Runelands
Rules
NPC Characters
Of coarse, as like in other roleplays,only the Dungeon Master may play Non-Playable Characters. An NPC character is not capable of decisions or leadership. The DM controls what the NPC will do, get, go, and what happens to them and the other characters of the party.
DM Control Abilities
As in other roleplay games, the Dungeon Master controls all NPC's, shops, bars, inns, stables, towns, and the storyline, among other things. In Runelands,in fact, the DM is allowed to have their own playable character. But, of coarse, their's a catch. The DM must roll for everything that has to do with their character. For the DM, everything is based on chance. Also the DM is not allowed to lead the party, but they can, in fact, state their opinion.
Shoppe's & Other Buildings
All will be preset buildings with the choice of using them. The DM will retain control of all NPC characters that reside in the town the party is in at the time. Some buildinds are abandoned. But also in some buildings may be hidden items, weapons, armor, or other useful things. Money even perhaps. It all depends on the DM.
Initative
The highest roll on a 10-side die goes last. the lowest will go first. 0 on a 10-side die counts as a 10. Play in order according to the lowest roll on the die to the highest on the die. Lowest goes first and highest last.
Defense Ajustability
Changes every 5 levels. Level 5 add (1) point. Levels 10, 15, and 20 add (2) points. Levels 25, 30, and 35 add (3) points. Levels 40 add (4) points. Level 50 add (5) points. And levels 55 - 100 add (7) points every 5 levels to defens ajustment.
Every 3 points defese ajustment add (5) to sheild, (2) to helmet, (2) to gauntlets, (2) to boots, and (5) to breast plate or other body armor.
Damage Points Ajustability
Changes every 5 levels. Levels 5, 10, 15, 20, and 25 add (1D6). Levels 30, 35, 40, 45, and 50 add (1D6 + 1D4). Levels 55 - 100 add (2D8 + 1D10) every 5 levels to Damage Caused
Sheildless Armor Class
Final AC x 75%. Is equal to 75% of Final AC.
Surprised Armor Class
Final AC x 60%. Is equal to 60% of final AC. Backstab chance is 30%.
Final Armor Class
Total points of armor added together to cause character to have better defense.
Critical Hit
If a 20 on a 20-side die is rolled, it is a critical hit. A critical hit allows increased damage or death impact. Increased damage--
1D6 20-34%
1D8 35-49%
1D10 50-64%
1D12 65-79%
1D20 80-100%
For death impact 80 - 100% must be rolled. Roll must beat DM roll for instant kill, otherwise it brings enemy life to 1.
Backstab
Must be 70 - 100% to cause backstab effect. Breaks armor on character or enemy. a critical hit needs 60% to cause backstab effect.
Armor Effect
Add the armor attribute points together to get the final AC.
Weapon Damage & How It Works
Roll for hit on 20-side die.
19 or 20 is a critical hit.
1 or 2 is a critical miss.
Shart sword, dagger, throwing knives, throwing stars, etc. (12 or better on D20)
Regular swords, scimitars, katanas, samari swords, etc. (14 or better on D20)
Great swords, great hammers, etc. (16 or better on D20)
Hit Points Ajustability
Changes every level:(Add to hit points total)
Wizard-D4
Mage-D4
Warlock / Witch-D4
Sorcerer / Sorceress-D4
Magician-D4
Theif-D4
Rogue-D6
Assassin-D6
Bounty Hunter-D8
Watchman-D6
Barbarian-D12
Amazon-D10
Monk-D8
Warrior-D10
Preist / Preistess-D8
Archer-D6
Ranger-D6
Druid-D8
Woodsman-D6
Scout-D6
Ninja-D10
Samari-D10
Dragoon-D10
Arch Mage-D6
Mercenary-D8
Knight-D10
Lord-D12
Paladin-D10
Cleric-D10
Swordsman-D8
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