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Xialya
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PostSubject: Core Rules   2008-03-14, 10:43 pm

**CHARACTER SHEET**


*Status* [Command: /dm status]

Name Your firstname + lastname
Nickname Your nickname
Race Your race
Age Your age
Height Your height
Weight Your weight
Carried Weight The total weight you are carrying
Deity Your chosen deity
Glory/Infamy A positive input shows how well you are known as a good person, a negative input shows how well you are known as a bad person
Defense Rating Your defense bonus to avoid attacks
Hit Points Your current HP and HP Max
Mana Your current Mana and Mana max
Hunger Your Hunger level
Thirst Your Thirst level
Fatigue Your Fatigue level
Soul The number of souls you have (Displayed if you are a Shadow Magic spellcaster)
Blood The quantity of blood you currently have. Displayed only if Braxae
Faith Your Faith level (Displayed if you are a Divine Magic spellcaster)
Elemental Communion Your Elemental Link level (Displayed if you are an Elemental spellcaster)

The different conditions your character goes into will be displayed at the bottom of your status, like dizzy, petrified, etc...

*Statistics* [Command: /dm stat]

Strength (STR)
Stamina (STA)
Size (SIZ)
Agility (AGI)
Intelligence (INT)
Willpower (WIL)
Charisma (CHA)

*Secondary Statistics*
Appearance Charisma + d100
Lift The maximum weight your character can lift
Damage Modifier Strength + Size
1-8 = -6
9-16 = -4
17-24 = 0
25-32 = 4
33-40 = 6
41-48 = 12
49-56 = 18
57-64 = 26
65~ = 34

Healing Rate (Willpower + Stamina)/2
1-8 = 1
9-16 = 2
17-24 = 3
25-32 = 4
33-40 = 5
41-48 = 6
49-56 = 7
57-64 = 8
65~ = 9

Courage
Fear
Poison Resistance (10 + Willpower + Stamina) /2
Illness Resistance (20 + Willpower + Stamina) /2
Rad Resistance (Willpower + Stamina) /2
Gas Resistance ~ (0 for common humanoid species)
Electricity Resistance ~ (30 for common humanoid species)
Cold Resistance (5+ Willpower + Stamina) /2
Heat Resistance (5 + Willpower + Stamina) /2

*Skills* [Command: /dm skills]

*Combat Skills*

Axes [(Strength+Agility)/4]
- Related to the use of axes.
Blades [(Strength+Agility)/4]
- Related to the use of swords, scimitars, and any similar melee weapon.
Blunt Weapons [(Strength+Agility)/4]
- Related to the use of hammers, maces, and any similar melee weapon.
Crude Weapons [(Strength+Agility)/4]
- Related to the use of improvised weaponry.
Defense [Agility/2]
- The higher the better you will avoid attacks.
Double Weapons [(Strength+Agility)/4]
- Related to the use of double sided weapons.
Firearms [(Agility/2]
- Related to the use of black powder based weaponry.
Knives [(Strength+Agility)/4]
- Related to the use of knives and any similar melee weapons.
Polearms [(Strength+Agility)/4]
- Related to the use of halberds, spears, and any similar melee weapons.
Ranged Weapons [(Agility/2]
- Related to the use of crossbows, bows, slings, and any similar ranged weapons.
Siege [Intelligence/2]
- Covers the use of Siege Machines.
Staves [(Strength+Agility)/4]
- Related to the use of staves.
Throwing Weapons [(Strength+Agility)/4]
- Related to the use of throwing knives, axes, and any object that can be thrown.
Unarmed [(Strength+Agility)/4]
- Barefist combat.

*Craft Skills*

Alchemy [Intelligence/2]
- Brewing potions and poisons. Helps while using Medicine.
Craft [Intelligence/2]
- Crafting items, like weapons, furniture, clothes.
Forgery [Intelligence/2]
- Creating copy of documents (Usually for an illegal purpose).
Locksmith [(Agility+Intelligence)/4]
- Pick locking and crafting locks.
Traps [(Agility+Intelligence)/4]
- Setting and disarming traps.
Writing [Intelligence/2]
- Reading old scriptures or magical inscriptions. Encrypting or decrypting documents.

