Players Rules


Stats
Constitution Your vitality. Health = Constitution * 10. Constitution rolls also ward off disease among other things. 100% of constitution is added to your 1d20 roll when determining the total numerical value of the saving roll.
Strength Your strength. Affects your strength saves as well as adding damage when attacking with melee weapons. 100% is added to your strength saves. 50% of your strength is added to your melee weapons damage roll to give you the total amount of raw damage dealt.
Dexterity Your quickness and how nimble you are. Affects both your movement rolls and your dexterity saves, as well as if an opponent strikes. 50% is added to your movement rolls for the total outcome. 100% is added to your dexterity saves. 50% is added to your defense roll.
Intelligence Your smartness. You need a certain number to operate highly technical machinery, a bonus to damage for ranged weapons, and for intelligence saves. Your intelligence needs to be higher than the requirement for wielding/using machinery, and also 100% of your intelligence is added to your intelligence saving throws. 25% is added to damage with ranged weaponry.
Charisma Your charm. Affects organism's liking you, as well as how likely you are to hit. 100% goes towards charisma saves, 50% goes toward attack rolls.

Experience
You gain experience in order to level up and gain points to put into your statistics. You only gain experience at the successful completion of a scenario, and only then. Killing regular enemies, or even mini-boss or boss enemies does not net you experience, but it may however, net you items. In order to level up, a certain amount of cumulative experience must be obtained. Following is the amount of experience needed for each level.
Level 1 - 0xp
Level 2 - 500xp
Level 3 - 750xp
Level 4 - 1,125xp
Level 5 - 1,688xp
Level 6 - 2,531xp
Level 7 - 3,797xp
Level 8 - 5,695xp
Level 9 - 8,543xp
Level 10 - 12,814xp
Level 11 - 16,017xp
Level 12 - 20,022xp
Level 13 - 25,027xp
Level 14 - 31,284xp
Level 15 - 39,105xp
Level 16 - 43,016xp
Level 17 - 47,317xp
Level 18 - 52,049xp
Level 19 - 60,225xp
Level 20 - 72,000xp
Level 21 - 85,000xp

Leveling
--The advancement of statistics, and your characters overall growth and power, is dealt with by leveling. When you level up, you gain 10 'points'. 5 of which are automatically split evenly into your statistics, giving you 1 point in each stat. The other 5 you can use as discretionary points to put into ANY stat you choose. You can split them, put them all in one stat, whatever.
--Also, every three levels, you gain a feat. Feats are used to enhance your character. They could boost a stat, or a group of stats. It could grant a passive increase to your health, or to your damage output, whatever. A list of feats can be found in a sticky in |C|.
--At level 1, you pick a profession. This should be dictated by your play-style, and will be a significant boon to your stats. At level 11, a second profession is picked, and at level 21, a third profession is picked.

Vitality
Your overall vitality in this system is dictated by health. Simply put, as long as your health remains above zero, your alive. When it hits zero, you die. More on death later. When you are hit, the damage from the attack is subtracted from your health. Health can be increased through the use of items.

Movement
In this system, movement is unrestricted out of combat. In combat, you can move anywhere you want, but if you move out of cover, you are penalized by movement attacks. Movement attacks are when foes who are in with in range with their weapons attack you if you move out of cover. You roll 1d20, add 50% of your dexterity, and that is your movement roll. Enemies then roll attack rolls. If any of their attack rolls is higher than your movement roll, that enemy then rolls for damage like normal, subsequent damage subtracted from your health. Simply put, its best to move in cover, second best to simply not move, third would be moving with no or few enemies in range, and worst if oodles of enemies are in range.

Attack
Attack is determined in two steps. The first is where you see if you 'hit' your target. The second is to determine how much damage you deal. Your attack roll is totaled by rolling 1d20, and adding 50% of your charisma. If this is higher than the opponents defense roll, then you hit! You then proceed to roll damage. Damage can be effected by intelligence, or strength, depending on what type of weapon you are using
--If you are using a ranged weapon, you roll that weapons attack value, and add 50% of your intelligence.
--If you are using a melee weapon, you roll that weapons attack value, and add 50% of your strength.

Defense
Your defense is taken care of in this game by rolling 1d20, and adding 50% of your dexterity to get the total of your defense roll. If it is lower than your enemies attack roll, you get hit. If it is higher, the attack missed. Can't make it much clearer than that.

Items
Items play a big role in our system. They can be used as weapons, healing items, armor, context sensitive items, mission objectives, and more. You can find weapons in the world by listening closely to the description given by the SM and inquiring directly about obtaining/picking up an item. You might have to investigate more, such as:
"The smell of gunpowder riddles the room with a small dark box in the northeast corner."
"I move closer and inspect the box."
"You see the box is a gun case."
"I open it."
"Inside is a Luger pistol."
"I take the pistol."

Rather, it might just be:
"You enter a room. There is a pistol in the corner."
"I take the pistol."

