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.
Subscribe to:
Post Comments (Atom)
No comments:
Post a Comment