*Language Skills*

De'Esnyr
- Derived from Esnyr, Fir'Elnihn's native language.
Derator
- Human language spoken in Dergon.
Esnyr
- Elnihn's native language.
Haerdun
- Human language spoken in the Shining South.
Hentius
- Human language spoken in Centius.
Kaeldyn
- Human language spoken in Edenia.
Khuzda
- Darakhul's native language.
Korrad
- Mostly spoken by Centaurs and forest creatures
Nalden
- Nelzen's native language.
Norog
- Spoken by certain humanoid creatures such as Sgranogs.
Norse
- Human language spoken in Norska.
Sna'Ok
- Popular language among Green Skins.
Usdan
- Common language, mostly spoken by humans.
Xianwu
- Human language spoken in the Eastern Steppes.

*Lore Skills*

Anatomy [Intelligence/2]
- Knowledge of the body. Helps while using Medicine. Required for some assassination techniques.
Lore [Intelligence/2]
- Overall knowledge, could be history, geography, and so on.
Medicine [Intelligence/2]
- Healing, crafting medicine and antidote.
Spellcraft [Intelligence/2]
- Using magic, crafting magical stuff.
Survival [Intelligence/2]
- Tracking, surviving in the wilderness, gathering herbs and components from creatures.
Tactics [(Intelligence+Charisma)/4]
- Knowledge of general warfare, Commanding troops on a battlefield.
Theology [(Intelligence+Willpower)/4]
- Knowledge of Deities and religion.
Underworld [(Intelligence+Charisma)/4]
- Knowledge of crime organizations, illegal stuff. Helps while dealing with a smuggler, etc.

*Misc Skills*

Animal Handling [(Willpower+Charisma)/4]
- Taming and training of animals.
Athletics [(Strength+Stamina+Agility)/6]
- Overall skill for swimming, climbing, running, etc.
Commerce [Charisma/2]
- Used while bargaining.
Horsemanship [(Stamina+Agility+Charisma)/6]
- Riding creatures such as horses.
Instruction [(Intelligence+Willpower+Charisma)/6]
- Teaching skills to someone.
Perception [Intelligence/2]
- Noticing things.
Sleight of Hand [IAgility/2]
- Manipulating objects in misleading way, pickpocketing, escaping bonds.
Stealth [Agility/2]
- Going unseen, casting spells without being noticed.

*Performance Skills*

Acting [Charisma/2]
- Performing theater, disguising.
Perform [Charisma/2]
- Playing music instrument, singing, dancing.
Storytelling [(Intelligence+Charisma)/4]
- Poetry, tales.

*Social Skills*

Deceit [Charisma/2]
- Seducing, lying, bribing.
Etiquette [(Intelligence+Charisma)/4]
- Acting in the right way with important people.
Games [(Intelligence+Charisma)/4]
- Knowledge of rules and games, increase your chance to win a game.
Speech [Charisma/2]
- Ability to speak and persuade others.
Threat [(Size+Charisma)/4]
- Ability to persuade others by the mean of threat.


******
Notes:

You can enter the /dm sheet command to display your Character Sheet.
A Conversation Menu will appear will all the options you might need..

_________________


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PostSubject: Re: Core Rules   2008-06-11, 6:16 pm

**DEATH**

When you character reaches 0HP, she/he is incapacitated.

The character will remain on the ground for 300 - (STAMINA *2) seconds.

During this time, the character may be looted, slain or healed. [By either PC or NPC]

A NPC may choose to: Go away/Heal the character/Slain the character/Loot the character/Capture the character according to its own behavior.

If the character survives the incapacitated time, she/he will raise again with 2HP.

Note that you may be auto-slain under certain circumstances
[If the character died stuck in an acid filled room, plunged into lava, etc]


NPC are auto-slain when they are killed.


A slain character means that she/he is permanently dead.

The character will appear in the Under Verse and won't be able to go back in the Real Verse.

Certain rituals, spells, or hiden secrets might bring back the unfortunate character...but who knows which form they will assume...


*Braxae*

Braxae get incapacitated when reaching 0HP, and remain like this for 300 - (current Blood level *2) seconds.

When they raise again, they recover as many HP as their current Blood level.

However, they can't be slain the usual way.
You would need to either stab their heart with a wood stock, or simply remove their clothes [perv!] on a shiny day.

A NPC who knows how to slain a Braxae will happily proceed.

*Immortals*

Immortals get incapacitated when reaching 0HP, and remain like this for a certain time.

They can't be slain.

Once they raise again, they get full HP. [And you better be far away from one of those]

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PostSubject: Re: Core Rules   2008-06-13, 6:55 am

**COMMERCE**

Talk to a merchant to open the Store Conversation Menu.

*Main Menu*

- Browse Store [Will display the items sold at the store]
- Sell Something [Will display the items you possess in your inventory, and only those which are sellable at the store. This option doesn't appear in the case the merchant doesn't buy anything]
- Nevermind [Leave the store]


*Browse Store*

A list of items sold at the store is displayed.
You can use the Previous/Next options to browse through the panels.
Or click Back to go back to the Main Menu.

