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Complete Rule sets.
Posted: Fri Mar 15, 2013 1:44 am
by LAYF
As the title says, this thread is for complete rule sets.
Please post each rule set in its own post, with a label label telling what game it is used for.
Also, add in the start if you have more recourse that you allow people to get if they ask, but wonÔÇÖt put op because of spoilers.
Re: Complete Rule sets.
Posted: Fri Mar 15, 2013 1:50 am
by LAYF
Maze Game/dungeon crawl
I have a huge collection of enemies and items that IÔÇÖm willing to share, just pm me if you need any.
The game is made for 3 to 8 player co-op maze game, there will at all time be at least 3 characters in the game, and one player controlling each, when a character dies, another player gets to play, choosing a new character or when a player gets his turn a second turn, he can chose to play his old character, losing 1 permanent stat and 1 permanent skill of his choosing.
Remem
Rules and story:
► Show Spoiler
Each player takes control of one of 5 different types characters, that together will try to navigate this maze and find all its riches.
Characters
The players have the following standard stats: (there is no limit to stats values)
-HP: 5 (lose all and you die, regained by magic or potions)
-EP: 0 (used to fuel magic, regained in magic spots or by potions)
-ATT: 1 (Damage dealt when attacking in close combat)
-R-ATT: 0 (Damage dealt when attacking in ranged combat, 50% miss chance)
-DEF: 0 (a number subtracted from damage received by enemies (not traps or magic)
-SPEED: 4 (The number of squares a character can move each round)
Players have the following standard skills: (Skills have a limit of 8 in value)
Physical
-Swordsmanship: 0 (each point gives a 10% chance to do double damage in close combat)
-Marksmanship: 0 (each point lowers the miss chance with ranged weapons by 10%, when over 5, each point gives 10% chance to do double damage)
-Dodge: 0 (Each point gives 10% chance to dodge traps and attacks)
Magical
-Aura: 0 (Each point gives 10% chance to avoid negative spell effects)
-Caster: 0 (Each point gives 10% chance to gain a perfect effect from a spell (or extra effect in the case on non random spells)
-Counter spell: 0 (Each point gives 10% chance to remove a spell effect)
Nimble
-Disarm trap: 0 (each point gives a 10% chance to disarm a trap)
-Spot: 0 (Each point gives a 10% chance to spot traps, or to spot enemies before turning around corners)
-Lock pick: 0 (each point gives 10% chance to open doors or chests without the use of a key)
Combat
Each round, a character can perform one of the following:
-move up to their speed in squares and attack.
-move up to their speed in squares and cast a spell.
-move up to their speed in squares and perform an action.
-run up to their speed multiplied by 1.5 (round down).
-attack and move one square.
-cast a spell and move one square.
-perform an action and move one square.
-perform an action and attack.
-perform an action and cast a spell.
Actions include, but is not limited to:
-disarm a trap.
-pick up an item.
-change weapon.
-pick a lock.
-search a hallway (adds 2 to spot)
-loot a corpse.
-learn from a scroll (must stand in a magic spot)
-casting a spell from a scroll.
-drinking a potion.
Attacking and casting spells
-attacks is calculated by adding all ATT received together, then subtracting DEF, the result is taken from HP. There are a chance to do double damage, based on swordsmanship or marksmanship. There are a chance to avoid damage based on the Dodge skill.
-spells are cast automatically and subtracts a number of EP described in the spell index. There are a chanse of a greater effect based on the Caster skill.
-casting spells from scrolls are automatic success, and is free of cost, but cannot gain better effect from the Caster skill.
Character creation:
► Show Spoiler
Players must choose one of the following 5 classes when they start. they may then add 2 Stat points (max 1 in each stat) and 5 Skill points (max 2 in each skill), and in addition characters may start with 2 healing potion, 2 energy potion, 1 healing potion and 1 energy potion, 3 knifes or 1 random scroll.
CLASSES
Chief wrote:
Stats
-HP: 5
-EP: 2
-ATT: 2
-R-ATT: 0
-DEF: 1
-SPEED: 4
skills:
Physical
-Swordsmanship: 2
-Marksmanship: 2
-Dodge: 2
Magical
-Aura: 1
-Caster: 1
-Counter spell: 0
Nimble
-Disarm trap: 1
-Spot: 1
-Lock pick: 0
Powers/Spells
-Inspire- Cost 1- All characters within 3 squares gain 1+ to DEF this and the following round.
-War cry- Cost 1- All characters within 3 squares gain 1+ to ATT this and the following round.
