Okay, I've been setting up/hacking together a D&D variant for running a SBURB game in this thread here, and I think I'm about ready to recruit players and get characters and whatnot. There'll probably be a couple more weeks of set-up after this while I get lands and mapping and dungeons together and finalize things and all that. You absolutely do not need any kind of D&D experience to play, and it's only D&Dish anyways. I'll try to get the basic rules recorded down below and reserve some space where I can put answers to rules questions and whatnot. Current plan is to run the game in (weekly?) sessions through roll20.net (that is, everyone online at once, rather than a play-by post kinda thing). I don't think you need to have an account there for me to invite you to play, but that needs tested. If you do need an account, it's free but wants an email. I should be free like 6pm-midnight Pacific Time (GMT - 8:00) every day of the week through August at least, and probably some other times too. Sessions will run as long as people can make or until we decide to call it quits for the day, but preferably several hours. I can handle like 4 or maybe 6 players, probably. If more people than that want to play, I'll select based on scheduling. (It's not a big deal if you miss some games, though, because the setup makes it easy to run smaller-party or solo adventures, and people will probably be trying to get back to houses at the end of each session to alchemize. I also assume we're gonna need to rejigger meeting times periodically as people's commitments change.) Right now I want to see who is interested in/able to play, and then we can set up character creation and whatnot. Pinging @boyacrossthestreet, @KathyGaele, @wes scripserat, and @whimsicalobservant, who have previously expressed interest in playing.
Step 1: Pick a classpect We need a Space player and a Time player, and no repeats. Other than that, it's free game. No gender restrictions, 'cause fuck that noise. Spoiler: Aspects (general definitions for the purposes of this game and special abilities) Time Time itself, causality, death and decay. Responsible for maintaining timeline integrity and fixing or avoiding doomed timelines. Keeps the Cosmic To-Do List. Related to Space, Mind, Doom. Special: You can resolve to, at some point in your future, go back in time and put the item you really need right now right behind that rock over there. The item is then, of course, right behind that rock, and you need to go put it there sometime. Space Space itself, universes, frogs, creation, birth. Responsible for frog breeding and lighting the forge. Related to Time, Void, Life. Special: Your dreamself is awake at the start of the game. Once per session you can say you saw this situation in a dream on Prospit some time ago and conveniently remembered to bring an item along to deal with it, which is now retconned into your sylladex. (unlike Time, this only works for reasonably generic objects, and may be subject to a Find Things roll) Also, you've got 3 NPC contacts on Prospit. Light Luck, fortune, symbols and abstract concepts, revelation, illumination, agency and the "cosmic spotlight." Related to Void, Doom. Special: Once per session you can roll a d30 in place of any other die (except for like rolling stats or HP or other permanent things). Void Secrets, nonexistence, emptiness, nothingness, obscuring, negative space, the things that aren't there, the Furthest Ring and horrorterrors, broken glass. Related to Light, Space. Special: Free fistkind abstratus (1d8 instead of 1d6-2 for unarmed attacks, can't be upgraded ever but you get a shitload of bonus attacks as you go up in levels) and also just straight-up immune to scrying/supernatural detection/omniscience/whatever. Life Survival, health, imminent creation, strength in adversity. Related to Doom, Breath, Space. Special: You can set aside a "reserve" of any amount of HP (effectively reducing your max HP). The first time you or an ally hits zero HP (note that zero HP != dead, just vulnerable to maiming or mortal injury) they get half the amount of HP that you put in reserve (the rest is wasted). You can restore the reserve next time you are at full health. Doom Doom, imminent death, unfriendly futures, fate, futility, sacrifice, judgement, "tears unnumbered ye shall shed," the works. Related to Life, Time, Light. Special: You can turn any failed roll (yours or someone else's) into a success automatically, on the condition that the DM can then change some future crit that you roll into a crit fail (these accumulate, too) Breath Freedom, fight, spirit, animus, joie de vivre, that ineffable thing which can only be experienced and never fully grasped, for the act of grasping would destroy it. Also, literal wind. Related to Life, Hope, Heart. Special: The Breeze is present in your session and likes you. (random chance that The Breeze will help you out whenever you are in a situation that some wind could reasonably help you. it is