If you click an item, the merchant will tell you the current price.
Note that the price may change depending of the item's condition, the character's race, gender, etc...
The item's description is displayed as well.

*Browse Store - Item*

3 options are available:

- Bargain [Increase or Decrease the item's price based on an opposed Commerce Skill check roll. You can bargain only once per item. This option won't appear in the case the merchant doesn't bargain.]
- Buy Item [Buy the item]
- Back [Go back to the store]


*Sell Something*

A list of items you possess in your inventory, and only those which are sellable at the store, is displayed.
You can use the Previous/Next options to browse through the panels.
Or click Back to go back to the Main Menu.

If you click an item, the merchant will tell you at which price she would buy the item.
Note that the price may change depending of the item's condition, the character's race, gender, etc...
The item's description is displayed as well.

*Sell Something - Item*

3 options are available:

- Bargain [Increase or Decrease the item's price based on an opposed Commerce Skill check roll. You can bargain only once per item. This option won't appear in the case the merchant doesn't bargain.]
- Sell Item [Sell the item. The merchant may not have enough money, in which you will be told so]
- Back [Go back to the store]


*Stores*

- Stores are persistent.
- Each store has its own prices.

*Money*

- Money changes depending of the area.
- Certain stores may not accept all money.
- You may change your money for an other in the proper place. The currency may change from a place to another. Depending on the relationship between both regions, your race, and some other variables.


*Tips*

A good way to make money is to assess the prices from different stores and regions.

For example you might buy a litter of Brown Ale for 12 Hok (cheap because they make it there) and a piece a beef for 6 Eren (expensive because they run out of cattle) in a little mountain village in Tameria. Then while visiting Bunkwald in Osten, you find a litter of Brown Ale for 6 Don (~21 Hok, which is expensive), but the piece of beef is only 3 Torek (~4 Eren, cheaper).
You might then start trading those goods between the village and the city to make money.

But keep in mind the currency may change.

_________________


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PostSubject: Re: Core Rules   2008-06-17, 9:48 pm

**ALCOHOL**


A new way to enjoy any tavern!

Time to show that no one can drink 1 [no 3!] barrel of Brown Stood as fast as you and still stand!


Alcohols got a Strength Attribute [which you won't know! Learn by yourself which one is affecting you most!]

Drinking once is okay..But starting from the second drink, a Stamina roll will be made, if you fail...You'll get drunk!

After each drink, the difficulty will increase by the Strength of the alcohol you just drank.

Some people may have a racial bonus for this!

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PostSubject: Re: Core Rules   2008-07-01, 10:00 am

**UNIQUE ITEMS**


Unique Items are unique.

Often containing amazing power. It can be a legendary weapon, or something else.

But a Unique Item cannot be duplicated either by the use of magic nor the Forgery skill.

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PostSubject: Re: Core Rules   2008-07-31, 5:55 pm

**COMBAT**


**ATTACK ROLL**

A d20 is rolled to determine whether you touch your opponent or not.
Your attack bonus is added to the die.

Your attack bonus is modified by 10% your weapon skill, your current state, spells, techniques, environment, etc...

If your attack roll is equal or superior to your opponent's Defense Rating, you hit her/him.


**DEFENSE RATING**


Defense Rating is your character's ability to dodge/block/parry attacks directed against her/him.

4 things modify the Defense Rating:

* The environment might decrease the DR. [Example: fighting under water] [This penalty won't obviously apply on creature used to live in such environment]

* A shield gives a comfortable bonus to the DR.

* An armor will decrease the DR. The heavier the armor the bigger the penalty.

*DEFENSE MODE*

There are 3 defense modes.

- None [/dm defmode1] Your DR is only modified by your shield/armor/environment/etc.
- Parry [/dm defmode2] Your DR is modified by your shield/armor/environment/etc. Besides, your DR is increased by your weapon skill/20. If you are wielding two weapons, the priority is taken by your left hand weapon. Some weapons have a Parry bonus. However, your Attack Bonus is halved.
- Dodge [/dm defmode3] Your DR is modified by your shield/armor/environment/etc. Besides, your DR is increased by your Defense Skill/8. However, you are unable to attack.

The default DefMode is None.

You can switch between them using the proper commands.



**OPPONENT IS HIT**

When your opponent is hit, you get a chance to hurt her/him.

Weapons have a bunch of attributes that will affect this part.

