Mindscape Story

 Mindscape Story

In a world torn by its own, hate.
The nightmare that once was shall be no more.
On that, fair night when the anger spilled over humanity was lost.
It was not to be found until the reconstitution of the planet.
Yet it would never be as it once was.
It would forever be tainted by the nuclear twilight.


Humanities passions ignorance and unwillingness to get along, forced
the world into a terror.
It was a M.A.D world on that night.
The world was destroyed when all of our nuclear weapons went off at the same moment.
At that point, something very odd occurred the worlds state changed.
The world that we know unraveled to become the world that we know now.


The world turned in upon itself.
In addition, the world passed into a new dimension, one that is regulated by the rules of the will.
The planet is now ten times the size that it once was the moon of our old earth is no longer circular; it is semi circular and mottled with craters, accompanied with dust rings traveling around it.
Every thing in the world has far more contrast than it once had.
The blues are bluer; the danger is ever present in this brave new world.


Technology barely exists and where it does exist, it exists in almost alien form.


People have started to reorganize themselves after the fall of the old world.
It seems as though many of the cycles that once occurred are occurring again.
People have created coalitions amongst themselves, these are the clans.
These clans find themselves with inner turmoil sometimes from within sometimes from without.


They are often found fighting amongst there tribes as the Native Americans, and tribes from the north once did.


Yet even though all of this is true, it may just be a new chance for an even greater man in the world of the mindscape.


Oracle at Mt Truth.












The Upper World


The upper world’s beauty is where the danger is. The clouds you are walking on could split lightning could strike. Many of the creatures up their change shape. The clouds take on a life of there own. This is where magic runs rampant, and many a wizard comes to stay, or collects some wares. The crystals are made in the purity of this place. This place is also very desolate. Temporal rifts are known to this area. This world also affects new earth in some crazy ways. When the fog comes a rolling in your in for a big surprise. This is when the upper world meets new earth. The rain also has special properties. Sometimes with the rain comes crystals, or maybe healing, pain, or famine.
The wind and cold here can be ferocious. There is also a bridge to the celestial body. Yet, that is another story.


The wandering hermits tales.


Under Ground.


The under ground is one of the most mysterious places in the world of mindscape.
It is where the old world seems to resonate from the caves to the old sewer systems. It is also one of the most dangerous places in mindscape. This is a place where the paranoid, and the cautious survive. The inventive and the ingenious are the real tools of the people who survive. In the world where the sun aint be shinning. This dark world has forced people to change in unimaginable ways. It doesn't help that technology seems to have its own life in this world. It’s so hard for people to get technology to the surface world. Most people seem to die before the can get to the surface, or it seems like it destroys itself before it gets there. Water is also very hard to come by, or at least clean water like I said it’s a fight!
Just to survive down here!!
Shim Sham ho Ham

Rules

Rules

Mindscape is based on a six (1d6) sided dice system. A ten sided dice or percentage dice is need for remaining dice rolls.

#1 Rule if the game master and player decide that is it okay than they can change anything about MindScape that they desire. Creativity, learning, and story telling are the reason for story telling games.

General Rule states that if there is a non specified skill for example “boot licking” and the player declares the use of the skill than the gamemaster can either apply the declaration threw dramatization with no affect to the die roll or threw having the player roll one less on a die roll for that specific event to occur. A player can never roll better than a 3,4,5, or 6 when using multiple skill towards a success through this rule except when dramatization is in affect in which a roll is not needed. If multiple skills are used towards a success the skills must apply to the situation.

Figuring things out in mindscape
1-4 you miss roll
5-6 figures out what you are working on


Hit points
Roll 5 - 6 sided dice to determine hit points. If you roll doubles, you get an additional dice roll per double rolled. An example of rolling doubles would be rolling a 3 and than rolling another 3 consecutively, any threes rolled consecutively afterwards are free dice rolls. Divide hit points to body parts as you wish.

Roll Dice to determine statistics
One dice roll is used per statistics.


Strength
1-2 1 hit point of damage
3-4 2 hit point of damage done with blows
5-6 3 hit points of damage done with blows
Any thing higher then this it is plus 1 damage done with blows per 2 strength points

Intelligence
1- 2 low
3 - 4 normal
5 - 6 exceptional
Any thing higher then this it is plus 10 power points per 2 intelligence points.



Dexterity
1-2 10 mph 1 physical attack per turn
3-4 15 mph 1 physical attack per turn
5-6 20 mph 2 physical attacks per turn
Any thing higher then this it is +5 miles per hour and an extra attack per 2 dexterity points.

Endurance
All hit points divided by 4 rounded up is how you determine endurance. Endurance allows you to run for 1 mile straight per point of endurance. If you are on the threshold of death endurance allows you to survive one minute past your zero hit points. At this point, you are essentially dead but you can be resuscitated or healed at this point.

Endurance channeling is when a player uses his endurance to temporarily boost his statistics, hit points, or power points. To enhance a statistic by one point the character must temporarily sacrifice three endurance points. To enhance hit points by one point the character must temporarily sacrifice one endurance point. To enhance power points by two points the character must temporarily sacrifice one endurance point. Endurance channeling can only be done in critical situations. Endurance used in this way can never fall below one.

