Post by Koyorin on Jun 12, 2024 0:11:39 GMT -6
Trial and Investigations
Trials will only be held for deaths in the adventuring party.
Message me during daily for blackened sign ups, so we can discuss potential motives for your actions. There may be more than one blackened chosen, although each blackened may not kill more than two victims.
During investigation, players can have a free scan of the scene, body, or wherever they deem relevant. This can be performed prior to investigating elsewhere. It is possible to investigate individuals instead of areas, although one needs to search in depth for the contents of their inventory.
Innocents are rewarded 1 gold per objective during trial. General objectives would be if they personally vote for the correct culprit, method, and motive. The jury may also decide on whether they wish to execute the voted culprit. If more than one blackened acted during the night, then the potential reward is per blackened.
The guilty gets rewarded depending on how many voted wrong. They may also get additional rewards depending on their motive.
Nightly
While moving around during the night; players can generally interact with the room they start in, one room they move through, and the room they ended in. They can message me for further exploration of the room.
Statistics
Players have 5 stat points to spread about. On the second and third day, players will gain 3 additional stat points. Both the maximum and minimum of most stats can be raised up to two times. Range cannot be increased through stat points, while gold does not have a limit. Health increases by 2 per point while others increase by 1. The second number determine the max number one can roll while the first (base) determines the minimum that stat can roll. If a stat’s base is equal to max, raising base will raise max instead.
Base Stats (minimum/max roll)- 4 health, 0/0 defense, 1/1 attack, 1/1 range, 1/1 speed, 1 energy, 1 gold
Abilities
Magically gifted humans have an innate ability and can use artifacts to gain access to additional powers. Energy determines how many abilities a person can use every day. Pushing beyond this limit will cause their magic to go wild. Artifacts will lose their power afterwards and humans will become less so. It is not an uncommon sight, those with skin of metal or animal like features.
True Names
To know a true name is to know a being’s essence. Names are powerful, giving you the ability to draw power from the depths of your soul. On the other hand, it is also a great weakness. Others can use your true name to exert control over you. A familiar contract is an exchange of true names, a bond of trust or threat of mutual destruction depending who you ask. Most keep their true names a tightly guarded secret, only revealed in whispered spells when none are around to hear. In recent times, some have attempted to obscure their true name with incantations... to varying success.
Combat
In combat, one can use a major action, supportive action, and reaction every turn. A major action is generally used to attack or cast offensive skills. A support action can be used for actions that don’t directly harm or protect like moving, swapping items, using consumables, or using skills. Reactions can be used on defensive skills and items.
On one’s turn, they can use their regular and supportive actions. When attacked, one can use a reaction. Attacking involves applying any support actions or reactions, followed by the assailant rolling their attack while the target rolls for defense. When an attack takes a target to 0 health, the assailant can choose to knock out or kill the target. The fight continues until one party is slain, knocked unconscious, or escapes. Health lost can be recovered at medical facilities, with items like potions, or over time with a meal and rest. Status effects will apply if an attack lands or the roll matches a defense roll.
Speed and range are used for the initiative, which determines the order in which everyone will be acting. A surprise attack will give a +1 bonus to max and base for the initiative roll. In the event of a tie, the assailant will go first. Any speed gained or lost after the initiative roll will adjust initiative itself and not require additional rolls.
To escape, one has to use an action to start running. The opponent’s can use their action to attack or chase to continue combat. They may also choose to let the runner go uncontested. Range determines how many turns one has to attack a fleeing target before the target has successfully escaped. If one starts attacking the person running, they may not swap to chasing after. Chasing would force an escape roll, which is a contest of speed. The pursuer can attack the runner if they successfully prevent the escape. Ties are considered a successful escape attempt, but the pursuer can choose to land a last attack on the runner. In group combat, one has to escape all pursuers. If one continually attempts to run, they will not have to reroll against those they previously escaped from during this fight.
