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#32 From: "shardsbloodlines" <chimera_comics@...>
Date: Fri Jul 28, 2006 8:27 am
Subject: In Character Money
shardsbloodl...
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In Character Money

I am working on a quick and easy money system, as I want money to
play more of a part in the new game – but I don't want to over
complicate it…

I propose the follow – any item found on an event can be appraised
and evaluated [MA required] it will then fall into one of these five
categories:

Fluff and Buttons! – Worthless – but could be passed on for more by
the unscrupulous
Seamstress's Smile – Enough for a good evenings entertainment
The Lords Silverware – A months worth of good living
A King's Ransom – Live like a king for a year.
A Dragon's hoard - More – much more than a king's ransom!

By keeping the values none specific it should be easy to determine a
ball park figure of how much something costs…

Ideas?

Andy

#31 From: "Doug McKerracher" <ask_mr_dreadful@...>
Date: Fri Jul 28, 2006 8:16 am
Subject: Re: Animal Empathy and Glamour
doug_shards
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Better worded version of Whirling Dance:

Glamour

5 – Whirling Dance: Working in conjunction with other Fae you may weave an odd performance of wild dance and atonal music which will create an elaborate illusion designed to entrap all those who step within its boundaries. The illusion may take any form you wish, but it must be a form that is enticing to the people or creatures you are trying to target. The illusion will last for five minutes after you stop dancing and you cannot use the Whirling Dance on the same creature again that day. Characters with Mind Blank may be able to, at least partially, shrug off the effects of the illusion.


--- In ShardsLRPRulesForum@yahoogroups.com, "David Priestley" <d.priestley@...> wrote:
>
>
> ----- Original Message -----
> From: Doug McKerracher
> To: ShardsLRPRulesForum@yahoogroups.com
> Sent: Thursday, July 27, 2006 2:05 PM
> Subject: [ShardsLRPRulesForum] Animal Empathy and Glamour
>
>
>
> Here are some ideas for Animal Empathy and Glamour. Any suggestions and changes are welcomed and if anyone can think of a suitable Level 5 for both it'd be great!
>
>
>
> Animal Empathy
>
> 1 - Command: Using a firm tone of voice and appropriate actions you can give simple, one word, commands to a single animal such as 'sit', 'stay' or 'run'. The command used cannot be more than one syllable long and you cannot order an animal to 'die'. Likewise, an animal cannot obey a command which would directly contravene its nature. Command will succeed with a trained animal, and may succeed with an untrained animal
>
> 2 - Enthral: Using appropriate noises and gestures you may essentially hypnotise an animal, although you won't be able to make it do anything other than sit and watch you to the exclusion of all else. If your concentration is broken in any way, or you otherwise stop specifically Enthralling the animal it will be free to move again. You are also able to read an animal's surface feelings and moods, although the reading will be vague and possibly inaccurate.
>
> 3 - Speak With Animals: You are able to hold simple conversations with most animals, although to the outside observer you will simply be making animal noises. Certain animals will require research before you can communicate with them or, very rarely, may not be communicated with at all! Animals may choose not to comply with request which goes against their basic nature.
>
> 4 - Mass Control: The character may attempt to enthral and command a group of animals, as above.
>
>
>
> 5 - Borrowing: you are able to 'ride' an animal's mind, subtly controlling what it does. Be wary though as if you try to force the animal to do anything it wouldn't normally do (such as put itself in mortal danger for no reason) it will notice your presence and possibly even attack, using whatever defences it has. Additionally you can read the mind of most animals.
>
>
>
> Glamour
>
>
>
> 1 - Facade: You may conceal a single give-away part of your Fae heritage (e.g. pointed ears, or unusually coloured skin), everything else must be concealed with clothing or make-up. You may also enhance or add a Fae-heritage feature. Certain people may still be able to see through the Glamour. This effect must be fully phys-repped.
>
> 2- Mood Storm: During times of heightened emotion you may project your feelings onto others, this is uncontrolled and may to a greater or lesser degree, depending on their own emotional state (for example someone who is very angry is unlikely to start feeling happy as a result of this effect), affect anyone within ten feet. Empaths may feel a particularly strong effect, and characters with Mind Blank may not be affected at all.
>
>
>
> 3- Masque - You may hide all but one of your Fae-heritage features. You may also choose to exagerate or add Fae heritage features, though these remain illusionary. These must be fully phys-repped You may also use the level 1 Talent, Facade, on up to three willing people. N.B. Masque may not be used to hide the remaining fae-feature of someone else using Masque.
>
> 3 - lights and sounds - A Fae, working in conjunction with other Fae with this talent, may take a location, such as a glade, and create an atmosphere to settle or unsettle the nerves, using illusionary lights, sounds (such as music), smells etc. These must be phys repped.
>
> 4 - Mood Control: This is similar to level one, but is much more powerful and controlled. You may project almost any emotion of your choosing onto a single person, or all people within ten feet of you and you may dictate the severity of the emotion felt. Empaths will feel a particularly strong effect, and characters with Mind Blank may not be affected at all.
>
> 5 - Masquerade: You can alter your physical appearance to make yourself look like a member of another humanoid race. This does not grant you any of the abilities available to that race but as far as any physical detection techniques (e.g. smell, touch, etc.) are concerned you will be a full member of your chosen race. This cannot hide the character's aura. This effect must be fully phys-repped.
>
> The character may also use the talent Masque on up to three willing targets
>
> 5 - Whirling Dance: A character with Whirling Dance, working in conjuncture with other Fae may create an elaborate illusion which will draw all who step into it
>
> (this needs better wording, but is effectively the higher level Fae talent for dragging people into an illusionary party or similar and keeping them there for a while. Characters may attempt to break free if they have Mind Blank
>


