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1. Out of character (OOC) talk is not allowed in the role-playing channels
(#dragonsinn, #dragons-adventure, #blood-pit). Repeated OOC in these
channels can result in your character being docked experience. Please direct
all OOC conversation to #orthos-ooc.
2. God-Moding is not only disallowed, but is considered poor/bad RP.
God-Moding consists of many things, or single things that make up a
character. God-Moding is normally something like dodging an attack
automatically, or having powers your character never possessed beforehand.
It`s basically breaking the rules of the game, physics, and common sense to
allow your character to do, or survive things that normal people could not.
Continual moding by players will result in docked experience.
3. Ask before you private message (PM), 121 or whisper anyone, especially
staff.
4. Please refrain from private messaging the game`s hosts when they are not
in their DM/GM nick. Our staff works hard to keep the game going, and even
they just need time to relax and just role-play. If you have any questions
concerning the game, please direct them to #orthos-ooc, and ask the room, or
ask politely to PM a DM/GM there.
5. Players are not allowed to use OOC information while they are in
character (IC). While we understand such slips as using a character`s name
before they tell you what it is, automatically knowing a person`s class,
bringing up information that was said at either a time or place your
character wasn`t, and using information from journal entries, they are all
examples of moding. This is a serious offense, and players that break this
rule often will be docked experience or even levels.
6. Respect everyone; if your character has a problem with someone else`s
character, remember these are two made up people that only exist in this
game. Keep IC play separate from OOC feelings.
7. This is an R rated game. This means that players are expected to act
mature, and be responsible concerning any younger eyes that may be watching.
The game contains subjects such as drinking, drugs, sex, violence and death.
This is a forewarning. Please also note that this is an R rated game, and
not an X rated game. We accept that your characters may have sex, however,
any playing out of explicit sexual activities must be kept to private rooms,
and out of the main channel rooms. There are consequences for those
disobeying this rule. |
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1. Players who are going to be idle for over 15 minutes need to switch their
nick to something like Nickname-AFK.
2. Fighting is not encouraged in the inn, however it sometimes does occur.
Characters that fight in the inn will be arrested and sentenced to 3 days in
jail, or a 3000 gold fine. Most characters find it cheaper on their purses
to take the fights out back to #blood-pit. (Assassinations are exceptions to
this rule)
3. Assassinations are allowed in the inn. They must be emailed in prior to
the event and approved by senior staff. Senior staff must also moderate
them. If the character is caught in an attempted assassination, they are
fined 30,000 gold and are imprisoned for 7 days.
4. Thievery in the inn is frowned upon. A character caught stealing will be
fined 1000 gold or have to spend one day in jail.
5. Players who make successful pickpocket or perform roles in the inn and
wish to get credit for them need to send in a log of the event to the game
(orthosrpg@hotmail.com).
6. Role-Play experience is awarded bi-weekly. Role-play experience is based
on character`s activity and creative role-play in the inn.
7. If a player feels there has been malicious abuse of the inn rules, or any
kind of game moding by the hosts, submit an email with an included log to
the game email address. Problems will be looked at and feedback will be
given to players within a week.
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To begin with, the battle system in Orthos is a d30 system. This means, that
the majority of dice rolls in Orthos are done with a d30 die (the equivalent
to a die with 30 sides). Understanding Attacking, Defending and Statistics
rolls is necessary for questing, dueling, sparring and other fighting
activity within Orthos. These variables all run on the d30 system. Rolls
such as initiative, damage and soak are also necessary, but use different
sized dice.
At the beginning of every battle, whether spar, duel or during an event, an
initiative roll must be rolled by both competing parties. This may be done
individually, or sometimes in the case of parties in a quest, in a group. An
initiative roll is vs. d10, where the lowest roll determines first strike.