Fatigue
Fatigue affects you when you have passed the point of endurance. Endurance can be lost due to combat, lack of bodily necessities, and exertion. Power points can be used to prolong activity when endurance has reached zero.


Starting Money
Roll 1d10 times 100 for money.

Money in mindscape
"Hello people of the world, this is how the money flows.
So it doesn’t getting confusing, all $ symbols equals 1 thin gold. So, you startin to understand aye. $1 is one piece of thin gold. 1 is what $1 piece of thin gold is worth. Understand it live it."

Thief who is losing his head


Power points
To get your base power points roll 1 d 10 times 10
For high intelligence, you get 20 extra power points
For normal intelligence, you get 10 extra power points
For low intelligence, you get 5 extra power points
To regain power points you must rest, which can be done by sleeping or meditating. You regain 10 power points at the end of an eight-hour period every 24 hours. You will continue to regain power points in this manner until all power points are regenerated.

To become a mutant
You must roll 90-100
Roll a six-sided die to determine the number of powers given.
1-3 you get one power
4-5 2 powers
6 3 powers

Character Generation
Follow basic rules. Decide on race. If there are no racial limitations to a clan or skill then you can be of that clan or skill. You can have a character with a race, skill, clan, or any combination of the three. A combination may not be possible based on limitations of the race, clan, or skill. Write down skills and powers, if you have magic choose spells. Make any needed purchases. Then go wild.

Abilities
Abilities are defined under levels of skills, races, and clans.
If a skill is not defined then it does not affect the game system, it affects the role-playing of the character.
The game master can decide on the implications of abilities, or delete them or change them as he sees fit.



Combat
Person with highest dexterity determines initiative, the person attacks, and then person being attacked defends. This occurs until the person with lowest dexterity finishes all of their attacks.
After that point, another round of combat ensues. Melee is finished when the person decides to stop attacking one another, or until someone flees or is otherwise removed from combat. If the number of rounds that pass is more than the number of endurance points that you have you become fatigued. If persons in the round of combat becomes fatigued, the person who is not fatigued with the highest dexterity attacks first until every one becomes fatigued, and then it goes back to the person with the highest dexterity.




Attacking and defense system
5-6 Hit
1-4 miss
5-6 defends
Roll die to see what area you attack console attack chart to see striking area.
If you get two attacks and strike in the same area you do double damage.

Attacking past armor
Roll a 10-sided die, if you roll 8, 9, or 10 you hit past the armor and the damage goes to the body part.

Defending against mental attacks

High intelligence 5 or six
Normal intelligence a six
Low intelligence a 6 then an additional 5 or 6

Experience
Minimum experience for a game is 70 experience points, 20 of those points must to racial experience. If you do figure out main game puzzle, or master objective puzzles you earn 20 experience per puzzle solved. You get the experience on a monster for dealing with a monster. This can be done by destroying it or talking your way through it. If the monster is dealt with in an acceptable manner within the parameters of the game, then gain the experience listed on the monster.


Zero level rule
A character can change their skill at any time that they have a teacher or have created their own skill. If the character is not using their own skill then they must have a teacher. The character must commit 100 experience points to that skill to acquire first level of that skill.

Experience Charts

Experience Charts

Race Experience except for Ace. Ace is a race with a different experience chart.
2nd level 800 xp
3rd level 900 xp
4th level 1000 xp
5th level 2000 xp
6th level 4000 xp
7th level 7000 xp
8th level 7000 xp
9th level 10000 xp

Ace

2nd level 200 xp
3rd level 250 xp
4th level 300 xp
5th level 500 xp
6th level 600 xp
7th level 800 xp
8th level 1000 xp
9th level 5000 xp

Clan Experience

2nd level 250 xp
3rd level 300 xp
4th level 450 xp
5th level 600 xp
6th level 800 xp
7th level 2000 xp
8th level 4000 xp
9th level 12000 xp





Skill Experience


Animal Master

2nd level 500 xp
3rd level 700 xp
4th level 1000 xp
5th level 2000 xp
6th level 2500 xp
7th level 4000 xp
8th level 7000 xp
9th level 10000 xp

Fighter

2nd level 275 xp
3rd level 300 xp
4th level 500 xp
5th level 550 xp
6th level 600 xp
7th level 650 xp
8th level 1000 xp
9th level 3000 xp

Hypnotist

2nd level 700 xp
3rd level 800 xp
4th level 900 xp
5th level 1000 xp
6th level 3000 xp
7th level 5000 xp
8th level 7000 xp
9th level 10000 xp



Inventor

2nd level 375 xp
3rd level 500 xp
4th level 600 xp
5th level 800 xp
6th level 1000 xp
7th level 2000 xp
8th level 3000 xp
9th level 6000 xp