#30 From: "shardsbloodlines" <chimera_comics@...>
Date: Fri Jul 28, 2006 8:12 am
Subject: Karma
shardsbloodl...
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Karma
I still plan to use karma as the way to purchase Heroic Actions (Edges
in the old system) but I am working on a concept of making it more
organic – therefore in addition to buying HA I see it as becoming a
requirement to maintaining `downtime HA' such as social status,
influence (both external and internal) and even assets.

This karma investment is deducted each event whether the character in
on the event or not! But the karma cost can be offset by using in
character cash.

The up side to this needs to be tangible benefits for having these
kind of MA. Ideas anyone?

#29 From: "shardsbloodlines" <chimera_comics@...>
Date: Fri Jul 28, 2006 8:01 am
Subject: Okies Here Goes
shardsbloodl...
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Hi All,

Here comes some of the concepts I have for the revamped system -
First off variations to the new system:

Shards Rules V.2

Variations to the new system.

The Core Attribute.

This is the most important attribute in the new system – it in
essence equates to the characters overall experience and acts as a
prerequisite to all other abilities.

Each event a player attends their characters Core Attribute increase
by one.

The CA is taken from the characters primary archetype – If a player
creates a character using the academic archetype, then their CA
would be Academic 1 on the first game they played on and it would
increase by one per event they attended with that character.

Note: Although it is acceptable to play multiple characters on a
single event only one of those characters will receive an increase
in their CA – which character is up to the individual player.

Characters who take multiple archetypes will have more than one CA
but they will then increase at a reduce rated equivalent to one
point divided by the number of archetypes per event. I.e. a
character with three archetypes would gain a third of a point to
each of their CA per event – therefore taking three events to raise
all three CA by one point.

Heroic Actions

Every action taken above the mundane is now considered to be a
Heroic Action [HA] be it a mighty blow, casting a spell or dodging a
bullet. These actions are now governed by Heroic Action Points
[HAP]. A character may do as many HA as they have points for, once
they have spent all their points they are considered HAP-less and
may then only take mundane actions until they regain some HA points.

(In other words all actions now are governed by points - in the same
way that spells in the old system were governed by mana/faith
points.)

The number of HAP a character has is based on their single highest
CA.

[I am currently working on the following formulae:

A Starting character has 5 HAP plus 1 for their starting CA making a
total of 6. Thereafter HAP increase as follows:

CA
2 +1 HAP
3 +1 HAP
4 +1 HAP
5 +1 HAP
6 +1 HAP
7 +1 HAP
8 +1 HAP
9 +1 HAP
10 +1 HAP

Then +1 HAP at CA 15, 20, 25, 30 etc]

Edges

These are now extra special awards gained through questing and role-
playing and offer players a chance to further customise their
characters.

