a battle. To do so, place it like this when editing your profile:
- [box=Sword (Equipped)]
- When you switch equipment out during the battle, don’t edit your profile to change the equipment. The label determines what you always go in to start the battle with.
Dice are crucial to ZURPG. They determine your chances for success, and the higher your stats are, the higher your success rate is.
Using the bot, Navi, you will be typing in $#d# for dice rolls.
- $ is the command for anything related to Navi.
- The first # is the number of dice. The second # is the number of sides on the dice.
- The # is dependent on your situation.
- For Attacking and Defending, you will always use $#d10.
To start the battle off, everyone has an Initiative. The command for entering your Initiative is "$init 1d#". Your default Initiative is 1d10.
- $init 1d10
- If you roll a 10 or higher, you get a Bonus Turn in at the start of the battle before the first round starts.
- It will be denoted by "Bonus Turns: Player 3, Player 1".
A round = everyone going through the turn order once. When it passes, it goes to the next round.
A turn = everything that you do during your turn until it becomes the next person's turn.
Technically, there is no hard time limit that’s enforced, because shenanigans often happen and leeway is required.
However, if you are unresponsive or take too long to decide something, the DM is free to end the remainder of your turn.
- Generally, you get roughly 3 minutes to make your Actions before other people get ticked off at unresponsiveness.
- If you’re reacting to something, like using a Reroll Point or doing a Counterattack, expect less than a minute to decide and act, so plan ahead. Turns shouldn’t take 15 minutes each.
If you're AFK for a whole battle, you get none of the rewards, even if your turn was taken over.
There are two types of actions:
- Combat – If the action involves rolling off against someone else’s roll (aka, just about every attack in the game), it’s a Combat Action.
- Support – If the action is automatic (ie, using Cover or casting a Support Spell), it’s a Support Action.
On your turn, you can do either:
- One Combat Action and one Support Action… or
- Two Support Actions
When stating your actions, all you have to do is state the name of the action, state the target, and then copy+pasta everything under the action’s DESCRIPTION line. Obviously, if it’s an item with multiple actions, you only grab that specific action’s stuff and not the rest of them.
Certain abilities take extra time to use.
- Requires that you spend extra Actions in order to charge, regardless of the type of Action used.
- Once you’ve spent the required Actions, the move is charged, and you can use it like any other move.
- Note that 1 Action Charge Moves can be both charged and activated in the same turn.
You have three stats with which you can attack with - Courage, Power, and Wisdom. Each weapon, skill, spell or ability will specify which stat you’re using to attack and what stat the target will defend with.
- Specify what attack you're using and what target(s) it hits. The copy+pasta will tell the target(s) what they’re defending with.
- Substitute the value of your attacking stat(s) into $#d10, replacing the #.
- Upon rolling this, you'll see the results of your rolls, as well as the number of successes. These successes determine if you will hit your opponent or not (successful or unsuccessful).
- Rolling 1, 2, 3, or 4 results in 0 successes each.
- Rolling a 5, 6, 7, 8 or 9 results in 1 successes each.
- Rolling a 10 results in 2 successes each.
- Note that Navi will auto-calculate this for you. This is simply explaining how successes are calculated.
- If your success count is less than your target's when attacking, the attack misses and fails.
- If your success count matches your target's, then it results in a ROLLOFF! In other words, roll again.
- When you are targeted for an attack, roll the specified stat, which is determined by the attack.
- If your success count is higher than the attacker’s, then the attack fails.
- If your success count is lower than the attacker’s, the attack hits you.
- It is your job as defender to finish the damage calculations from what you have.
- If your success count is lower than the attacker's, then you're hit.
- Calculate the difference in successes. The difference remaining is the damage you receive.
- Be sure to include all bonuses, including Damage Modifier, Armor, and other effects.
- When dealing with both Addition, Subtraction, & Multiplication, here's how you do it:
- (Addition & Subtraction totaled together) * Multipliers
Anytime you take damage or spend/lose Magic, notate your Hearts and Magic like this:
If you’re covering someone, note that as well:
You will also need to note your status at the start of each round.
It is highly recommended you keep a text document on the side that you keep track of your status. That way, you can update it there and copy+pasta into the chat when you need it, instead of constantly having to rewrite it.
This is ESPECIALLY necessary if you’re DMing or controlling multiple entities.
