Rules- Some things won't work on a five, and some things will only work on a five. It's up to me. You can gain special powers (eg. pyrokinesis, telekinesis, electricity manipulation) that allow you to do more things.
- If you don't post, then your character will go on basic AI, meaning that they'll perform actions to save themselves if they're in mortal danger. Healers will heal and people with resurrection powers will use them. If you don't post for two turns, someone can take your character.
- If you don't think you can make every single round, then you can put multiple actions in a single round. These must be clearly numbered, and you can change actions later if you are able to make it to the forum when you thought you couldn't.
- You cannot use powers on multiple targets or on distant targets until you have trained your powers enough to get that ability. There are some exceptions, but it's my call.
Various Game Mechanics- Every player gets a "free action" every turn. One. Free actions are auto-successful actions, limited to picking items up, talking to other people for RP purposes, getting information from NPCs (not items or skill training), giving or taking items, or walking to adjacent rooms/areas in the same floor of the dungeon (but it won't always be a dungeon, hint, hint). There will be no rolls for these except charisma rolls to see how responsive NPCs are for you and, if necessary, rolls to see who gets an item if multiple people want it. Stealing items is not a free action, and neither is searching for items. Some other actions may be free actions, but this is on a case-by-case basis and I will tell you. Skills might let you get free actions in occasionally.
- You can hold two items without anything to carry them. You can only wear one of each type of metal/solid armor, but cloth armor can be stacked. You will get penalties if you put on too much, though. Having a wounded hand means that you can't carry heavy objects in that hand, and having a heavily wounded hand means that the hand can't hold anything. These rules change depending on the number of hands you have.
- There will be separate dodge and damage rolls. This allows me to make more unique abilities and weapons. All attack overshots (or 5's) that result in a powerful attack (they can make other things happen sometimes) will give the attacked person -1 dodge, and all dodges that roll 1 will give the person -1 to their damage avoidance roll. Note from Jackrabbit: I've changed it a bit. Damage avoidance roll is now the damage count roll. If you hit someone and I roll a 5 on what used to be the damage avoidance roll, it now means that you really hurt whoever you hit. So, dodges that roll a 1 will give the enemy +1 on there damage roll
- Swarm rules are in effect. Every attack on a person after the first gives them an additional -1 to dodge.
- Permadeath is in. If you die, then you have 1 turn to be revived by someone else. After that, someone else can replace you. Every time you die, you get a -1 to being revived.
- You can dual wield weapons, allowing you to attack twice in one turn (it must be on the same enemy, and it's possible that you won't get your second hit in if you fail bad enough). The effectiveness of this depends on the size of the weapons. Even with the smallest weapons, your second attack will have penalty of -1. The penalty grows with the size of your weapons. A long sword and a dagger will get you -1 to both attacks. Two short swords will as well. It's my judgment, but you're free to ask me what various combinations would do.
- Your allies can be given orders, but not controlled directly. Team allies can be given orders by anyone, but if you have a reputation for screwing up then they probably won't be listened to. You can get your own personal allies through necromancy and taming and stuff, which can only be ordered by you. The more intelligent they are, the more easily they'll abandon you if you screw up.
- Diminishing bonuses decrease by 1 every time they're used, stopping at 0. Some might continue degrading after 0, but I'll tell you, so don't worry unless I say you should.
Skills and PowersSkills and Powers are similar. Skills are anything that a normal human could do, like swordfighting or weaponsmithing, and leveling them allows you to perform them with greater efficiency. Powers are like magic, and gaining and leveling them allows you to perform them in the first place.
They level up through use and training. Training levels them up more quickly than simply using them. By using them, you get 1 exp for a 4 and 2 exp for a 5 or 6, and by training them you get 1 exp for a 3, 2 exp for a 4, and 3 exp for a 5 or 6. It takes 1 exp to get to level one of a skill or power, 2 exp to get to level 2, and so on. The only exception is legendary for skills, which requires 30 exp.
When your skills and powers get capped, they'll turn blue in your status and I'll tell you about it. Skills are all capped at legendary but the cap for powers is variable.