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18:31, 27th April 2024 (GMT+0)

RULES AND STUFF.

Posted by The GMFor group 0
The GM
GM, 31 posts
Sat 28 May 2022
at 01:59
  • msg #1

RULES AND STUFF

Roll 2d6 and add your Forceful modifier to attempt to:
--attack someone (up close)
--break something

MELEE COMBAT:
Roll 2d6 and add your Forceful modifier.
--Better than 12: Roll to damage based on what weapon you're using, then double the result.
--10-12: Roll to do your damage based on what weapon you're using.
--7-9: Roll to do your damage based on what weapon you're using, but something bad happens, too-- usually, your opponent rolls to counterattack at the same time.
--6 or lower: Something bad happens-- usually, you miss or your attack is blocked or countered, and your opponent rolls to counterattack you.


Defend
When you stand in defense of a location, item, or person (including yourself), roll 2d6+Forceful.
--On a 10+, hold 3 Readiness.
--On a 7-9, hold 1 Readiness.

As long as you stand in defense, when you or the thing you defend is attacked you may spend your hold, 1-for-1, to choose an option from the list below:
■ Redirect the attack from who/what you're guarding to yourself.
■ Halve the attack’s effect or damage.
■ Grant an ally +1 forward against this opponent/danger/threat.
■ Deal half your damage (meaning, roll for damage and then divide by 2, rounding up.)
■ Hold them back
■ Draw all attention from your protect-ee to yourself

When you go on the offense, cease to focus on defense, or the danger passes, lose any Readiness that you hold.

If the attack doesn’t deal damage, but was supposed to do something else, then halving it means the attacker gets some of what they want but not all of it. It’s up to you and the GM to work out what that means depending on the circumstances. If you’re defending a sacred wooden idol and a thief tries to grab it from where it's sitting, then "half effect" might mean that the idol gets knocked to the floor but the thief doesn’t get his hands on it, yet. Or maybe the thief gets a hold of it but so do you—now you’re both fighting over it, tooth and nail. If you and the GM can’t agree on a halved effect, you can’t choose that option.



--REST:
When you rest for a few hours (at least 4), you may roll 2d6 plus your Forceful modifier.
--13 or better: You get 3d3+1 HP back.
--10-12: You get 2d3+1 HP back.
--7-9: You get 1d3+1 HP back.
--6 or lower: you get 1 HP back.



Roll 2d6 and add your Agile modifier to attempt to:
--attempt to sneak around without being detected
--attempt to dodge something
--attempt to catch someone or something that's running away (unless they're, you know actually faster than you)
--attempt to hit a target with a ranged weapon

RANGED COMBAT:
Roll 2d6 and add your Agile modifier.
--Better than 12: Roll to damage based on what weapon you're using, then double the result.
--10-12: Roll to do your damage based on what weapon you're using.
--7-9: Roll to do your damage based on what weapon you're using, but something bad happens, too-- if they have something they can launch or throw at you, what usually happens is that your opponent rolls to counterattack at the same time (or if they're close enough to you, they charge you for a melee attack). Sometimes, though, you just lose ammo.
--6 or lower: Something bad happens-- usually, you miss or your attack is blocked or countered, and your opponent rolls to counterattack you. Sometimes, instead, your weapon might break...


Roll 2d6 and add your Insightful modifier to attempt to:
--Remember something useful or important
--Figure something out
--Find something hidden
--Find food (possibly including a good animal to hunt)
--Find a good way to indulge your Minor Temptation
--Be brave
--Stay focused
--Stay determined
--Resist temptation
--Not panic
--Predict what an animal might do



TAKE WATCH:
When you take watch and something approaches, roll+Insightful.
--On a 10+, you notice in time to alert everyone and prepare; everyone in the camp takes +1 forward.
--On a 9, you notice in time to alert everyone and is prepared.
--On a 7-8, you’re a few moments too late; you manage to alert everyone, but everybody's unprepared-- you all take -1 to their next roll.
--On a miss, whatever lurks outside the campfire’s light has the drop on you.



Roll 2d6 and add your Charming modifier to attempt to:
--Persuade someone (or something) by making them like you
--Persuade someone (or something) by making them feel sorry for you
--Persuade someone by intimidating them
--Frighten someone
--Try to get someone to NOT be scared of you
--Try to get someone to trust you


Everybody gets HP.

Everybody starts with:

Woodlings: 8 hp
Wall People: 9 hp
Humans (homo sapiens): 10 hp
Neanderthals: 12 hp
Giants: 14 hp


What happens if you lose all your hp?

Keep Fighting:
Roll Forceful:

Better than 12: You get 1 hp back.
10-12: You are at 0 hp, but you can function, but you take an extra -1 on all rolls until you're above 0.
7-9: You can do one more thing, but you fall unconscious after that.
6 or lower: You lose consciousness immediately. You will have a vision of one or more spirits. Roll Charming to try to bargain with them for your life.

Bargain For Your Life:

Better than 12: The spirits let you wake up. When you wake up, you will have 1 hp.

10-12: The spirits let you wake up. When you wake up, you will have 0 hp. You'll be able to function, but you take an extra -1 on all rolls until you're above 0.

7-9: The spirits let you wake up. When you wake up, you will have 0 hp. You'll be able to function, but you take an extra -1 on all rolls until you're above 0. HOWEVER: CHOOSE ONE:

--You owe the spirits a favor. They will tell you what it is now, or later. If you try to go back on your bargain with the spirits, the spirits will make you sorry until you fulfill the favor they require from you (or else they'll eventually get tired of you and find a way to get you killed).

OR

--You come back from your vision of the spirits strangely changed. The GM will either tell you how, or ask you how (or a little of both).

6 or lower: You die. Make a new character. Your spirit will merge with a new character, which will have its own life and memories, and yours, too.



LEVELING UP:
--Trading in 7 Tokens plus your level means you level up! (You start at level 1.)
--When you level up:
----Raise one of your Stat scores by 1
----You get 1 more maximum HP than you had before
This message was last edited by the GM at 19:17, Sun 29 May 2022.
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