How to play.

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Deviation Actions

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This is basic stuff for everyone who's already participated in a campaign, but we thought it would be good to clarify what different spells mean/how different things affect the game numbers-wise, since some parts of GURPS aren't compatible with how we've been running things. This won't change anything retroactively, but all future campaigns should stick to these guidelines. Everything is based off of the dice roller here: www.rolz.org/group . Simply enter your name and use Island of Qizhou as the group.

To join a game:
Message the mod in charge. Once they add your name to the roster, change your color to the area the campaign is in and RP your character entering the scene. Player order is determined by the character's Basic Speed stat. If two characters have the same Basic Speed, roll a d20 to determine who goes first. The mod decides on an objective, and it is up to the players to complete the objective without dying. Players who make it to the end are rewarded with EXP and gold. All success rolls are determined using a d20 and damage rolls are determined using a d6.

Damage from attacks is determined by the damage chart ( sta.sh/01d2p203zhpn ), with the character's equipment acting as a modifier. By default, players can attack any creature in the square adjacent to them, but some weapons grant the player a larger range. Each square is 10 yds^2. Hit rate for all physical attacks, for all weapon types, is based on DX.

If a monster is capable of being tamed, using the domestication skill works the same as attacking, but is based in DX. Instead of taking down the monster's HP, a character who is capable of domestication takes out the monster's Taming Points. When this value reaches 0, the monster is automatically defeated and is sent back to the player's stable. Domesticated monsters cannot join the party in the middle of the dungeon; monsters are only allowed to accompany players if they are brought in at the beginning. In lieu of taking out the monster's Taming Points, the player may use the appropriate Taming Item to automatically domesticate the monster. Each item is unique to each monster and is consumed upon use. Once used, the player rolls a die; the monster is tamed upon success.

If the character has a shield equipped, they may defend. The player does a success roll based in HT, with the shield's Defense Bonus acting as a modifier. The mod will do a success roll based in either the monster's ST or IQ, depending on the nature of the attack. If the player has the higher number, the monster does no damage; however, if the monster has the higher number, it may attack normally.

Similarly, players may attempt to dodge an attack. The roll is the same as defending, but it is based in DX.


Special Skill Information

Players are encouraged to create custom attacks for their characters. Special attacks are split between Physical Skills and Magic. Both function similarly and are split into several classes. FP is required to perform all special attacks, but the FP required is dependent on the either the level of the weapon for Physical Skills or the spell class and spell level for magic. The level of the weapon is calculated based on its modifier; a +1 weapon has a level 1 special effect, and so on. Players regain 1 FP every other turn at HT 10; they gain an additional FP for every 2 HT beyond 10. The default classes for special attacks are as follows:

Direct offensive and healing skills are both based in the same damage table as regular attacks, except that different stats may be used, with a +2 modifier for each magic level. Offensive attacks may use IQ, DX, or ST, while healing skills may use IQ. When casting Heal, the player can choose to dispel a status effect in place of healing HP. This is done via a success roll based in IQ against the monster that cast the spell's Will. These actions each take up one action.

Passive offensive and healing skills take one action to use, but last for several turns afterward without taking up the player's action. Their healing/damage increases by 1 for every magic level, and their duration increases by 1 turn every other magic level.

             -Players may select a single target within 20 yds^2 of their character when dealing both direct and passive special attacks and gain an additional 10 yds^2 per weapon/spell level. Higher-level offensive and healing effects do not overwrite their lower-level counterparts; if a player knows Heal level 3, they are also capable of casting Heal levels 1 and 2.

             -The player gains the option to target multiple creatures in an area(including allies) upon reaching weapon/spell level 5. Using abilities at level 5 and above will automatically target every creature within the ability's range. This class costs 1 FP per weapon/magic level until level 5; then they cost 2 times the weapon/magic level.

Defensive skills take one action to cast. The player rolls based on either their DX for physical skills or their IQ for magic, using the damage table. This number becomes the HP of their defensive construct, with a +2 modifier per weapon/spell level. All attacks directed towards the player hit the defensive construct instead, and the player does not receive damage until the defensive construct is killed. The player is immune to all status effects except stat buffs/nerfs while the defensive construct is active.

              -In addition, players may reinforce their construct via the same process after the construct has been damaged. Simply roll based on the damage chart again to repair your construct. A construct's HP cannot exceed the maximum roll until it is destroyed unless a second player reinforces the construct as well. In this case, the construct's total HP will be the original HP + the additional HP from the second player's cast, and can be reinforced back to this new total once damaged.  

              -Leveling this spell overwrites its lower-level counterparts.