**DAMAGE**
In the weapon's description, you'll find how much damage it can deal on one blow.

In the case you critical hit your target [a roll is made and must be equal or inferior to 10% of your weapon skill] you will do the maximum damage your weapon can deal.

Otherwise it is a random number between 1 and the maximum damage your weapon can deal.

The character's Damage Modifier is added to the damage.

A location is determined.
- Head
- Chest [this area has more chance to get hit]
- Right Arm
- Left Arm [If your opponent is wearing a shield, the shield will be hit instead]
- Right Leg
- Left Leg

Each specific area of an armor has an Armor Modifier attribute. Shields and helms as well.

Damage are lowered by your opponent's Armor Modifier, Natural Armor, and magical protections.

Also, your weapon has a AP [Armor Penetration] attribute.
Opponent's Armor Modifier will be divided by the AP of your weapon.

If your weapon has a Damage Bonus, the extra damage will be added without being modified by anything.

If your opponent's armor and protections can't soak all of the damage dealt, she/he loses as many Hit Points as the extra damage that have not been soaked.

Besides, depending on the area that has been hit, the opponent got a chance to get an extra effect.

- A hit on the head might blind your opponent. [And always double the damage taken]
- A hit on the right or left arm might make your opponent drop the item wielded in that hand.
- A hit on the shield divides the damage by 2.
- A hit on the right or left leg may knock your opponent down.

If all of the damage have been soaked, your opponent gets slowed down for 10 seconds anyway.


**DAMAGING ARMOR**

When hit, armor, helm, or shield are damaged [depending of the location].
The condition will be displayed as it goes down.
When reaching different states as the condition decreases, the Armor Rating will decrease as well.


**SPECIAL ATTRIBUTES**

- Heavy Weapon: Heavy Weapon's damage are increased by 1.5X the strength of the wielder.
- Strength Required: The weapon will unequip itself if the character does not meet this requirement.

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PostSubject: Re: Core Rules   2008-08-04, 12:28 pm

**EXPERIENCE**


There are no experience points, no levels.

***

When you get a Critical Success on a Skill Roll [<= 10% your Skill value], another roll is made to determine whether your Skill will get a check.

This roll is made with d100 + Intelligence.
If this roll succeeds [>= your Skill value], your skill gets a check.

When reaching 5 checks, your skill increases by 1%.

****

Only Skills increase by themselves.
Primary and Secondary Statistics don't.

However, skills and statistics may be increased by the mean of magic, Instruction skill, techniques, and so on...

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PostSubject: Re: Core Rules   2008-08-06, 9:24 pm

GRAB/DROP PLACEABLE

GRAB

Target the placeable with your targeting item.
Then simply enter the /dm grab command.

You must stand within 1.5m of the placeable.

There are some placeable you can't pick up.

Also, your Lift value must be equal or over the placeable Weight.

If you meet all the requirements you will be given a matching item.

DROP

Use the Unique Power of the placeable-item.

If you target a placeable or another creature which possesses an inventory, the placeable-item will transfer.
However, if the target can't take it [because of the volume and weight], you won't be able to transfer it.

Otherwise, the placeable will appear on the ground, 10 cm ahead of you and facing you.

****
Note: All items contained into placeables you pick up/drop are saved.
Means that you can grab a chest, drop your items into and carry it, everything is safe.


******************

BAGS

Bags come into a lot of containers [backpack, purse, belt pouch, and so on..]

Bags are required to carry your equipment.

When in your inventory, use the bag Unique Power and target an item that belongs to you [means items you carry in your inventory only], it will be put into the bag [if it meets the Volume and Weight requirement].

If you target something else, the bag will appear at your feet.
You can then access it and manage its content.

To pick it up, simply target it with your targeting item, and enter the /dm grab command.

****
Note: Like the placeable, your items are saved in a persistent way.

**********************

Tactical Hint:

While you are preparing for combat, one good thing is to drop your bags on the ground, so that you or your allies [or the bad sneaking thief] will be able to access their content in the case someone needs healing stuff, ammo, etc...

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PostSubject: Re: Core Rules   2008-08-16, 6:16 pm

**INVENTORY MANAGEMENT**

You need to pack your things up. There are many containers you can use [backpack, belt pouch, satchel, and so on...].

If something in your inventory is not packed, you won't be able to move till you pack, wear or discard it.

Same goes for the containers, you need to wear them if you want that their volume capacity gets taken into account.

There's an item in your inventory called Inventory Management.
Use it to open the Inventory Management Menu.

This menu displays your equipment slots, and the items assigned to the slots if there're any.

