Stats:
Health
HEALTH POINTS - HP for sort. You start with Max health points, which is 8 by default. Reaching 0 means your character is near-death. At 0 HP, you may no longer take any actions, and If your character does not receive any help by the end of the scene, or if your character is injured by another attack, he or she is dead, and there is no way to bring them back alive.
Magic
MANA & MAGIC POTENTIAL - Mana is short for magic energy, while Magic potential or MP is how much magic energy flow in your veins. At the start of any encounter, you will have as much Mana at your disposal as your Magic Potential! In addition, you will regain +1 mana each minute, up to your Magic Potential limit. Between encounters, you will replenish all your lost mana.
Knowledge
KNOWLEDGE - The spells and alchemy recipes you have in your mind. These you can cast any time without having to refer to a book, as long as you have a wand and the mana required. Knowledge also includes knowledge of the magical word that might help you avoid dangers. Knowledge is also required to pass school tests.
Spirit
SPIRIT & MAX SPIRIT - Your overall physical energy gained from eating and resting. 8 By default, Which is your max Spirit. Your spirit is restored any time you sleep. Reaching 0 spirit leaves your character unconscious, sleeping on the ground until the next day. Easy to cast spells typically destroy your opponent's spirit, rather then health. Your ability to cast spells and past tests is impacted by spirit.
Joy
JOY - Your character's overall Happiness. Lost when studying, gained when playing and eating sweets. Negative Joy can cause crippling depression (which in turn can make your character more inclined to join the forces of darkness).
Items
ITEMS - The stuff you carry around. You may at any time have up to 10 items with you.
Silver
SILVER - Silver coins are the unified currency of the realm. The more you have, the more you can buy.
Corruption
CORRUPTION - The influence of evil upon your character. Difficult to get rid of. Gives you destructive magic extra power, but your healing spells become less efficient. Not to mention, corruption will gradually consume your mind, turning you into a tool of the forces of evil.
Days:
! - Time - !
Each day consists of 3 "Phases" or times of day:
- Morning
- Afternoon
- Night
During the morning phase, on weekdays, students are expected to go to classes.
During afternoons, students may do as they please.
At night, students are expected to return to their dormitories and sleep through the night.
Note, that your character may skip classes or sneak out of the dorms at nighttime, though there might be some consequences to this if you are caught.
The current time of day will be stated in the IC OP. However, this not always needs to be the time of day for your character, only the date and time you should not go past. If you couldn't post for a few days, you can always catch up. If you were missing for longer periods of time, we can come up with an explanation for your absence, such as sickness or family business. You can then return with your character at the current date.
For each Phase of the day, Each character may decide what they want to do with their time. Attending classes, visiting locations and attending events are some common options.
- Scenes -
Note that throughout the day, your character take part in countless scenes. Scenes are bits of story involving one or more characters taking place at a given location. Example scenes are visiting a store, or attending a class, or having lunch. Scenes can be very short, just fractions of a post or incredibly long, perhaps even multiple pages worth of IC. Some of the rules refer to scenes.
- Characters within line of sight and talking distance of each other are always part of the same scene.
- If a character is involved in an encounter, it can be joined by anyone in the same scene.
- You can watch over a scene to get the initiative in case something bad happens.
! - Encounters - !
During each phase, characters may have so called Encounters. Encounters are special occasions where "Time goes slower", in that each post is limited to a maximum of one minute's worth of action. This is important, so as to allow other characters to react to what you are doing. Encounters can be started by anyone at any time. All you have to do is to do an Encounter Only Action. You may only take 1 Encounter action at a time and must wait for every other character, including the overlord to respond (within reasonable time. If they do not respond within 24 hours, you may move on.).
In short, during each encounters, players take turns to do short actions.
! - List of Encounter Only Actions - !
- Cast a Spell with destructive potential that is targeted at someone or something of importance.
- Search Area. Seek out items or clues in a location. This counts as an E.O.A.
- Enter Forbidden Locations means starting an encounter as well.
Note that your character may get sucked into an Encounter started by other students, teachers or forces of evil as well.
! - List of available actions during Encounters, but things you can do otherwise as well. - !
- Cast a Spell that does not harm other characters or destroy anything or make a lot of noise.
- Hide. Hide from other characters in some place. They might be able to find you with a search action though.
- Sneak. Move slowly while trying to remain hidden.
- Transfer Item. Give someone else something you have, or make them consume an item if they are unconscious.
- Move within a location, to a cover or to an exit. If you are near an exit, move to the location where the exit leads.
- Overwatch. Stay on high alert so that if you get attacked, you will have the initiative.
- Use item. Use or consume an item from your inventory.
- Take Cover. Protect against spells by taking cover. If your enemy moves to your cover, it becomes ineffective.
The following pairs of Actions can be combined (Performed at the same time or in sequence of one another):
- Move with Cast Spell. (decreases accuracy)
- Move with Transfer Item.
- Move with Use Item.
- Move with Hide. (as in move to some place and then hide there fast)
- Move with Enter Forbidden Location.