Teller wrote:
Stats
-HP: 5
-EP: 4
-ATT: 1
-R-ATT: 0
-DEF: 0
-SPEED: 3
skills:
Physical
-Swordsmanship: 1
-Marksmanship: 0
-Dodge: 0
Magical
-Aura: 3
-Caster: 3
-Counter spell: 3
Nimble
-Disarm trap: 0
-Spot: 0
-Lock pick: 0
Powers/Spells
-Heal- Cost 1- The character heals another character (or herself) for 1d4 HP.
-Drain- Free- The character drains a target for 1 EP, receiving that amount herself if she is missing any points.
Defender wrote:
Stats
-HP: 8
-EP: 0
-ATT: 1
-R-ATT: 0
-DEF: 1
-SPEED: 4
skills:
Physical
-Swordsmanship: 2
-Marksmanship: 0
-Dodge: 2
Magical
-Aura: 2
-Caster: 0
-Counter spell: 2
Nimble
-Disarm trap: 0
-Spot: 2
-Lock pick: 0
Powers/Spells
-Take damage- Free- The character can chose to take damage for another character that is within his speed in distance, this has a 30% chance of working+ 10% per point of Dodge the Defender has.
Hunter wrote:
Stats
-HP: 6
-EP: 2
-ATT: 1
-R-ATT: 0
-DEF: 0
-SPEED: 4
skills:
Physical
-Swordsmanship: 2
-Marksmanship: 3
-Dodge: 2
Magical
-Aura: 0
-Caster: 0
-Counter spell: 0
Nimble
-Disarm trap: 1
-Spot: 3
-Lock pick: 0
Powers/Spells
-Sure strike- Cost 1 EP- The character gets +10 to his next Marksmanship roll.
Thief wrote:
Stats
-HP: 5
-EP: 2
-ATT: 1
-R-ATT: 0
-DEF: 0
-SPEED: 5
skills:
Physical
-Swordsmanship: 0
-Marksmanship: 0
-Dodge: 1
Magical
-Aura: 0
-Caster: 0
-Counter spell: 1
Nimble
-Disarm trap: 3
-Spot: 2
-Lock pick: 3
Powers/Spells
-Break locks and traps- Costs 1 EP- The character have a 100% chance to open the next door or chest or disarm the next trap he tries to.
-Reveal traps- Costs 1 EP- The character senses all traps within a 4 square radius.
Last, the Player must chose a character icon, and a name:
CH1
CH2
CH3
CH4
CH5
CH6
CH7
CH8
Spells and powers known
► Show Spoiler
Spells and powers can be learned at magic spots for an XP price, or by using up a scroll with that spell.
Level 1 powers/spells (may be learned for 2 XP at magic spots) wrote:
-Break locks and traps- Costs 1 EP- The character have a 100% chance to open the next door or chest or disarm the next trap he tries to.
-Drain- Free- The character drains a target for 1 EP, receiving that amount herself if she is missing any points.
-Heal- Cost 1- The character heals another character (or herself) for 1d4 HP.
-Inspire- Cost 1- All characters within 3 squares gain 1+ to DEF this and the following round.
-Reveal traps- Costs 1 EP- The character senses all traps within a 4 square radius.
-Sure strike- Cost 1 EP- The character gets +10 to his next Marksmanship roll.
-Take damage- Free- The character can chose to take damage for another character that is within his speed in distance, this has a 30% chance of working+ 10% per point of Dodge the Defender has.
-War cry- Cost 1- All characters within 3 squares gain 1+ to ATT this and the following round.
Level 2 powers/spells (may be learned for 3 XP at magic spots) wrote:
None
Level 3 powers/spells (may be learned for 5 XP at magic spots) wrote:
None
Level 4 powers/spells (may be learned for 8 XP at magic spots) wrote:
None
Known items and monsters and lore
► Show Spoiler
Weapons wrote:
Knife adds 1 to ATT when equipped, can also be thrown as a ranged weapon, 4 squares range, recoverable.
Potions wrote:
Energy potion , grants 1d6 EP.
Healing potion, Grants 1d6 HP.
Scroll types wrote:
Random scroll , this scroll contain a random spell or power, may be studied for 1 round to gain 50% chance of learning its power/spell
Enemies wrote:
Traps wrote:
Magic symbols wrote:
Magic Spot Spot that allows for regaining EP and learning powers/spells, has a limited amount of uses.
Teleportation circleSpawn points, can also be used to teleport between locations
Lore wrote:
Day 0.
After arriving, the goblins have learned that Blue walls are 100% resistant to any magic.
Current and dead players, waiting line
► Show Spoiler
Current: wrote:
None
Waiting line: wrote:
None
Dead: wrote:
None
Last, the game needs a map. Any map with coordinates will do.
Re: Complete Rule sets.
Posted: Mon Aug 19, 2013 8:40 pm
by LAYF
A complete system... not mine, but out for free....
Cthulhu Dark