Only weapons, shields, ammo, and containers need to have a slot assigned. [Read the item's description to know which slots the item may be assigned to]
The rest of the items is being counted into your carried volume, which must be covered by your containers volume capacity in order to avoid being encumbered.

The available slots are:

- Shoulder, Right
- Shoulder, Left
- Back, Right
- Back, Center
- Back, Left
- Back, Front [Centaur only]
- Back, Middle [Centaur only]
- Back, Rear [Centaur only]

- Bracer, Right [If you are wearing bracers]
- Bracer, Left [If you are wearing bracers]

- Belt, Front Right [If you are wearing a belt]
- Belt, Front Left [If you are wearing a belt]
- Belt, Side Right [If you are wearing a belt]
- Belt, Side Left [If you are wearing a belt]
- Belt, Back [If you are wearing a belt]

- Leg, Right [If not Centaur]
- Leg, Left [If not Centaur]

- Boot, Right [If you are wearing boots] [If not Centaur]
- Boot, Left [If you are wearing boots] [If not Centaur]

_________________


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PostSubject: Re: Core Rules   2008-08-17, 8:37 am

**POISON**


Check the item's description whether or not the item is poisonable.

You can poison drink, food, lots of weapons and ammo, and so on.

Every poison has these characteristics:

- Difficulty: nn
You need to succeed a Poison Skill roll in order to poison something. Poison Difficulty will be applied to the roll.

- Efficiency: nn
The victim must succeed a Stamina Check roll to avoid getting poisoned. Poison Efficiency will be applied to the roll.

- Start Effect: nn
The poison will start its effect on the victim after nn seconds.

- End Effect: nn
The poison effect will stop after nn seconds.

- Dose: nn
The number of dose the poison has. When you apply the poison on something, a random number of dose will be applied, nn being the maximum. If your Poison Skill roll is a critical success, the max number of dose will be applied.

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PostSubject: Re: Core Rules   2008-08-20, 9:02 pm

**FATE**

This value is never shown, but you are granted and lose Fate depending of your deeds.

If you are PermaDead, locate the Statue of Judgment in the Under Verse, then deal with it....You might be able to come back to life in exchange of a part of your Fate.

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PostSubject: Re: Core Rules   2008-08-20, 9:22 pm

**HUNGER, THIRST, FATIGUE**


Your character needs food, drink, and rest!

Your characters has those three statistics displayed under her/his Status.

Hunger: [Willpower *2]
Thirst: [Willpower *2]
Fatigue: [Willpower + (Stamina *2)]

Your character will lose 1 Point of Hunger every hour [20 minutes in RL], 1 Point of Thirst every half-hour [10 minutes in RL], and 1 Point of Fatigue every hour [20 minutes in RL].

Eating, drinking, and resting will increase your HTF state.

If Hunger or Thirst reaches 0...Something very bad happens [PermaDeath!].

So you need to feed your character food and drink over time. Rest as well.

Depending on the food or drink, your statistics will increase a certain amount.

You may use spells as well to create food and drink, or even to suppress Hunger and Thirst for a while.

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PostSubject: Re: Core Rules   2008-08-31, 1:34 pm

**MAGIC**


**REQUIRE AN UPDATE**

Your character needs a spellbook in order to cast spells.
Those will contain your spells.

To display the content of a spellbook, target it and enter the /dm readsb command.

When you need to cast a spell contained in a spellbook, you must target the spellbook and enter the /dm setmainsb command to set this spellbook as the one your currently use.


*Casting a Spell*

Locate the spell's number in your spellbook.

Target the appropriate target.

Self: You do not need to target anything, the spell will automatically apply on your character.
Creature: Use the standard targeting item or the /dm target command on a creature.
Area: Target the ground or a creature using the Area Targeting item.

Now you can cast the spell:
Enter the /dm cast# command.
# is the spell's number in your spellbook.

i.e: I want to cast a Fireball on a group of Grundak.
Reading my spellbook, I see that Fireball is the third spell in the column.
I then use my Area Target item and target the ground in the center of the group of Grundak...6 meters radius should cover them all.
Fireball being the third spell in my spellbook, I enter the /dm cast3 command.
Assuming everything was ok and I succeeded in casting my spell, I enjoy seeing the Fireball burning the poor Grundak.

Then they charge me and I get killed because my Fireball only dealt 15HPs damage...

***
Hint:

- Create /dm cast1 /dm cast2 etc macros, so that you will be able to swiftly cast your spells.

- Copy or write down the spells you use most in a spellbook, so that you won't have to switch between all of your spellbooks.