If we need more detail during group combat, there may be a battle map. The battlefield will start with everyone of similar range grouped, unless they request otherwise. Those with less range can use their reaction to protect those behind them, taking damage for them. Speed will determine how many spaces one can move. Participants can push forward in order to attack ranged enemies, although their speed will be halved (rounded up) when pushing through spaces with enemies or obstacles.
One can leave afk actions for when they are not around or if they do not wish to go through fights manually. Actions can be general like “fight to the death” or “run from every encounter,” or more nuanced like “run when below four health” and “use X in Y situation.”
Equipment
Players can hold a piece of equipment in each hand, wear one set of armor, and wear one accessory. All else will be stored in one’s inventory.
Diving
When one dives, they will have to pass a check for how long they can hold their breath. This check starts as a speed roll against a difficulty of 1, which increases by 1 with every nightly action underwater. Failing to match or exceed the check will cause one to take damage equal to the amount failed by. Diving equipment will lower the initial check to 0.
Crafting
Tinkering with equipment will allow one to swap stats or modify heavy into standard equipment and vice versa. By pouring energy into the tools, one can adjust effects or transfer enchantments around. Deteriorated equipment can be repaired to a functioning state, removing whatever downsides there may have been. These processes will consume common materials.
Basic items can be enchanted for an effect, although this requires magical materials or knowledge aligned with the effect. One proficient with manipulation of the earth would have to hunt a wind sprite or seek the services of ones with power over the air if they wished for a cape of billowing. Enchanting something yourself will require energy.
Rare materials can be used to upgrade equipment stats, strengthen enchantments, or craft new items.
Bartering
Individuals may value an object for different reasons, so prices can vary from one to the next. Haggling may convince them to toss in a little extra, especially if you’ve a captivating tale to go with it. Selling early can potentially net more profits than handing artifacts over at the end.
Shop
Basic items cost 1 gold. Enchanted items will vary in cost. Flavor text is free, within reason.
Melee Weapon: +1 (base or max) attack
Range Weapon: +1 (base or max) range
Shield: +1 max defense
Heavy Equipment: +2 (stats), -1 (stat) or two handed
Armor: +1 base defense or +2 health
Diving Suit: +1 hp, -0/1 spd
A diving suit with a small clock within the fishbowl helmet. A simple spell circle for creating oxygen has been engraved into the chest, with a small aetherium crystal at the center. The crystal provides enough for 3 hours of use, but one can fuel it for another 6 with 1 energy.
Tool Kit: Choose a type (alchemist’s kit, chef’s kit, tinker's kit, etc.)
Light: Generally a torch or glowing crystal.
Clockwork Pigeon (support): Carry an object to a target. In the evening, the pigeon will travel to the destination during the nightly action it is sent out and then return on the following action unless instructed otherwise (ex. return after receiving a response). Requires 1 energy per trip. The small variant can carry small objects like a grimoire. 2 health, 0 defense, 1 attack, 1 range, 1 speed. 1 gold. The medium sized bird can record sound and fly with the weight of a standard weapon. 4 health, 0 defense, 1 attack, 1 range, 2 speed. 2 gold. The large version can record a scene and push around heavier objects. 6 health, 1 defense, 2 attack, 1 range, 2 speed. 3 gold.
Contract: The materials used to safely form a contract with the fey, along with guidelines like “Don’t sell your soul.” One can request good old fashioned parchment and enchanted ink, or an item to engrave with the rules to abide by. There may be additional requirements depending what one is attempting the contract with. 2+ gold
Monocle (accessory/support): detect traces of magic and identify elemental affinity, requires 1 energy per area, 1 gold
Scouter (accessory/support): identify the status of those around, requires 1 energy per area, 1 gold
Potion (consumable/support): +2 (base or max) (stat) for one combat action. Two potions.
Scroll (consumable/support): +1 base and max (stat) for three combat actions
Rations (consumable/support): +1 health on consumption and every nightly action following. Recover to full health during daily.