              -Players who take Defensive skills can also cast Reflect, which bounces any special attack targeting the player back onto its user. Reflect does not protect the player from physical damage, and its effects wear off after one use. Reflect can stack with the defensive construct, but the player cannot use Reflect and create a defensive construct within the same turn.

               -The player gains the option to target multiple creatures in an area(including enemies) upon reaching weapon/spell level 5. Using abilities at level 5 and above will automatically target every creature within the ability's range. Skills in this class cost 1 FP per weapon/magic level until level 5; then they cost 2 times the level. Offensive and Defensive elemental skills gain +3 to their rolls.

Status effects such as Poison/Burn, Sleep, or Paralysis are cast by completing a success roll based in DX for physical skills and Will for magic, against the target's HT for burn/sleep/poison and Will for paralysis. Players may select a single target within 20 yds^2 of their character. The effect lasts for 3 turns unless dispelled by an item or magic; for Sleep, the target may roll a d4 at the beginning of their turn and can awaken early if they get a 4. Each weapon/spell level grants the caster an additional 10 yds^2  and turn.

                -The player gains the option to target multiple creatures in an area(including allies) upon reaching weapon/spell level 5. Using abilities at level 5 and above will automatically target every creature within the ability's range. Effects in this class cost 1 FP per magic level until level 5; then they cost 2 times the level.

Our currently defined status effects are as follows. If you have an idea for a status effect that is different from those listed here, feel free to contact a mod and we'll review it.

Poison, Burn, Bleed, and Disease deal 1d6 damage at level 1, with +1 damage every magic level and +1d6 every 3 magic levels. All may be healed with items, but only Poison, Burn, and Bleed may be healed with a healing ability. Casting a Healing ability onto a character who is currently Diseased causes the damage done by Disease to increase by +1d6 per turn per healing ability used on the Diseased character. All of these can be inflicted by rolling the player's Will vs the target's HT; Bleed may be inflicted by any sharp weapon, either by following the instructions in the weapon's description or (for those that do not specify) by rolling 1d20. What constitutes as a "sharp enough" weapon to inflict Bleed is up to the DM's discretion.

If a character is left to Bleed for 3 turns without being treated, then at the end of the third turn this character will go into Shock. Shocked characters are prone and require two turns to recover, during which they may not move or act. Shock can be cured with an item or by another character with First Aid, Physician, or Surgery, but not with a Healing ability.

Likewise, Fear, Bind, Paralysis, and Sleep all cause the target to become immobile for a predetermined number of turns. Characters with Composed receive a bonus against Fear and those with Unfazeable are immune; Fear is based in the player's Will vs the target's Will. Characters with Escape may roll to disable the Bind status effect. Bind may either be based in Will vs Will or DX vs DX, depending on the nature of the skill/item used. Sleep is based on the player's Will vs the target's HT, but characters with Combat Reflexes may flip a coin at the beginning of each turn to wake up.

Trap: The player selects a special attack. All creatures within the trap's area, including other players, are inflicted by the skill. Players can select any effect except for Summon Monster, Mimic, or Portal, even if they do not know it themselves. The level of the attack is determined by Trap's skill level. If it is an elemental trap, then there is a 10% chance that it will inflict a side effect in addition to the spell selected. The trap automatically deactivates after 3 turns, with an additional turn and range of 10 yds^2 for every other weapon/spell level. Skills in this class cost 3 FP per magic level until level 5; then they cost 4 times the skill level.

•For Stat buff/nerf, the target either gains or loses an additional d3 to the stat of their choice. Players may select a single target within 20 yds^2 of their character, and the effect lasts until the end of the battle (not the end of the dungeon). The effect does not stack. Players gain an additional 10  yds^2 and a +1 modifier per skill level. Skills in this class cost 2 FP per magic level until level 5; then they cost 3 times the skill level.

                -The player gains the option to target multiple creatures in an area(including enemies) upon reaching skill level 5. Using abilities at level 5 and above will automatically target every creature within the ability's range.

Summon monster: The player summons a monster to accompany them in battle for 3 turns. The species of monster is determined by the player's current area; if there is more than one type of monster in the area, the mod numbers each species and the player rolls to determine which monster they get.  Players may not summon Boss monsters or Rares; if those are the only monsters that the player has encountered in the dungeon, the spell will fail. If the player has an elemental bonus, they may choose a monster of that element that is their level or lower. Players cannot select Boss monsters or Rares, even if they are at a lower level than the player. An individual player cannot have more than one monster on the field at once. Players gain an additional turn per spell level. Leveling this spell does not overwrite its lower-level counterparts. Spells in this class cost 3 FP per magic level until level 5; then they cost 4 times the magic level.