- Take Cover With Cast Spell. (decreases cover)
- Sneak with Transfer Item.
- Sneak with Use Item.
- Sneak with Enter Forbidden Location.
- Hide with Overwatch
Special Rules:
- If you activate overwatch outside of an encounter, you will lose 2 spirit (paranoia) and the overwatch will expire after the scene.
- If you activate overwatch during an encounter, it costs nothing and will expire at the start of your next action.
- Note that you can also do pretty much anything not listed during encounters, such as talking to someone or picking up and dropping items, or interacting with the environment, these typically do not count as your action for the turn and you can do something else in the meantime, unless they require significant effort, such as moving something heavy by hand or crafting an item from ingredients.
! - COMBAT - !
Part One: Resolving Overwatch
Part One: Resolving Overwatch
The person who starts an encounter has the initiative and thus takes the first action, unless someone else has been on overwatch. Then, that person may carry out an action before the person who originally had the initiative. If multiple people have been on overwatch, they may all, simultaneously perform actions. If during an encounter, someone has been on overwatch and they see/hear something happening somewhere or to them or to someone else, they may carry out interrupt whatever's happening and carry out an action.
Example: Richard is walking among the Ruins. His friend, Brian is on overwatch. Richard knocks over a log, which collides with a cracked wall and the whole building comes falling down. A huge brick is falling toward Richard, but his friend Brian is on overwatch and casts a levitation spell on the rock, thus saving the life of
Example 2: Adele is reading a book by the window while her paranoid friend Theodore is on overwatch. Suddenly, Vlaphior the evil arch-mage bursts into the room. Luckily, Theodore has been on overwatch and is no able to cast a fireball on Valphior before he does anything evil. The Arch-mage's counterspell fails and he is blasted out of the room, his flaming body is slammed into the walls and takes 5 HP damage. However, now it is his turn to act, before Adele could cast a spell of her own...
Part Two: Attacks
To cast a spell, simply pronounce the magic words and then describe what you are doing with the spell, or who is it aimed at. Then, deduct the cost of the spell from your mana, if possible.
Next, the target of the attack may cast counter spells. If they have the mana to do so, it can be safely assumed that it is successful and the attack is shielded against. Counter spells do not count as actions.
As long as your character or your target is not moving or behind cover and as long as you have the mana to cast the spell or the counter spell, it is guaranteed to work.
If you or your target is moving or behind cover, or if you do not have enough mana to cast the spell, it may have a chance to fail. In this case, an overlord will resolve whether the spell or counter spell was successful.
- The more mana you are missing for casting a spell, the higher chance it will fail, or even backfire, so be sure you have enough mana before casting a deadly spell.
- In rare cases, a counter spell may end up being an attack on a 3rd party. If so, then they too will have a chance for a counter spell.
- Some Spells, Such as Levitation can be counter spelled by anyone in the scene. This will be written in the spell description.
Overlord's guide
Resolving spells in case of moving targets/cover/missing mana.
STEP 1: Roll d6
STEP 2: Take the result and discount 1 for each point of missing mana for the spell
- If the result is 0, -1 or -2, the spell failed, no effect.
- If the result is -3 or worse, the spell backfired. Apply spell on caster, unless it was already cast on self, then apply it on a random person.
- If the result is positive, continue to step 3
STEP 3: Take result and add modifiers. If in the end you arrive at a positive number, the spell was successful. Otherwise it missed.
- Target is moving ( -1 )
- Caster is moving ( -1 )
- Target has cover ( -2 )
- Difficult environment (Smoke) or long distance ( -1 )
- Darkness (No light source) or extreme brightness ( -1 )
- Target has casted spell from cover last turn ( +1 )
Part Three: Chases and Resolution
Sometimes, characters will choose to leave the scene of the fighting out of fear or frustration. Any other characters may in their following 2 actions choose to chase after that person with a move of their own. If they do so, a chase begins.
During chase, characters are expected to use move actions in their turns (along with cast spell or use item). If the person being chased finds an escape his attackers cannot follow him through (find a lone broomstick, cutting the rope bridge behind you...), or if the attackers give up, the chase ends.
To end an encounter, a) all living and conscious characters (and forces of evil/overlords) must agree to end an encounter. b) The overlord can shut down an encounter in his or her territory (if they think its resolved). c) A successful escape.
Greywood
A lovely magical town just a few miles south west of College Greymore. Here, you may shop for magic items and food or roam the city's streets in search of adventure.
R. Westmond's store of magic trinkets.
- Magic Wand - 5 S - A decently crafted wand. Good for replacement, In case your old one broke.
- Broomstick - 10 S. - A standard, no-thrills broomstick.
- Kindroth's Healing Potions - 3 S - Good quality potion, restores 2 HP when consumed.
- Ink and Textbooks - 1 S - A must have for students.
- Second-Hand clothes - 2 S - Something to wear in the cold.
- Candles - 1 S - Required for studying at night.
Candy Store
- Chocolates - 1 S - +1 Joy
- Taffies - 1 S - +1 Joy
- Crackers - 1 S - +1 Joy
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