Post by Mascarenhas on Feb 17, 2015 18:57:17 GMT
Turns
Travel
Between Locations (Towns/Cities):
To simplify game play you can move to any adjacent location (town/city etc) in the land of Oz but only 8 times within one day or night.See the dice roller thread in the help section.
There is no limit on the number of turns in a day/light cycle.
Travel
Between Locations (Towns/Cities):
Travel is directed by north, east, south or west or following a route such as a road or path.
Players that move away from others will be directed to a secret thread and gameplay will be kept secret between the two "factions"
Groups travelling together will have shared Sanity (average of each players sanity within the group). It is sometimes advisable to travel with the group.
Within locations (Towns/Cities):
Players may move freely within a location as long as it does not involve a rolled action.
Day/Night Cycle
On Monday Morning 00:00 hours GMT, the Day will switch to Night for a period of one week before switching back again. Night's in the land of Oz always have a full moon in the sky meaning low visibility. They also have a double chance of random encounter.Combat
NPCs and players may engage one another and each other.
In mutual close quarters combat the characters will roll a dexterity check to determine a hit or miss and then roll a damage score (based on strength).
In stealth combat the players will again roll a dexterity check to determine detection or not. If detected they will only roll for half the max damage.
In distance combat the characters will roll an intelligence check to determine a hit or miss and then roll a damage score (based on strength).
Rolling a 1, 2 or 3 damage out of will always break your weapon.
Every player starts with 5 inventory slots.
In mutual close quarters combat the characters will roll a dexterity check to determine a hit or miss and then roll a damage score (based on strength).
In stealth combat the players will again roll a dexterity check to determine detection or not. If detected they will only roll for half the max damage.
In distance combat the characters will roll an intelligence check to determine a hit or miss and then roll a damage score (based on strength).
Rolling a 1, 2 or 3 damage out of will always break your weapon.
Collecting Items (Prison Rules)
If a player is in a party and one character claims an item, the next player may contest it (only immediately after an item is claimed) with a charisma check (for intimidation) and then, if intimidation fails, a strength check (for a beat-down). If one player beats the other during this check, no damage is dealt but the victor claims the item. No one can challenge the victor for his item (although it can be stolen).Every player starts with 5 inventory slots.
Checks in General
Checks may be performed for other things like pushing boulders (strength and health check) at the discretion of the DM.Minions
NPCs and players may have "minions", basically side kicks. They will attack with you, you can ask them questions or direct them to do stuff. Some of them are useless, others pretty awesome. You acquire them by using charisma (intimidation or flattery), intelligence (solving their problems), or other tactics.
Every player (except the animal strangler) will start with 1 minion slot.
Every player (except the animal strangler) will start with 1 minion slot.