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Xialya
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PostSubject: Server rules   2007-03-28, 7:37 am

--SERVER RULES--

In the character creation process, you will be able to select just one class -fighter-. Like alignments, this class is useless, you're not a fighter, you're just a human being like the others.
If you are able to select several class, check if you've got the 2DA files (you find them with TW_HEADS.hak) into your override directory.

On your first arrival , you'll start in the Clan and Class selection area.

There are descriptions of Clans and families, choose carefully, this will affect your roleplay, and some other things.

Feats are unavailable in the character creation process and in the level up menu since in this module you can learn specific abilities which are alike feats.

You will find trainers, there are specific abilities which you can learn according to your Clan and Class.
To learn a specific technique you'll be requiered to have a specific level and pay with experience points. (the amount is displayed)
Some techniques are available to anyone , some others are specificities of a certain clan and or class
You also have some techniques which are hidden , you'll have to search the maps to find the trainer.

Once you've chosen your class and faction , you'll be taken to your faction's starting area and be given specific equipement.
In your inventory, you will find 5 rings -Earth, Fire, Water, Air, Void-
Many techniques or actions are based on those rings.
You will be able to increase a ring every 3 levels. (level max: 26)

Then, every 3 levels, 2 starting class skills are increased.
Example: You are a Scorpion Shinobi, your 2 starting class skills are Hide and Move Silently. You begin, at level 2, with +2/+2.
When you reach level 5, your bonus are +4/+4, level 8: +6/+6, ...
Also, you gain a bonus feat at level 2, depending your class.

I've created my own magic system. The NWN magic system doesn't fit this world
There are 3 types of magic:
-Normal Magic. Used by the most. This is the magic of the shugenja (spell casters)
-Maho: The Blood Magic, used by the evil Maho Tsukai.
-Kage no Majutsu: Shadow Magic, used by ninja.

Normal Magic uses your Rings.
If you want to play a shugenja then you'll have an affinity with an element which will be higer rated. The affinity will change according to the Clan you belong to. You'll have a deficiency to an element as well.
Phoenix are a bit different , they don't have any deficiency and can select whatever affinity they want to.
Example: You are a Scorpion Shugenja, then you have an affinity with the Air element and a defficiency to Fire element so the rate of your Rings will be as follows: Earth 2, Fire 1, Water 2, Air 3, Void 2.
You are able to cast a number of spells per day equal to the element the spell is affiliated.
In the previous example, the Scorpion Shugenja is able to cast 2 spells affiliated to the Earth, to the Water, 1 Fire spell, and 3 Air spells.
When you rest, your Rings are reloaded, and you can cast again.

To cast a spell, in first, you have to understand it, buy a spell's scroll, and study it. If you make a successful spellcraft skillcheck, you understand the spell and are definely able to cast it.

DC depend the level of the spell.

When you cast a spell, the target is ALWAYS a creature if not specified in the description.

To cast a spell, you have to success a Spellcraft skillcheck, DC depends the level of the spell.

To cast Maho spell, you need blood. Blood is the element of the Maho.
To get blood, you can cut yourself, or anyone else, using the appropriate knife.
A level 1 Maho Spell requires Blood [1], a level 2: Blood [2], ...
You have a blood-skin, you may change blood [1] into Blood [2] ->...[5] with it.
When you cast a Maho Spell, you have a chance to get Shadowlands Taint.
This will apply a permanently effect on you (good, or bad..but don't expect something so good Wink )
You will have a number of effects equal to the number of the Shadowlands Taint tokens.
Shadowlands Taint may be removed with Jade Tea, but this is very rare, and the propriety of the Crab Clan Wink

Kage no Majutsu spells require nothing else than the scroll to be cast.
Use it on the appropriate target.

If you choose to play a Shugenja, or a Maho Tsukai, you will appear in an area where you may buy spells. Don't be shy, use all the money you've received, otherwise, it will disappear when you will leave the area.

The Void Ring, every one can use it. You may spend a number of Void Points equal to the value of your Void Ring.
Void Points grant you bonus, like increasing your AC, a skill, ...