Bloodlines

These are special additional archetypes and will count as additional
archetypes if taken.

These will come into play once a player has met certain conditions…
but fundamentally they will unlock an additional range of Heroic
Actions not necessary associated with the characters archetype.

I'm keeping these a secret for the moment for story reasons – but
they are best thought of as equivalent to the old systems unnatural
heritages.

More to follow...

Cheers

Andy

#28 From: "shardsbloodlines" <chimera_comics@...>
Date: Fri Jul 28, 2006 8:04 am
Subject: Character Archetypes
shardsbloodl...
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Character Archetypes

Players choose from one of seven Archetypes. Each Archetype has
three tiers, Journeyman (beginning), Expert and Master allowing for
even greater specialisation.

At the moment I am working on the basis that the prerequisite for
Expert tier is a CA of 15 in the specific archetype CA and Master
will be a CA of 30 in the specific archetype.

They will list all the Heroic Actions available to the character
together with their prerequisites.

Combative
	 Martial Artist
		 Shadow
		 Animal
		 Elemental

	 Melee Specialist
		 Steelskin
		 Rage
		 Weapons Master

	 Marksman
		 Pistol
		 Rife
		 Bow

Academic
	 Navigator
		 Temporal
		 Netherworld
		 Terrestrial
	 Horologist
		 Temporal
		 Netherworld
		 Terrestrial
	 Scholar
		 Gifted Academic - Scientific
		 Gifted Academic - Humanities
		 Gifted Academic - Linguistic

Psion
	 Mind
		 Ego
		 Will
		 Emotion
Body
		 Senses
		 Structure
		 Performance

	 Matter
		 Strengthen
		 Weaken
		 Alter

Sorcerer
	 Combat
		 Subtle – Damage over time
		 Direct – Instant single strike
		 Mass – Area effect
	 Ritual
		 Lone Ritualism
		 Coven Ritualism
		 Sacrificial Ritualism

	 Arcane
		 Augmentation
		 Impairment
		 Pure Arcane

Artisan
	 Blacksmith
		 Master Blacksmith
	 Alchemist
		 Master Alchemist
	 Leatherworker
		 Master Leatherworker
	 Tailor
		 Master Tailor
	 Engineer
		 Master Engineer
	 Enchanter
		 Master Enchanter

Faithful
	 Divine Priest
		 Healing
		 Fire and Brimstone
		 Darkness
	 Nature Priest
		 Healing
		 Plant
		 Animal
	 Spirit Speaker
		 Dead
		 Demon
		 Elemental

Rogue
	 Stalker
		 Wildebourne
                 Bounty Hunter
		 Assassin
	 Performer
		 Bard
		 Song-sword
		 Escapologist
	 Opportunist
		 Merchant
		 Thief
		 Wild Card

#27 From: "Doug McKerracher" <ask_mr_dreadful@...>
Date: Thu Jul 27, 2006 7:25 pm
Subject: Re: Animal Empathy and Glamour
doug_shards
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Looks good, I'll have a look at wording later on.