The regular Damage Type is just called Damage. Most attacks in the game deal just normal Damage. Damage is reduced directly by Armor.
- 1 Armor will reduce 1 Damage.
- If you have 4 Armor, it will reduce a 9 Damage attack down to 5 Damage.
Alternatively, there’s Neutral Damage, which ignores Armor. Although it’s not common, it’s not rare either. However, all attacks that deal Neutral Damage deal a flat amount of Neutral Damage, regardless of the difference in successes. Additionally, this amount is generally in smaller amounts than just doing normal Damage.
In ZURPG, there are a lot of Effects. They are arguably the defining point of customization, as they’re filled with all sorts of counters and supports towards seemingly invincible builds. Here’s the types!
- Bonus:
- Applies a stackable, numerical increase or decrease to a particular Bonus. For the full list of Bonuses, see the Effects Reference Page.
Named Effects:
Some effects apply a non-stacking buff or debuff that has a name attached to it. This applies a unique effect that could drastically change the tide of the battle. Each one also belongs to a Category, and certain abilities in the game counter specific Categories. For the full list of Named Effects, see the Effects Reference Page.
Field Effects:
These affect everyone on the field. No matter what Field Effect is played, it will always remove the previous Field Effect, meaning there will never be more than one Field Effect in play at a time. For the full list of Field Effects, see the Effects Reference Page.
Notice a little trend? That’s right, the majority of the effects in the game are found on one page, which is linked in the channel topic for quick and easy reference!
There are some effects that fall outside of that list, though they’re usually applied instantly, so you don’t have to remember it.
All Bonuses can stack infinitely. Positive & Negative versions cancel each other out, so if a target has +2 Power and -1 Power, it’s listed as +1 Power.
For Named Effects, attempting to stack them will just refresh their DURATION.
By default, all effects are assumed to “last for the remainder of the battle”. There is no such thing as an effect of any kind that can last beyond the end of a battle. However, note that some abilities will come with a shorter DURATION.
Alternatively, when you die, all effects on you are removed.
- This does not apply to any effects or bonuses you have on your character by default.
This is just a copy of what’s linked here.
All of these can stack infinitely. Positive & Negative versions cancel each other out, so if a target has +2 Power and -1 Power, it’s listed as +1 Power.
- +Power
- +Courage
- +Wisdom
- +Hearts (stat)
- +Magic (stat)
- +Attack Dice
- +Defense Dice
- +Armor
- Regen
- At the start of each round, target recovers Hearts equal to the stack count.
Magic Regen
At the start of each round, target recovers Magic equal to the stack count.
- -Power
- -Courage
- -Wisdom
- -Hearts (stat)
- -Magic (stat)
- -Attack Dice
- -Defense Dice
- -Armor
- Bleeding
- At the start of each round, target takes Neutral Damage equal to the stack count.
Magic Bleeding
At the start of each round, target loses Magic equal to the stack count.
Named Effects of the same name do not stack. It will only refresh the DURATION.
- Numbed:
- Target’s Combat Actions have their Dice & Damage Modifiers removed.
- DURATION: Two rounds.
Effect Block:
Negate the next EFFECT to the target caused by a Combat Action, which then removes Effect Block.
Liquid Armor:
Any Neutral Damage the target takes is converted to normal Damage.
DURATION: One round.
Shield:
Target takes half damage from the next Combat Action they’re hit by, which then removes Shield.
Frozen Field:
Field Effect
After anyone attacks, they lose 2 Attack Dice.
- Burned:
- Every time the target attacks or defends, they take 1 Neutral Damage.
Cursed:
Anytime the target spends Magic, they take Neutral Damage equal to the amount spent.
Cauterized:
Target cannot recover or siphon Hearts or Magic in any way.
DURATION: One round
Heatwave:
Field Effect
Anyone that drops down to 2 Hearts or less instantly dies.
- Immobilized:
- Target cannot move or use any melee attacks.
- DURATION: One round.
Taunted:
Target’s single-target Combat Actions can only target you.
DURATION: One round.
Delayed:
Target’s next attack is delayed by 2 Turns, which then removes Delayed.
Thorns:
The next time the target is hit by a Combat Action, the attacker takes Damage equal to the attack’s Damage (before Armor is factored in), which then removes Thorns.
Whirlwind:
Field Effect
Anyone with less than 15 Power loses 2 Defense Dice.