- Casting a spell takes time and you are not always sure whether you succeed or not in casting the spell. So be sure all the preparations are made, you meet all the spell's requirements, and you are safe enough. [Unless companions are here to support you in combat]

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PostSubject: Re: Core Rules   2008-09-05, 9:48 pm

**COPY SPELL**


**REQUIRE AN UPDATE**

You can copy a spell from a spellbook to another.

- First, set as main the spellbook you will copy the spell to.

- Target the source spellbook [the source must not be in your inventory, and you must stand within 2 meters from it, can be an item or a placeable]

- Enter the /dm copyspell-# command. # is a number matching the spell number in the source's spell list. i.e: /dm copyspell-2

To successfully copy the spell, you must:
- Succeed a language skill roll [the language is the language that has been used to write down the spell, the difficulty is SpellLevel *10]
- Succeed a Writing skill roll [Difficulty is SpellLevel *10]
- Succeed a Spellcraft skill roll [Difficulty is 10 + SpellLevel *5]

The spell will be written down in your spellbook in the language you currently use.

Of course, if there is no room left in your spellbook, you won't be able to add a new spell in it.

It takes 1 minute * SpellLevel to copy a spell, you won't be able to do anything else in the meanwhile.

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PostSubject: Master Link   2008-09-18, 7:02 am

**MASTER LINK**

When you get a follower, you get a Master Link item at the same time.
This Master Link item is used to control your follower.

To order your follower to do something, proceed as follow:

- Target the follower's Master Link in your inventory using the Targeting Feat.
- Define the follower action's target using your Targeting Feat
- Enter the /dm command [You still may use macro to be swift]
- Entering /dm fdial a dialogue will launch when you target a Master Link. The dialogue lists all the available commands to get a quick access.
You are still able to enter the /dm commands if needed.
Note: A conversation cut/can't start while a character is in combat.
To switch back to standard mod, enter the /dm fstan command.

Certain actions can't be performed by every follower.
i.e A skeleton follower can't pick a lock...

*Group*

You can assign a follower to a group.
Whether you are in Individual or Group Mode, you can manage a whole group of followers.

To assign a follower to a group:
- Target the follower's Master Link
- Enter the /dm fgrp-[group name] command.
i.e /dm fgrp-Alpha to assign a follower to group Alpha.
- Do that for every follower you wish to add to this group.

There is an unlimited number of group you can create.

You can switch between Individual Mode [/dm findv] and Group Mode [/dm fgroup]

In Individual Mode you control one follower at a time

In Group Mode you control the whole group that the follower you issued the order to belongs to.

i.e A group of marines all grouped under Bravo Team are wandering into an hostile area. You go into Individual Mode to control only one marine and send her to scout ahead. Seeing that the area is clear, you switch into Group Mode and move all the marines at once to continue on.

Target a follower's Master Link and enter the /dm frgroup command to remove the follower from a group.

To list all members of the follower's group, enter the /dm flgp command.

*Action List*

- Run
Command: /dm frun
Target: None
Description: Order your follower to run when moving.

- Walk
Command: /dm fwal
Target: None
Description: Order your follower to walk when moving.

- Attack
Command: /dm fatt
Target: Creature, Placeable, Door
Description: Order your follower to attack target.

- Follow
Command: /dm ffol
Target: Creature
Description: Order your follower to follow target.

- Hold
Command: /dm fhol
Target: Area
Description: Order your follower to stand ground at targeted location.

- Heal
Command: /dm fhea
Target: Creature
Description: Order your follower to heal target. [Required healing stuff needed]

- Stealth On
Command: /dm fsteon
Target: None
Description: Order your follower to go furtive.

- Stealth Off
Command: /dm fsteoff
Target: None
Description: Order your follower to stop being furtive.

- Open Door
Command: /dm foped
Target: Door
Description: Order your follower to open targeted door.

- Close Door
Command: /dm fclod
Target: Door
Description: Order your follower to close targeted door.

- Use Placeable
Command: /dm fusep
Target: Placeable
Description: Order your follower to use targeted placeable [such as floor levers, or a chair to sit on].

- Estimate Lock
Command: /dm festl
Target: Placeable, Door
Description: Order your follower to estimate target's lock quality.

- Unlock
Command: /dm funl
Target: Placeable, Door
Description: Order your follower to unlock target. [Required tool needed]

- Lock
Command: /dm floc
Target: Placeable, Door
Description: Order your follower to lock target. [Required tool needed]

- Estimate Trap
Command: /dm festt
Target: Placeable, Door, Trap Trigger
Description: Order your follower to estimate target's trap quality.

