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Dungeon Fantasy 'Raiders of the Dead'
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== powered by GURPS == Using the Dungeon Fantasy rules which are focus GUPRS 4th edition '''PBP Ruling''' :'''Luck''' the Luck Advantage will renew every week of game to reflect one hour at a table top '''PBP Combat''' :The GM will make rolls for Initiative and post the order for all to see... ::''Initiative'' is modified Base Speed +1d6, plus any advantages like Combat Reflexes. Generally initiative is only going to be rolled at the beginning of combat. :For Example --Bob the Knight, Kim the Cleric, Alex the Thief and Janet the Wizard are exploring a cave when the come around a corner and see a group of five orcs nearby. The GM rules no one is surprised, rolls initiative and posts the following... ::"Within the huge cave you are exploring you come around a massive stalamite when you see a group of five orcs not five yards (meters) away from you! They roar out in rage and prepair to attack! ::[ooc]No one is surprised so Initiative Order (encumbered Base Speed +1d6 +any other mods, advantages, etc. ::12.25 Bob the Knight ::10.50 Alex the Thief ::10.00 the Orc Boss ::9.25 Janet the Wizard ::7.50 Kim the Cleric ::7.00 Orc Warriors ::Heroes Actions? Remember to include any bonuses, mods, affects and/or maneuvers you are doing in your OOC[/ooc]" :The Players then describe their action in their posts and then in an OOC at the bottom declare their actions for 3-4 rounds and make your Attack, Damage, and type of Defense rolls you want to use in order. Generally make at least 4 of each one including Dodges as some attacks can only be dodged, etc. Make note of any special ability, advantage, etc. that you are using so I do forget. :For example Bob the Knight in his first posts says... ::"Bob the Knight shouts "Lets takes these bastards down yes! Follow my lead!" Bob's sword and shield are out and ready and he rushes the largest orc to slam his shield into it, hoping to knock it down or back. Then with some trickery and guile feints the orc and then slams his sword into the creature!! ::[ooc]Bob is attacking the Orc Boss. On the first round Bob does Shield Rush on it, Shield-14, rolling [rolls a 10] and Damage [1d+1 +2 for the DB of the Shield= 7]. If that's enough to knock him down great. Otherwise following rounds will "Step and Attack" nearest Orc. Bob's attack rolls with his Broadsword-20 [rolling a 12, a 10, a 9, a 15 and a 4]. If the 4 is a Critical [roll 15]. If Bob hits with any of those Damage 2d+7 [rolling a 10, 14, 11, 15 and 13]. For Defenses Bob will default to Parry with this Broadsword (parry-16) and with Weapon Master only suffers 1/2 the penalty for multiples Parries in the same round [rolls 12, 14, 8, 10, 11 and 12]. If he falls below 14 he will then Block or if that is his only defense option [roll 10, 13, 9]. And finally if he needs to Dodge 9 [rolls 10, 14, 8 and 6].[/ooc] :Once everyone has posted their actions and rolls the GM will sort it out and post the results. Then the process repeats until combat ends :'''Rules for Sorcery''' updates from the '''Thaumatology: Sorcery''' PDF :A sorcerer can focus on only one spell at a time. Thus, while he is maintaining one spell, he cannot cast or maintain a different one. In order to maintain one spell and cast enough you are suppose to pay the full price, instead of 1/5, for your most expensive spell. This allows you to maintain one spell and still cast enough. :As a rule, sorcery spells cost 1 FP to cast. This keeps just enough resource management in sorcery to prevent its spells from turning into superpowers. As an optional rule, the GM may instead give sorcerers more flexibility by requiring them to meet any two of the following four requirements when casting a spell: :1. Pay 1 FP upon casting the spell. :2. Pay 1 FP upon casting the spell. :3. Perform obvious physical gestures, requiring some torso and leg movement and exaggerated arm movement, for the duration of the casting. The sorcerer can meet this requirement if he is sitting (unbound) or if his legs are chained, but not if his legs are clamped in place, he is tied to a chair, or his arms are restrained in any way. :4. Speak an obvious ritual chant, at normal conversation levels, for the duration of the casting. The sorcerer cannot be gagged and this makes Stealth (to be silent) impossible. :'''Advantages''' ::'''Accelerated Casting''' is a power-up costing 10 points, and allows her to switch spells instantly instead of having to spend 1 second concentrating. For example, if she has Fly active, she can land in one turn and immediately fire a lightning bolt on the next.
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