fickle, though) Heart The innermost, immutable soul or self, the thing that is constant between universe instances, and the relationships formed between the innermost selves of people. Related to Mind, Breath. Special: You get five "points" at character creation that you can put in any one of your or your friends stat-things (movement speed, a save, a stat, HP, song, AC, damage reduction, elemental resistance, attack bonus, &c. &c.) or use to give them a roughly-equivalent something or other that you come up with (note that most everything has a soft cap at around 17 or +7, so this is a p significant bonus even at endgame. HP has a much higher cap, so every "point" you put there probably counts for several HP. also note that this is the only way to get innate, non-equipment dependent bonuses in AC, DR or resistances) These bonuses are part of the recipient's innermost self, and cannon be harmed, reduced, negated, or impinged upon in any way, even across universe instances. Mind Decisions and the consequences of decisions, intentional action, karma, the decisions that any given person might make, the self as constructed by the decisions that one has made and their consequences, the reason that "there is no universe in which Sam Vimes as he is now has killed his wife." Responsible for the splitting of timelines (that is, timelines only diverge as a result of intentional action, not random chance). Related to Heart, Time, Blood. Special: Once per session you can know what any one person is thinking or what decision they are likely to make in response to some circumstance. This is perfectly accurate, but not supernatural, so it won't tell you things relating to something that person knows about but you don't, and if that person is pretending to be someone other than they are or have an entirely different agenda than they do, they may be entitled to a save (if you have no reason to suspect them). Rage The Dionysian aspect: passionate and tempestuous emotions, intoxication, ritual madness (up to and including Maenad-tier), frenzy, ecstasy, drama (look at those tragicomedy masks), radical freedom and the breaking of expectations, clowns. Bit of a wildcard aspect. Related to Blood, Hope. Special: Straight-up berserkergang. Pick one or two triggers at character creation. When either of those is tripped, you go berserk (note: not necessarily rage, mad and uncontrollable sadness, mirth, &c. would also work). This replaces your stats with 2,5,11,17 and 19, randomly arranged (note that this breaks the normal possible range of stats at both ends) which scrambles what kind of things you can attempt. Also, make an extra attack at the start of every round. It gets applied to anyone and anything who is next to you at any point during the round (including moving past). Lasts 1d4 minutes or until you calm down, whichever comes first. Hope Hope, belief, sincere and earnest optimism and faith, and the ability of those things to make fake things a little less fake. Related to Rage, Blood, Breath. Special: Once per session, you can do one and only one of these things: Act Immediately: get a standard action that you perform right now, interrupting whatever's going on and happening before anyone can do anything else. Lose your next turn. Extra action: you get an extra standard action on this turn. Inspiration: If you feel stuck at one point in the adventure, you can the GM for a hint about what to do next. If the GM feels that there is no information to be gained, the hero point is not spent. Reuse: you can use any one of your powers regardless of any cooldown or resource limitations that would normally be in effect. Special: you can do something implausible or impossible (DM discretion) by making an attack or stat check or something at disadvantage (roll twice, take the lowest) Cheat death: you can negate death exactly once by forfeiting this ability forever.Blood Change, mutation, genetics, heredity, cancer, evolution, revolution, everlution. Related to Rage, Hope, Mind. Special: Pending. We'll work something out if you want to play a Hero of Blood. Spoiler: Classes (general definitions for the purposes of this game and usual failure modes) Maid Nuturing, tidying up. "Serve" both as in servants and as in asskicking. Vulnerable to falling into or being pushed into roles other have set out for them rather than making their own path. Page Unrealized potential and growth. "Serve" both as in servants and as in asskicking. Vulnerable to stagnation, being afraid to grasp their growth with both hands, failure to just pick a point to grow from and do so rather than just navel-gaze about how they'd like to grow. Special: Subtract 1 from all of your starting stats. Don't worry, you'll get them back later. With interest. Mage Prophet-types, bringing revelations and working miracles. The ones that load the gun, but not the ones that pull the trigger. Vulnerable to getting kinda steamrollered by their aspect, or self-destructing by hyperfocus on a