Alright. New adventure based off of Peasant adventure, except that you start off as someone with a job, in some small tavern in some backwater world. With nothing but the clothes on your back, and a few credits.
Credits are the currency in SA -
10 Credits = 1 Gold Credit
10 Gold Credits = 1 Platinum Credit.
Each person starts with 20HP. Animals, enemies and supernatural creatures can have more or less than this. If you are injured, you regain 3 hp per day. It is possible to recover more, but that will come when we get to it. When you hit 0 hp exactly, you are unconscious and can be resuscitated by another player to bring you back to 1 hp. If you ever fall below 0 hp, you are dead, period. It is possible to bring dead characters back to life, but that won't be discussed here.
You can do ANYTHING you want, however, keep in mind that you're just a normal human, and you can't do supernatural or incredible things, you can only do things a normal person could do (For example, examine "thing", talk to "person", Go to "Place", etc) and only one at a time, so long as it's feasible. Please be specific when taking your action, I WILL NOT redo a turn because of bad wording.
Whenever a Player makes a choice or is in a situation where an inherent element of chance is involved, I will flip a coin to determine the outcome. Heads produces a favorable outcome, Tails produces and unfavorable outcome.
I will play all NPC's and all enemies.
The world you live in is one of science, religion does play a role but it's is significantly smaller than in the past, and even less than in the present. The gods are no less powerful than in PA or usch, you'll learn more about them as you play, but be warned, gods don't follow rules. Anything goes basically. You'll learn more about gods as you play, but be forewarned, gods don't have to follow rules, anything they say goes, period. So be careful not to piss them off.
Creativity is, by far, your greatest weapon. You can carry a maximum of 5 objects, not including your outfit. There are many items, hoard them, and use them creatively to complete your goals. All item uses have to be feasible though. You can hold more if you find a backpack or something like that. Unlike PA money is not considered an item, you can hold any amount of money without consuming any slot of space.
Be careful not to break the law, just because you're on a quest doesn't give you any right to steal or murder innocent citizens. If you are seen doing illegal things, and the authorities are made aware, they WILL try to apprehend you, where you will be expected to pay a fine, and if you cannot pay, you are sentenced to death on the spot, as is the law.
The technology will be fairly sci-fi, however weapons are still melee with the odd crossbow/bow and thrown weapons.
It will be possible to target certain body parts, a coin will be tossed to determine whether you hit it. Different body parts = different damage done.
Head: +3 damage
Chest: +1 damage
Arms/Legs: +0 damage, however, if you hit a certain body part it is possible to make the attacker drop their weapon. A coin will be tossed to determine whether it does.
Combat is taken in turns. When entering combat, the person who initiated the fight gets the first turn.
When it is your turn, you get a choice to do a couple things:
-Attack
-Use item (includes throwing, and changing your equipped weapon)
-Move
-Pray (call for help from any god you know)
-Beg for forgiveness
-Run Away
When attacking, a 1d6 is rolled to see how damaging your attack is. The number rolled is how much damage you did in that one attack. If you get lucky and roll a 6, you get a "lucky blow" and a certain number of good things happen:
+The gusto of your attack allows you to try to combo, and another 1d6 is rolled automatically.
+If holding a weapon, that weapon's special is activated, depends on the type of weapon.
+If holding a magic or special weapon, any effects tied to that specific weapon also activate.
+You will ALWAYS do atleast 1 damage, even if the defender's armor points would ordinarily negate the damage.
By a "Weapon's special", I mean that any of the below will occur if you attack holding that weapon:
Knives: That weapons attack modifier is doubled for that attack.
Swords: Overall damage is doubled.
Spear: Opponent's armor is ignored
Hammer/Club: The Opponent's armor is reduced by 2, and a 50/50 chance to stun is given.
Axe: Attack modifier is quadrupled for that attack, cannot combo.
Thrown/missile weapons: cannot combo.
Keep in mind that it IS possible to use improvised weapons, if you wish to use an improvised weapon, tell me, and I'll make up some stats for your weapon-of-choice. However, Improvised thrown weapons, because they are not designed for being thrown, will have their roll cut in half, rounding down. Small items (like coins or pebbles) will have no effect whatsoever.
Attached to any weapon is an attack modifier in the form of a number (+1, +5, etc). When you attack, this number is added to your roll to equal the strength of your attack. Certain characters can have what's call "Natural" attack modifiers, which is where their attack damage is effected by how naturally strong or weak that creature is, usually employed by children (-2 AM) or monsters that cannot use weapons (varies).
However, it is possible to wear armor, which has armor points (represented with 1+, 5+, etc). When somebody with armor is attacked, the attack strength is lowered depending on the amount of armor points that character has.
Let me give you two examples for everything I've discussed:
a thug with a +1 knife attacks a knight wearing +5 armor. The thug rolls a 2, and so in this instance (2 + 1 - 5 = -2) the thug deals NO damage whatsoever.
A Thug with a +1 knife attacks a knight wearing +5 armor. The thug rolls a 6 and gets a lucky blow! He comboes automatically and rolls a 3, so in this instance, each individual attack is counted (6 + 2 - 5 = 3 and 3 + 1 - 5 = -1) the thug deals 3 damage to the knight, and the knight now only has 17 hp left.
There are only 2 ranges when attacking, close-range, and far-range. You must be in close range to attack close range, and to attack anyone in far-range, you must use your turn to MOVE closer to them. If you wish to move out of attacking range, you can use your turn to MOVE further away.
The other options do exactly what they sound like, remember that using items creatively in combat is allowed, so long as it is feasible.
It is possible to for multiple players to gang up on one enemy, this is a very intelligent thing to do because enemies can only attack one player per turn. Multiple enemies can also gang up on you however, so be careful about where you start fights.
Combat is very dangerous, because hp is so easy to lose and so slow to get back, so it should only be used as a last resort. Don't dick around, I WILL Perma-kill your character if you get him killed.
A feature I'm adding to this is the players 'PDA', each player has a PDA that take up no space, it can be discarded however that is advised against. The PDA can send and receive messages, between characters and NPCs, if you know their PDA 'number'. NPCs may contact the players throughout the game. The PDA also holds all your credits, maps and so forth.
Players are not obligated to stay as a group. While travelling as a group is much safer (combat, pooled resources, etc), you're not forced to travel as a group and can travel in different directions and do different things if you like.
A turn ends when all players have decided what they want to do, or if a reasonable time frame (24 hours or something) pass.
I will do all the dice rolling in this game.
chaoticjosh made up all these rules, I edited and added a few, If you think the rules are missing anything vital, feel free to speak up.
Please stay in-character.
As a final note, I hold the right to change any rules if I see fit. Any and all rule-changes are NOT retroactive, so past actions are safe from my ruling.
I need a three player party! Very active players would be best! Lazy players that don't take their turn within a reasonable time-frame will get ignored, and if it continues, will be struck dead somehow.
Once we have three players, I'll start the story and give you everything you need to play. Anyone else that wants in will have to wait for any person in the original three to die, where I will then work you into the game somehow.
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Game idea and most rules from
http://www.bay12games.com/forum/index.php?topic=31493.0 thanks to Chaoticjosh! Anyway.
First three to post here gets a spot.
Waiting list:
Workerdrone