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1 - Basics of the Game
Topic Started: Jun 18 2013, 04:59 AM (19 Views)
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Since this is an early version of the game and will most likely be played by those with some familiarity with rps I won't get too much into the whole what a role playing game is buisness and talk more about what makes this different from other games and rules and info that do need to be known to play the game itself.


Welcome to New Worlds

Thousands of years ago strange ruins appeared across the at the time only settled human world of Saerov and with it dangerous and deadly creatures. Some chose to fled either into the underground tunnels or up into floating islands that dotted the sky of Saerov while others began raiding the ruins bringing back powerful magic items and ancient technology which they used to quickly advance there own technology, setting themselves up on the sky islands and using airships to get around.

After a few hundred years humanity had taken to space using ancient magitech devices to traverse the stars and taken other nearby planets with different factions taking over different worlds nearby (See the faction section), largely leaving the old world by the wayside. As of recently man has left the nearby planets to travel to those farther away discovering new sections of the systems called the Frontier Worlds, ones even more dangerous than the world where they hailed from, filled with ruins with even better relics and information and even more dangerous creatures, building sky cities on these worlds in order to send brave ruin hunters into the ruins here.

Many relic hunters have come together founding there own groups in order to raid ruins, due to high risk of dungeons, whole armies would get wiped out on a single dungeon and only the best could survive them and the high reward, power and wealth beyond ones wildest dreams, organizations of Relic Hunters have come together to attempt to raid these ruins while powerful factions such as the Sarotai Empire using this as a test for there most powerful leaders, meanwhile other types have appeared due to the ruins such as archaelogists and magicians to study and master ancient artifacts, merchants to buy and sell them and pirates to hit up the merchant ships and attempt to make it rich by hitting up the merchant ships before the gate away. Such is the way of the New Worlds however.

(For more information see Chapter 3)


Some Important Terms
Before we get started with game rules and the like there are some important terms that will appear throughout the game it would be helpful to know first.

ABS (Attribute Bonus Score) - A special score that represents raw attributes adding to your ability to perform an attempt at something by being added to your attribute rolls. For how to generate this see the character creation section of this chapter.

CL (Challenge Level) - Represents the challenge of a task, it is chosen by the GM based on the task itself, and then modifiers that would make the task more or less challenging such as a large amount of onlookers for pick pocketing or light level for a stealth check are added to the CL.

1-5 Very Easy
6-10 - Easy
11-16 - Medium
16-22 - Hard
22-28 - Very Hard
29+ - Near Impossible


XP (Experience Points) - Granted for completing various challenges, the GM doles this out in various amounts based on the challenge of what you've done, it represents how much your character knows and has learned and is used to buy Character Points.

CP (Character Points) - Bought for XP (100 XP for 1 CP) which can be used to purchase traits, CP may also be gained by purchasing weakness'


Attribute and Skill Rolls

Probably the most used rule in the game is for attribute and skill rolls, due to it covering most things in the game, GMs may call for an attribute roll when the character is attempting to save versus something that ties into what that attribute covers, alternatively characters may attempt something that requires little focused skill such as lifting a rock beyond your strength score, jumping over a large gap or attempting to resist mind control. When a character attempts an attribute roll they roll 1d20 and add there ABS for the attribute that would most likely be connected with that task, the total must be above the CL for that task

Skill rolls are done the same as attribute rolls but instead of for general raw ability for things the character has focused training in and instead of the ABS for a stat the character adds there Skill Score to the d20 roll.

When attempting to make a check against other players or NPCs they both must roll 1d20 and add there own score or the best score for defending against it, for instance a character making a stealth check would add there stealth and the person competing would add there Per ABS. Additionally up to two character's may work together on certain checks, which ones would be decided by the GM. When working together on a check the first player may use there full score while the second uses 50% of there own.

While performing these checks however one must keep in mind that a natural 1 (IE a roll of 1 on a dice roll before modifiers and bonus') is an automatic failure (Called a critical failure) and a natural 20 (Called a critical success) is an automatic success regardless of CL, GMs may also choose to have special effects happen based on these, such as a critical failure when attempting to disarm a bomb causing it to explode prematurely.