problem. Knight Dedication, insecurity, compassion and commitment wrapped in an aloof or otherwise removed emotional armor. Protective, use their aspect as a weapon, often self-sacrificing. Vulnerable to failing to realize their own heroism or else trying to hard to be the unreachably perfect hero, or both. May get too trapped in their emotional armor. Rogue "Robin hood," stealing things for the benefit of others and the general good. Friendly, mischievous, subtle, work in the background. Vulnerable to being avoidant, not saying or doing the things they need to. Sylph Meddlers, healers and fixer-uppers. Vulnerable to just meddling around in other people's business because you know better! boundaries be damned. Seer Privy to visions of their aspect. Tend to be tactical. Ideally, share information and direct teammates. Can also operate on their own, but see vulnerability. Vulnerable to lack of self-insight and overconfidence and recklessness, followed by crises of faith regarding themselves and their abilities. Thief Egotistical, grandstanding, impulsive troublemakers and tricksters. Steals and hoards. Vulnerable to failing to realize the needs of other people. Even worse at "helping" than a bad Sylph. Heir Inherits and receives. Often buff. Things just kinda work out around them. Vulnerable to general obliviousness, especially about that which they have received.Bard Invites destruction of/through aspect. Basically, a giant cosmic bulls-eye. Shit tends to go down around them. Tends to be kinda weird. Vulnerable to dealing with crises of faith in the worst possible way for them and those around them, and then throwing all that faith into something new and toxic. Prince High expectations of self, tense, reserved. Destroy their aspect or destroy with it. Vulnerable to arrogance and entitlement, and attempting to control things and thereby destroying them. Witch The odd one out, the pattern-breaker, the edge-worker. Weird, enthusiastic. Will fuck your shit. Often associated with an unduly powerful familiar. Vulnerable to becoming removed, misanthropic and malicious. ("cackling," to use Pratchett's term) Step 2: Arrange stats and saves. Stats are Strength, Dexterity, Constitution, Intelligence, and Grace. Starting stats are 3d6, rolled in sets of 5. You get two of these sets to choose from. Pick the one you want and assign the individual scores to stats in any order you like. There are no dump stats! :D Stat modifiers are bracketed like: Stat is -- 3-4 (-2 modifier) ...... 5-7 (-1 modifier) ...... 8-12 (no modifier) ...... 13-16 (+1 modifier) ...... 17-18 (+2 modifier) Saves are Fortitude, Reflex, and Will. Starting saves are 13, 10 and 7 (+/- gra modifier, if any, to each). Assign these to fort, ref and will however you like. Spoiler: Stats (general description and what the stat modifier applies to) Strength Natural athleticism, bodily power and skill in using it. Add/subtract modifier to/from speed in meters/round. Dexterity Physical agility, reflexes, balance, poise. Add/subtract modifier to/from def. Constitution Health, stamina, vital force. Add/subtract modifier to/from HP on odd levels. Intelligence Mental acuity, information recall, analytical skill. Add/subtract modifier to/from damage rolls. Grace Connection to the world, insight, intuition, presence, strength of character. Add/subtract modifier to/from all saves. Step 3: Pick one of these or come up with something roughly equivalent Spoiler: Special starting things Combat Modus (eg. Hashrap, stack) Can make a ranged attack (1d6 damage by default) (for reference, ordinary weapons in your kind abstratus are 1d8, weapons out of it are be 1d6-1) as a minor action by shooting something out of you sylladex. Possible secondary effects/more damage if you alchemize dangerous things to launch. Large Capacity Modus (e.g. wallet, puzzle) You can captchalouge items of any size. Pictionary Modus You can captchalouge ghost images of things you don't have to use in alchemy. You get ~30 seconds to scribble a thing and you captchalouge a ghost image of whatever I think it is. Helpful Modus (e.g. chastity, ouija) Once per [relevant unit time] you can show me your inventory and I'll pick one thing in it that might be useful to you now or soon (with no further explanation) Eclectic Guardian Your Guardian has 2d4 extra interests, to be decided whenever (basically means better chances of having weird specialized junk lying around for alchemy) Strife Porfolio You get an extra kind abstratus to start Companion (e.g. Lil Seb) Loyal robot/pet/sibling what will help you with shit. Informant (e.g. Calliope, Rose's walkthrough, Doc Scratch) You have an external source of information about the game. 2x [Weapon]kind You get an extra attack at half your normal attack if you hit/miss [pick one] with an attack. (this gets less accurate relative to your normal attacks as you level up and get more normal attacks that could trigger it) Step 4: Fill out all this other bullshit Name: Roll starting HP (1d6+10 +/- con modifier, if any): Text color: Strife Specibus (12 character limit. vowels are for assholes): Musical Instrument: 2 Interests (best of 2d20 on related stat checks, +1 bonus to Find Things): Guardian: Guardian's obsession (+2 to Find Things): 1 or 2 Pre-entry prototyping(s) This one requires a bit more explanation. You can put whatever you like for pre-entry prototypes on your character sheet, at the cost of making enemies more powerful, but post-entry the damn sprite gets to evade your attempts to prototype it with obscenely high AC/saves (unless it "likes" what you're putting in - dead and doomed shit, basically). Optional (If you don't put something in these, I'll just make up something to go in them. I promise not to use this to screw you over) 1 misattributed quote: 2 Associated elements (classical, chemical, random shit. something for me to work with when making lands, fraymotifs and whatnot): Your home (this can either be a description of the kind of home, or you can make your own map. Heroes of Space always get the kernelhome that Jade and Kanaya have, though. T-shirt symbol: Spoiler: other stuff on your starting character sheet that you don't need to choose or roll for Movement: 6 (+/- str modifier, if any) Def: 10 (+/- dex modifier, if any) Protection: +0 Elemental resistances: nada Attack: +0 Attacks per round: 1 Song (like mp, used for spell-songs and fraymotifs. not a concern for a few levels at least): =grace score Grist cache: 400 Experience: 0 (duh) Spoiler: grist cost brackets 0 grist: why would you make this? ~ 1 grist: generic stuff ~ 10 grist: congrats, you made something you probably couldn't buy in a store ~ 100 grist: early-game weapons, nicer wearable computers, most canonical outfits, basic utility items like the remote ghost gauntlets ~ 1000 grist: high-powered early weapons, probably outfits with a bit more defensive capability, basic magic computers (the homestuck kids kinda skipped over this tier) ~ 10,000 grist: midgame weapons, really nice utility items like the captcharoid camera, nice outfits like Rose's velvet squiddleknit dress ~ 100,000 grist: more powerful midgame/end-midgame weapons like that Sepulchritude hammer John never got to make, power suits ~1,000,000 grist: endgame weapons, powerful magic/scrying computers (e.g. Jade's junior compu-sooth spectagoggles) ~10,000,000 grist: Legendary Weapons, including most Denizen-associated weapons (although fear no anvil's one down). I'd say about even odds of ever getting anything from here. ~1,000,000,000 grist: someone's brain ~10,000,000,000 - 1 zillion grist: oh-god-what-the-fuck tier; that proton cannon Jade tried to make, the trickster weapons For building things it's about 2 + (2 per 9m2) of build grist, which comes out to about 5o build grist to add a new story to your house, assuming you're building it properly and not just like perching everything on copy-pasted chimneys and praying it doesn't fall down. Heights to each gate from the previous gate (or from the top of your house for gate 1) 1 - 15m 2 - 200m 3 - 2,500m 4 - 5,000m 5 - 7,500m 6 - 9,800m 7 - 9,985m Color Reference Post
Spoiler: How do I do things? Stat checks Most things that require rolling dice out of combat are going to be handled by stat checks. Roll a d20 and add your entire relevant stat. Final result: less than 10 or you rolled a natural 1? Critical failure 11-15? Failure 16-20? Near miss. Failure but with some mitigating factor or avoiding dire consequences. 21-25? Narrow success. Success but with some mitigating factor or complication. 26-30? Unqualified success. 30+ or you rolled a natural 20? Crit! Everything is wonderful forever. Attacking Roll a d20 and add your attack bonus. If d20+attack>=opponent's def, you hit. Roll your damage dice for the weapon (default is 1d8 for weapons in your strife specibus, 1d6-1 for deadly weapons out of it, 1d6-2 for improvised weapons and 1d4 if you intentionally put something harmless like fncysntakind as your strife specibus. Alchemized weapons may have different damage dice). Add/subtract your intelligence modifier and other sundry damage bonuses or penalties, if any, and then subtract your target's protection. They take that much damage. If you roll a natural 20, that's a critical hit and hits automatically, regardless of def. You deal your maximum weapon damage and then roll your normal damage again and add it. If you rolled maximum damage, do it again. If you roll a natural 1, that's a fumble. You miss automatically and I get to roll on the Ya Done Fucked Up Table. If you fumble with a deadly weapon outside of your strife specibus or roll a 1 on its damage roll, you randomly determine a target. If it's an Underling you attack it normally, otherwise roll on The Children Fucking Around With Deadly Weapons Table of Despair and Very Probable Death. If you intentionally attack another player with intent to harm, you also roll The Children Fucking Around With Deadly Weapons Table of Despair and Very Probable