Mimic:  The player gains one of their target's attacks for the duration of the battle. Players may select a single target within 20 yds^2 of their character.  For every additional spell level, the player may copy one more attack and gains an additional 10 yds^2. Skills in this class cost 2 FP per magic level until level 5; then they cost 3 times the magic level. Using abilities at level 5 and above will automatically target every creature within the ability's range.

Illusion:  The target becomes trapped in an illusion. They must win a success roll based in Perception against the caster's DX or Will at the beginning of every turn until the skill wears off; if they lose the success roll, they lose their turn. Players may select a single target within 20 yds^2 of their character. The skill gains an additional turn and 10 yds^2 per level.

                -The player gains the option to target multiple creatures in an area(including allies) upon reaching spell level 5. Spells in this class cost 3 FP per magic level until level 5; then they cost 4 times the magic level. Using abilities at level 5 and above will automatically target every creature within the ability's range.

Portal/Teleport: Players may either go to any tile on the map within 100 yds^2 of their character or return to the entrance of the dungeon. If they have an elemental bonus, they gain an additional 50 yds^2 and can teleport to the area corresponding to their element as well as to the entrance of the dungeon. The skill gains an additional 20 yds^2 per level.

                -The player gains the option to target multiple creatures in an area(including enemies) upon reaching skill level 5. Skills in this class cost 1 FP per magic level until level 5; then they cost 2 times the level. Using abilities at level 5 and above will automatically target every creature within the ability's range.

Flight: The player may ascend 10 yds^2 vertically to gain an additional +1 DX. Players gain an additional 10 yds^2 and +1 DX per skill level, and the ability to fly costs 3 FP per turn per skill level until skill level 5, at which point it costs 6 times the magic level per turn. Characters who are in the air cannot use items and receive 1.5x damage per additional 10 yds^2 height from ranged attacks. This skill can only target the user.

New: Null: The player may remove all status effects, buffs/nerfs, and barriers on a target within 20 yds^2 (2 squares). The player must do a Will vs Will success roll vs the target to cast. Players gain an additional 10 yds^2 per level and gain the ability to target multiple creatures starting at level 5. This ability costs 3 FP per level until level 5, at which point it costs 6 times the skill level.




Skills and advantages grant the player abilities and passive bonuses. All abilities must be determined by a success roll, and all bonuses stack unless otherwise noted. If a skill is listed under two stats, then the player may base their rolls on whichever stat is higher. Not all advantages and disadvantages affect stats, but the player will receive a warning if they do not incorporate the ones they've chosen into their character's personality during RP.

If you have an idea for a skill that is not on this list, feel free to ask a mod if your character can use it. In general, the effects of skills cannot exceed the effects of similar skills of the same level, but what skills are allowed is ultimately up to moderator discretion.

Skills and Advantages/Disadvantages:

ST
New! Brawling: Player adds 1/10 of their ST per skill level to their total damage when unarmed and gains the ability to parry barehanded attacks. This maxes out at an equal value to the character's ST and is stackable with Karate. EX: A 15 ST character can only receive up to a +15 bonus via Brawling.
Hand Weapon: The player can use a weapon in battle and gains the ability to parry.
Judo: The player gains the ability to parry armed opponents while unarmed. If the parry is successful, they may either attack normally or throw their target to the ground; if the target does not dodge or parry, they lose 1 turn.
New! Karate: The player gains the ability to parry armed opponents while unarmed and gains +1 to all unarmed attacks per skill level, maxing out at the same value as the character's ST and is stackable with Brawling. EX: A character with 15 ST may only have +15 to unarmed attacks from Karate.
Throwing: The player can throw an object at their target to deal damage according to the damage table. The range is 1/6 of their ST.

DX
Acrobatics: Player gains +1 to all dodge rolls and against falling hazards.
Escape: The player is able to do a success roll to break free from the Bind status effect.
Hand Weapon: The player can use a weapon in battle and gains the ability to parry.
Parachuting: Player gains +1 against falling hazards.
Pick Pocket: The player rolls against their target's Per to steal an item.
Stealth: Player gains +1 to Shadowing rolls.
Swimming: Basic Speed and Basic Move are not reduced in the water.
Thrown weapon: The player is able to use throwable weapons.

IQ
Camouflage: The player does a success roll versus their target's Perception. If they succeed, the player cannot be targeted for one turn.
Diagnosis: Player gains +1 to Healing.
First Aid: Player gains +1 to Healing.
Parachuting: Player gains +1 against falling hazards.
Physician: Player gains +2 to Healing.
Shadowing: The player rolls against their target's Per to sneak up on them undetected.
Surgery: Heals 1d-3d upon success and deals 1d-3d damage upon failure.
Survival: Player gains +1 against all hazards.

