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Welcome to the wiki page for The Spirit Path, Heroquest game run by Mandacaru.
 
Welcome to the wiki page for The Spirit Path, Heroquest game run by Mandacaru.
  
Links: [http://forum.rpg.net/showthread.php?t=455602 Recruitment] [http://forum.rpg.net/showthread.php?p=10457119 IC] [http://forum.rpg.net/showthread.php?t=456568 OOC]  
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==Characters==
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*[[Lrall]], Son of the Lost Wanderer Dlen, Survivor of the Rite of Thorns, Keeper of the Pathways, Rosebearer of Queen Alachia, Wielder of the Red Mace of Keck (player: Coyoteboy)
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*[[Template&Chargen]] - go here to see how to make a character
  
=Characters=
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==The World==
*[[Lrall]], Son of the Lost Wanderer Dlen, Survivor of the Rite of Thorns, Keeper of the Pathways, Rosebearer of Queen Alachia, Wielder of the Red Mace of Keck (''Player: Coyoteboy'')
 
*[[Zonpar the Wayfarer]] ''Player: Julius Sleazer''
 
*[[Chargen & Template]] - go here to see how to make a character
 
 
 
*[[Spirit Path NPCs]]
 
 
 
=The World=
 
 
text
 
text
  
=Rules=
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==Rules==
'''1. Chargen''' is explained on the template character sheet.  
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*1
 
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*2
'''2. Abilities''' can be pretty much anything, including contacts, personality traits and so on. However, some abilities are tricky and need discussion (e.g. 'Lucky'). We'll sort this out via discussion. Above 20, an ability is called a ''Mastery'', so we go 19, 20, 1M, 2M and so on. You might see me write 1W, but I mean 1M when I do that.
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:sub1
 
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:sub2
'''3. Contests and Target Numbers.'''
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Chargen rules are explained on the template character sheet.  
*''Setting up Contests'' It helps if we know exactly what you are trying to achieve. We will be setting up and resolving ''contests'' rather than ''tasks''. Thus, we might use a single roll to decide if you defeat your enemy. There is no difference, ''a priori'', between combat and other contests. We might decide some contests are automatic successes.
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Augments and Target Numbers:
 
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You may use up to 2 of your character's abilities to augment.  
*''Target Numbers'' are based on your ability rating +/- your 'Vitality' (see below). I may add 'improvisational modifiers' (you are using 'Sword and Shield Combat' but only have a club and shield) or 'circumstantial modifiers' (terrain, weather, you are trying something particularly easy/difficult/cunning).  
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You may add weaknesses as negative augments.  
 
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You may add single abilities from any number of other characters as augments, including followers.  
'''4. Contest Resolution.'''
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The final augment is 10% of the sum of the above, rounded appropriately (e.g. augments of 18 +15 +15 from friend = 48, gives total augment of +5).  
*''Rolling for Outcomes.'' Two opponents have 2 opposing TN's. If each has a mastery, these cancel (i.e. 2M vs. 13M equates with 2 vs. 13). Each tries to roll under the TN on a d20, so we have a pair of outcomes to match up with eachother:
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Any equipment, plus vitality (see below) is added straight to the final score to get your TN.
** 1 = critical
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Upping the stakes. Before the contest, you may use appropriate narration to up the stakes. The outcome of the contest (marginal, minor, major or complete) moves up 1 step (e.g. minor victory/defeat moves to major victory/defeat) to a maximum of complete. You may up the stakes two levels if you choose. But you may not cry afterwards.  
** equal or less = success
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Hold your ground/play for time. As upping the stakes, but you reduce the stakes, such that victory levels move down one. Caution: moving below marginal does not yield a tie but instead a swapping of (marginal) defeat and victory.  
** over = fail
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Pyrrhic victory. If you win a contest, you may increase your opponent's defeat level by one post hoc but you take a wound of -4 (see vitality below).  
** 20 = fumble
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Results of contests. Beside the classic narrative consequences of contest outcomes, we will use the following effects on Vitality:
 
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Defeat  - Marginal -2, Minor -4, Major -6, Complete -6 (represent wounds etc)  
*''Bumping with Masteries or Hero Points.'' If you have a mastery, you improve your result ('bump') by one step (e.g. I have 4M and roll a 3, I get a critical rather than a success). You may also use a hero point to improve a result in the same fashion.
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Victory - Marginal +1, Minor +2, Major +3, Complete +4 (represents being flushed with victory. Note: these will not apply if there is a 1 or more mastery imbalance in favour of the eventual victor).  
 