Death if you do any damage at all (rather than damaging HP as per normal). (attempts to nonlethally incapacitate another player roll on Ye Olde Incapacitation Table) Objects do not have HP. Instead they break when they take a certain amount of damage in one attack. If you want to do something in combat other than directly damage an enemy (like throw sand in their eyes or stop them from moving) attack them as per normal. They can either choose to take damage or do what you want. On a crit, they take damage and do what you want. Some things may be based off of stat checks instead. DM's discretion. Finding things Finding items is an X out of 6 chance, where X is determined by genericness/scarcity. Generally, each additional syllable decreases X by 1. X is 6 for objects you can find in any house like "chair" or "spoon" X is 5 for objects that most houses have 1 or 2 of like "cookbook" or "camera" and so on If you are in a house, failing by one means that you possess the item, but cannot find it. If the object is relevant to one of your interests, you get a +1 to the find things roll. If the object is relevant to your guardian's obsession, you get a +2 to the find things roll. Find things will obviously be modified to generic things in different areas, like in a Land or on Prospit or in the Veil. Saves Used to avoid spells, hazards, traps, etcetera. Things that require a save are usually more dangerous than normal attacks. If you roll <= your save on a d20, you are sucessful. There are no crits, crit failures or degrees of success in saves. Actions in combat or crisis In a combat or crisis situation, everything is broken up into rounds (of ambiguous lengths, but ~a few seconds). One side goes, then the other, then any third and so on. Initiative is determined by rolling a d6 for each side and counting down from six. Ties are resolved by repeating. In any given round, each character gets a Standard action, a Move action and a Minor action. Each of these can be "traded down" -- a Standard for a Move or a Minor action, or a Move for a Minor. You can also delay an action -- you skip acting this round, but you can set an action that you will take immediately if a certain condition is met during the other side's turn. Examples of standard actions: Attack normally or to try to get an enemy to do something Charge: move up to your full movement (turning radius limited as per running) and then attack normally. +2 to damage, -2 to your def until your next turn Defend: make no attack, +2 to def, protection and all saves until your next turn Administer aid to the wounded etceteraExamples of move actions: Stand up Move normally Move cautiously: move at half speed or less. Grants you a save against unseen traps or hazards and prevents enemies from making a free attack against you as you disengage (nb. for people who have played D&D before: I don't wanna do the whole opportunity attack song-and-dance for everyone, but some monsters will have the ability, and you can get it if you go out of your way to) Run: If you have moved at least 6m this round, you can start running, which allows you to move 2m for each meter of remaining movement (this may require charging or trading your standard action for another move action, depending on your speed). This gives you a -1 penalty to def and limits your turning radius Jump etceteraExamples of minor actions: Store/retrieve something from your sylladex Use an item in your hand Drop to the ground etcetera Some things, like letting go of something, don't require any action, although they're still limited by common sense and all that junk. Spoiler: Level up chart Spoiler: Time shenanigans and knowledge of the future Basic idea is that if you know something, you can't change it. What you don't know about the future can go any old way, and gets played out in the normal past-to-future causality sort of way. This makes knowledge of the future a very dangerous two-edged sword -- it allows you to prepare for things in advance, but it also locks down the future to the thing you saw. Treating the alpha timeline as Schrodinger's cat, essentially. Accordingly, learning things about the future is always gonna be up to player choice -- do you want to jump forward in time and check things out? Do you want to look in the clouds, and if you do, do you want to explore some in an eclipse to get more information? Do you want to read this book of cloud-prophecy in the Prospitian library? The time player and I as the GM are gonna keep a kind of "cosmic to-do list" of these known things that have to happen and open causal loops that need to be closed. If circumstances become such that a known thing can't happen or a causal loop can't be closed, then you've got a doomed timeline. This is, incidentally, one of the other benefits of knowing things about the future. If there's a locked point in the future involving you then you have a sort of "plot armor" because any timeline where you die before that is doomed. (This doesn't