For example:
<Ellyra> `roll 1d10
<Gareth> `roll 1d10
<Dice%gt; Ellyra rolled 1d10: 3 <Total> 3>
<Dice> Gareth rolled 1d10: 5 >Total: 5>
In this case, Ellyra gains first striking capability, due to her lower
initiative roll. Certain talents, class skills or perhaps certain items may
alter this roll. In this case, a negative is added onto the end of the roll
so it is automatically lower. For example:
<Ellyra> `roll 1d10
<Gareth> `roll 1d10-2
<Dice> Ellyra rolled 1d10: 3 <Total: 3>
<Dice> Gareth rolled 1d10-2: 3 <Total: 3(-2) = 1>
In this case, Gareth gets to attack first, due to his lower initiative roll. |
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Using the latter of the above examples, Gareth attacks first. To attack, one
must roll a d30 and get above 26 minus their tht score. Tht scores may be
found on the character sheet of a registered character, and improve with
level advancement, skills, talents, or items. In the case of attacking, only
your attack tht counts for the roll. When using items, the tht bonus given
with the item only applies when one is using said item. Talents and skills
apply to all applicable tht rolls. For example, one may have a talent giving
an extra +2 to their attack tht. This talent would improve only their attack
tht, and not their defense or resist tht. For example:
Gareth`s tht score is +4, and he is using a sword that gives a +4 to tht. In
order to calculate his tht, first add all the tht bonuses together:
+4+4 = +8
Second, subtract them from the base 26:
26-8 = 18
This means that Gareth must roll over 18 to hit Ellyra with his sword. If
Gareth were not using his sword, he would have to get over 22 (26 ö Gareth`s
base tht of 4 = 22). So, let`s say Gareth attacks Ellyra with his sword:
*Gareth rushes at Ellyra, sword drawn and flashing momentarily in the light
above. He brings the sword down in a quick slash across her midsection (Roll
vs. 18)
<Gareth> `roll 1d30
<Dice> Gareth rolled 1d30: 16 <Total: 16>
As Gareth rolled beneath his tht-modified 18 base, he did not succeed in
slashing Ellyra across the midsection.
As one progresses in levels, they gain a larger number of attacks available
to them per round. This simply means, that they may roll more than one
attack and have a greater chance of hitting. For example, if Ellyra has
three attacks available to her per round, with a tht of +6 and a sword
giving +2 to attack :
*Ellyra sidesteps easily away from Gareth`s blade and brings her own sword
down across his midsection, then across both knees. (26-6-2 = 18. Roll vs.
18)
<Ellyra> `roll 3d30
<Dice> Ellyra rolled 3d30: 14 27 3 <Total: 44>
In this case, Ellyra may possibly hit Gareth once, as the 27 is above her
modified base tht of 18. If Gareth fails to evade her attack, she may roll
the damage of her weapon.
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Once an opponent or opposing party has scored possible hits on a person,
that person must evade. This works on a d30 system much like the system used
for attacks. In order to evade, one must use the defense tht found on their
character sheets, and subtract it from the base 26. In order to evade, one
must roll over the new modified base, one roll per hit. This means, that if
you are evading three separate attacks, and only make the roll for one, the
other two will do damage. As a continuation from the above example, assuming
Gareth`s defense tht is +4, he would evade thus:
*Gareth easily evades the first and last attacks, and attempts to move aside
from the second. (26-(+4 def. Tht score) = 22. Roll vs. 22)
<Gareth> `roll 1d30
<Dice> Gareth rolled 1d30: 12 <Total: 12>
If Gareth had rolled over 22 he would have succeeded in his evasion. Since
he did not, Ellyra may deal damage on Gareth.
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As Ellyra managed to hit Gareth, she can now deal damage to him. Damage is
different per weapon or spell. Make sure you know the dmg of your weapon or
the spell you are casting. For regular hits, damage of all successful hits
are rolled together. For example, if Ellyra`s sword deals 2d6 damage:
<Ellyra> `roll 2d6
<Dice> Ellyra rolled 2d6: 5 1 <Total: 6>
In this case, Ellyra does a total of 6 damage to Gareth. If she had hit him
twice, she would roll 4d6. To determine the number of rolls needed, simply
multiply the original number of dice by the number of hits. For example, if
your weapon deals 1d12 damage, and you hit three times, roll 3d12. If your
weapon deals 3d4 damage, and you hit three times, roll 9d4.