HT
Survival: Player gains +1 against all hazards.

Per
Navigation: The player is allowed to see the full map for their current floor. Whether they choose to share this information with the rest of the party is up to their discretion.
Prospecting: Player rolls to receive an additional item when gathering.
Scrounging: Player rolls to receive an additional item when gathering.
Tracking: The player may roll to detect monsters in the room.

Advantages:
Absolute direction: +3 to Navigation rolls.
3D spatial sense: +3 to Navigation rolls and +2 against falling hazards.
Acute sense(s): +2 to all rolls involving that sense.
Alertness: +1 to all sense and Per rolls.
Combat reflexes: The player gains +1 when defending and dodging, and can flip a coin to recover from Sleep.
Composed: +2 to all Will rolls to resist fear, except Phobias.
Unfazeable: The player always succeeds Will rolls against Fear and is unable to take Phobias.
Deep sleeper: The player gains a +5 modifier when resting and is able to remove all status effects while sleeping.
Disease resistant: +8 to HT rolls against disease. Does not include resistance to status effect spells.
Immunity: Player cannot be infected. Does not include resistance to status effect spells.
Double-jointed: +3 to all Escape and Acrobatics rolls.
Eidetic memory: The player automatically succeeds all rolls related to memory.
Fit: +1 to all HT rolls and double FP recovery.
Very Fit: +2 to all HT rolls. Loses FP at half the normal rate and double FP recovery.
Hard to kill: Player is able to roll based on HT to survive 1HKO attacks.
High pain threshold: Player is immune to Paralysis as a side effect of physical attacks.
Less sleep: The player heals the same amount from resting in half the time.
Luck: Once per campaign, the player may re-roll a bad die, taking the best of three rolls. This only applies to individual character actions, outside events that affect the party, or when you are being attacked (in which case, you may make the attacker roll three times and take the worst roll).
Manual dexterity: +1 to tasks involving fine motor skills, such as surgery, parrying, or pick pocketing.
Rapid healing: Only available if your HT is 10 or above. +5 to Healing rolls cast on the player.
Very rapid healing: Doubles healing rolls cast on the player.
Resistant to poison: +3 to HT rolls against poison.
Sensitive: The player is able to roll against IQ-3 to determine the loyalty of those encountered, spot impostors, or check against Disguise or Camouflage.
Empathy:  The player is able to roll against IQ to determine the loyalty of those encountered, spot impostors, or check against Disguise or Camouflage.
Single-minded: +3 bonus when working on complicated tasks. Must roll against Will-5 to avoid ignoring your surroundings.
Strong will: +5 to Will rolls.

Disadvantages:
Amnesia: The player must allow the mods to select 30 skill points for them.
Bad temper: In any stressful situation, the player must make a Will roll. If failed, you attack.
Bloodlust: When faced with an enemy, the player must make a Will roll. If failed, you will try to kill them, even if it compromises other objectives.
Bully: Make a Will roll to avoid attacking other players.
Chummy: -1 to all mental rolls when alone.
Compulsive behavior: The player has a bad habit and must roll against Will to avoid acting on it.
Cowardice: The player must roll against Will to be able to act in battle, with a +2 bonus if they are currently being attacked. It is only necessary to succeed once per campaign, but you cannot act at all until you have succeeded.
Laziness: Daily income is halved.
Low empathy: The player may not take Empathy or Sensitive and have a -3 penalty to all rolls involving emotional intelligence.
Pacifism: The player must roll against Will to deal damage in battle, with a +2 bonus if they are currently being attacked. It is only necessary to succeed once per campaign, but you cannot attack until you have succeeded.
Phobias: The player must roll against Will for every turn that your phobia is present. You lose your turn upon failure.
Weak Will: -1 to Will and IQ rolls. You cannot take Strong Will.
Workaholic: The player recovers half as much as normal while resting.

New! As of this update, Bad Temper, Bloodlust, Cowardice, Pacifism, and Phobias will work on a new system. Instead of having the player roll Will vs the boss monster, both the player and the DM will roll the player's Will; however, the DM will gain a modifier to their roll depending on the severity of the character's trigger(s). These modifiers stack, but cap at +10 total. A comprehensive list of Will modifiers can be found under the "Will Modifiers" tab on the Google doc: docs.google.com/spreadsheets/d…

Roll bonuses:
Roll bonuses from weapons and spells are added as new dice every +6. So, a roll of 2d6+16 would be converted to 4d6+4, and 2d6+18 would simply be 5d6.

Published:
© 2014 - 2021 Island-of-Qizhou
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