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Vitality.  
*''Contest Outcomes.'' If you have better than your opponent, you win the contest (low roll wins ties). How much better decides victory level. The victory/defeat level has a numerical effect on your 'Vitality' (see below) and narrative results, which I will explain in-game.
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Your current level is cumulative/additive; thus, if you are on +3 and score a minor defeat, you drop to -1. Likewise, it can be a way to get "healed".  
** Equal results (e.g. two successes) but low roll decides the tie = Marginal victory/defeat
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Vitality is added to the Target Number for every roll you make!  
** One result better (e.g. critical vs. success) = Minor victory/defeat
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Vitality is limited between -10 ("dying") and +10
** Two results better (e.g. critical vs. fail) = Major victory/defeat
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Healing.  
** Three results better (e.g. critical vs. fumble) = Complete victory/defeat
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Natural healing - your vitality moves one step towards 0 every day (e.g. after sleeping).  
 
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Active healing may be attempted once per day, using a skill appropriate to the cause of the wound.  
*''End of the Contest.'' In principle, the contest is now finished. It is possible we will carry things on when there is a particularly important contest. This is a 'chained contest' and runs until one party opts to leave the contest.
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the default is an automatic success which heals one point in addition to natural healing.  
 
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a more aggressive healing effort is a contest against (10 + the square of the vitality) and includes the active party's vitality (i.e. healing yourself has a negative effect of vitality). Any success level restores the victim to -2 vitality. Failure worsens the condition by -2.
*''Group Contests.'' I will fly by the seat of my pants. It has always worked (or looked like it from where I sit) so far.
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Example: Jim has been bitten by a venemous snake and is on -7 vitality.  
 
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He is alone so rests up for a day, scoring a +1 natural healing shift to -6  
'''5. Vitality.'''
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At the same time, he applies a moss poultice using his very own Survive in the Wild 3W2 ability to score an automatic success of +1. He is now on -5.  
*''Contests Affect Vitality.''
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Next day, he has to move on so he uses the same ability at 3W2 -10 improvisational modifier and -5 for his sickness. His TN is 8W, facing (10+5^2 = 35 or 15W). He scores a success so heals 3 vitality and is now on -2, ready to move on but feeling the after-effects. Had he failed, he would have been on -7, so back where he started.  
** Defeat  - Marginal -2, Minor -4, Major -6, Complete -8 (represent wounds, despondency etc)  
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Seems to make sense to me :)   
** Victory - Marginal +1, Minor +2, Major +3, Complete +4 (represents being flushed with victory. Note: these will not apply if there is a 1 or more mastery imbalance in favour of the eventual victor).  
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Simple and chained contests. The default is simple, yielding victory levels as above, but the vitality rules allow for continued contests and upping the stakes plus vitality should capture the bidding aspect of extended contests in these chained contests.  
 
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Character advancement. Start with 5 Hero Points. One aim of the limited pool of abilities is to make character advancement more meaningful. HP can be spent thus:  
*''How Vitality Works.'' Vitality is an amorphous mix of physical and emotional state. It starts at 0 and is limited between -10 ("dying") and +10 ("incredibly full of yourself"). Your current level is cumulative/additive; thus, if you are on +3 and score a minor defeat, you drop to -1. Likewise, victory can be a way to get "healed" (or to get a boost before a contest, if you think about it). Vitality is added to the Target Number for every roll you make!  
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1HP to bump a result post hoc.  
 