work for the Time player themself, though, because they have to be the one to go back and fix things. If they're gonna permadie before a known event that involves them, their future self will step in and take the killing blow to preserve the timeline. Which gets them out of death once but also means that they have to go back and die sometime in their future. If they die before they can do that, that's probably a session-wrecking causality bomb barring shenanigans) Heroes of Time seem to have an intuitive sense of timeline dynamics, so I think I'd just let them know when they'd entered a doomed timeline (they could figure it out themself from the cosmic to-do list, anyways). From there they can choose to rewind immediately or continue down the doomed timeline looking for further advantages like Davesprite did. Spoiler: The-Ya-Done-Fucked-Up-Table 20 You miss. That's it. You just miss. You can keep going with your turn and everything. 17 - 19 You miss and your turn ends. Could be a lot worse, all things considered. 15 - 16 You drop whatever you were holding. Whoops. If you weren't holding anything, you can't use whatever you were attacking with for one round. 14 You fucking fling whatever you were holding. Roll 1d6 (counting clockwise from vertical) for direction and 1d3 for meters thrown. Good job. If you weren't holding anything, you can't use whatever you were attacking with for 1d2 rounds. 13 You stumble and catch your balance, but in regaining your footing you allow your opponent to maneuver you 1m in a direction of their choice. 12 You stumble and do not catch your balance. Congratulations, you have fallen flat on your ass. 11 You have fucked up badly enough to completely miss your next turn. Probably by whacking yourself in the head like a dumbass. 10 You stumble 1 meter in a random direction (roll d6), fall over, /and/ stun yourself so you miss your next turn. Ouch. 9 You have somehow blinded yourself for 1d4 rounds. Enjoy your -4 penalty to everything and your stumbling around like a dumbass. 8 You have stunned your nearest friend. They miss their next turn. You should probably apologize. If no friends are available, you have stunned yourself and lose your next turn and also you fall over. 7 You have blinded your nearest friend for 1d4 rounds. They have -4 to everything, can't see shit, and are probably not too happy with you. If there are no friends available, you have blinded yourself for 1d4 rounds, and also you lose your next turn. 6 You hit yourself with your attack. Ouch. 5 You hit your nearest friend with your attack. If there are no friends you could hit, you hit yourself. Very ouch. 4 You crit yourself with your attack. Yeoow. 3 You crit your nearest friend with your attack. If none are available, you crit yourself. Hopefully there won't be any hard feelings. 2 You hit your nearest friend, or yourself if there are no friends you can hit. Go directly to the Children-Fucking-Around-With-Deadly-Weapons-Table-of-Despair-and-Very-Probable-Death, do not pass Go, do not collect 200 boonbucks. You should probably get your kissin lips ready. 1 Fortitude save or die. If you succeed, you will bleed to death in 1d6 minutes without aid. Spoiler: The-Children-Fucking-Around-With-Deadly-Weapons-Table-of-Despair-and-Very-Probable-Death If you deal any damage at all in PVP or by hitting a friend with a deadly weapon you don't know how to use, ignore the damage rolled and just roll a d8 and a d6. All saves are fortitude. D8: Location 1 Left Leg 2 Right Leg 3 Left Arm 4 Right Arm 5-7 Body 8 Head D6: Legs 1 legs knocked out from under you. save or stunned 1 round. 2 leg broken for 1d6 weeks. Your movement is 1 and your def is reduced by 10 until it heals. May set wrong if not splinted correctly. 3 roll 1d6 (1-4 foot lost, 5-6 entire leg lost), stunned for 1d6 rounds 4 leg lost, stunned for 1d6 rounds. Save or bleed to death in 1d12 minutes without aid. 5 both legs lost. save or KO'd, save or bleed out in 1d6 rounds without aid. 6 as 5 above, but SAVE OR DIE D6: Arms 1 disarmed, arm useless for 1d6 rounds 2 arm broken for 1d6 weeks. May set wrong if not splinted correctly. 3 roll 1d6 (1-4 hand lost, 5-6 entire arm lost), stunned for 1d6 rounds 4 arm lost, stunned for 1d6 rounds. Save or bleed out in 1d12 minutes without aid. 5 lose an arm and an eye, stunned 1d6 rounds. save or bleed out in 1d6 rounds without aid. 6 as 5 above, but SAVE OR DIE D6: Body 1 blown back 1d3 meters. save or KO'd 2 save versus permanent paralysis. on a save, you are only paralyzed for 1d12 days 3 immobile. save or die in 1d12 minutes without aid. 4 save versus unpreventable death in 1d6 rounds. on a save, you will die in 1d6 rounds without aid 5-6 DEAD D6: Head 1 blown back 1d3 meters. Glasses go flying. save or KO'd. stunned next round on a successful save 2 concussed 3 one eye lost. save or KO'd. stunned next round on a successful save 4 blinded and KO'd, no save 5-6 DEAD Spoiler: The Death and Dismemberment Table Instead of tracking negative