Cancel
Online Tabletop Roleplaying Game

« Back to Table

Latest Posts

AHQ Basic Mechanics

thunderstar Sep '16  /  edited Mar '17
=Turns=
-If the Turn Tracker says "Stop & Plan", only dialogue is allowed. No movement out of the current scene.
-If the Turn Tracker says "GM", please wait for narration.
-If the Turn Tracker says "None", movement, and non-combat actions are free. You may ask if you can have your turn to roll for combat.
-If the Turn Tracker is on "Player's" Turn, that player can move (as long as it is reasonable), and do an action.

=Combat=
Throughout your adventures, you will encounter hostile people and creatures who will want to do you harm, and what will you do, run? Well, that is an option... but you're an adventurer! So you'll probably fight.
-One on One Combat
If a character has been engaged in 1v1 combat, that character may respond to their opponent's action, and then do an action of their own.
-Out Numbered Combat
If a character has been out-numbered in combat, that character may only respond to 1 action each round.

=Dodging/Parrying=
1 stars takes off 1 damage.
To Dodge/Parry: Roll agility + [bonus traits]
-Countering
When an enemy attacks you, you can counter attack.
If you roll more stars than the enemy, the difference will be the damage dealt.
To counter an attack: Roll dodge/parry + 1PP

=Weapons=
Weapons add a percentile bonus to your combat rolls, and have special weapon abilities. Equip weapons in the "Equipped Weapons" section in notes. Put your non-equipped weapons in the "Inventory" sections in notes
- By default you have two slots in your "Equipped Weapons" section, you can obtain more with extra sheaths and belts
- One handed weapons take up half of a slot
-Dual Wielding
You can dual wield one-handed weapons.
When dual wielding two weapons, you have the option between the two with which to attack. If you're using a shield and a weapon, you can parry with the shield (percentile bonus added to dodge/parry roll), and attack with the weapon.
-Multi Type Weapons
Some weapons have multiple types (Example: A war hammer has a Blunt-Impact hammer head, and a Puncturing spike). Multi-type weapons may be switched from their primary side, to an alternative side with the use of a PP, this lasts for one scene.

=Armor=
Armor gives you a damage reduction to any damage you take. Armor can also give a percentile damage reduction depending on the armor and weapon type that is being used against you. Armor is equipped in the "Equipped Armor" section
- By default you have two armor slots in your "Equipped Armor" section, you can have more depending on your race, or with belts
- Light weight armor takes up 1 slot
- Medium weight armor takes up 2 slots
- Heavy weight armor takes up 3 slots

=Magic=
Magic can do many different things, from healing wounds, to causing things to spontaneously combust. Characters can have magic traits, abilities, or proficiencies, that can allow them to use magic, or cast spells.
- Level 1 Magic is any solo-target, healing, damaging, buff, or debuff magic. Takes 0PP to use.
- Level 2 Magic is any multi-target, healing, damaging, buff, or debuff. Multi-element, or multi-effect, and reviving magic. Takes 1PP to use.
- Level 3 Magic is any multi-target, multi-effect magic. Takes 2PP to use.

=Health=
Throughout your journeys, you will take damage and lose health. If your HP hits 0 you will not be able to communicate, move, or do any actions; your life is left in the hands of those around you.
-Restoring HP
Your health can be restored in a variety of different ways, the most common being: healers, resting, and potions.
- Healers can be paid to fully restore HP and cure any status effects.
(Healers can be found in various towns)
- Resting will restore a percentage of your HP.
(You can rests at an inn, camp, or any safe, comfortable place to sleep)
- Potions can restore a certain number of your HP.
(You can buy potions at most shops)

=Power=
Throughout your journeys, you will probably spend power for certain actions. If your power hits 0, you are fatigued, and normal actions may become more difficult.
-Restoring PP
Your power can be restored in a variety of different ways, the most common being: healers, resting, food, and potions.
- Healers can be paid to fully restore PP and cure any status effects.
(Healers can be found in various towns)
- Resting will restore a percentage of your PP.
(You can rests at an inn, camp, or any safe, comfortable place to sleep)
- Eating food will restore a percentage of your power.
(You can buy food at an inn or a taver, or be prepared by a fire, or an oven)
- Potions can restore a certain number of your PP.
(You can buy potions at most shops)

=Rolling=
During a non-combat sense, or after one, any player can roll to gain knowledge, pick a lock, loot defeated enemies, open a chest, look for traps, pet a dog, steal a dog, etc. etc.

=Encounters=
You will encounter NPCs throughout journeies, some will be hostile, others will be friendly. Although it's safe to assume a band of Orcs, or an evil looking necromancer are hostile, it's encouraged that your character uses logic instead of charging into battle just because someone looks like a bad-guy.

=Crafting=
Clothing, armor, weapons, machinery, potions, and more can be crafted. The quality of the item and the matierials from which it was made determine its functionality and value. Characters can have crafting proficiencies that allow them to make certain types of items.
- Cooking
Cooks food and stuff...
- Tailoring and Leatherworking
Makes clothes, leather things and stuff...
- Blacksmithing
Makes things from metal and stuff...
- Engineering
Makes mechanical things and stuff...
- Alchemy
Makes potions, modifies metals and stuff...
- Enchanting
Enchants things and stuff...

=Chases=
Not always will an enemy what to fight you to the dealth, but run for its life instead, and you have the option to respond.
-Sprinting
In a chase scenario where someone makes a quick run for it, and you want to stop them or cut them off, movement rolls will be made to determine the outcome. If your target gets away from you, you have the option to chase.
-Chasing
In a chase scenario where someone is running from you, and you are a ways behind them, they can knock things in your path, throw magic bolts back at you, etc. You will have to respond accordingly. If your target gets away, you have the option to continue to pursue.
-Pursuing
In a chase scenario where you are chasing someone and your target gets away, and you still want to pursue them, your tracking and detection skills are very important to whether or not you find your target.

=Pets=
Pets are useful allies that can hunt for you, guard a perimeter, alert you of enemies, fight for you, and more. When you have a pet, you can both do an action on your turn. You can only have 1 pet out at a time.
-Taming
It takes 2 stars per level of the animal to tame (PP doesn't count as a star).
- Add your tamed animal to the "Pets" section in info.
To tame an animal: roll wisdom + [trait with tamming ability] (example trait: Ranger) + 1PP.

=Chests=
You will find chests that are locked or unlocked, locked chests will need to be unlocked, and unclocked chests are freely openable.

Please log in to add a comment.