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| Tweet Topic Started: Mar 11 2011, 05:56 PM (128 Views) | |
| Azahul | Mar 11 2011, 05:56 PM Post #1 |
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Introduction The year is 1890, and London is a very strange place. Queen Victoria sits upon the throne, but she rules over an Empire full of intrigue, unrest and dark sorcery. Following Count Dracula’s failed attack on the British Isles, the Catholic Church managed to persuade the British Parliament to allow official Church-sanctioned Inquisitors and Witch Hunters entry to the country. Dispatched to hunt down any remaining vampires, their operations began to expand not long after. Although the Count was driven from the shores and forced to flee back to mainland Europe, he left behind a scattering of progeny. Many were slain in the days that followed, but some continue to dwell in the sewers and graves of the kingdom. Their presence and the quest of those that hunt them have driven many other supernatural beings into the light. Witches, demons, Satanic cultists and more have been dragged to the surface by the Inquisition. And that is just in England itself. Further abroad, in the colonies in particular, sorcery and Demon worship is rife. The Inquisition grows and a holy Crusade has begun against the forces of darkness. Yet magic is not all that poses a threat. Science as well, spurred on by the studies of Victor Frankenstein, has begun delving into God’s domain. The heresy perpetrated by these scientists, alchemists and students of Natural Philosophy cannot go unpunished, and a growing list of names has been added to the roster of enemies of the State and Church. Life in England during these times is hard, and can end swiftly. The black-clad Inquisitors and stalk the streets on their holy mission and wage war on the supernatural beings that dwell within the shadows. Until the last scourge of evil has been driven from this earth, this war will never end. |
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| Azahul | Mar 11 2011, 05:58 PM Post #2 |
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Rules This game is an RPG based on the idea of playing as a fugitive in a strange and twisted version of Victorian London. In this world Vampires, Witches, Sorcery and so forth are all real and well known to most of the population. They live at large, hunted by an Inquisition created specifically to deal with these supernatural threats. The players are all fugitives, for one reason or another. You might be an academic pursued for carrying out heretical research, or a sorcerer condemned by your neighbours for practicing black magic. Whatever the reason, the Inquisition is hunting you, and if you are caught things won’t go well. Not to mention that the underground is hardly the safest place on the planet. rivals, murderers, double dealers willing to turn you in for the reward money, and of course the criminally insane abound. You will have to fight to survive. |
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| Azahul | Mar 11 2011, 05:58 PM Post #3 |
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Characters Characters are the heart and soul of this game. Each player controls a single character, and as mentioned previously you are all on the run from the Inquisition, for whatever reason. As you play the game your character can develop, learn new skills and tricks, and become more and more formidable. You are always at risk of death however. If a character dies, that death is (relatively) permanent, and you will have to create a new player and work from scratch. Each character has the following public profile: Name: the name of the character Age: the age of the character Physical Description: the appearance of the character Background: your character’s background, preferably a few paragraphs at least, and explaining why you are being hunted Personality: you character’s personality Wanted: the Wanted level of your character. This goes up and down depending on what you do during the game, but all characters start at £10 Each player also has their own sub-forum, which has your character’s statistic, skills, inventory and other pertinent pieces of information. |
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| Azahul | Mar 11 2011, 05:59 PM Post #4 |
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Playing the game The game is mostly played in a rather simple manner. There are a number of forums, each representing a different location in London. At any one time there will be a single topic running in one of those forums, which I will kick off. You can only participate in one topic at a time. These topics may be about an Inquisition hunt for heretics, a boarding house putting up lodgings that characters may be interested in, and anything in-between. There is also the chance of private threads, which will take place in the player’s forum. These represent something happening specifically to your character. For those unclear on the matter, you control your character and their actions and reactions in your posts. What you do not control however is the world, or any NPCs. Anything beyond your actual character is under my control. If you want to add an NPC to progress your character's personal story or something, please contact me about it, and I'll see what I can do. |
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| Azahul | Mar 11 2011, 05:59 PM Post #5 |
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Fighting Characters begin the game with four statistics pertinent to combat, Aggression, Reflexes, Stamina and Fortitude. The idea behind them is pretty simple. Your Aggression stat marks your ability to fight in a melee. Your Reflexes mark your ability to avoid attacks. Your Stamina marks how long you can continue fighting, and your Fortitude marks your health. Combat is resolved by me, the GM, and is turn based. I will endeavour when possible to resolve any combat in a single post, or possibly two (most fights should only take that long). Note that fights to the death are usually uncommon, and killing an opponent will cause a marked increase to your Wanted level under most circumstances. Before the fight begins all players should PM me with the name of the thread the fight is taking place in, the number of Reflex and Stamina points they want to use, and any skills they want to use. The way it works is simple. The player with the highest Reflexes attacks first. They take their Aggression, roll a d6, and compare it to their opponent’s Fortitude. For each point they beat the opponent’s Fortitude, the Fortitude is reduced by 1. When it reaches 0 a d6 is rolled. On a 2-6 the opponent is unconscious. On a 1 the opponent is dead. Of course, an unconscious opponent can be dispatched summarily, and a player can order to fight to kill, in which case their opponent dies upon reaching 0 Fortitude. Many fights will end before this point, but the characters are fighting for their lives here. A combat against Inquisitors, for example, will most likely be to the death. Various weapons and armour can add or detract benefits from this, and players can spend points of Stamina to gain an attack bonus. Each point of stamina spent equals a +1 to the dice roll. Reaching 0 Stamina however, will cause your character to fall unconscious. Reflex points can be spent to avoid attacks, thereby dodging the damage entirely. Each point dedicated to the fight will allow you to avoid one whole attack. Most characters begin with a stat line something along these lines: Aggression: 5 Fortitude: 5 Stamina: 5 Reflexes: 1 Stamina, Reflexes, and technically Fortitude are all temporary resources. Unless stated otherwise (due to injury and so forth), these stats are all returned to their starting values at the end of a thread. The above rules, by and large, represent armed and unarmed melee combat. The only stat applicable for long-range combat is Fortitude, while guns and crossbows and so forth each have their own rules based on the weapon itself. |
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| Azahul | Mar 11 2011, 06:00 PM Post #6 |
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Character Growth and Skills There is a reason your character is on the run, and it is normally due to some kind of contact with the supernatural. Thus, when your character is made, I will assign an appropriate, often unique skill to that character. This ability represents their supernatural ability and will be based upon their background. This power won’t be particularly powerful, so bear that in mind. For example, if the character was a Scientist pursued by the Inquisition for studying alchemy, he might be able to brew a few simple potions. He would not have immediate access to the Elixir of Life. As you play, your character begins to grow. You will gain new skills and abilities, from a varying number of ways. At the end of a thread, one of two things will happen to your character. Either he will gain an experience point, or he will gain a new skill designated by me due to something that happened in the thread. If he gains an experience point, you may send a PM to me requesting that that point be used to train your character in a new skill, or possibly advancing an old one. This might lead to a private thread in your forum, but most of the time it will simply give you a new skill. To continue the above example, at the end of the thread the Alchemist gained an experience point. He chooses to delve into the arcane, and spends that point on an order to locate some books on the arcane and study them to learn a basic spell or two. He could be successful, and thus gain a new skill, or the Inquisition might break in on the deal and lead to a private thread in the player’s forum as he flees the scene. Depending on the events of that thread, he might still gain the skill he sought if he managed to snatch the books as he ran, or other circumstances may lead to him gaining different skills. Either way, take care of your characters. If they die then their progression will mostly be wasted. |
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