Rules Summary - The Simple version?

The place to talk about the rules of the system and to get any help with the making of characters etc.

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Rules Summary - The Simple version?

Postby Will » Tue Mar 04, 2008 12:43 am

Now obviously, there's a lot to take in if you really want to know everything about the system (hell, I know I don't know everything any more...).

So, here's a summary of the essentials you need to know to be able to play.

Takes a moment to acknowledge that someone just got shot in the head in DBZ and that's pretty savage...

So anyway...

Combat
Every character has a base of 1 hit to each location (head, body, each arm and each leg).

Extra hits are gained by:
Armour - 1 hit for soft leather/furs, 2 for hard, 3 for studded, 4 for ring mail, 5 for chain mail, 6 for plate (phys rep must be metal or that special norton armouries stuff I think is so cool).

Armour can be stacked, but for every extra layer of each type they grant one less point of protection (the types are leather, mail and plate). So two layers of studded leather would grant 5 points not 6. 3 would grant 6 not 9. 4 layers would still grant 6... not 12, etc...

Furs may be stacked to infinity (though this is not recomended)

Armour only applies if the armour is hit. If an exposed patch is hit, the armour doesn't count.

Some classes have a limit on how many hits armour can give them.

Dexterity/Parries
These grant 'global' hits. These are taken before other hits. The best way to describe a global hit is with an example...

Someone with a global hit takes a double to the chest. The global hit takes one point, the other goes to the chest. The next double goes to the head (Heart of Pargon discourages head shots). The global hit has already been used, and so the full two points of damage are taken to the head.

These hits are recovered at the end of every encounter, or with a couple of minutes rest. They do not count if you are unable to move. Parries cannot be used versus arrows or spells or blows from behind.

Extra Location Hits
With skill points, you can buy extra hits to your base locations.

Magic
Typically, there are a couple of spells that are used to grant extra hits. Rockskin gives hits to locations, and Shield of Purity/Darkness grants global hits. Explanations for these can be found in the spell description.

Dead?
A location becomes inactive at 0. At -8 it is destroyed. In the case of the head and body, this will mean you are dead...

When a location hits -1, it begins to deteriorate, at the rate of 1 point every 2 minutes. Any healing or a rough bandage will stop this deterioration.

Soul
Most characters start with 8 soul. Soul is a measure of how strong you are mentally or spiritually. The main purpose of soul is resisting/causing certain effects, almost exclusively domination. If someone is trying to use a spell they will usually shout a number after the spell. This is their current number of soul points. If this is equal to or greater than your own, the spell takes effect. If less, it does not. Convesly, if you are casting a spell that involves soul, you should call your current number of soul points. If equal to or greater than your targets, the spell works.

If you take damage to your soul, it is more akin to a great emotional pain. At 0 you are unconscious, at -8 you are dead.

Essence
In the world of Velmaneth, there are individuals charged with the power to shape destiny. These individuals are dubbed "Heroes" for good or bad, and possess what is known as essence. This essence is the force that drives them to great feats of ingenuity, physical prowess or magical destruction.

Every character has essence. Depending on your class/race, it can be used in different ways. A scout for example might have access to stealthy abilities they use for essence. A mage would use essence for their spells. Some races grant innate abilities that can be used with essence, for example all elves get a selection of spell like abilities to use.

All use of essence (skills or abilities or otherwise) takes 2 seconds of appropriate preparation per point of essence to be used unless otherwise stated.

Character Development
Each character starts with ten skill and 10 essence. You should choose a race and class. This will determine how much your skills cost and how much your abilities cost. There are 3 categories of skills (martial, stealth and academic) and 4 categories of abilities (force, cunning, magic and battle). Each class and race has different modifiers for skills, and each class (not race) has different modifiers for abilities. For example, a ranger has +0 for martial, -1 for stealth and +1 for academic. They also have similar modifiers for magic. A wood elf would have exactly the same, so in total their modifier is +0 for martial, -2 for stealth and +2 for academic. Each skill has a base cost, so if the character wanted to buy a skill in stealth, it would cost the base cost, -2.

You are awarded skill and essence at the end of every adventure. You may use your skill to buy extra skills/abilities. Skills are typically passive things that are always in effect. Abilities are typically things that require essence to use.

Criteria for skill awards can be found here:
http://www.heartofpargon.co.uk/forums/viewtopic.php?f=11&t=1829

Magic
Some classes can cast spells. The ability to buy spells is bought with skill.

Spells are divided up into a number of spheres (fire, air, earth, water, light, shadow, life, death, meta).

Each sphere is divided up into 5 circles (standardly). The 1st circle will have the lowest level spells, the second more powerful etc etc. A spell casting class will buy each circle seperately, and as a result gain access to those spells. So for example, circle one fire might give them fire dart, ignite, and a few other low level spells, and cost 6 skill (+ or - modifiers from class).

Different classes have different spell casting capabilities. Rangers and Bards for example will find that it is more expensive for them to buy spells and that they are very limited in how many they can buy. Each spell casting class has an influence list which says which spheres they can buy, and a spell capacity, which says how many circles they can buy each threshold (threshold 2 is at 30 skill, 3 at 60 and 4 at 120). A mage for example has spell capacity 4 and an influence list of fire, air, earth, water, light, shadow, meta. This means that they can buy up to 4 circles of magic out of those 7 spheres. This can be 4 circles in one sphere, 1 circle in 4 spheres or whatever other combination...

Elves are the only race that gets a skill modifier on magic, -1 to buy their own element.