DURATION: One round.
- Blinded:
- When target does any action that does not target themselves, they roll $1d3. If it is a 1, they automatically miss.
Unfocused:
Target cannot use ranged attacks.
DURATION: One round.
Silenced:
Target cannot cast Spells.
DURATION: One round.
Disillusion:
Gives you a $1d3 chance to auto-dodge an attack, with a 1 being successful. Once this successfully procs, Disillusion is removed.
Feedback Field:
Field Effect
Anyone that spends Magic takes Neutral Damage equal to half the respective Magic Cost.
- Penumbra’s Curse:
- Target rolls twice anytime they defend, and they’re forced to take the lower roll.
Phased Out:
If any of the target’s stats hits 0, except Magic, the target instantly dies.
Support Blocked:
Negate the next EFFECT to the target caused by a Support Action, which then removes Support Blocked.
Undead:
Target cannot die. However, if the target has 1 Heart left, any damage they would take instead drains their Magic.
DURATION: One round.
Reversal:
Field Effect
Each round, everyone receives 1 Temporary Reroll Point, which automatically expires at the end of the round.
All Quests are divided into Sessions. A Session is an individual section of a Quest. When you play ZURPG, you never play a Quest in one go, because on average, that’d take 8 or more hours in one go. Instead, we divide it into Sessions, which is a 2-3 hour section of the Quest, generally at a rate of once per week.
All of the below rules are static, regardless of who is DMing.
In the case the players complain about something the DM clearly did not inform them about or have not learned yet, they get a freebie. No exceptions, unless it’s something you've been linked/explained to multiple times. And then to make sure it doesn't happen again, the DM must tell them what should've been told to start with. So if you screw up DMs, too bad. The players get it easy then.
Make sure you state your actions. If you're not always stating your actions, it's assumed you're following the party. However, if the party splits up and you don't choose a side to follow, you're getting left behind. The travel time required to catch back up is to DM's discretion.
Outside of battle, when you state an action, do not state the result alongside the action. That is the DM's job; likewise, the DM should never override the player's actions. They should describe your environment, and all of the secrets in a quest will either be hinted at by an NPC, the line itself, or Zelda knowledge. There are not necessarily secrets in every single location.
For example, say you're in a closed room, and there's a draft of air coming from somewhere. If you get closer to a particular wall, it'll feel stronger. If you can't walk through the wall, a bomb would probably blast it open.
To clarify the difference between stating an action vs. making something up, here's a few examples.
- Link throws a bomb at the wall.
- Link blows up the wall with a bomb.
- The wall blowing up is the result. This is determined by the DM, not the player.
Link punches Mido for standing in his way.
Link kills Mido for standing in his way.
Who's to say whether Mido dies from getting punched or not? The DM.
Link smashes a bunch of pots.
Link smashes a bunch of pots and gets rupees.
Pots are really weak and can be smashed easily, so I'm fine with the player determining the end result of them breaking. However, Rupees aren't necessarily in pots.
Link begins his ascent from Kakariko Village to Death Mountain.
Link is goes up Death Mountain and is in Goron City now.
Unless the DM has given you the go to instantly travel somewhere, there's usually stuff in the way preventing such a thing. Please try to avoid instantaneous travel without permission. Bypassing this will seriously screw up the DM and the quest itself.
Link tries to escape from battle! (Rolls Courage vs. all enemies' Wisdom)
Link runs away from the battle! (Uses $removeme and skips the actual action)
The Escape action is there for a reason. You CANNOT bypass it, whether you decide to conveniently go afk or have to leave, in which case someone would proxy you until the battle ends. Death can happen in this game.
If you die in battle, but your party wins the battle, then you are automatically revived at the end of the battle with 1 Heart. If you die outside of battle, then you'll simply have to wait until you're revived either from your party winning a battle (which you will not get experience or Rupees for) or by some alternative means.
In the case of a complete party wipe, you'll either respawn at a previous point in the quest, or some time will pass before you're all respawned.
If the party splits up, in all likelihood, the DM can only cover one side at a time. If you don't want to deal with this, convince your party to stick together. Some DMs might prevent party splitting simply due to management issues, which is fine, but if they do, they should make that clear to players at the start of the session.
