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System
Apr 22, 2018 21:53:55 GMT
Post by Mad on Apr 22, 2018 21:53:55 GMT
THE SYSTEM
The system and its rules merely exist in Geronimo! for certain events, and can be optionally used by players for complicated actions.
This includes contests between two or more characters, tasks that may require an extended period of time, and botches, or failures with disastrous consequences.
It is entirely possible to roleplay without ever using the system. The choice to use it or join others that do, even how it's used, is completely up to you. However, keep in mind that certain main events will use this system, so it would be a good idea to at least be familiar with it.
The methods we will use to resolve tasks and conflicts in the system involve a character's stats. There are three cardinal Stats: Power, Energy, and Health. Things like Abilities, Items, and Equipment simply add further advantages for characters.
If you rather use these stats as a simple guide, that is allowed as well. The ones who have a say are usually the thread participants themselves.
RESOLVING ISSUES
Actions are resolved in the System by rolling dice. Actions have difficulty levels, which are usually 4, although some thread coordinators might change the difficulty level depending on the scenario. For each post, you roll a dice. If the number is the difficulty or higher they are counted as successes. Using our default difficulty as an example, 1, 2, or 3 = miss, 4, 5, 6, 7, 8, 9 or 10 = success!
The higher the number, the more favorable the result, with the lowest number (1) being the most horrible outcome, while the highest number (10) is something exceptionally good.
One success of difficulty 4 is sufficient for basic tasks, while a higher number may be required for difficult tasks or tasks performed in trying conditions. For example, trying to heal a close non-moving target could have an average difficulty level while trying to throw a needle and have it go through a small moving target will have a much higher difficulty rating. In the end, the choice is between the players.
During events, staff members might raise the difficulty rating for some actions, depending on what might be happening for the event. If staff members say something like, "To strike this target it's difficulty 6". That means the following posts that attempt that action needs to roll a number six or higher to succeed.
HEALTH
A character's health is tracked via health points. When a character suffers wounds, these are subtracted from their health points in sequential order.
The first few health points represent minor damage, while the later ones indicate serious injury which debilitates, incapacitates or even kills the character. As a character's health is depleted not only do they suffer impairing effects for roleplaying purposes, but they also affect the dice rolls done in the thread. Whatever number players acquired from a dice roll are then effected by their health, where anything from 60% HP or lower has a number subtracted to their roll.
Most character types have a base stat (no equipment or items) of up to ten health points, though exceptional characters like Legendary Characters and Exalted Characters may have more.
The standard levels are: 10/10 HP [100% HP while geared] Full Health. No penalties are issued.
9/9 - 7/7 HP [70% or less HP while geared] Bruised. No penalties are issued.
6/7 HP [60% or less HP while geared] Hurt. -1 penalty to actions and no movement penalties.
5/7 HP [50% or less HP while geared] Injured. -1 penalty to actions and movement is slightly impaired.
4/7 HP [40% or less HP while geared] Wounded. -2 penalty to actions and movement is limited to walking and jogging.
3/7 HP [30% or less HP while geared] Mauled. -2 penalty to actions and movement is significantly impaired.
2/7 HP [20% or less HP while geared] Crippled. -5 penalty to actions and movement is nearly impossible.
1/7 HP [10% or less HP while geared] Incapacitated. A character may take no actions or move due to unconsciousness.
DAMAGE
Damage, as part of the health system, is a source of potential or actual bodily harm. Weapons and abilities, along with other sources of injury, including poisons, diseases and natural hazards, are rated with a percentage of final damage.
Calculating damage simply takes subtracting a source's Power against a character's HP.
DEATH
Your character has been chosen by a god, whether they believe in said god or not. This god will not let this character die until their goals are met.
If an incapacitated character takes further damage, they are dead by the definition of the game; however, because our characters cannot be killed off due to the will of the gods in-game, most characters revive in either two places:
One is the same location, but five posts after, a countdown showing up in your character's user interface. A lot can happen in five posts. Your character revives hurt with only half their HP. Equipment suffers damage if you choose this option. Characters that die in the same thread a second time and choose to revive in the same location their body fell causes a random equipment to break, removing any stat improvement they might provide.
The other is in the game's closest sanctuary location. Sanctuary spots are a location that reveres your patron god, be it a small shrine or a large temple. You determine if you have a shrine for your character in the thread by having rolled one dice in your first post of the thread. Make sure to check the ___ thread for details on how to generate objects in a thread via dice rolls.
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