- Disarm Trap
Command: /dm fdist
Target: Placeable, Door, Trap Trigger
Description: Order your follower to disarm target. [Required tool needed]

- Drop Pack
Command: /dm fdrp
Target: None
Description: Order your follower to drop her pack.


- Pick Up Item
Command: /dm fpui
Target: Item
Description: Order your follower to pick target item up.


[More coming...]

****

If your follower dies, you lose the Master Link.

If your follower gets somehow hostile, use the Master Link to calm your follower down.

In the case you got a permanent follower, use the Master Link to make your follower appear at the last recorded location and in the same condition.

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PostSubject: Re: Core Rules   2008-09-27, 8:47 pm

**Non-Lethal Damage**

When you want to train with someone, or get someone unconscious rather than dead, enter the /dm nonlethalon command.

When a creature reaches 0 Non-Lethal Hit Points, the creature gets unconscious for 300 - (Stamina *2) seconds.

When not in combat, a creature recovers 3 Non-Lethal Hit Points every 6 seconds.

To switch back to lethal damage, enter the /dm nonlethaloff command.

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PostSubject: Re: Core Rules   2008-10-11, 2:21 pm

**RANGED WEAPONS**


*BOW*

The character's Damage Modifier is not applied to the damage unless it is specified. However, when specified, a shortbow will only allow half the Damage Modifier when a longbow will allow full.

*CROSSBOW*

The character's Damage Modifier is not applied to the damage. Instead the crossbow's Damage Modifier is applied to the damage.

*SLING*

The character's Damage Modifier is applied to the damage.
Besides, damage are decreased by 1 every 10 meters over 30 meters, and increased by 1 every 10 meters under 30 meters for a max of +3 at point blank shot.
ie The character attacks a Grundak with her sling. The Grundak is 20 meters away from the character. The modifier for the damage will be +1.
Then the character attacks an Ork 60 meters away, the damage will be decreased by 3.

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PostSubject: Re: Core Rules   2008-10-13, 7:32 pm

**SIEGE MACHINES**


A new skill is available! --> Siege


*STATS*

Each Siege Machine has its own stats. Which are:

- Min Range The minimum distance to target. You can't target something under that range.

- Max Range The maximum distance to target. You can't target something over that range.

- Reloading Time The time it takes to reload the Siege Machine. A high Siege skill value decreases the Reloading Time

- Accuracy A bonus to the Siege skill roll when firing

- Ammo Types The different types of ammo you can load into the Siege Machine

***

*USING SIEGE MACHINES*

Only one person at a time can use a Siege Machine.

To use, Target the Siege Machine while standing within 5 meters from it, then enter the /dm smuse command.

To stop using it, Target the Siege Machine and enter the /dm smsuse command.

To target, Target a creature, area, door, placeable, and enter the /dm smtarget command.

To load, target a Siege Ammo Supply that is within 5 meters from the Siege Machine and enter the /dm smload command.

To fire, enter the /dm smfire command.

Instead of entering commands, you may simply click on the Siege Machine to start a conversation that gathers all actions.

There is one more action that is only available through the conversation, called Seek Target.
This option enables you to select a target within range.
Quite useful because of the camera limited distance view.

***

When you fire a Siege Machine, a Siege Skill roll is made.
If you succeed, the missile will hit the target, or at least close enough.
If you fail, there is more probabilities that your missile will be too short or too long.

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PostSubject: Re: Core Rules   2008-11-02, 2:34 pm

**LEAP**

Your character can leap forward over a certain distance.

The distance is Athletics Skill / 10 meters.

Target the area where you want to land, then enter the /dm leap command.
If you character is able to reach the targeted area, she will leap over to there.

Quite useful to cross a chasm or a trapped corridor.

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PostSubject: Re: Core Rules   2008-11-02, 2:48 pm

**FLY**

If your character has wings [might be granted by a spell or natural] she will be able to fly.

To fly, simply enter the /dm fly command.
To stop flying, enter the /dm stopfly command.

- Your character must not carry more than half her Max Carry value of equipment.
- When flying, your character is granted a DR+2 bonus.
- Flying is exhausting.
- Flying increases your Movement Speed
- Flying prevents you for triggering traps located on the ground.
- Flying does not leave tracks.

If your character is able to fly, you can reach areas walkers would find difficult or even impossible to access.
Either your character is flying or walking, you can target an area and enter the /dm flyjump command.
You character will fly to this area. Very useful to cross over walls or mountain peaks. Even for escaping a host of enemies.
However, you can't use this ability in interior areas.

