The Basics
There are two threads running parallel for the adventure. There is the 'Story' thread - in which only I will be posting - and the Action thread, which all players of the game will be posting in order to take their turns, which will be in response to the latest post in the Story thread.
In the Action thread, taking various actions will consume your Action Points (and/or Spell Points), and you may either post using all your Action Points in a single post, or you may start to act, leaving some AP unused, allow others to react to your current actions, and then spend the rest of your AP to flow on with them.
If it gets to the end of a turn - which will be denoted by another post to the Story thread, 1 post = 1 turn - and you still have AP / SP remaining, they will be added to your AC / Spell Save respectively. So it may occasionally be beneficial in combat to leave some AP / SP left over.
Note: There will be a short tutorial session with it's own Action and Story thread running before we launch into the real thing. We'll use this to iron out any kinks in how it plays and make sure everyone is comfortable with it before we get rolling. It'll feature a short combat scenario and finishing off a quest, etc.
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AP Costs:
Conversation: 1 AP point
-- This only counts on significant or long conversations, one-liners in combat to spice things up or simple retorts and the like do not cost.
Moving: 2 AP points
-- Moving as an AP cost occurs when leaving a building or room, or moving any decent distance. Alternatively, moving a short distance (within a room) but at speed or with a requisite for haste, or in combat will then incur a 2 AP cost.
Basic Combat: 2 AP points
-- Basic Combat is defined as a simple move that comes naturally to you. A straight punch or simple slash for example. If it isn't fancy, it'll only cost you 2 AP.
Targetted Combat: 3 AP points
-- If you want to aim for a specific location on an opponent, such as a thigh, leg or neck hit, it will cost you 3 AP. If you only have 1 agility (and thus only 2 AP) you will not be able to make a targetted hit in combat. Targetted combat applies to 'Basic' moves only, so if you chose not to target, it will be much as if you simply said 'Hit so and so' without a location in mind, which generally defaults to the easiest to hit location, torso, back, etc, depending on where you're standing. Be careful with this in your posts, if you specify a location, it counts as a targetted move.
Advanced Combat: 4 AP points.
-- This is defined as performing a difficult move. Whether it be due to the weapon being unfamiliar to you - in which case even a slash or thrust may be considered 'Advanced' - or whether it is simply a difficult move with a weapon you do know such as a wide-arc slice or with a bow an exceptionally distant shot on the outskirts of your bows range. As with Targetted Combat, if you only have 1 agility (and thus only 2 AP) you will not be capable of Advance Combat.
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SP Costs:
Spells more or less fall under the same cost table as Action Point based melee combat.
A basic spell, such as a single target direct damage or heal will cost you 2 SP.
A more focused spell, be the focus on hitting a very specific location or healing a specific wound etc, will cost you 3 SP.
Advanced Spells will cost 4 SP. Advanced could be an AoE attack or heal, or could be trying to use a spell type you're not familiar with (i.e., trying to lift an object or cast a damaging spell, if you're typically more focused on healing.)
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Spells
As with feats, I've lost the entirety of the spell list I had, other than the very specific ones I had created for the last run of this game. Some of these were created for specific characters as well.
So, as with Feats, there most definitely is room for the creation of your own spells. Further to that, magic - outside of combat especially, or when not used to directly apply damage to something - is quite a bit more freeform than most games convey it. Try to think more of a wizard in a fantasy novel as opposed to a wizard in game.
That said though, here are what combat orientated spells I was able to recover, which you can use as a base for your own submissions:
Spell Information: Healing Hands
Range: Touch
MP Cost: 5
Effect: +(1d3 * 2) HP healed up to targets maximum HP on cast, +1d2 HP healed on subsequent round(s), number of rounds equal to caster's Wisdom. DoT heal factor is applied at the END of each round, after damage has been applied. So if a character hits 0 damage in a round, this effect will not rescue them.
ie; Target has 10/23 HP, initial cast rolls 2, so 4 HP on this round is healed, bringing them to 14 HP. On the next round, the target sustains 5 damage, taking them to 9 HP. At the end of this round, a 2 was rolled, taking caster to 11 HP. In this example, our caster is level 1, so that is the end of the spell.
Note: DoT portion of heal does not require constant touch from caster, only the initial heal requires touch.
Spell Information: Displacement
Range: Self Only
MP Cost: 5
Effect: Caster gains a chameleon like effect, causing almost a seamless invisibility effect, however visual artifacts do appear when the caster moves, and lighting is not quite right where the caster stands. There is also a visible shadow if the caster is standing in light. Does not dispell on attack.
Spell Information: Shape Change (Rat, Raven)
Range: Self Only
MP Cost: 5
Effect: Caster is able to transform into either a Rat or Raven. In either form, movement is reduced to only 1 AP cost where it would have cost 2.
In addition, these forms may be able to reach places that could not be reached in human form, be it within a small hole, or high above.
Neither form can attack, but could be used as a distraction tactic.
Duration: 1 Round + 1 Round per 2 Intelligence (rounded down). Can change back at will without recast, does not need to let full duration expire. (You can however cast first with SP, then use AP to do various things while cloaked, before end of turn and returning to normal.)
Spell Information: Invisibility
Range: Self Only
MP Cost: 5
Effect: Caster gains a chameleon like effect, causing almost a seamless invisibility effect, however visual artifacts do appear when the caster moves, and lighting is not quite right where the caster stands. There is no visible shadow with this spell, however, attacking cancels spell effect. (You may attack, after attack is done, spell is nullified)
+ If cast before battle, there is a 50% less chance that caster will be targetted by an enemy.
- 25% harder to hit. (+25% AC)
+ If cast during battle, 50% less chance of any new enemies attacking caster, but it will not effect any already attacking you.
- 15% harder to hit against any current attackers, 25% harder to hit if any new attackers start on you. (+15 / +25% AC respectively)
Duration: 1 Round + 1 Round per 2 Intelligence (rounded down). (You can however cast first with SP, then use AP to do various things while cloaked, before end of turn and returning to normal.)
Spell Information: Firebolt
Range: Long (Over 20 meters distance it must pass both an aim and a will save check, rather than just will save, and in addition it also counts as a Focused (3 SP) cast, but it can be cast as far as the caster can see.)
MP Cost: 2 + (1 per Intelligence).
Effect: A flaming bolt, damaging a single target for 1dx damage per caster level, to a maximum of xd5. (x = Casters Intelligence score, modifications such as buffs and debuffs are counted)
Spell Information: Runic Healing
Range: Near (5 meters or closer)
MP Cost: 10
Effect: +(2d5 * 2) HP healed up to targets maximum HP immediately on cast.



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