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Xialya
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PostSubject: Re: Core Rules   2008-12-02, 3:27 pm

**DETERMINING DIRECTION**

It can be useful to know where you're going...especially when you are in the wilderness and try to find civilization...

That's the part where you use the /dm direction command.

Using this command, you will be told which direction your character is facing. [N, E, S, W, NE, SE, SW, NW]
If you succeed a Survival Skill roll you get the right direction, otherwise it might be the wrong one...

You get a -50 penalty when trying to determine a direction underground.
Only -25 if your character is a Darakhul.
And finally a -15 penalty if your character is inside a house or other building above ground.

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Xialya
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PostSubject: Re: Core Rules   2008-12-06, 8:39 pm

**BREW POTION**

Note: The term "Potion" I will use here refers to any liquid substance obtained by the process of Alchemy, it could be a poison or anything else as well.

First of all, you need an Alchemy Equipment.
Simply click on it to open the conversation menu.

You need at least an Alchemy Skill value >= 15 to use it.

The menu options are:

- Select First Ingredient
- Select Second Ingredient
- Select Third Ingredient
- Select Fourth Ingredient
- Select Fifth Ingredient
- Select Base
- Brew
- Go Away

As for the 6 Select~ options, you need to first Target an ingredient or base in your inventory then click on the Select~ option.

The Brew option will only appear once you have selected a base and at least one ingredient.

*ALCHEMY BASE*

Alcohol is used as Alchemy Base, which must be contained in a Liquid Container. If the Alcohol Quantity is over 1 liter, the Quantity will be reduced to 1 liter during the Brewing process and the rest will be lost.
Depending of the potion, you might need an Alchemy Base with an Alcohol Strength of 3+, 6+, or 12+.

*ALCHEMY BASIC SUBSTANCES AND ALCHEMY ADDITIONAL SUBSTANCES*

Each ingredient contains 1 or more Basic Substance and 1 Additional Substance.

Basic Substances:
- Teroth
- Aether
- Sinyn
- Anbrith
- Dornyn
- Anyon

Additional Substances:
- Srayn
- Kureth
- Tren

*BREWING*

If you know a recipe, then you already know which Basic Substances and Base must be mixed together to obtain the desired potion.
If not, you still can mix those together and hope to obtain something useful.

If the Basic Substances and Base match an existing recipe, then you will maybe get something...

An Alchemy Skill Check Roll is made, a difficulty of 10* Number of Used Ingredients is applied to the roll.
If there is only one type of Additional substance among all the ingredients, you are granted a +10 bonus to the roll.
If the three types of Additional Substances are mixed together, you get an additional +10 penalty to the roll.

In the case of a success, you will obtain something.
If you are sure of the recipe, ingredients, and Base you used, then it should be what you obtained.
Anyway if you want to check, simply select Look at the Content in the Liquid Container Conversation Menu.
The Alchemy Skill Value needed to identify the content is the diff that had been applied to the roll.

Either you succeeded or not, all ingredients are lost as well as the Base.
However if you succeeded, the Base Quantity remains the same, it only had lost its Alcohol property.

Note: All potions have a Drink Value of 2.

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PostSubject: Re: Core Rules   2009-01-11, 9:00 pm

**TRACKING**

When you want to look for tracks, enter the /dm tracking command.
Tracking uses the Survival skill.

Note that you can't do that when mounted or while flying.

It takes 40 seconds IGT to look for tracks within a 5 meters area.

A Survival Skill check roll is made.

If it is night you get a -25 penalty to your roll.
If it is night and your character has the See in the Dark ability, the penalty is -15.
If it is raining or snowing, you get a -10 penalty to your roll.
Elnyhn and Ogre are granted a +10 bonus.

If you fail the skill check roll, or if there's no track, nothing will be revealed.

If you discover tracks, the result of your skill check roll is kept and additional modifiers based on the terrain type are calculated in order to read the tracks.

If your character succeeds in reading the tracks: the race, the direction headed and the weight [including carried equipment] of the creature that left the tracks are revealed.

Notes:
- Flying creatures do not leave tracks. [Indeed...]
- When mounted, the race of the mount is revealed instead.
- Tracks disappear after 10 minutes IGT. 6 minutes when it is raining, and 4 minutes when snowing.