Every spell casting class can choose a specialist when starting. This means that they pick one sphere. All spells in that sphere cost 1 less essence to cast, to a minimum of one. They also get one extra spell capacity in that sphere. They also gain access to a number of skills and a spell only avaliable to a specialist. However, you will forever lose access to you opposing sphere (Fire vs water, earth vs air, light vs shadow and life vs death). Meta magic has no opposing sphere, bu conversly, there are some skills you cannot get by specialising meta.
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Re: Rules Summary - The Simple version?

Postby Will » Tue Mar 04, 2008 12:44 am

The Books
The rules are currently divided into four.

The Core Rules - Deals with the main system. Life and death and character development and all that jazz.

The Heroes Way - Deals with skills and abilities

The Peoples of Velmaneth - deals with classes and races

The Tome of Magic - Take a wild guess
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Re: Rules Summary - The Simple version?

Postby Will » Tue Mar 04, 2008 12:46 am

And Beyond?
Well... that's just scraping the surface really...

Beyond this there are masses of skill/abilities/spells to get you head around, as well as a massive world, tons of races and classes...

And as if that weren't enough, there's a whole unique system, where people apply for unique races/classes/spells etc etc, which are completely outside the written system...

So really... there's no end...
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Re: Rules Summary - The Simple version?

Postby Will » Tue Mar 04, 2008 12:47 am

Most Common Spells

Whirlwind: Knocks you (one person) back 20 feet from the point they are standing. 20 feet is about 7 good steps.

Quicksand: You sink up to your knees into the groun and cannot move your legs below this point. You can be lifted out by one person on either side. Not one person with strength, you need the correct balance. You cannot lift yourself out.

Dart/Bolt/Strike/Blast: A dart does one point of damage, bolt three, strike 5 and blast 2 points to every location. Unless otherwise stated this damage is to the chest. A blast will destroy a sield of purity/darkness no matter how many hits are left in the shield, but no damage will be taken by the target in this case.
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Re: Rules Summary - The Simple version?

Postby Will » Tue Mar 04, 2008 12:48 am

Some common starting character spends
Anyone like to come up with a few of these?
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Re: Rules Summary - The Simple version?

Postby Alice » Thu Jun 19, 2008 9:30 pm

Whats DBZ mean??
Fulica - Air Elf Scout - You know the rest
Elioli - Telefret Druid - Descendant of the original Haran
Blaize - Unholy Champion of Helistos - With a melted face
"There are biscuits up ahead, shall I load my biscuit?"

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Re: Rules Summary - The Simple version?

Postby Will » Thu Jun 19, 2008 9:52 pm

Dragon Ball Z :)
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Re: Rules Summary - The Simple version?

Postby Edd » Thu Dec 10, 2009 4:32 pm

Sword and Board

Race: Larkant
Class: Warrior
Spend:
Weapon Prof: 1 handed sword (2)
Strength (2)
Sheild Prof (1)
Extra loc hits (2)
Extra loc hits (3)

You're 3 hits per (+ whatever armour you put on) calling doubles with a sword, and the best defence in the game - a shield. You use your essence on 'persistance', the Larkant racial ability, which stops you being stopped in fights, and have a 9 soul, instead of 8 - no-one's dominating you!

Stabby McStab

Race: Shadow Elf
Class: Scout
Spend:
Weapon Prof: daggers (2)
Ambidexterity (2)
Dexterity (2)
Dexterity (3)
Tracking Rank 1 (1)

You call double with a dagger in either hand, two global hits ontop of your armour (make sure you don't go over 3 points - or you'll lose Dex!) Use tracking to show the party you can be helpful, and your shadow elf innates - shadowkin, shadowshift, poison to get in behind enimies and kill them quickly!

Burn Baby Burn

Race: Fire Elf
Class: High Mage
Spend:
Circle One Fire (3)
Circle Two Fire (4)
Read and Write (1)

You burn stuff, pretty much...use your essence to set stuff on fire...

Utility Mage

Race: Telefret
Class: Mage
Spend:
Circle One Water (6)
Meditate (4)

As a telefret you get a free circle of magic - take Circle One Life - now you can heal and mend armour...you have 15 essence (not 10) and the ability to get it back - warriors, scouts and wizards alike will love you!
Razorwind - Paladin of Quaos
Doki Rinsei - Sword of Life and Fire
Caspian 'Fledgling' Coshwood - Psycomancer, Erathil's Prodigy
Scorch - Efreeti Null Mage

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Re: Rules Summary - The Simple version?

Postby spsblue » Thu Dec 10, 2009 7:48 pm

Out of character stuff:

A finger / arm in the air means 'you can't see me for some reason' - could be magic, or could be a dead monster returning to a respawn point.
Monsters obviously carrying kit bags are exempt from this.

'Side of the path' can be called by anyone upon spotting dog walkers or ramblers or similar.. Roleplay either pauses if very narrow or a combat encounter or if merely talking, roleplay can continue off the pathway. If Horses are involved this is NOT shouted, but the roleplay pauses, those with makeup or unusual hair look away, armour and swords are lowered / hidden to avoid spooking the horses.

Time Freeze / Time Stop are the causes for stopping roleplay. Play is resumed with the call, 'Heads Up, pause, Time In' or sometimes just 'Time In'. Time Faff means the monsters aren't ready, so keep roleplaying but don't advance - we try to avoid this.

When your character/monster is knocked unconcious, sneak a glance at the ground where you are about to fall and fall gently, so as too avoid brambles, hard rock etc. as much as possible. Most LRIs (Larp Related Injuries) can be avoided by this glance around.
Andy Cooper or
Kestrel Updraft (Avian scholar)
Korthain DEAD (1)
Derwent Thurza DEAD (2)
Corporal Cynrick DEAD (3)
Fionan Druce (Life Elf Druid)
WOA: Jasper Methlar (Telefret High Mage)


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