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PostSubject: Re: Core Rules   2008-11-02, 2:59 pm

**MOVEMENT SPEED**

Your character's movement speed is depending on the following values:

- Racial Speed Modifier [Base]
- Armor DR Modifier [Penalty]
- Carried Weight [Penalty]
- Crossed Terrain Type [Penalty]
- Agility [Bonus]
- Miscellaneous Bonus/Penalty


[A Darakhul wearing an heavy armor and a load of equipment will certainly get a hard time finding a group of adventurers willing to bother with a big snail, especialy if they are going in a swamp Razz]

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PostSubject: Re: Core Rules   2008-11-04, 2:29 pm

**BOOKS**


To read a book, use the book's Unique Power.

A conversation will appear with the following options:

- Read
- Put away

The content of a page only appears if your character has at least a skill value of 60 in the language the page has been written in.

The Book title will display at first, and you can read through the book with the Next and Previous Page options.

The Bookmark option enables you to bookmark a certain page, so that next time the book is opened, the bookmarked page will be displayed instead of the cover.

You can remove a bookmark by clicking on Remove Bookmark.

You can also remove a page from the book. This will create the page in your character's inventory.

At any moment you can close the book by clicking on the Close Book option.

This system allows the use of scripts, so you may be subject of unexpected things while reading a book... [A key, a message, etc.. might be hidden between two pages, or a spellbook might be protected by an harmful spell...]

[I hope you liked the anthrax envelope in USCM Razz]

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PostSubject: Re: Core Rules   2008-11-13, 6:27 pm

**COLD WEATHER**


When the temperature is 5 Celsius or below, your character starts losing HPs every minute.

Clothing and cloaks have a Cold Modifier value.
Spells or stuff like a fireplace or campfire raise the value as well.

If the total value is superior to the current temperature, your character doesn't lose HPs.

If your character takes damage, the amount of HPs lost is equal to the current temperature minus the Cold Modifier value.
Your character's Cold Resistance reduces the damage taken.
Obviously, Undead or other creatures immune to cold are not subject to the Cold Weather Effect.

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PostSubject: Re: Core Rules   2008-11-16, 8:54 am

**CORPSE LOOT**

While standing within 2 meters from a dead or unconscious creature [works on player characters as well], enter the /dm loot command.

It will take 10 seconds for your character to gather the loot.
An invisible placeable will appear at your character's feet, containing all the loot.

When you close it, all the remaining loot inside returns to the corpse/body.

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PostSubject: Re: Core Rules   2008-11-22, 1:51 pm

**HORSES**

To ride a horse, target a horse, get close within 2.5 meters, then enter the /dm mount command.
Note: Ogres can't ride a horse.

To dismount, enter the /dm dismount command.

Horses are a convenient way to travel as they are fast and can carry your stuff.

The Horse's Base Movement Speed depends of the type of horse you've got.
A few things modify the BMS, such as the rider's Horsemanship Skill value, the horse's agility, the carried weight [including the rider and her stuff], and the horse's barding penalty.
Riding a horse without a saddle reduces the MS.

*Fighting on Horseback*

In combat, your horse has a 60% chance to get hit instead of the rider.
The rider and the horse are monitored separately.

The rider gets a -5 attack penalty for fighting on horseback, further reduced by the Horsemanship Skill. [1 of 20]

DefMode Dodge not allowed on horseback.

If the rider is thrown off her saddle or if the horse gets killed, she will be knocked down the ground for 6 seconds.


*Useful Commands*

/dm hfol Makes the mount follow your character. You must enter this command while standing close to the mount.

/dm hhol Makes the mount hold its ground. You must enter this command while standing close to the mount.


*Follower Commands*

/dm fmount Target a mount and enter this command to make a follower mount it up. The follower must be standing close to the mount.

/dm fdmount Makes the mounted follower dismount.


*Horse Menu*

Standing within 3 meters of a horse, you may enter the /dm hman command to display a menu.

The Horse Management Menu contains these options:

- Make the horse follow
- Make the horse stand ground
- Put an item from your inventory into the horse's saddlebags [The horse must be equipped with saddlebags and you must Target the item first]
- Drop the saddlebags on the ground [The horse must be equipped with saddlebags]
- Equip Barding [The horse must be equipped with a saddle and you must Target the barding in your inventory first]
- Unequip Barding
- Saddle the horse [you must Target the saddle in your inventory first]
- Unsaddle
- Equip Saddlebags [you must Target the saddlebags in your inventory first]
- Unequip saddlebags
- Mount the Horse
- Go away

***
Coming Soon
***
- Saddlebag support

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