HP, look up the "spillover" for every hit that puts you below zero HP or that hits you while you are at zero HP. The additional effects are only for the worst wound you've taken, they don't add up for each wound. If you are KO'd, any hit on you is an automatic crit, unless one of your friends does nothing but stand guard over your unconscious body. All saves on this table are Fortitude. Mild no further effects ow. that hurt. dazed (-2 penalty to all rolls) for 1d4 turns knocked over Moderate +1 damage to everything that hits you until you are healed above zero stunned, lose next turn and save versus all above save or KO'd and save versus all above random limb useless for 1d6 hours and save versus all above random stat takes 1d8 damage, heals 1 per hour Serious +2 damage to everything that hits you until you are healed above zero dazed (-2 penalty to all rolls) for 1 hour cannot be healed by magic, only rest KO'd no save, save vs. results 6 and 7 random limb broken for 1d6 weeks (may heal badly if not set), save or KO'd. if you make your save, you are stunned and cannot act for 1d6 rounds yeah, that's gonna leave a scar. reduce max HP by 2d8 (minimum HP 1) KO'd no save, concussed for 1d6 weeks. 1d6 damage to int or gra, heals 1 per day random stat takes 1d4 permanent damage and an additional 1d8 temporary damage that heals at 1 per day random hand or foot lost. save or bleed to death in 1d12 minutes unless treated. Mortal +3 damage to everything that hits you until you are healed above zero dazed (-2 penalty to all rolls) for 1 day cannot be healed by magic, only rest random limb lost. save or bleed to death in 1d12 rounds unless treated. if you make the save, you will take 1d6 minutes to die (unless treated). save or KO'd permanently blinded and KO'd no save. save vs. coma lose 1d3-1 eyes and 1d3-1 limbs. save or bleed to death in 1d6 rounds unless treated. if you make the save, you will take 1d6 minutes to die (unless treated). take 1d8 permanent damage to 2 random stats and save versus results 15 and 16 save vs. unavoidable death in 1d6 rounds. if you make the save, you will still die in 1d6 rounds unless treated. save vs. instant death. if you make the save, you will still die in 1d3 rounds unless treated. (or higher) DEAD Spoiler: grappling with grappling If you are larger than the thing you are trying to grapple, you need to hit it with an unarmed attack. Otherwise, the thing you are trying to grapple gets to make a free attack on you. If it hits, you can either take the damage and continue or avoid the damage and lose your action. Once in a grapple, each side rolls all their combined grapple dice. If they fail, nothing happens and the other side can disengage at the start of their turn (or continue grappling if they wish). If they win, they can do one of the following: - Escape from a pin (if you are pinned, this is the only thing you can do) - Pin the other party/parties (they can only try to escape next turn, and if you pin them twice they are helpless for as long as you wanna keep pinning them) - Shank another party with a dagger-sized weapon (or teeth/claws/fists/crushing etc.) autohit and do damage as normal - Break out of the grapple. Move 1m away and you can now move as normal. - If you have both feet on the ground, push the whole grappling shebang 1m. - If you can pick up another party, you can throw them. - If you have another party pinned and you can pick them up, you can use them as a weapon, dealing your relevant unarmed attack damage (1d6-2 for players w/out fistkind) to them (even if you miss) and your target (if you hit). - If you have spells or songs or whatnot that you can use without your hands, you can use those. Large things in a grapple deal their normal incidental damage (50% chance of 1dX damage where x=weight in pounds/1000) unless pinned. Spoiler: climbing on things and stabbing them in their stupid faces The enemy you are attempting to climb on gets a free attack to deter you, as per grappling (except in situations where they can't reasonably reach you). Once on, you must make a strength check at the beginning of each turn (unless you have a climb speed). - critical success: you can climb up to your normal movement and take a standard action - normal success: you can climb up to half your normal movement and take a standard action - partial success: you can climb up to half your normal movement or take a standard action - close failure: you lose your turn but do not fall off - normal failure: reflex save or fall and you lose your turn - critical failure: fall The thing you are on can attempt to grapple you as normal, or make normal attacks against you (but it will take full damage if it misses), or force you to make a reflex save or be thrown off in place of a normal attack. If attack something you are climbing on, you hit automatically (and some areas may have reduced or negative protection). If you use your standard action to defend instead of attacking, you are protected from