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PostSubject: Re: Core Rules   2009-01-11, 10:44 pm

**CRAFT SKILLS**

Craft Skills are not displayed, though you know your Craft Skill Level in a given skill when using it.

All Craft Skills are subskills of Craft.

A Craft Skill will increase when using it like any other Main Skill.
The difference is that they are not scored with digit values but instead with levels.

Certain recipes are restricted to specific CSLs, and depending of the level you might get other special options and quality of crafted items.

When rolling a Craft Skill check, only a part of your Skill Value is used depending on the level of the subskill you are using.

The Craft Skill Level are: [Percent of Craft Skill Value used]
- Novice [20%]
- Apprentice [40%]
- Journeyman [60%]
- Expert [80%]
- Master [100%]

*****
Craft Skills List: [Non Definitive]
- Apothecary
- Armorsmith
- Bowyering
- Cooking
- Jewelry
- Mining
- Siegecraft
- Tailoring
- Weaponsmith

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PostSubject: Re: Core Rules   2009-01-12, 1:17 pm

**STEALTH**

Stealth enables you to walk unseen, it uses the Stealth Skill.

A Stealth skill value >= 30 is required in order to perform this action.

-To enter Stealth Mode, enter the /dm stealthon command.
-To leave Stealth Mode, enter the /dm stealthoff command.

When using Stealth, your character's movement speed is reduced as follow:

Stealth < 60 = -50
Stealth >= 60 and <80 = -25
Stealth > 80 = No reduction

A bunch of modifiers make it easier or harder for you to remain undetected.

- Your Stealth Skill value.
- Whether it is night or day, interior, underground, etc.
- The type of terrain you are crossing.
- Where you are standing. [Might not be a good idea to stand in the middle of a clearing]
- The DR Modifier of your armor.
- Your Size
- Your total weight

Notes:
Elnyhn are granted a bonus when crossing Vegetal terrain.

****

As long as you don't stand in front of a PC or NPC, there won't be any detection attempt.
Otherwise, an opposed Stealth/Perception skill check roll will be made to determine whether you are seen or not.
If you are seen, your stealth wears out.

Note that only PCs and NPCs who are not belonging to your faction will break your stealth.
In the case you are Unaligned, only your followers would not break your stealth.

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PostSubject: Re: Core Rules   2009-01-12, 5:01 pm

**LANGUAGES**


Characters start with their standard race/subculture language selected.
If your character speaks more than one language, you can switch into the other languages entering the following commands: [List non definitive]


- /dm lngdeesnyr To speak De'Esnyr.
- /dm lngderator To speak Derator.
- /dm lngesnyr To speak Esnyr.
- /dm lnghaerdun To speak Haerdun.
- /dm lnghentius To speak Hentius.
- /dm lngkaeldyn To speak Kaeldyn.
- /dm lngkhuzda To speak Khuzda.
- /dm lngnalden To speak Nalden.
- /dm lngnorog To speak Norog.
- /dm lngnorse To speak Norse.
- /dm lngsnaok To speak Sna'ok.
- /dm lngusdan To speak Usdan.
- /dm lngxianwu To speak Xianwu.


Note that you need at least 10% in the corresponding Language Skill to be able to select it.

Further, you need 40% in the corresponding Language Skill to speak it or understand someone else speaking it.

If your character can't understand a language, and if you succeed an Intelligence Stat Roll, you will know which language is spoken.

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Last edited by Xialya on 2009-01-31, 7:33 pm; edited 2 times in total
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PostSubject: Re: Core Rules   2009-01-18, 1:51 pm

**MUSIC INSTRUMENTS**

You can play different instruments in game, and compose your own tunes.

Perform Skill is used when playing an instrument.
Each time you play a note, a Perform Skill Check is rolled.
If you fail, a random note will be played instead.