In any case, you will be given the statistics of the item from the scenario master, then and there when you pick it up, if applicable.

Death
Death is handled in this game by you being out of the scenario. You receive none of the experience you would normally at the end, and you lose any chance to obtain items further in the scenario.


Scenario Masters Rules


Planning
As a SM, you must have your entire scenario planned out BEFORE you go and host and execute it. If you don't it just won't work. Period. And everyone will be pissed, and sour grapes because YOU didn't think it through. You may even want to write out the entire thing.
Now that you have a good idea, VERY GOOD idea, of what you will be doing, you should then assess what levels would be appropriate for the scenario. When you create your topic, you first put the level range.
Example: [4-7]...
After that, you need people. So the next part of your topic name should be:
Example: [4-7][Accepting]...
The third element would be a catchy name to your scenario, so that people with level appropriate characters will be attracted to your well-thought out scenario:
Example: [4-7][Accepting]Ruins of New York
You now would then put the information pertaining to your scenario, such as what it involves, the risk v.s. benefits, when it should be played, and the hook to your scenario. Don't forget to put the number of applications your willing to accept.

Accepting Applications
Now that you have your initial page set up, you wait for applications. Carefully inspect all of the applications you receive, so that you can choose people that would fit into the scenario well and would not bring down the entire group. Also, deny anyone too powerful. It would ruin your fun after all your hard work, and possibly your groups as well. Make sure when all of the spots have been filled, you remove the [Accepting] tag from the title by editing the first post.

Executing
Ready to go! First make sure all of the members are present, and begin the campaign. Carefully monitor posts, rolls, talk, and more to provide a fluent, clear, cheat-free environment. Police through warnings, and bans. Play the NPC's and Enemies fairly. Don't let personal grudge become an issue. Make sure to give fair description of each room. Above all, have fun.

Item Distribution
Make sure during your scenario to NOT put items of power unequal to the difficulty and level correlation. In addition, do NOT put an abundance of items with good stats in a campaign. Keep it fair in the risk v.s. reward way, and try to be flexible with an out of the box thinker. If he disarms the trap, why not let him have it for later to spring on a boss?

In the event of more than one person wanting an item, have it decided by rolling 1d20. Highest roll claims the item. If a player is wanting everything, and getting lucky with rolls, why not gently say that he has had good fortune so far, why not let someone else experience the excitement of a new item?

Enemies
Policing enemies works just the same as playing your own character. Keep it fair, and based on your stats, attack viciously, unrelentingly. Rolls don't lie, don't sugar coat it. If something during the scenario goes wrong, don't alter from the plan based on difficulty. Produce a wipe-out. From the bitter tears of defeat sprouts the tree of victory.

NPC
If a person in your campaign isn't hostile, you can still play them if need be. The objective to rescue a scientist? Play the scientist. In the scenario is the group taking orders from a high-ranking military officer? Play the military officer. They might not be for attacking, but they all should have stats, and at least health. This will spice up your experience.

Experience
Distributing experience at the end of a campaign is not about favoritism. There is no 1st, 2nd, 3rd. The group works as a team. So, a flat-rate sum of experience is awarded to the entire group. Make sure this sum is fair and just based on the length of the scenario, the difficulty, and the level of its participants. Don't even look at their current experience. It isn't your job to level other's characters.

What do I get out of this?
At the end of a completed scenario, post the statistics of all enemies, items, and NPC that come into play. Also post the story line, a quick synopsis. Someone designated as a SR, or scenario reviewer, will inspect how you conducted your scenario. S/He will look for preparation, fairness, evaluate your items and their distribution, enemies, and experience awarded. If it all seems fit and conducted well, you will be awarded with 1 Scenario Point, or SP. These can be cashed in |T|, traded in at the special SM Shop. Look in the Scenario Master's Shop in |T| for more information.


Glossary



NPC - non-player character. A person in a scenario NOT hostile, but not one of the participants. Played by the SM, they can have many different roles.
1d20 - A common term where the first number is the number of dice being rolled, the d stands for "dice" or "die" and the second number is the number of sides on each dice. 1d20= 1 twenty sided dice.
Roll - To roll a dice or number of dice. On Gaia, this will be done virtually through posting actions. Go to posting actions -> Roll Dice -> Select the number of die to be rolled, and the number of sides on each.
Stat - Statistic. One aspect of a character, a numerically measured attribute. Str or strength measures their physical strength, where as Dex or Dexterity measures their nimbleness and quickness.
Save - A roll to 'save' a character. In reality, it can be anything. A dexterity save can be triggered by either a player or SM to look for traps. A Charisma save can be triggered to see if the psycho will be either a NPC or Enemy. There are Constitution saves, Strength saves, Dexterity saves, Intelligence saves, and Charisma saves. All 5 stats have a 'save' that can be triggered in different situations.



-Need clarification on a term? Ask in |L|. The term may very well end up here!