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FS Game System and Rules

Started by Bynw, April 08, 2024, 01:42:44 PM

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Bynw

This thread will be used for game system rules and information.
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Bynw


As noted in the Q&A we will again be using the Tiny Dungeon's RPG as our base. The PDF is less than $20.00 on DriveThruRPG.com and well worth it.

Tiny Dungeons Book at Drivethrurpg

It doesn't have the Deryni in it but it gives you a run down of the basic rules. And due to the nature that this is a published game. We cannot reprint all of the rules on the forum. So the book is worth it.
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Bynw

The basic rules in a nutshell:

The game uses standard 6 sided dice for task resolutions. Under normal circumstance the player will roll 2 dice. The results are taken individually not added together. Any result of a 5 or 6 on either die is considered to be a success.

There are times when the task will be at Disadvantage and the player can only roll 1 die. Other times the task will be at Advantage and the play can roll 3 dice. The same rules above apply.

Some situations can raise the target number to 6 or lower it from 5. Players will never roll more than 3 dice.
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Bynw

Weapon Proficiency Groups and Specific Weapons


Light Melee Weapons
  • Dagger
  • Short Sword
  • Hand Axe
  • Rapier
  • Mace
  • Staff
  • Club

Heavy Melee Weapons
  • Great Sword
  • War Axe
  • Spear
  • Polearm
  • Two-Handed Flail
  • War Hammer

Ranged Weapons
  • Sling
  • Crossbow
  • Bow
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Bynw


Dice rolling. In the previous game "Ghosts of the Past" we mainly used the dicebot in the Deryni chatroom. Since now we have Discord in addition to the chatroom. Dice will be handled differently.

We will be using the hamete virtual dice server. I have created a link for it at the top of the forum. Called "Dice". That way you can get some practice in rolling if you like. Once we know who the players are then we will setup a private dicelog for the game. This will use your email to log into the dice server to access.

Here is the direct link: https://dicelog.com/dice
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Jerusha

I like the look of the dice.  :)
From ghoulies and ghosties and long-leggity beasties and things that go bump in the night...good Lord deliver us!

 -- Old English Litany

Bynw

#6
It is a known fact that some Deryni powers are fatiguing, some more than others. So as a rule of thumb certain Deryni powers will be Tiring while others are exhausting. If they are not listed as such they still could be under some circumstances. This list is not complete.

Fatigue-Banishing is Tiring
Healing is Tiring
Healing anything other than physical damage is Exhausting
Mind Control is Tiring as is resisting it
Memory Alteration is Tiring
Extensive Memory Alteration is Exhausting
Death Reading is Exhausting
Memory Assumption is Tiring and Integrating those memories is Exhausting
Forcing down Shields is Tiring as is resisting the same
Truth-Saying is Tiring as is resisting it

When a characters does something that is Tiring the player makes a standard Save Test. A failure indicates that the character is now Tired and all their rolls (including future Save Tests for Fatigue) are at Disadvantage. If another Tiring Save Test is failed the character automatically becomes Exhausted.
A Tired character needs to rest for 4 hours to become normal again.

When a character does something that is Exhausting the player makes a standard Save Test. A success may make the character automatically Tired depending on the circumstances. A failure indicates that the character is now Exhausted and all their rolls are at Hard Disadvantage.
An Exhausted character needs to rest for 6 hours to become normal again.

If another Tiring or Exhausting Save Test is failed the character will immediately pass out from the attempt (successful or not) and not awaken for 8 hours.
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Bynw

#7
Grit

Grit is what is known in RPG circles as a meta gaming mechanic. This is something the PLAYER does that the character benefits from. Depending on the game it can go by various names. Grit, Hero Points, Character Points, Effort, Karma, Force Points, Fudge/Fate Points, and other names.

But it allows the Player to make changes on the game that benefits their character.

All characters start with 3 Grit. The GM will award Grit based on how well the player role-plays their character, how much the player contributes to the overall game, how much you bribe me (if we were playing in person you could bring snacks and drinks to the table to share), and just on my whim, or any other reason. In other words. WOW me, with what your characters do. Especially if you spend Grit to do it.

But here is what you can do with Grit.
1 Grit will buy a re-roll of any failed roll. But the re-roll will be at Disadvantage. This can only be done once per roll.

2 Grit will recover 1d3 Hit Points. It can also remove the Tired condition and penalties.

3 Grit will make an attack that hit you actually miss you instead. It can also remove the Exhausted condition and penalties.

4 Grit will lower your next Test by 1. (So a standard Test 5+ becomes an easy Test at 4+). You may do this until you drop the difficulty to 2.

You can accumulate as much Grit as you like.
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Bynw

#8
Experience Points also called XP, or EP, or Character Points. Like Grit, it has many names depending on the system. But no matter the name or the method used. This is how a character improves over time.

Unlike Grit, XP starts at 0 when you begin your adventuring career. In our system, leveling isn't automatic when you reach an XP threshold. No, here when you have enough XP to "level up" or otherwise make a permanent change to your character. You cash in the XP for the new ability.