When dealing with damage, soak must also be taken into account. Alongside
the natural defense your character has, they will more than likely
eventually acquire armor as well. Where defense is how easily your character
can block or evade damage, soak is how much of the damage is buffered by the
armor. Soak is a percentage, and can be rolled in two ways. For example, if
Gareth is wearing armor with 40% soak, and his HP (Hit Points, Health) is
50:
<Gareth> `calc 6*0.4
<Dice> Gareth: 6*0.4=2.4
<Gareth> `calc 6-2
<Dice> Gareth: 6-2=4
<Gareth> `calc 50-4
<Dice> Gareth: 50-4=46
/nick Gareth-46
*Gareth is now known as Gareth-46
This way, Gareth multiplies the damage by the decimal value of his soak. The
answer is how much damage was absorbed by his armor, and then must be
subtracted from the original value. The original value, minus the answer of
the soak calculation, gives the damage taken. The damage then, is subtracted
from the HP to give the value of how much health Gareth has remaining.
Usually in a battle or a quest it is a good idea to keep your HP, if not at
maximum, at the end of your nickname so you can keep track of it. Some
DMs/GMs also require this practice. Gareth`s soak can also be rolled a
shorter way:
<Gareth> `calc 6*0.6
<Dice> Gareth 6*0.6=3.6
<Gareth> `calc 50-4
<Dice> Gareth: 50-4=46
/nick Gareth-46
*Gareth is now known as Gareth-46
To roll it this way, simply subtract the decimal value of your percentage
from 1, and use the answer as your soak value. Since Gareth`s soak is 40%,
its decimal value is 0.4, 1-0.4=0.6. Gareth uses this 0.6 to determine how
much damage is not absorbed by his armor, and thus how much damage he takes.
As soak is done with decimal values, one must know how and when to round the
answer. If a decimal is below five, then it is rounded down to the first
whole number. If a decimal value is five or over, it is rounded up to the
next whole number. Depending on the method of rolling you use, it is usually
considered proper to always either round up or down. Using the first
example, it is proper to always round downwards, and using the second
example, it is proper to always round upwards. This should be considered
especially in the case of a decimal roll of five or six.
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Generally during quests and sometimes inn Role-play, you might be asked to
roll a stat check. Stats include Strength, Constitution, Dexterity, Wisdom,
Intelligence and Charisma. Stat checks are generally used to determine if
your character is capable of doing a particular action. Intelligence checks
tend to be the most common. To roll a stat check, one must roll a 1d30 and
get below the listed stat on their character sheet. These stats are
calculated and created by the players at registration. As an example of a
stat check:
Gareth is wandering through a cave. He is looking around for signs of other
people. The DM asks him to roll an intelligence check to determine whether
he is capable of finding said signs or not. Gareth`s intelligence statistic
is 12.
<Gareth> `roll 1d30
<Dice> Gareth rolled 1d30: 9 <Total: 9>
As Gareth rolled below 12, he succeeded in his stat check. If he had rolled
above 12, he would not have succeeded. The effects of a failed or passed
statistic check are usually determined by the DM or GM, unless the player
chooses to place them in their own RP under their own initiative. Always
remember, that statistics require one to roll beneath the value, where other
rolls such as attack or defense require the player to roll above the value.
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Magic is rolled very similarly to the attacks done with melee or ranged
weapons. Only a few differences apply. When rolling to cast a magic spell,
one must use the prayer, spell or song tht as applicable to class in place
of their attack tht. To determine which one you use, simply look at the
highest value of the three. Only one should have a value above zero, this is
because spells are rolled differently per class. For example, a mage uses
their spell tht, where a druid uses their prayer tht, where a bard uses
their song tht. Also, when rolling a spell, the name of the spell and, if
applicable, the technique used to avoid it must be placed at the end of the
action before the roll. For example, if Sonia, the mage, wishes to cast the
level 6 spell Light Javelin, as described below, with a magic tht of +5:
Range: 45 ft
Duration: Instant
Damage: 3d6 per 5 levels
Saving Throw: defense
Description: Summons a large beam in the shape of a spear; it pierces
through any armor known in Orthos. The beam travels through the target,
crushing into the next one behind it as well.
