Okay, first off, a quick note.
This is pretty much a peasant adventure game (we really need to make an official rulebook) so special thanks to chaoticjosh for creating the rules.
For the full description of the rules, go read the OP of the original PA game.
Anyways, remember the most important rule: anything can happen.
When you're in town, say what you would like to do, and it will happen if it's possible.
When traveling, there is a chance for random events to happen.
You will get no more than 3 events per trip.
I will often flip a coin. Heads is a good outcome, tails is bad.
Remember, when praying to the gods, the outcome will suit them.
I may flip heads when praying to Extremus, but that doesn't mean he won't set you on fire.
Combat Rules (slightly modified but still copied from the original PA):
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: stuns the enemy and 1/6 chance to knock them over, 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.
Each character has a max of 20 hitpoints unless otherwise specified. At 0, that character is unconscious. If you reach -5 in combat, you are dead. If it is caused by some other effect, such as bleeding, you have a 2/3 chance of not dying, and instead going back to 0.
There are 6 hitzones in the game. The arms, legs, torso, and head. Each hitzone has 5 hitpoints. When the hitpoints for a zone reach 0, it becomes crippled. If one of the limbs is crippled, it becomes unusable and you will drop anything held there or fall if it's a leg. If the head is crippled, you will die. If the torso is crippled, you will take on severe penalties for having trouble breathing.
The torso itself has 8 hitzones. These are the lungs, kidneys, stomach, heart, spleen, and liver. These also have 5 hitpoints. If the heart is crippled, insta-kill. If one lung is crippled, you take breathing penalties. If both are crippled, you will quickly suffocate. If the stomach is crippled, eating is only half-effective. If the kidneys or spleen are crippled, you are prone to disease. If the liver is crippled, alcohol will hurt you.
Crippled organs can only be healed by magic. Other crippled body parts can be healed by doctors.
Character creation:
Creating your character is fairly easy.
First is a name and gender.
Then, pick your perk. You only get to pick once, so choose wisely.
-Dead Uncle: you start off with 10 extra gold coins.
-Bag of Holding: you get to hold 15 items from the start.
-Fishing Accidents: you can swim. Mostly. Drowning takes longer.
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Strike a menacing pose: you can strike a menacing pose. Claimed by Pan Darsen
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Crazy Inventor: you start off with a mechanical bodyguard. Claimed by Emperor
-Town Drunk: liver has 2x hitpoints and you start off with a big thing of booze.
-Pious: gods are more likely to aid you in your journey.
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Atheist: as long as you choose to ignore the gods, improvised tactics are more effective. Humaan
-Actor: start off with fancy clothes. Your negotiating skills are also more effective.
-Gambling Man: I flip a coin. Heads and you have 20 gold, tails and you have nothing (except clothes).
-Bloody Mess: combat effects look cooler and you deal a little bit more damage. Higher chance of hitting organs and dealing cripple damage.
-Traveling Performer: you can juggle. While doing a handstand. On fire.
-Badass: you have a 'stache. That instantly makes you cool.
-Nuke: you have a permanently stoned look.
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Anachronistic: you start off with interesting trinkets that are totally out of period. Archangel
-Different coloured pants: yes, they are a different colour than the mud brown you start off with.
Also, once one person has a perk, nobody else can have it until the first person dies.
Fill in any other details as you wish, but remember, you are a commoner.
Current Players:
-Emperor, male
Status: Perfectly Healthy Hitzones:
L Arm: 4/5
R Arm: 4/5
L Leg: 5/5
R Leg: 5/5
Torso: 5/5
Head: 5/5
Organs:
-L Lung: 5/5
-R Lung: 5/5
-Heart: 5/5
-Stomach: 5/5
-L Kidney: 5/5
-R Kidney: 5/5
-Spleen: 5/5
-Liver: 4/5
Clothes: dirty, old peasant shirt; cracked eyepiece; metal greaves (+2 legs); breastplate (+2 torso); spaulders (+1 torso & arms); metal armguards (+1 arms)
Weapons: gardening sickle (+2, axe combo), nice sword (+5, sword combo)
Inventory:
Map
Money: 23 silver
Pouch (5 slots):
-
-
-
-
-
Perk: Crazy Inventor:
Robot Bodyguard:
HP: 20/20 Hitzones:
L Arm: 5/5
R Arm: 5/5
L Leg: 5/5
R Leg: 5/5
Torso: 5/5
Head: 5/5
Organs:
-L Bellows: 5/5
-R Bellows: 5/5
-Engine: 5/5
-Generator: 5/5
-Pan Darsen, male
Status: Perfectly Healthy
Clothes: dirty, old peasant clothes, metal hat (+2)
Inventory:
Map
Money (3 silver)
Pouch (5 slots):
-Box of Confetti
-Bomb
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-
-
Perk: Strike a menacing pose:
You are capable of striking a menacing pose whenever you feel like it.
It may or may not help in many situations.
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Derick Sven, male
Status: 9hp Hitzones:
L Arm: 4/5
R Arm: 5/5
L Leg: 5/5
R Leg: 5/5
Torso: 5/5
Head: 5/5
Organs:
-L Lung: 5/5
-R Lung: 5/5
-Heart: 4/5
-Stomach: 5/5
-L Kidney: 5/5
-R Kidney: 5/5
-Spleen: 5/5
-Liver: 4/5
Clothes: Panes brand white peasant shirt; cargo shorts (2 slots); sunglasses; dirty, old peasant pants
Weapons: rusty knife (+0, no combo)
Inventory:
-IcyHot Medication Patches (4)
-Magazine of questionable content (3)
Butterfly Space Pen (you can flip it like a balisong and it writes upside-down)
Movie Ticket to see The Matrix at Port Eks Chreme Theatre
Map
Money (17 silver coins)
Pouch (5 slots):
-Panes Brand XL peasant shirt
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-
-
-
Perk: anachronistic:
-You have some crazy objects that are from the future or something.
Waiting List:
Humaan, Male, Atheist
Virroken, Male, Menacing Pose
taf esra
The current quest (and map):
The duke wants a new pair of pants. However, they cannot be any ordinary pants. He wants lime green pants from the Mountain of Pure Awesome somewhere in the west.