Common Negatives

Character's gain negatives to some types of rolls based on their surroundings or other actions they take most of these are decided by GM but some typical ones are included bellow.

Stealth Negative: Onlookers -3
Stealth Negative: Terrain -2
Stealth Negative: Moderate Light -1
Stealth Negative: High Light -3
Stealth Negative: Combat: -4
Stealth Bonus: Noisy Surrounding +2

Persuasion Negative: Disliked -3
Persuasion Positive: Liked +3

Hit Negative: Low Light/Dim Vision: -3
Hit Negative: Dark/Blind: -7
Hit Negative: Walking: -2
Hit Negative: Running: -4
Hit Negative: Vehicle: -6

All Negatives: Distracted -2
All Negatives: Light Pain: -1
All Negatives: Medium Pain: -2
All Negatives: Heavy Pain -4
All Negatives: Intoxicated: -3


Travel and Vehicles

In a vast and dangerous universe one needs to get around as fast as possible, there are many options for this that fill there own section here, see bellow for more methods.

On foot
Character's can move for up to 10 hours a day before begining to lose stamina at a rate of 10 per hour, covering roughly 20km per hour.

Car
Cars and motorcycles are available some places to get around and although speed may increase things can get in the way. On the average world vehicles can get around at the speed of 60km per hour. Car cost $30-$70 000, fuel costs 1 unit per hour of travel time, average car can hold 5 units.

Train
Trains can be taken to get around quite quickly, most worlds even less civilized ones have rail lines and train tickets don't normally cost all that much, additionally long distance rail lines also allow people to rent out rooms and some of them can get quite nice.
Single Train Ticket $20 per 100km
Bullet Train Ticket $50 per 100km
Train Room $300 per day
Fancy Train Room $520 per day
Train Movement 100km per hour

Ark
Arks are air ships but since man has taken to the stars they have used ancient magics to allow them to travel through space, they are smaller but a lot faster and more powerful than larger starships and are thus more frequently used.


Time

Normally time in game passes at roughly 5x faster than real time, thus 2 minutes real time is about 10 minutes in game, there are exceptions of course however. While waiting, sleeping, traveling, or performing a set action for a set amount of time, you can fast forward until the end of the waiting time or until something happens.

Combat progresses at a different rate altogether, each round takes up 6 seconds, with 10 rounds being a full minute.


Reputation

The reputation system replaces the alignment system of other games, in place of becoming more good or evil based on your actions, positive and negative actions noticed by others will give you positive and negative reputation that will modify how others react to you. Requirements on reputation may be required to perform certain actions, go certain places or work with certain people, additionally positive reputation gives you a bonus to persuasion attempts and negative to intimidation checks while both lower prices at stores.

For every 20 points of reputation (Up to a max of 100) you gain +1 to the bonus of that sort.

For every 5 points of reputation (Up to a max of 100) you gain 1% reduced prices at all stores.


Faction Rep

As well as general reputation you have seperate reputation with each group or faction you associate yourself with, this is kept track of by the gm and you gain positive reputation and negative reputation when you hinder that faction. Based on the faction there positive reputation may be based on your positive or negative reputation and vice versa, for instance a crime syndicate or slaver ring may start higher based on negative reputation while more law abiding groups may gain a starting rep based on negative rep, this is equal to 20% of your current rep, beware though that negative rep may effect other factions.


Purchasing Skills
Character's gain a set amount of skills at first level which begin at 0 rank, but characters can later spend 2 CP to purchase a skill they do not have at rank 0, character's can then purchase upgrading for skills at a cost equal to the rank in CP. To purchase higher ranks of skills you must first have purchased the previous ranks so for instance to purchase a rank 4 skill you must purchase rank 0 to gain the skill, rank 1, 2, 3 and 4 for a total cost of 12 CP. Skills can be increased to a max rank based on there int score.

1 - 0
2 - 2
3 - 3
4-6 - 5
7-9 - 6
10-14 - 7
15-20 - 8
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