We will NOT be using the XP guidelines found in the Tiny Dungeon book. Those are really made for table top in-person games. Not a play-by-post game here.

XP is awarded by the GM and by you the players. This will happen at the same time. The GM will give out XP and then the players get to announce their XP awards. Exact details will come later.

It takes 6XP to raise your movement by +5 feet. At maximum you can double your character's movement.

It takes 6XP to raise your Hit Points permanently by +1. At maximum you can have 3x your beginning Hit Points.

To get a new Trait. This costs your current number of Traits + 1 XP. There is no maximum number of Traits you can have.

It takes 10XP to permanently swap out a Trait for another one. You cannot swap out your Heritage Trait.
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Bynw

Critical Success and Failure (Crits)


Crits can only happen on Standard roll (2d6) or an Advantage roll (3d6). You cannot get a Crit while rolling Disadvantage (1d6).

Critical Failure is when 2 or more dice come up as a 1. Then the GM can have some bad things happen.

Critical Success is when 2 or more dice come up as a 6. Then the GM can have some good things happen. In combat this is usually more damage, but it could be something else.
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Bynw

Coins in Gwynedd
*borrowed from DAG*

As for the gold coins carried initially by the characters. These are all Gold Marks. If you would like you can certainly change the type of coinage carried so that you are running around with 10 gold gccos in your purse.

The basic coin used is the Silver Penny and most merchants tend to use the Silver coins while peasants use the Copper Farthing. Nobles use the Gold coins.

Most of the coins are no bigger than a man's thumbnail. Although some of the Gold coins are bigger than that.

Gold Coins:
Soverign valued at 4 Marks
Half-Soverign valued at 2 Marks
Mark valued at 4 Royals

Silver Coins:
Royal valued at 8 Pennies
Vice-Royal valued at 4 Pennies
Penny valued at 4 Farthings

Copper Coins:
Farthing valued at 1/4 Penny
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Bynw

Example Price Lists
borrowed from DAG

Prices can vary for a multitude of reasons. The prices presented here are the base prices. If things are hard to come by the price will be more. If there is a tournament the prices will be higher. Other things can drive the prices down. And haggling is always the final price.

Haggle is simple. If you don't have a Haggling Trait. Just roll 2d6. If you succeed the price drops in your favor. If not, the price goes up. Don't try to roll again as it will always go up after that. It's a one roll kind of thing. In some cases, it might be at a Disadvantage. With the Haggling Trait you have Advantage.

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Nezz

#12
Quote from: Bynw on May 27, 2024, 11:24:37 AMCoins in Gwynedd
*borrowed from DAG*

Gold Coins:
Soverign valued at 4 Marks
Half-Soverign valued at 2 Marks
Mark valued at 4 Royals

Silver Coins:
Royal valued at 8 Pennies
Vice-Royal valued at 4 Pennies
Penny valued at 4 Farthings

Copper Coins:
Farthing valued at 1/4 Penny


So...

1 Soverign =
2 Half-Soverign =
4 Marks =
16 Royals =
64 Vice-Royals =
128 Pennies =
512 Farthings
Now is life, and life is always better.
-Wolfself

Bynw

Another use for Grit. Additional damage, at a point per point basis. However, the max will be +3 on this aspect of Grit.
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Bynw


Merasha can be delivered to its victim in a couple of different ways. The first way is to hide it in food or drink. Thus any taste of it is masked by whatever one is consuming.

If it is delivered via food or drink a Human gets to make a Standard Easy Test. Failure means that they become a bit tired and fatigued. But are able to push through it. All tests while under the influence of Merasha are one level harder. Thus a regular test will only succeed on a 6. And a Focus will only succeed on a 5 or 6. It is hard to Focus when very sleepy. A roll of double 1 could mean that the Human has simply gone to sleep. They can be woken up.

Any Deryni that gets a taste of Merasha in his food or drink must make a Standard Hard Test. Failure means that they loose the ability to use their powers. They also cannot use the Focus action as their minds are out of focus. Rolling a double 1 will cause the Deryni to have convulsions. And like their Human friends. All other tests are one level harder.

The 2nd delivery method is via a sharp instrument. Be it a hidden needle on a door latch, or from a Deryni Pricker of old Gwynedd. Or even the blade or arrow of an enemy. In addition to any damage in HP that the character may receive from such an attack. A Human gets to make a Standard Test to resist the sleeping beast. With the same results as above on Failure.

A Dernyi is not that fortunate. If one is attacked in this manner. The Test to resist is at a Hard Disadvantage. Rolling a 1 on that test and the Deryni will go into convulsions just like he would with the food method of delivery. Again Failure means that the Deryni cannot use Focus and all of his powers are unusable.

And lastly. Any Deryni that links his mind with a Deryni who has been poisoned (failed the Test) must make a Standard Test to resist the influence or suffer the same fate as his companion.

Merasha's affects don't last long. They generally leave the body after a day or two. Depending on out potent the dosage was that was received. It of course can be extended indefinitely if the victim keeps getting a fresh dose of the poison.

The above rules represent a standard dosage of Merasha. If the Deryni or Human is subject a higher or lessor dosage the Test could be raised or lowered.
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