The craft.
Still in devellopment, you will be able to craft herbs, weapons, armors, and a lot of things.
You need to find a trainer and buy a shematics (depending your level, like techniques).
Then, check the description of the shematics, and follow the process.
Craft demands certain elements, like ore, wood, ...
And a crafting tool, like a well equiped forge.
Art is a bit different as you just have to found or buy the materials and success a skill check.
Sheets of paper for origami, specific flowers for ikebana, etc
-----------------------------------

- Your character's name need to match with the world, if you don't have one, please rename your character with a Japanese name.

- Wear and carry only what your character is able to wear or carry, be realistic, don't make your character a mule !

- Once you have chosen your faction, if you appears in the starting area, use the sign GO TO HACHI MURA.
----------------------------------

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Xialya
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Registration date : 2006-12-04

PostSubject: Re: Server rules   2007-04-03, 9:02 pm

**Updated Rules**

------------------------------------------
New dice roll system

This new system uses D10.

There are two values, the first one determines how many dice you will roll.
The second one determines how many results you will keep.

Each roll is made like this:

You roll: first value + second value
You keep: Second value.

Example:
Your first value is 3, your second is 5.
So, You roll 8 dice (3+5), and you keep 5 results.

You can't roll more than 10 dice.
For two rolled dice exceding 10 to 20, you gain a +1 dice on your keep value. (max +5)
Then, you can't keep more than 10 results.

When a rolled dice makes a 10, another D10 is rolled and added to the result.

Your final result is the addition of all your kept results.


* If your first value is equal to 0, you get a -10 penalty on your result.
Then, no other dice will be rolled when you make a 10 on a roll.

-----------------------------------------
Character Sheet

You've got an item called "Character".

Use it in order to display your character sheet menu.



-----------------------------------------
Rings, Traits, Skills

From now on, you've got 5 rings, 8 traits, and 40+ skills.

You begin with 2 in each ring and trait, and 0 in skills.

When you choose a Clan family, then a class, you are granted with a bonus in traits and skills.

Indeed, your character starts with 45 Character Development Points.
You will build your character with these points. Further, you will gain some CDP (only granted by your lovely mistress lol) to improve your character.

The hierarchy is:

Rings
...|...
Traits
...|...
Skills

** When you make a skill check roll, your roll value is your skill value, and your keep value is equal to the trait which the skill is depending.

* Meditation and Tea Ceremony use the Void ring.

Example:
You want to make a medicine check roll.
Medicine depends of Intelligence.
Your medicine has a value of 3, and your intelligence has a value of 2.
So, you roll 5 dices, and keep 2.

** When you make a trait check roll, your roll value is your trait value, and your keep value is equal to the ring which the trait is depending.

*Traits Table*
Red = Physical Ability
Blue = Mental Ability

*Earth
- Stamina
- Willpower
*Water
- Strength
- Perception
*Fire
- Agility
- Intelligence
*Air
- Reflexes
- Awareness

** When you make a ring check roll, your roll value is your ring value, and your keep value is equal to the ring value.

-----------------------------------------
Character Building

Your Character Development Points are displayed when you select "Display Status" in your character sheet menu.

If your CDPs are positive, then you can spend points to increase Traits and Skills.

Select "Increase a Trait" or "Increase a Skill" in the CSM.
You can increase your Void also. Select "Increase Void"

The cost is calculated as follow:

nC = nNV * nIM

nNV is the new value (Example: You want to increase Agility from 2 to 3. 3 is the new value)

nIM is the increasing multiplicator.
Trait or Void: nIM = 4
Skill: nIM = 1

nC is the CDP amount you have to spend in order to incrase your Trait, Void Ring, or Skill.


Earth, Water, Fire, and Air rings take the lowest value of the Trait which is depending of the Ring.

Example:
Your Reflexes is 5, and your Awareness is 2.
So, your Air Ring will have a value of 2.

-----------------------------------------
Spellcasting

To study and learn a spell, you will make a Spellcraft/Intelligence check roll.

To cast a Maho or Kage no Majutsu, you will make a Spellcraft/Intelligence check roll.

To cast a divine spell (which uses an element), you will make a Rank/Ring check roll.

----------------------------------------
Insight and Rank

Your Rank determines your level.
There are 8 levels. You start level 1.

Your Rank is used to cast divine spells, when using specific techniques, etc..