Custom Item: discuss with the the shopkeeper
Trials will only be held for deaths in the adventuring party.
Message me during daily for blackened sign ups, so we can discuss potential motives for your actions. There may be more than one blackened chosen, although each blackened may not kill more than two victims.
During investigation, players can have a free scan of the scene, body, or wherever they deem relevant. This can be performed prior to investigating elsewhere. It is possible to investigate individuals instead of areas, although one needs to search in depth for the contents of their inventory.
Innocents are rewarded 1 gold per objective during trial. General objectives would be if they personally vote for the correct culprit, method, and motive. The jury may also decide on whether they wish to execute the voted culprit. If more than one blackened acted during the night, then the potential reward is per blackened.
The guilty gets rewarded depending on how many voted wrong. They may also get additional rewards depending on their motive.
Nightly
While moving around during the night; players can generally interact with the room they start in, one room they move through, and the room they ended in. They can message me for further exploration of the room.
Statistics
Players have 5 stat points to spread about. On the second and third day, players will gain 3 additional stat points. Both the maximum and minimum of most stats can be raised up to two times. Range cannot be increased through stat points, while gold does not have a limit. Health increases by 2 per point while others increase by 1. The second number determine the max number one can roll while the first (base) determines the minimum that stat can roll. If a stat’s base is equal to max, raising base will raise max instead.
Base Stats (minimum/max roll)- 4 health, 0/0 defense, 1/1 attack, 1/1 range, 1/1 speed, 1 energy, 1 gold
Abilities
Magically gifted humans have an innate ability and can use artifacts to gain access to additional powers. Energy determines how many abilities a person can use every day. Pushing beyond this limit will cause their magic to go wild. Artifacts will lose their power afterwards and humans will become less so. It is not an uncommon sight, those with skin of metal or animal like features.
True Names
To know a true name is to know a being’s essence. Names are powerful, giving you the ability to draw power from the depths of your soul. On the other hand, it is also a great weakness. Others can use your true name to exert control over you. A familiar contract is an exchange of true names, a bond of trust or threat of mutual destruction depending who you ask. Most keep their true names a tightly guarded secret, only revealed in whispered spells when none are around to hear. In recent times, some have attempted to obscure their true name with incantations... to varying success.
Combat
In combat, one can use a major action, supportive action, and reaction every turn. A major action is generally used to attack or cast offensive skills. A support action can be used for actions that don’t directly harm or protect like moving, swapping items, using consumables, or using skills. Reactions can be used on defensive skills and items.
On one’s turn, they can use their regular and supportive actions. When attacked, one can use a reaction. Attacking involves applying any support actions or reactions, followed by the assailant rolling their attack while the target rolls for defense. When an attack takes a target to 0 health, the assailant can choose to knock out or kill the target. The fight continues until one party is slain, knocked unconscious, or escapes. Health lost can be recovered at medical facilities, with items like potions, or over time with a meal and rest. Status effects will apply if an attack lands or the roll matches a defense roll.
Speed and range are used for the initiative, which determines the order in which everyone will be acting. A surprise attack will give a +1 bonus to max and base for the initiative roll. In the event of a tie, the assailant will go first. Any speed gained or lost after the initiative roll will adjust initiative itself and not require additional rolls.
To escape, one has to use an action to start running. The opponent’s can use their action to attack or chase to continue combat. They may also choose to let the runner go uncontested. Range determines how many turns one has to attack a fleeing target before the target has successfully escaped. If one starts attacking the person running, they may not swap to chasing after. Chasing would force an escape roll, which is a contest of speed. The pursuer can attack the runner if they successfully prevent the escape. Ties are considered a successful escape attempt, but the pursuer can choose to land a last attack on the runner. In group combat, one has to escape all pursuers. If one continually attempts to run, they will not have to reroll against those they previously escaped from during this fight.
