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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.
President pro tempore of The Worlds of Katherine Kurtz Fan Club
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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.
President pro tempore of The Worlds of Katherine Kurtz Fan Club
IRC Administrator of #Deryni_Destinations
Discord Administrator of The Worlds of Katherine Kurtz Discord
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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
President pro tempore of The Worlds of Katherine Kurtz Fan Club
IRC Administrator of #Deryni_Destinations
Discord Administrator of The Worlds of Katherine Kurtz Discord
Administrator https://www.rhemuthcastle.com

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
President pro tempore of The Worlds of Katherine Kurtz Fan Club
IRC Administrator of #Deryni_Destinations
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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


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 are Hard (6 only). If another Tiring Save Test is failed the character automatically becomes Exhausted.
A Tired character needs to rest for 3 hours to become normal again.

When a character does something that is Exhausting the player makes a Save Test at Disadvantage. 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 Disadvantage. If another Tiring or Exhausting Save Test is failed the character will immediately pass out from the attempt and not awaken for at least 6 hours.
President pro tempore of The Worlds of Katherine Kurtz Fan Club
IRC Administrator of #Deryni_Destinations
Discord Administrator of The Worlds of Katherine Kurtz Discord
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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.

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.
President pro tempore of The Worlds of Katherine Kurtz Fan Club
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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.
President pro tempore of The Worlds of Katherine Kurtz Fan Club
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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.
President pro tempore of The Worlds of Katherine Kurtz Fan Club
IRC Administrator of #Deryni_Destinations
Discord Administrator of The Worlds of Katherine Kurtz Discord
Administrator https://www.rhemuthcastle.com