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2HP to raise an ability by 1 (to make bumping more expensive, indirectly)  
'''6. Healing.'''
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1HP to raise an ability by 1 with a concurrent increase of a weakness by 1 (an incentive)
*''Natural healing'' - your vitality moves one step towards 0 every day (e.g. after sleeping).  
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2HP for a new ability at 14
*''Active healing'' may be attempted once per day, using a skill appropriate to the cause of the wound. The default is an automatic success which heals one point in addition to natural healing. A more aggressive healing effort is a contest against (10 + the square of the vitality) and includes the active party's vitality (i.e. healing yourself has a negative effect of vitality). Any success level restores the victim to -2 vitality. Failure worsens the condition by -2.
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Magic. You may have magic abilities or items. Each time you use an ability (or item? thoughts?), take -1 Vitality. Prior to a contest, you may also increase your magical ability rating by 3 at the cost of an extra Vitality point. Thus: +0 costs -1V; +3 costs -2V; +6 costs -3V; +9 costs -4V and so on [we may adjust this scale later]. Magicians have ways to defer this cost, via sacrifices, captives and so on.  
*''Example:'' Jim has been bitten by a venomous snake and is on -7 vitality.  
 
**He is alone so rests up for a day, scoring a +1 natural healing shift to -6.
 
**At the same time, he applies a moss poultice using his very own Survive in the Wild 3W2 ability to score an automatic success of +1. He is now on -5.  
 
**Next day, he has to move on so he uses the same ability at 3W2 -10 improvisational modifier and -5 for his sickness. His TN is 8W, facing (10+5^2 = 35 or 15W). He scores a success so heals 3 vitality and is now on -2, ready to move on but feeling the after-effects. Had he failed, he would have been on -7, so back where he started.  
 
** Seems to make sense to me :)  Let's see if it works.
 
 
 
'''7. Hero Points & Character Advancement.''' Start with 5 Hero Points. (Note that one aim of the limited pool of abilities is to make character advancement more meaningful.) HP can be spent thus:  
 
*1HP to bump a result post hoc (e.g. you got a success but want to change it to a critical, or fail to success, or fumble to fail)
 
*2HP to raise an ability by 1 (this indirectly makes bumping more expensive)  
 
*1HP to raise an ability by 1 with a concurrent increase of a weakness by 1  
 
*2HP for a new ability at 14
 
 
 
'''8. Magic.''' You may have magic abilities or items. Each time you use an ability (or item? thoughts?), take -1 Vitality. Prior to a contest, you may also increase your magical ability rating by 3 at the cost of an extra Vitality point. Thus: +0 costs -1V; +3 costs -2V; +6 costs -3V; +9 costs -4V and so on [we may adjust this scale later]. Magicians have ways to defer this cost, via sacrifices, captives and so on. ''This whole magic thing may need revising.''
 
 
 
'''Other Options'''
 
 
 
''(a) Augments and Target Numbers:'' You may use up to 2 of your character's abilities to augment. You may add weaknesses as negative augments. You may add single abilities from any number of other characters as augments, including followers. The final augment is 10% of the sum of the above, rounded appropriately (e.g. augments of 18 +15 +12 from friend = 45, gives total augment of +5).
 
 
 
''(b) Upping the stakes.'' Before the contest, you may use appropriate narration to up the stakes. The outcome of the contest (marginal, minor, major or complete) moves up 1 step (e.g. minor victory/defeat moves to major victory/defeat) to a maximum of complete. You may up the stakes two levels if you choose. But you may not cry afterwards.
 
 
 
''(c) Hold your ground/play for time.''As upping the stakes, only you reduce the stakes, such that victory levels move down one. Caution: moving below marginal does not yield a tie but instead a swapping of (marginal) defeat and victory.
 
 
 
''(d) Pyrrhic victory.'' If you win a contest, you may increase your opponent's defeat level by 1 level ''post hoc'' but you take a wound of -4 vitality.
 
 
 
 
 
 
any more?
 
any more?

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