If we need more detail during group combat, there may be a battle map. The battlefield will start with everyone of similar range grouped, unless they request otherwise. Those with less range can use their reaction to protect those behind them, taking damage for them. Speed will determine how many spaces one can move. Participants can push forward in order to attack ranged enemies, although their speed will be halved (rounded up) when pushing through spaces with enemies or obstacles.
One can leave afk actions for when they are not around or if they do not wish to go through fights manually. Actions can be general like “fight to the death” or “run from every encounter,” or more nuanced like “run when below four health” and “use X in Y situation.”
Equipment
Players can hold a piece of equipment in each hand, wear one set of armor, and wear one accessory. All else will be stored in one’s inventory.
Diving
When one dives, they will have to pass a check for how long they can hold their breath. This check starts as a speed roll against a difficulty of 1, which increases by 1 with every nightly action underwater. Failing to match or exceed the check will cause one to take damage equal to the amount failed by. Diving equipment will lower the initial check to 0.
Crafting
Tinkering with equipment will allow one to swap stats or modify heavy into standard equipment and vice versa. By pouring energy into the tools, one can adjust effects or transfer enchantments around. Deteriorated equipment can be repaired to a functioning state, removing whatever downsides there may have been. These processes will consume common materials.
Basic items can be enchanted for an effect, although this requires magical materials or knowledge aligned with the effect. One proficient with manipulation of the earth would have to hunt a wind sprite or seek the services of ones with power over the air if they wished for a cape of billowing. Enchanting something yourself will require energy.
Rare materials can be used to upgrade equipment stats, strengthen enchantments, or craft new items.
Bartering
Individuals may value an object for different reasons, so prices can vary from one to the next. Haggling may convince them to toss in a little extra, especially if you’ve a captivating tale to go with it. Selling early can potentially net more profits than handing artifacts over at the end.
Shop
Basic items cost 1 gold. Enchanted items will vary in cost. Flavor text is free, within reason.
Melee Weapon: +1 (base or max) attack
Range Weapon: +1 (base or max) range
Shield: +1 max defense
Heavy Equipment: +2 (stats), -1 (stat) or two handed
Armor: +1 base defense or +2 health
Diving Suit: +1 hp, -0/1 spd
A diving suit with a small clock within the fishbowl helmet. A simple spell circle for creating oxygen has been engraved into the chest, with a small aetherium crystal at the center. The crystal provides enough for 3 hours of use, but one can fuel it for another 6 with 1 energy.
Tool Kit: Choose a type (alchemist’s kit, chef’s kit, tinker's kit, etc.)
Light: Generally a torch or glowing crystal.
Clockwork Pigeon (support): Carry an object to a target. In the evening, the pigeon will travel to the destination during the nightly action it is sent out and then return on the following action unless instructed otherwise (ex. return after receiving a response). Requires 1 energy per trip. The small variant can carry small objects like a grimoire. 2 health, 0 defense, 1 attack, 1 range, 1 speed. 1 gold. The medium sized bird can record sound and fly with the weight of a standard weapon. 4 health, 0 defense, 1 attack, 1 range, 2 speed. 2 gold. The large version can record a scene and push around heavier objects. 6 health, 1 defense, 2 attack, 1 range, 2 speed. 3 gold.
Contract: The materials used to safely form a contract with the fey, along with guidelines like “Don’t sell your soul.” One can request good old fashioned parchment and enchanted ink, or an item to engrave with the rules to abide by. There may be additional requirements depending what one is attempting the contract with. 2+ gold
Monocle (accessory/support): detect traces of magic and identify elemental affinity, requires 1 energy per area, 1 gold
Scouter (accessory/support): identify the status of those around, requires 1 energy per area, 1 gold
Potion (consumable/support): +2 (base or max) (stat) for one combat action. Two potions.
Scroll (consumable/support): +1 base and max (stat) for three combat actions
Rations (consumable/support): +1 health on consumption and every nightly action following. Recover to full health during daily.
Custom Item: discuss with the the shopkeeper