To begin, you need to equip an instrument and use it.
A Conversation Menu will open with different options:

- You can switch between a Natural Pitch and a Sharp Pitch.
- Depending on the instrument, there might be 1, 2, or 3 different Octaves.
- Then you have the notes (A, B, C, D, E, F, G)

You better use the num keys of your keyboard to play the instrument, it's much more fun Very Happy

*Music Instruments List* [Non Definitive]

- Harp
- Lute
- Pipes
- Trumpet


Note:
You can start a band with your friends and perform everywhere Razz

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PostSubject: Re: Core Rules   2009-02-01, 7:36 pm

**HEAVY WEAPON ONE HANDED WIELDING**

If your character is strong enough, she can wield a two-handed heavy weapon one-handed.

Your character must have a Strength equal or superior to 1.5 times the Min Strength value of the weapon.

Target a proper two-handed heavy weapon and enter the /dm wield1h command.

Thus enabling the dual wield of heavy weapons, or any combination of items/1H weapons/shields/...

To turn back such weapon, enter the /dm wield2h command.

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PostSubject: Re: Core Rules   2009-02-09, 7:26 pm

**TARGET AND USE**

Very important, but forgot to speak about!

Those are custom nwn feats that you will find in the radial menu under Special Command > Character.

Place them both into your quickslots as you will use those fairly often.

*TARGET*

Target is used to Target something.
It can be an item, a creature, a placeable, a door, a trigger, or the ground.

When asked to Target something, it means using this ability.

Note that when targeting something, the location of your target is Targeted as well as if you had targeted the ground at the same place.

- When Targeting a creature, an opposed Stealth/Perception Skill check is rolled to determine whether the creature notices that you drive your attention on her or not.

- When Targeting your coin Purse, its content is displayed.


*USE*

This ability is used to use an item or a placeable.

Just select the usable item or placeable with this ability in order to use it.

Note that if it is an item, you need to have it in your inventory, and sometimes equipped, to use it.
If it is a placeable, you need to stand within 2 meters from the placeable.

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PostSubject: Re: Core Rules   2009-02-28, 9:04 pm

**COURAGE / FEAR**

Those two values are used in certain situation, mostly bu NPCs, to determine whether a creature is frightened or not.

Whenever it occurs [Seeing a creature that has a positive Fear value, or under certain effects], a Willpower Stat Check Roll is made, with the creature's Courage value as a positive modifier, and the Fear value of the frightening source as a negative modifier.

Some creatures are immune to Fear, either naturally or by means of spell, techniques, etc....

*Courage*

Courage can increase [or even decrease given certain circumstances].

- The creature has a positive Fear value, which is added to the Courage value.
- The creature has a high Faith value.
- The number of living allies within a 10 meters radius. [Dead allies decrease the Courage value]
- The creature is under the effect of alcohol or drugs. [Being drunk turns the creature immune to Fear]
- Spells, abilities, techniques, etc...

*Fear*

Fear can increase [or even decrease given certain circumstances].

- Spells, abilities, techniques, etc...

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PostSubject: Re: Core Rules   2009-03-02, 10:58 am

**MORAL**

Moral is displayed under your Character status.

It will decrease under certain circumstances such as HP loss, death of a same faction member, death of a faction leader, etc...

The number of allies and leaders [same faction] around give a bonus to moral. Other means such as spells may grant a Moral bonus.


When a creature's Moral is less than 60%, a Moral Check is made to determine whether the creature is demoralized or not. [Willpower is used]
The lower the Moral is, the harder it becomes to succeed a Moral Check.

Some creatures are immune to Moral.

Spells, techniques, etc may grant immunity as well, though Moral bonus are much more common.

Demoralized creatures will usually try to flee.

***
When not in combat, Moral gradually increases back to its max.

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PostSubject: Re: Core Rules   2009-03-02, 11:09 am

**NUMBER OF ATTACKS**

The number of attacks a creature can deliver is determined as follow:

Every single creature has at least one attack.
Additional attacks will be granted in those cases:

* One-Handed melee weapon [No other melee weapon in the left hand] and a Skill value of 50+ and under 80 -> +1
* One-Handed melee weapon [No other melee weapon in the left hand] and a Skill value of 80+ -> +2
* Dual Wield and Skill of 70+ -> +1 [+2 counting the off-hand weapon's]
* Bow and Skill of 60+ -> +1
* Agility of 16+ and under 24 -> +1
* Agility of 24+ -> +2
* Spell, technique, etc -> +1 [This effect is not stackable]

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