Your Insight is calculated as follow:

(Earth + Water + Fire + Air + Void) * 10 + skills values

A skill with a score of 1 will count as +1.
A skill with a score of 3 will count as +6. (1 + 2 + 3)

When a skill reaches a score of 5, you receive a +2 insight bonus.
When a skill reaches a score of 7, you receive a +5 insight bonus.
When a skill reaches a score of 10, you receive a +12 insight bonus.

You need to increase your Insight in order to achieve Ranks.

*Ranks Table*

I = Insight

Rank 1 - I <= 149
Rank 2 - 149 < I < 175
Rank 3 - 174 < I < 200
Rank 4 - 199 < I < 225
Rank 5 - 224 < I < 250
Rank 6 - 249 < I < 275
Rank 7 - 274 < I < 300
Rank 8 - I >= 300

----------------------------------------
Iaijutsu Duel

Both opponents need to bear a katana.
One challenger will use the Iaijutsu Duel capacity, targeting his/her opponent.
Then watch the duel.

Iaijutsu duel uses an opposing Iaijutsu/Reflexes check roll.
Damages are calculated with a Strength/Water roll.

* You will receive the Iaijutsu Duel Capacity if you've got 1 or more points in your Iaijutsu skill.

----------------------------------------

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Last edited by on 2007-06-23, 2:33 am; edited 2 times in total
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Xialya
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PostSubject: Re: Server rules   2007-05-06, 5:09 am

HSS implanted on L5R.

I had to adapt the system, but it works fine now. Very Happy

There is only one type of damage here, Impact Damage.

Each weapon possesses one atribute, DR (Damage Rating) which is divided into the standard roll system and its two values, Roll and Keep.

To calculate the damage roll, it proceeds as follow:

Damage = (Strength + Roll) K Keep
Final Damage = Damage - Target Armor Value

Anyway, if you deal 0 damage to your opponent, he/she will suffer a movement penalty during 10 seconds.

Added to this, there are other specific attributes, such as Sharpness (n), Heavy Weapon, and others specific described.

Sharpness reduces target's armor value by (n) times.

Heavy Weapon grants you a 50% strength bonus to calculate the damage.

Some weapons like yari are more effective while mounted.

And more.


The damage with a bow are calculated in a different way:

Each bow has a strength value.
It will take the lowest strength between yours and the bow's to calculate the damage.

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PostSubject: Re: Server rules   2007-05-07, 4:47 am

Locksmith Skill

Forget that poor nwn unlock/lock system, here's the new one.

You gain the Locksmith Capacity if you have 1 or more in your Locksmith skill.

Use the Locksmith Capacity on any door or placeable (if you can't use it on the target, you will be warned, not every door are picklockable) (or not yet converted into the new system Wink )

A menu will be displayed.
There are three options in the menu:

- Unlock (appears if you possess a picklock)
- Lock (appears if you possess a picklock)
- Estimate the lock quality

If you hit "Estimate the lock quality", it will reveal these data (the number of data depends of your check roll --> Locksmith/Intelligence)
- Unlock
- Lock
- Security

Each category is divided into these values:
- High Quality
- Good Quality
- Average Quality
- Low Quality
- Poor Quality

That can give you an idea about the lock.


Picklocking:

In order to unlock or lock something, you will need a picklock.
This tool has a number of uses. (10 at the moment...I'll add some good and low quality picklocks with a different number of uses)

When you try to unclock or lock, it will use your picklock. After each use, you will be warned about the number of remaining uses.
When it reaches 0, your picklock is unusable.

Also, you can break your picklock when picklocking.

Every locked door or placeable have these values:
- Unlock Difficulty
- Lock Difficulty
- Security

Unlock:
Depending of your checkroll result (Locksmith/Intelligence), you will unlock the lock or decrease its security level. (or fail to unlock, or break your picklock)

Lock:
Depending of your checkroll result (Locksmith/Intelligence), you will partially or fully increase the security level of the lock and lock it. (or fail to lock, or break your picklock)

----------------------------
Key

Target the locked door or placeable with the matching key UniquePower in order to lock or unlock it.

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PostSubject: Re: Server rules   2007-05-08, 3:43 am

**Weapon Skills**

As I can't modify that crapping nwn attack roll system to adapt on my own rules system, I added a little thing that will help.

The weapon skills are now aviable.

You will gain an attack bonus equal to your skill rank with the matching weapon covered by the skill.