Mage

2nd level 600 xp
3rd level 700 xp
4th level 900 xp
5th level 1000 xp
6th level 2000 xp
7th level 4000 xp
8th level 8000 xp
9th level 10000 xp



Magician

2nd level 200 xp
3rd level 300 xp
4th level 500 xp
5th level 1000 xp
6th level 1500 xp
7th level 3000 xp
8th level 6000 xp
9th level 10000 xp

Monk

2nd level 500 xp
3rd level 500 xp
4th level 700 xp
5th level 800 xp
6th level 1000 xp
7th level 2000 xp
8th level 4000 xp
9th level 8000 xp



Ninja

2nd level 400 xp
3rd level 500 xp
4th level 600 xp
5th level 700 xp
6th level 800 xp
7th level 1000 xp
8th level 3000 xp
9th level 10000 xp



Spy

2nd level 300 xp
3rd level 400 xp
4th level 500 xp
5th level 600 xp
6th level 1000 xp
7th level 2000 xp
8th level 4000 xp
9th level 10000 xp




Thief

2nd level 400
3rd level 600
4th level 700
5th level 800
6th level 900
7th level 2000
8th level 4000
9th level 10000

Human

Human


They can be any clan or skill as long as the clan or skill does not have limitations to either clan or skill. If a human gains a racial level then he can either decide to roll a 1d6 for hit points and add 2 power points or roll 1d10 for power points and add 2 hit points. The gain of hit points and power points stops after 5th level. Every third level the human gains one statistic point. This stops after 9th level.

Goblins

Goblin

1st level

Spell of their choice.

2nd level

+2 to hp and grow small claws


3rd level

Builds a chrysalis and evolves from its pupa state
here it stays for three months as the changes occur.

While there they metamorphosis into a fairy.

They become a mage soon after, and are capable of sprouting wings that they can fly with.

4th level

They can summon 4 willow wisps

5th level

Can charm humans
(Normal rules apply for charming)

6th level

They hatch 1d6 more goblins


Racial Information

Goblins know fairy lore; they should since they are a form of fairy themselves.
They usually live in forests, of new Earth. Goblins dislike their mischievous cousins
the gremlins. Goblins worship no god.
Goblins find caves they can call home during there first level.

Not much more is known of the goblin race.

No Clan or Racial Limitations unless otherwise stated.

Invisible's

Invisibles

1st level

Are permanently invisible, Minus 1 to a body hit point


Race information

Invisibles automatically have high intelligence.
The only clans a invisible can be are hawk and spider.
The only skills they can be are animal master, mage, inventor, thief, Hypnotists, and magicians.

Invisibles are crafty and intelligent yet there form is generally frail.
They have a skill that is declared as environmental blend.
It allows them to hide in the environment from things with abilities to detect them.

Creatures get an intelligence roll to detect the invisible if they have powers that would
help to allow them to detect invisibles.
They are good at not leaving traces of where they have been.
Not often leaving footprints, nor making sound when moving.

Skeleton's

Skeletons

1st level

Eyes of fear – on a normal attack roll you can make one enemy flee in terror. 5 power points to use.
Razor bones +2 dm per body strike
Pick a bone can only be done once
Find a collects crystal

2nd level

Pick another bone
Find collects crystal every level

3rd level

Reconstruct body twice
Flaming bones – does 1 damage to creatures offensively acting against skeleton.
Calcification + 1 hit points to all of body

4th level

Drink of life - steal 2 body points from a living creature add it to your own
Body points 5 pp

Reconstruct 2 more times
5th level
Star of crinox – Allows them to summon a 1st level werewolf to do there bidding

6th level

Create 2 skeleton forms gaining the advantages of those forms
Super calcification this allows you to harden your structure 3 body points to entire body

7th level

Must create home of bones

Race information

Skeletons need to neither eat nor drink,
yet they must take a blood bath once a month or they start to deteriorate.
They are able to communicate in the language of the dead, and are therefore
able to speak in the tongues of those that are dead.
They cannot pick a skill.
To make the bone they choose which can be of another race or creature
it must have a collects crystal bound to it to power the bone with its energies.
They must quest for the bones that they choose since why would they want a replacement
that did not instill them with more of an advantage.

Skeletons take double damage from fire based attacks.
Skeletons do not take damage from cold attacks.
They get to abilities from there previous existence whatever creature they may have been.

Skeletons do not tend to make towns there homes.
Skeletons are unable to have mutant abilities.
Skeletons are not hindered by sleep, they only have to meditate
for 2 hours a day.

Their meditations always bring forth phantasmagoric horror from there previous existence’s.
Skeletons are unable to be hypnotized.
They generally are not accompanied by the skinned ones.
They seem to think it is tacky.
There sense of humor is usually minimal.
They need to rinse there bones once a week to keep them flexible and not brittle.

There thirst for adventure is unlike so many they try to adventure out and gain as
much experience as they possibly can, this sometimes can be risky business it often equals unnecessary risk.

They carry with them a bag of there own grave dirt when separated from it they go questing to either retrieve the bag or seek soil from where they were buried at.

No clan or skill Limitations unless otherwise stated.