If you cast an EFFECT on someone outside of battle, its duration will last for the current room. Should you enter a battle, only the most recent EFFECT you used on someone will enter into the battle. This is to prevent super buff stacking your whole team before a battle even starts.
In the case of a DM or players running late, either party is allowed to cancel after 30 minutes.
- If 30 minutes since session start have passed and the DM hasn't showed up, players are to assume the quest is automatically cancelled.
- If 30 minutes since session start have passed and the required players haven't shown up, DM is allowed to cancel the session at their discretion.
Can you rob shops or kill NPCs?
- You are welcome to try. However, between getting swarmed by guards, or (if you escape) getting added to the Bounty Board, it is not recommended.
Will there be character appearances by characters from the Zelda universe?
- DMs, I don't mind if you use these characters. However, please make them respectable and as similar in personality to the original as possible.
- ... except Tingle. Do what you want with him.
Moblins are the type of creature that join up with a stronger and imposing influence upon a command greater than its own. Are you able to have Moblins join your cause?
- Yes, and there are multiple ways to do it. One way is to be that much stronger than the Moblin (DM's discretion). You may not necessarily be able to have more than one Moblin under your command, though it is a possibility. Other ways to control Moblins, you'll simply have to find out on your own.
- Keep in mind, once a Moblin is under your command, you have direct control of all of its actions.
Does anything story-wise carry over between quests?
- If it is an isolated quest, like a dungeon raid in a certain area that has no effect on the surrounding area, then it does not affect other quests. However, for example, if the Gerudos take over Hyrule Castle at the end of the quest, then it will have an effect on any quest after that.
Can you switch sides?
- Yes, though there is not that much support for it... yet.
There are some cases in the game that cannot be really be explained by the general rules due to conflicting items that rarely occur. Since it'd be a pain to circumvent every single circumstance in the rules, if such a conflict arises, the DM gets to say what happens. If the same case seems to keep occurring, WindStrike will alter something to make sure it stops occurring.
Additionally, if a chain ends up too long and confusing, DM is allowed to override and cancel the chain and end the turn. Once again, if the same case consistently happens, WindStrike will alter something to fix it.
You can have as many characters as you want. However, if you attempt to create more than one at a time, we cannot promise support for them all.
Do note that you can only use one character in a quest at a time. That said, if there are multiple quests being run, you actually can be in them at once, provided you have a different character in each quest.
There are a good number of terms used in ZURPG. Here’s a list of terms that you’ll see crop up often:
- Dice Modifier - The specific dice bonus from the attack itself
- Attack Dice - A dice bonus that affects all of your attacks
- Defense Dice - A dice bonus that affects your defending
- Successes - The result from dice rolled. Increasing damage will not increase the chance of the attack landing.
- Damage - This is a result of difference in successes. Increasing Successes increases both the chance and damage of the attack.
- Damage Modifier - A bonus applied specifically to the damage
- Damage: +3
- NOTE: If there is neither a ‘+’ or a ‘-‘ in front of the number, then the Damage will be the exact number listed instead of being based on the difference in successes.
Effect Damage - Refers specifically to the damage from the result of an effect.
EFFECT: Target target takes 1 Neutral Damage for each Defense Dice he has.
Attack - A Combat Action. Can be used interchangeably.
Hit - A successful roll that the attacker makes in an Attack.
Session - This is a section of a quest. Sessions usually last 2-3 hours.
Quest - This encompasses all portions and objectives towards reaching the goal. Short quests go about 2-3 sessions. Longer ones go for a month or more.
RE: Rules & Knowledge for ZURPG - WindStrike - 11-18-2013
Out-of-Combat Rules
When it comes to actions outside of battle or sneak attacks, how exactly are they handled? What is rolled, and what does each stat represent? Below are the rules for situations when your characters aren't in combat.
What is Power used for? Power is used for actions of Strength and Endurance. If you were to lift something, it would use Power. Throwing is an Active Skill that uses the Power stat. The same is used for Throwing Weapons. A sheer test of physical tolerance would test someone's Power.
Power is also used as a show of intimidation or force, or instilling fear in others. This can lead to Subjugation of those that are weak-minded. With great Power comes the ability to control others by force (not by manipulation, that's Wisdom).
What is Courage used for? Courage is used for actions of Dexterity and Agility. If you were to make any sort of quick movement or make a jump, it would use your Courage stat.