Example:
You have Kenjutsu 3

When you'll fight with a katana, a ninjato, a odachi, a wakizashi, or a boken, you will be granted a +3 attack bonus.

If you fight with two weapons, the bonus will be calculated separately for each weapon.


*Weapon Skills list*

*Chain Weapons Agility
- Kusarigama

*Heavy Weapons Agility
- Ono
- Tetsubo

*Jiujutsu Agility
- Hand to Hand

*Kenjutsu Agility
- Boken
- Gaijin Scimitar
- Gaijin Longsword
- Gaijin Jian
- Katana
- Ninjato
- Odachi
- UjikHai Scimitar
- Wakizashi

*Knives Agility
- Aikuchi
- Sai
- Tanto

*Kyujutsu Reflexes
- Daikyu
- Gobelin bow
- Hankyu
- Gaijin Sling
- Yumi

*Ninja Ranged Weapons Reflexes
- Fukiya
- Nageteppo
- Shuriken
- Tetsubishi

*Peasant Weapons Agility
- Kama

*Polearms Agility
- Nagamaki
- Naginata
- Yari

*Staves Agility
- Bo
- Nunchaku
- Tonfa

*War Fans Agility
- Gunsen

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PostSubject: Re: Server rules   2007-06-20, 1:31 am

*Sleight of Hand*


If this skill is used on someone, you'll make an attempt to steal something from your target.

Not any objects are stealable, only these you can hold in a hand.

As usually, you need to have at least 1 rank in the Sleight of Hand skill to be granted by this capacity.

Just target your victim... You need to stand within a range of 1.5 meters around the victim.

You'll made an opposite roll check against your target.

Your roll is Sleight of Hand/Agility
Your opponent's roll is Investigation/Awarness

You'll be notified if you success or fail in your attempt.
If you receive no notification, then the target has no stolable item.

If the victim has made a score at least equal to yours halved, he/she is notified of an attempt.

NPCs tend to be very angry when you try to steal them..

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PostSubject: Re: Server rules   2007-06-20, 7:26 pm

*HEALTH*

Forget the nwn HP system.

Now your Health is divided in 8 states.
The HSS provides 7 states (6, actually, the 7th is death).
So, I made some improvments.

Your Health depends of your Earth Ring score.
So you'll need to increase it in order to get a higher Health.

For the first 7 states, each one possesses a number of Wounds equal to Earth * 2.
The 8th state possesses Earth * 5 Wounds.

Your total Health is the addition of each Wound Level.

Earth 2 = Health 38 (4 + 4 + 4 + 4 + 4 + 4 + 4 + 10)
Earth 3 = Health 57 (6 + 6 + 6 + 6 + 6 + 6 + 6 + 15)
etc...

As usually with the HSS, you get some wound penalties when you reach a new state.

From now on, every single combat is deadly..Welcome to a realist world

SO NOW, think twice when you want to engage an opponent...

oh..and... You'll HATE the ones who will attack you with a ranged weapon...

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PostSubject: Re: Server rules   2007-06-22, 8:53 am

**POISON**


Now you can directly apply a poison on something instead of having different items for different poisons.

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

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

Every poison have these caracteristics:

- Difficulty: nn (To poison something you need to success a Poison/Intelligence check roll, the poison difficulty is your roll difficulty)

- Efficiency: nn (If the victim is poisoned, he/she needs to success a Stamina/Earth check roll to avoid the poison effects. The Poison Efficiency is the roll difficulty)

- Start Effect: nn (The poison will start to affect the victim after nn seconds)

- End Effect: nn (The poison will stop to affect the victim after nn seconds)

- Dose: nn (The max number of applications. When you apply the poison on something, a random number of applications will be set on it)


Poison effects are limitless, there can be a lot of various effects. From damaging poison, to soporific, to a poison that makes you repeat for 10minutes "I'm an asshole". Wink

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PostSubject: Re: Server rules   2007-06-26, 4:54 am

**STEALTH**


You'll get this capacity when your Stealth skill score is at least 1.

When Stealth Mode is activated, your movement speed will decrease.
n <= 3 --> Decreased by 60%
3 < n < 7 --> Decreased by 40%
n >= 7 --> No speed decrease

When you reach a stealth area, you are hidden.
Leave it, and you'll appear again.

Stealth area are wherever shadow are..Look around you.
You just can't go unseen everywhere.

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