*Sonia waves her arms about in a few precise gestures while chanting the
soft arcane words of a spell. A flash of light appears down from the sky and
cuts down into her enemies (26-(+5 prayer tht)=21 Roll vs. 21 Light Javelin
vs. Def)
<Sonia> `roll 1d30
<Dice> Sonia rolled 1d30: 26 <Total: 26>
Since Sonia rolled above her spell tht modified base, she hits with her
spell. Since it is vs. defense it is rolled as if one were evading a regular
weapon. Damage is rolled as specified in the spell description. Spells may
ask for a stat check, (Commonly a dexterity or constitution roll) or may ask
to roll vs. Devine resist (as is common with prayers and nature spells, as
they require the hand of a god or goddess). Devine resist is rolled the same
as defense, but with the corresponding value from the character sheet.
Statistics are rolled vs. d30 as well; however require that the roll be
below the desired stat. For example, if Sonia`s opponent, Daren, must roll a
save vs. a dexterity roll, and his dex is 16:
*Daren attempts to dodge Sonia`s well-aimed spell (Dex 16)
<Daren> `roll 1d30
<Dice> Daren rolled 1d30: 5 <Total: 5>
In this case, because Daren rolled under his stat roll, he succeeds in
evading the spell.
Spells may be rolled several times depending on spell attacks per round, as
melee attacks may be rolled several times depending on melee attacks per
round. To determine how many attacks you have per round, check your class
description sheet and the chart at the very bottom. Find your level range
and read the number of attacks per round directly to the right of it. This
is the maximum number of attacks one is allowed to roll per round, and they
must be done all at once.
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On a roll of 1d30, a roll of 1, 2, 29 or 30 is considered a critical roll.
These rolls are handled differently from the regular hits and misses. The
effects are thus:
When attacking, a roll of 29 or 30 negates the opponent`s evade roll and
deals double damage to the opponent. On a roll of 30, the soak of the
opponent is negated. On a roll of 29, soak still applies.
For Example:
Daren rolls a natural 30 when attacking his opponent, Sonia. His sword deals
2d6 damage usually. As it is a critical roll, Sonia cannot evade, and thus
Daren rolls his damage directly. This damage is doubled, also due to the
critical roll:
<Daren> `roll 4d6
<Dice> Daren rolled 4d6: 4 5 2 3 <Total: 12>
Thus Daren does 12 damage to Sonia, non-soakable due to the roll of 30. Were
it a roll of 29, he would still deal 12 damage, however, Sonia`s armor would
still be effective in soaking the damage.
When attacking, on a roll of 1 or 2, the attacker must roll weapon loss. On
a roll of one, the attacker must also roll 1d6 self damage. Thus on a roll
of one or two, unless possessing of a locked gauntlet or some other weapon
loss negating device, the attacker must roll a 1d4, and is unable to
retrieve their weapon until after that number of rounds. In the event of a
one, the attacker must roll 1d4 for weapon loss as well as a roll of 1d6 for
self-damage. Soak does not apply to this damage.
For Example:
Ellyra rolls a 1 when trying to attack Gareth. She not only fails, but also
must roll self-damage, and weapon loss, as she has no locking gauntlet.
<Ellyra> `roll 1d6
<Dice> Ellyra rolled 1d6: 3 <Total: 3>
Ellyra takes 3 self damage, and then rolls her weapon loss:
>Ellyra< `roll 1d4
<Dice> Ellyra rolled 1d4: 2 <Total: > >
This means that Ellyra can`t use that particular weapon for two rounds. This
is how long it takes before one can retrieve, restring or find time to fix
their weapon. Were this a roll of a 2, Ellyra would not have to roll self
damage.
When defending, a roll of 29 or 30 allows one to roll a counter attack. This
is rolled as a regular attack, as explained above. However, this is only one
attack, and is not subject to the number of attacks one would normally use
per round.
