Mind (or M)
Body (or B)
Soul (or S)
From these, several additional statistics must be calculated:
base attack modifier = 1/2 * M + 1/3 * S + B
base defense modifier = 1/2 * S + 1/3 * M + B
Both of these values are to be rounded up to the nearest integer.
All player characters, or PC's, start with 5 hit points and 3 skills to allocate, along with a profession (at the discretion of the Avatar)
The person running the game plays a character called an Avatar, which is the physical embodiment of a god. He otherwise stays out of the way of the PC's.
combat:
all characters will start by calculating their modifiers, as specified by their skills or items. These modifiers increase or decrease the primary base modifiers calculated above.
There is no combat turn order. All characters present their combat plans and they all resolve at once. If combat plans are not turned in before the specified time, they will do nothing.
each turn consists of two things:
1. movement- a character can move to anywhere within a small room, OR change weapons, OR cast a healing spell or potion on themselves.
2. attack- a character can use a weapon (or two if they have two equipped), OR cast a spell on another character OR use an item on another creature, OR move again.
All combat plans must include target numbers or character names where appropriate, complete attack and defense modifiers, damage dice information for spells or weapons, and your current and maximum hit points. The avatar may ask for any information not provided in an out-of-character setting. the avatar will resolve all combat at the same time and perform all rolls, where if a d20 + attack modifier > d20 + defense modifier the attack has succeeded and the damage roll will take place.
All weapons will come with a damage roll, such as "roll a d4 + 2 for damage" this information needs to be included in all combat turns. Spells will have special rules that will be specified in the spell information, and all pertinent information about rolls must be presented.
About spells: Spells will be treated like any other skill. They must be learned according to the skill tree presented. There are some spells that have little affect on the game, the passive spells, and they cannot be cast, they only represent a set of knowledge required by a greater skill, and the greater skill must be learned in order to use this knowledge. (example: spellcraft)
Alignment: Alignment is based on deeds: all characters start with an alignment of 0, but when they follow a "good" quest and finish it, they have a good alignment, and when they finish a "bad" quest they will loose some alignment points. negative alignment points can be also earned from excess drinking, swearing, or other negative qualities expressed in an appropriate setting.
A word about Armor: Armor will increase hit points, not your defense modifier. It can be repaired, or imbued with magic to enhance your defensive roll, however.
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