incidental damage incurred by being near large monsters (50% chance of 1dX damage where x=weight in pounds/1000), in addition to the normal effects. Spoiler: exploration resource/encounter rules 1 Encounter (not necessarily hostile) 2 Environmental hazard 3 Light sources in use burn low, and lose a pip of fuel. If this brings them to 0, they burn out. 4 Exhaustion sets in, lose an endurance pip, plus possible heat/cold/wet effects (yet to be implemented) 5 Roll twice 6 Nothing happens Light: candles usually have 1 pip of fuel, battery powered flashlights maybe 3 or 4 Exhaustion: you have 3 +/- con modifier pips of endurance. When you run out of pips of endurance, you take -2 to defence, move and all rolls until you sleep. You get an additional -2 every time you roll "exhaustion" above. Resting: - If you have some snacks and water, you can regain 1 pip of endurance with half an hour's rest - You can regain 2d6 HP by spending a pip of endurance, resting for a full hour and eating a proper meal - You regain 1HP per hour of sleep, +1d6 additional HP. If you slept at least to hours, your endurance pips are restored to full. - chronic sleep deprivation will probably reduce your max endurance, in addition to whatever other bullshit. Spoiler: gate diagram Spoiler: falling damage Distance fallen | damage less than 3m | none 3m................| 1d6 6m............... | 1d6*1d6 9m............... | 1d6*1d6 12m.. . ..... . . | 1d6*1d8 15m.... . . ..... | 1d6*1d10 18m..... . . .... | 1d6*1d12 21m.......... ... | 1d6*1d20 24m..... . . .... | 1d6*1d50 27m +... ....... | 1d6*1d100 A controlled drop off a ledge and a drop into something relatively soft like water both take 3m, off the effective height of the drop. If you land on something, you both take the same damage Spoiler: object saving throws
All of the time, pretty much. I have no sleep schedule to speak of. *Edit* nevermind I'm tired and didn't see that in the op. calculating and will respond shortly.*
Hey, if there's room I'd be interested. 6pm GMT-8 puts me (GMT+10) at about 12pm so it'd be just about perfect (I don't have a job lmao) Will it be done by voice chat or typing-chat?
I'm GMT+1, so GMT-8 6pm-midnight would be 3am-9am So, as much as I'd love to play, I can't. I'm asleep during that time, and pulling all-nighters fucks up my sleeping rhythm, and I've got classes until mid-july. Maybe during the holidays (~mid-july-ish to mid-october).... damn. i really want to play. maybe i could arrange something if we play on the weekend (nights friday-saturday and saturday-sunday)...
6 pm pacific time translates to 9 pm eastern time...which could be doable if I can get on my parents' good side and stay there, since it's pretty much summer. I'm interested, but let me see if I can convince them to let me have regular internet around then first. If you get enough people without me, I'll live.
I just moved to michigan, so I think that's -5 (how does math work) At any rate, yes, I would be supes interested
I'm Pacific Time, so timing wise it's perfect for me, though I might be on vacation for the first week of August. It sounds really really cool though and it would be cool to play.
Yay people! I think I am gonna go for six players, in the hopes of snagging a #/age start date with June. :P So @KathyGaele, @Arxon, @KarrinBlue, @(Not) Literally A Bird and @boyacrossthestreet and then we've got room for one more. I guess that'll go to @whimsicalobservant* if possible, then @Bel Capricorn if that seems like it'll work out, then @wes scripserat* if they're still interested, then whoever else. What day(s) do people wanna meet? Friday evening, maybe? The game will definitely be done by text-chat at least in part. roll20 also supports voicechat if people want (and videochat, but I'm still being serketive about face). *given priority because they had previously expressed interest
I'm down for text and voice chat, I don't see any value in videochat myself. As for days, hmm. Being one day in the future is confusing. Whatever works for everyone else is what I can fit myself around, basically. I just know I want to be a Page of Heart :D
Friday is the day I have my game night/pathfinder group, so that doesn't work for me ono. I kinda flip flop on whether voice or text is easier for me, but I am down for what everyone else decides.
I definitely work better by text >.> sorry I am too spergy for words. I don't mind listening to other people voicechat as long as I can reply by text though :P And Friday night (or Saturday midday for me) is fine! I'm pretty flexible though. I know we're not actually doing this yet, but I'm usually a Seer of Time, if that helps :P although I know Time is a pretty popular aspect so I'm not too attached to it.
Well, I think Fridays ought to work for me? Also I've always liked Maid and Witch on classes (this may have to do with my headcanon that Witch is the active to Maid's passive) and possibly Hope or Light or Breath. Depends on what the rules are for the aspects I guess.