paridine quick play rules

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  • 7/28/2019 Paridine Quick Play Rules

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    Quick Play RulesQuick Play RulesThe narrator will setup a quest, mission or bounty, and give you the background

    story of what needs to be done by your party. Some Narrators may just throw

    you in a dungeon and slay random monsters.

    Once the movement phase has been initiated, each player takes a turn (clock-

    wise) at rolling a random event. The player must then refer to the "Movement

    Chart" for what happens. Some events require skill rolls, some are just

    progression through a dungeon, and you have a 10% chance of encountering a

    monster.

    The dungeon movement continues, riches are gained and lost throughout the

    game session, and when a monster is encountered; combat begins.

    CCOMBATOMBAT!!There are several ways combat will find its way on to your lap.

    1. You roll a monster event on the movement chart

    2. You decide you want to fight a party member

    3. The narrator placed a monster in a predefined location, and you

    stumble across it.

    In either case, whenever you are forced to fight you must follow the following

    rules and procedures.

    1- InitiativeWhenever you come in contact with a monster, there must be a determining

    factor that specifies which side gets the first sight of the other. Who ever gets

    initiative is usually the person or thing that can first make an action in battle,

    before speed even comes into play.

    The initiative value is determined by rolling a D10, and then you must add your

    initiative modifiers to obtain the final value.

    If you roll a d10 and get a 4, and your character has a +2 to his initiative, the final

    value is 6.

    There are common penalties that you take when rolling initiative.

    Line of Sight- You take a 1 penalty for every grid the target is out of

    line of sight. If your line of sight is 6 grids and your target is 8 grids

    away, you will get a 2 Initiative penalty.

    Everyone in the party must roll initiative for themselves. The person or monster

    with the highest initiative value gets the first turn to engage battle.

    If there is a TIE on initiative then each character can get to attack on their

    initiative. A speed roll them must be done and they go in the order of speed.

    Ambush: If the attacker more than doubles the defenders initiative value, the

    defender is considered ambushed, suffers a 50% penalty to his Dodge and Parry

    Checks, and can not use shield rolls on that turn.

    The Initiative turn happens only once per battle and the attacker can get one free

    move action along with one free assault action.

    After the attacker has made his free move and assault, then everyone must roll a

    speed roll to determine combat order.

    2- Speed RollAfter the initiative round is done. Every character that chooses to act in combat

    must then roll a speed roll. The speed of any character is usually based on the

    weapon or action he is performance. Weapons, spells, prayers and other types

    of assaults have their own speed die. Check your weapon, spell, prayer, spirit

    call, and or song info to determine what speed they give you.

    This speed score will be logged by the narrator. And the order of combat will go

    from fastest to slowest. Monsters win all ties, but if there is a TIE for speedamong the players then the order of combat must go in order of this chart below.

    Speed Tie Priority

    1 Monster

    2 Melee (Engaged)

    1. Open hand

    2. Small weapons

    3. Large weapons

    3 Ranged

    1. Cross bows

    2. Normal bows

    3. Weapon Throwing

    4. Staffs, wands, orbs, or any magic missile firing item

    5. Sling

    6. All others

    4 Melee (unengaged)

    1. Open hand

    2. Small weapons

    3. Large weapons

    5 Shaman Spirit Calls

    6 Magic

    1. Mental

    2. Ranged

    7 Prayers and Miracles

    3- AttackingWhen you attack you choose what you want to do (spell, song, prayer, melee

    attack with sword), and then you roll the corresponding percentile to that ability.

    If you roll under your percentage you make a successful hit and the target must

    defend with the appropriate defense.

    You can also choose from the list of attack options.

    Basic Attack: Make a standard attack at a target

    Must be within range

    This attack does not impose a penalty

    Called Shot: Calling a shot is a way to target a particular part of the

    body. Usually used to bypass armor or hit weak points on a target.

    Difficulty for general large areas (leg, arm, head, etc.)

    Assault Check in half twice (-50% x2)

    Difficulty for very small areas (eyes, mouth, ear, etc.)

    Assault Check in half three times (-50% x3)

    Defensive Combat: Your character takes a defensive stance.

    Takes all actions

    Until your characters next turn you will get the following.