The meaning of Courage in of itself refers to determination and resolve. That is, the will to strive forward and the will to see things to the end. These sorts of actions and ideas would use Courage as well.
What is Wisdom used for? Wisdom is used for actions of Mind Powers, Manipulation, Bluffing, and Awareness. Mind Powers refers to Telepathy and Telekinesis. Actions of manipulation would include suggestion and control (not out of intimidation, that's Power). You may also use Wisdom to bluff and lie your way to a victory.
While Awareness covers hearing and the use of your senses to detect things, it also covers Spot Checks, which you can read more about in its section below.
DM's discretion, in this case, will be determining the success counters of things. Say you want to blow up a wall with a Bomb. The DM sets a success counter on the wall. While that counter may not be visible to players, if that counter is breached, then the wall should fall. A wall may be stronger in one place than it is another.
However, there's some things that are very basic that should be established and global across all DMs and quests.
- Jump Distance:
- How high can I jump? How far can I jump? Jump distance is determined by a Courage roll.
- For each success, you cover 1 foot of distance.
- It is assumed you can cross up to a 5 foot distance without a roll.
Falling:
How much damage do I take from fall damage? Well, if you jumped directly upwards, it's assumed you can take the fall without any problems.
For any fall distance above 10 feet, roll Courage against the fall distance amount.
If you are successful, you land just fine.
If you are unsuccessful, you take neutral damage equal to the difference in successes.
Lifting an Object:
How heavy is an object? Lifting involves using all of your strength to pick up an object, implying the use of both of your hands/arms.
Using a Power roll, you can lift 10 pounds for each success.
It is assumed you can lift up to 100 pounds without a roll.
Lifting a Bombplant:
The higher the level of a Bombplant, the higher the success count with a Power roll you need to lift it.
One level = one success. For example, a Level 25 Bombplant requires 25 successes with a Power roll to lift it. A Level 12 Bombplant requires 12 successes with a Power roll to lift it.
What exactly is the point of establishing this? Well, when you start out at Level 1, you're able to do things that a "normal person" can do. You can jump short distances, lift objects that you'd normally be able to do in everyday life, etc. However, you can't lift giant boulders or jump from one story to another. By establishing this, what you're able to do as you level up and upgrade your stats increases to more heroic levels.
We are not using Perception Checks, unlike most tabletop RPGs. The reason being, every time you walk into an area, the first thing you'd do is use a Perception Check. If you pass a threshold, oh wait, you see everything. Information about the area should just be provided by the DM anyways. For something that's overly tedious that you'd do "every single time" that you ran across something and has no actual risk to checking, there's no point in using a roll.
We are, however, using Spot Checks. There is a requirement for a Spot Check to even have the possibility to succeed - there must be a reason/hint behind it. If it's simply "I check the darkness to see if I see anything", that falls under a Perception Check, which doesn't work. However, if you're in the darkness and you hear something, you may be able to lock onto it with a Spot Check, which involves rolling your Wisdom stat vs. the target's Wisdom stat. If you fail a Spot Check, another attempt at a Spot Check for the same reason will automatically fail.
Essentially, if something is completely hidden and you should have (under the current circumstances) no ability to sense what's hidden, then no amount of random checks should allow you to notice it. On the other hand, if you change the circumstances by say, lighting the room up, then a hint about a hidden presence may drop, or it may reveal what's hidden entirely.
How do you sneak attack someone? Well, it's simple - you attack them when they are not aware of your presence. Use this Basic Skill.
- RESTRICTIONS: Target cannot know you are there. Otherwise, this will automatically result in IF FAIL.
- DESCRIPTION: Try to sneak up on a target in an attempt to cause a pre-emptive strike!
- EFFECT: If you're using a Charge-Up move, rather than charging for it, use the following roll, but for each Turn you would have charged, you lose 3 Successes.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESS: You're able to immediately follow-up with any attack or action on the target.
- If it's an attack, it gains Dice equal to the difference in successes from the Sneak-Up. It will also initiate official combat (everyone rolls initiatives).
IF FAIL: Target becomes aware of you and gets the chance to automatically Escape or initiate official combat (everyone rolls initiatives).
If you sneak attack the target and kill the target in that sneak attack, only you (and not your party) get the Experience. If your allies contributed to the sneak attack with Support Spells or other stuff like that, then they'll get the Experience too.
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