When defending, a roll of 1 or 2 dictates self impale. On a roll of 1 or 2
when defending, the defender not only receives the damage from their
opponent, but also rolls an extra 1d4 damage due to their own weapon.
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Magic fumbles are applicable on a roll of 1 or 2 when attacking with a
spell. This is a critical fail, however, as magic does not follow the same
rules as melee attacks, it has various effects when the spell is cast very
badly. On a roll of 1 or 2 when attacking with a spell, the caster must roll
1d30 to determine the effect of their miscasted spell. This is rolled, and
then the effect is taken off the magic fumbles chart. Generally the effect
is posted in the main room by the GM or DM hosting or supervising. However,
when no DM or GM is present, one must know how to roll a magic fumble. For
example:
Sonia rolls a 1 when attempting to cast a spell. Thus:
<Sonia> `roll 1d30
<Dice> Sonia rolled 1d30: 6 <Total: 6>
<Sonia> 6 - The caster becomes confused, and makes all rolls at a -2tht for
d6 rounds.
So, since Sonia rolled a 1 when attempting to cast her spell, she rolled a
1d30 to determine the effect of the miscasted spell and took the effect from
the magic fumbles chart. This effect then applies to further actions, or as
specified.
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1 - Nothing happens. |
2 - The caster`s magic is blocked, leaving them unable to cast for 1d6
rounds. |
3 - Arcane backlash: a wave of magical energy does 1d10 of non-soakable
damage to the caster. |
4 - The caster shrinks to 4 inches in height and 20 pounds in weight for 1d6
rounds. |
5 - The caster emits an arcane glow that illuminates a twenty ft circular
area. |
6 - The caster becomes confused, and makes all rolls at a -2tht for 1d6
rounds. |
7 - The caster levitates himself 5 feet off the ground for 1d6 rounds. |
8 - The caster half shifts to the ethereal plane for d6 rounds. They cannot
deliver melee attacks or be attacked, but can cast spells at half of their
spells per level and for half damage. |
9 - The caster develops thick scales for d6 rounds, adding a natural 10%
soak. |
10 - The caster`s spell spins out of control, dealing 1d8 soakable damage to
anything within 20 feet of the caster. |
11. The caster can only hear gibberish for 1d6 rounds. They can hear
words, however they cannot understand them, no matter what languages they
know. |
12 - The caster`s energy pauses, freezing everyone in time for one round.
13. The caster`s magic swirls around the party, healing 1d10HP to each party
member. |
14. The caster is overcome with sorrow, unable to attack or cast for 1d6
rounds unless cornered. |
15. The caster can understand all spoken languages, including secret
languages for 1d6 rounds. |
16. This creates a small rain cloud that hovers over the caster`s head and
rains on him for d6 rounds, no matter location. |
17. The caster draws up the energy of the party, draining 1d8 of unsoakable
damage to anyone within a 30-foot area of the caster. |
18 The caster feels lucky, and gets to add their luck bonus to their spell
tht for the next two rounds. |
19. All the caster`s body hair falls out and takes 1d3 days to grow back. |
20. The caster and everyone within a 10 foot area become invisible. |
21. The caster goes into a fit of laughter it is so distracting the party
rolls at a -1 for all rolls during the next 1d6 rounds. The caster is
unable to do anything during that time period but laugh. |
22. The caster accidentally adds a temporary +2 damage to ALL characters
within a 20-foot area for 1d6 rounds. |
23. The caster ages one year. |
24. The caster enlarges himself to double his height and weight for 1d6
rounds. |
25. The caster goes blind for 1d6 rounds, leaving the caster unable to
attack. |
26 - The caster smells strongly of sulphur for 1d3 days. |
27. The caster grows an extra head that is the opposite alignment of the
caster, which remains there for 1d3 days. |
28. The sound of the caster`s spell creates a sonic boom that causes 1d8
unsoakable damage to all characters within a 30-foot radius. |
29. The caster turns into a frog for 1d6 rounds. |
30. The casters hit points drop by half. |
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