    +20 to your Defense Checks (not to exceed 85%)

    +1 to any shield rolls (max of 5)

    Readied Attack: This is a way to increase the accuracy of your attack.

    Takes all actions

    +20 to your Assault Check (not to exceed 85%)

    Full Run: This action abandons attacking and defending for mobility.

    Takes all actions

    Character can move 3x their movement

    Until characters next turn their Dodge and Parry is at a -50%

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    Melee Attack Options

    Stab: Attempt to stab with a slashing weapon.

    Stab difficulty is: Assault Check in half (-50%)

    This attack causes piercing damage with weapon

    Stab and Twist: This causes more damage to flesh targets. Your

    character will stab with his weapon and twist the weapon to cause

    additional damage.

    This action can be performed after a a target has already been

    hit with a piercing attack.

    Requires a stab action if you are using a slashing weapon

    This will use your next action that turn

    Deals d4 damage to target (counts as separate damage to the

    same target location)

    Wild Swing: Your character makes a wild attack, hitting all engaged

    enemies.

    This can hit multiple engaged targets (they have to be adjacent)

    Take all action

    Difficulty: Assault Check in half (-50%)

    All targets (starting from front, then clock wise) must defend

    from attack

    Attacks hits same body location on all targets.

    Damage is reduced in half for every target hit (in order)

    Ranged Attack Options

    Shot on the Run: This is an attack that can be done while moving.

    movement rounded down

    - 20 to your Assault Check

    If you successfully hit a foe, you must roll a d100 to see where on the body you

    hit them. It is important to know the location since your foe may have armored

    body parts or unarmored body parts that can effect the damage they take. Also,

    certain body parts will reward you with complication penalties to your foe if you

    damage them.

    4- DefendingWhen being attacked you must make a defense check by rolling the appropriate

    stat to defend (Dodge, Parry, Resolve, Grit). If you roll under that percentile you

    succeeded in avoiding the attack.

    If you don't defend the attack you can take damage based on the foe's weapon

    and your armor. See the Taking Damage section later in this tome for details on

    penalties for taking damage and how you can die.

    The battle will continue until all combatants on one side are either dead, run

    away, or surrender.

    5- ExperienceWhen your party defeats an encounter; experience is allocated and at that time.

    The more challenging the encounter, the more experience that is rewarded. The

    experience will be diminished the more players are playing. For one player, there

    is no experience penalty for the encounter but for each additional player the

    experience is reduced by 10%. So if 4 people are playing an encounter worth 100

    experience will reward each player with 60 experience points.

    There is an experience bonus for any player who lands killing blows in a fight. For

    every enemy in battle that is worth experience that your player kills, you will get

    an extra 10% on the base experience worth of that enemy. For example, if you

    kill someone worth 80 experience, you will get an additional 8 experience for the

    killing blow.

    You can spend that experience on endowments, or going up titles. There is alarge list of things to spend experience on and there is a good chance your

    character may die before he or she ever gets to where you want. Aside from

    endowments and titles, you can spend experience on the following...

    Experience Trade Chart

    1 Life Force (not to exceed max) 50 exp

    1 Magic Point up to 100 10 exp

    1 Magic Point from 101-200 20 Exp

    1 Magic Point from 201-300 (doubled the cost every 100) 30 Exp

    1 Banked Chi point 50 exp

    Learn a trained-only skill 200 exp

    1 Acquired skill base point 100 exp

    100 Experience (In town only. Once per adventure or 6 hours

    of game-play.)10,000 gold

    6- Collect TreasureAfter the battle you can search the monsters for a "Random Treasure". The

    treasure can be 1 of 4 treasure classes (Common, Uncommon, Rare, and Epic).

    The more difficult the monster the more rewarding the treasure.

    Each monster will have only 1 random treasure, so if multiple players are going

    for that same treasure, then they will have to all roll their Search Skills and the

    highest roll will win that treasure. The rest get nothing.

    When looting a monster it is all done in turns. Each player chooses what they are

    going for first before any rolls are made. So while some players might go for the

    random treasure others may go for the weapons, or armor on the creature.

    The party continues to loot 1 items at a time until they are all content or the loot

    is gone.

    See the Treasure Chart in this Tome to see the kinds of treasure you canrandomly roll on monsters.

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