Hitchhiker's Guide to Wonderland
Jul 24, 2015 4:30:26 GMT -8
Post by Daiwa Scarlet on Jul 24, 2015 4:30:26 GMT -8
~Rules~
Caution: This is Wonderland~
State your intentions~ It may change things~
Caution: This is Wonderland~
State your intentions~ It may change things~
Sometimes, nonsense is the only sense there is~
All base rules apply at the start.
All base rules apply at the start.
You can only own one enchanted item (unless told otherwise).
One item can be soul bound and cannot be stolen without a chance to resist.
Personallystolen claimed rooms can hold up to three items. You can only take one room.
If you don't have a convincing argument for moving or destroying plot then it wont happen.
One item can be soul bound and cannot be stolen without a chance to resist.
Personally
If you don't have a convincing argument for moving or destroying plot then it wont happen.
After an unmarked passage has been used enough times or completely neglected by the majority of the player base for long enough, I may put some indication that it exists.
Level
When you level, you can choose either mental or physical.
What they do? Who knows~
Being active in general gives experience, and those behind get a boost.
You shouldn't expect to get past level 10 or so, as the experience necessary gets steep.
Everyone starts at level 3.
Being active in general gives experience, and those behind get a boost.
You shouldn't expect to get past level 10 or so, as the experience necessary gets steep.
Everyone starts at level 3.
Combat
During each turn, you can make as many actions as you have available.
Each mental action can be used for charging a level of an ability and each physical action can be a swing of a weapon or blocking of an attack.
You can tie minor actions like dodging, running, or grabbing with a major physical action like an attack.
Minor actions have to reasonably tie into the major action.
Minor actions can also be used as a major action for greater effect.
Up to two attacks can be attempted per turn, with an additional attack when someone reaches level 5 and level 10.
If then scenarios can also be created for where the action point would be directed if another scenario does not happen.
Weapon proficiency allows you to use weapons up to a certain weight and increases with training your body.
Using weapons over your weapon proficiency will require more action points, or lacking that, cause a light strike.
Ability proficiency works similarly in that using abilities over your proficiency will cause then to start losing proficiency bonuses.
Putting more action points into an action like a strike would cause a heavy strike.
Players have a limited energy pool for using abilities, although it does regenerate.
Two action points of physical can take the place of one mental and vice versa.
Please do tell what the intentions of the attack were.
If you intend for a strike to the knee to be crippling then say so, or I may not take it into consideration when determining the outcome.
Attacks will be aimed toward the body unless you specify otherwise.
Each mental action can be used for charging a level of an ability and each physical action can be a swing of a weapon or blocking of an attack.
You can tie minor actions like dodging, running, or grabbing with a major physical action like an attack.
Minor actions have to reasonably tie into the major action.
Minor actions can also be used as a major action for greater effect.
Up to two attacks can be attempted per turn, with an additional attack when someone reaches level 5 and level 10.
If then scenarios can also be created for where the action point would be directed if another scenario does not happen.
Weapon proficiency allows you to use weapons up to a certain weight and increases with training your body.
Using weapons over your weapon proficiency will require more action points, or lacking that, cause a light strike.
Ability proficiency works similarly in that using abilities over your proficiency will cause then to start losing proficiency bonuses.
Putting more action points into an action like a strike would cause a heavy strike.
Players have a limited energy pool for using abilities, although it does regenerate.
Two action points of physical can take the place of one mental and vice versa.
Please do tell what the intentions of the attack were.
If you intend for a strike to the knee to be crippling then say so, or I may not take it into consideration when determining the outcome.
Attacks will be aimed toward the body unless you specify otherwise.
Ability
The abilities you can use depends on your affinities. The basic elements are fire, water, air, earth, lightning, light, and dark. Abilities involving space, time, magic, and other unlisted categories are also possible (but may require limiters). There are sub categories like metal, plant, or ice which increases your power with abilities of that direction. Abilities have a base level with which they can be used, but increasing the level beyond is possible. Some abilities may count for both magical and physical like with strengthening abilities or created plants. Abilities can not be cast and used on the same turn (basically the opponent will get some type of warning), except for those along the lines of defensive abilities for blocking an eminent attack. The cast method will also be assumed vocal unless you create another type.
The abilities you can use depends on your affinities. The basic elements are fire, water, air, earth, lightning, light, and dark. Abilities involving space, time, magic, and other unlisted categories are also possible (but may require limiters). There are sub categories like metal, plant, or ice which increases your power with abilities of that direction. Abilities have a base level with which they can be used, but increasing the level beyond is possible. Some abilities may count for both magical and physical like with strengthening abilities or created plants. Abilities can not be cast and used on the same turn (basically the opponent will get some type of warning), except for those along the lines of defensive abilities for blocking an eminent attack. The cast method will also be assumed vocal unless you create another type.
Ability Modification
You can make modifications to your ability if you can explain how your character does so. This will raise the level of the ability or otherwise change it. For example, a character which is proficient in wind and fire magics could make guided fireballs. I wouldn't expect anyone to get powerful enough to make something like a flaming twister (maybe a small one). The creation can be upgraded in an ability point to increase your proficiency with it (only way to gain perfect proficiency). Ability points can also be used to increase your proficiency with an element, expand into a sub element, or learn a new element. You gain additional points with every two levels of your general level. You gain an ability slot with every three levels of your general level. The abilities in the slots can be changed once a day while out of combat.
You can make modifications to your ability if you can explain how your character does so. This will raise the level of the ability or otherwise change it. For example, a character which is proficient in wind and fire magics could make guided fireballs. I wouldn't expect anyone to get powerful enough to make something like a flaming twister (maybe a small one). The creation can be upgraded in an ability point to increase your proficiency with it (only way to gain perfect proficiency). Ability points can also be used to increase your proficiency with an element, expand into a sub element, or learn a new element. You gain additional points with every two levels of your general level. You gain an ability slot with every three levels of your general level. The abilities in the slots can be changed once a day while out of combat.
Weapon Modification
Normal weapons can be enchanted with an element which allows the wielder to use abilities of that element. This places them into the category of an enchanted item for the purpose of limitations. Enchanted items do not necessarily have an elemental enchantment and the amount of enchantment possible will vary. The amount that a weapon can be upgraded will also vary, but generally a unique item can be enchanted further. The enchantment on an item does not stack with the elemental proficiency of the player and the higher proficiency will be taken into account for calculations when casting.
Normal weapons can be enchanted with an element which allows the wielder to use abilities of that element. This places them into the category of an enchanted item for the purpose of limitations. Enchanted items do not necessarily have an elemental enchantment and the amount of enchantment possible will vary. The amount that a weapon can be upgraded will also vary, but generally a unique item can be enchanted further. The enchantment on an item does not stack with the elemental proficiency of the player and the higher proficiency will be taken into account for calculations when casting.
In combat, you can move faster for your size.
However, your size keeps you from some indoor areas.
On the other hand, it can also allow you to reach other areas that were too high before (be creative as you may open new paths).
Some things may be too small to see, unless you actively seek them.
It is also quite easy to see you from afar.
Your strength is enhanced as a giant and you can carry double your capacity.
The potion shrinks you.
It takes longer to cross normal rooms (1 minute).
You can sneak into small places that your large body had kept you from.
You are weaker while small and can only carry half your capacity.
It takes longer to cross normal rooms (1 minute).
You can sneak into small places that your large body had kept you from.
You are weaker while small and can only carry half your capacity.
Oh yes, please excuse my fantasyworldinsults~