--- In ShardsLRPRulesForum@yahoogroups.com, "David Priestley"
<d.priestley@...> wrote:
>
>
>   ----- Original Message -----
>   From: Doug McKerracher
>   To: ShardsLRPRulesForum@yahoogroups.com
>   Sent: Thursday, July 27, 2006 2:05 PM
>   Subject: [ShardsLRPRulesForum] Animal Empathy and Glamour
>
>
>
>   Here are some ideas for Animal Empathy and Glamour. Any
suggestions and changes are welcomed and if anyone can think of a
suitable Level 5 for both it'd be great!
>
>
>
>   Animal Empathy
>
>   1 - Command: Using a firm tone of voice and appropriate actions
you can give simple, one word, commands to a single animal such as
'sit', 'stay' or 'run'. The command used cannot be more than one
syllable long and you cannot order an animal to 'die'.  Likewise, an
animal cannot obey a command which would directly contravene its
nature. Command will succeed with a trained animal, and may succeed
with an untrained animal
>
>   2 - Enthral: Using appropriate noises and gestures you may
essentially hypnotise an animal, although you won't be able to make it
do anything other than sit and watch you to the exclusion of all else.
If your concentration is broken in any way, or you otherwise stop
specifically Enthralling the animal it will be free to move again. You
are also able to read an animal's surface feelings and moods, although
the reading will be vague and possibly inaccurate.
>
>   3 - Speak With Animals: You are able to hold simple conversations
with most animals, although to the outside observer you will simply be
making animal noises. Certain animals will require research before you
can communicate with them or, very rarely, may not be communicated
with at all! Animals may choose not to comply with request which goes
against their basic nature.
>
>   4 - Mass Control: The character may attempt to enthral and command
a group of animals, as above.
>
>
>
>   5 - Borrowing: you are able to 'ride' an animal's mind, subtly
controlling what it does. Be wary though as if you try to force the
animal to do anything it wouldn't normally do (such as put itself in
mortal danger for no reason) it will notice your presence and possibly
even attack, using whatever defences it has. Additionally you can read
the mind of most animals.
>
>
>
>   Glamour
>
>
>
>   1 - Facade: You may conceal a single give-away part of your Fae
heritage (e.g. pointed ears, or unusually coloured skin), everything
else must be concealed with clothing or make-up. You may also enhance
or add a Fae-heritage feature. Certain people may still be able to see
through the Glamour. This effect must be fully phys-repped.
>
>   2- Mood Storm: During times of heightened emotion you may project
your feelings onto others, this is uncontrolled and may to a greater
or lesser degree, depending on their own emotional state (for example
someone who is very angry is unlikely to start feeling happy as a
result of this effect), affect anyone within ten feet. Empaths may
feel a particularly strong effect, and characters with Mind Blank may
not be affected at all.
>
>
>
>   3- Masque - You may hide all but one of your Fae-heritage
features. You may also choose to exagerate or add Fae heritage
features, though these remain illusionary. These must be fully
phys-repped You may also use the level 1 Talent, Facade, on up to
three willing people. N.B. Masque may not be used to hide the
remaining fae-feature of someone else using Masque.
>
>   3 - lights and sounds - A Fae, working in conjunction with other
Fae with this talent, may take a location, such as a glade, and create
an atmosphere to settle or unsettle the nerves, using illusionary
lights, sounds (such as music), smells etc. These must be phys repped.
>
>   4 - Mood Control: This is similar to level one, but is much more
powerful and controlled. You may project almost any emotion of your
choosing onto a single person, or all people within ten feet of you
and you may dictate the severity of the emotion felt. Empaths will
feel a particularly strong effect, and characters with Mind Blank may
not be affected at all.
>
>   5 - Masquerade: You can alter your physical appearance to make
yourself look like a member of another humanoid race. This does not
grant you any of the abilities available to that race but as far as
any physical detection techniques (e.g. smell, touch, etc.) are
concerned you will be a full member of your chosen race. This cannot
hide the character's aura. This effect must be fully phys-repped.
>
>   The character may also use the talent Masque on up to three
willing targets
>
>   5 - Whirling Dance: A character with Whirling Dance, working in
conjuncture with other Fae may create an elaborate illusion which will
draw all who step into it
>
>   (this needs better wording, but is effectively the higher level
Fae talent for dragging people into an illusionary party or similar
and keeping them there for a while. Characters may attempt to break
free if they have Mind Blank
>

#26 From: "David Priestley" <d.priestley@...>
Date: Thu Jul 27, 2006 7:18 pm
Subject: Re: Animal Empathy and Glamour
davidnpriestley
Offline Offline
Send Email Send Email
 
 
----- Original Message -----
Sent: Thursday, July 27, 2006 2:05 PM
Subject: [ShardsLRPRulesForum] Animal Empathy and Glamour

Here are some ideas for Animal Empathy and Glamour. Any suggestions and changes are welcomed and if anyone can think of a suitable Level 5 for both it'd be great!

Animal Empathy

1 – Command: Using a firm tone of voice and appropriate actions you can give simple, one word, commands to a single animal such as 'sit', 'stay' or 'run'. The command used cannot be more than one syllable long and you cannot order an animal to 'die'.  Likewise, an animal cannot obey a command which would directly contravene its nature. Command will succeed with a trained animal, and may succeed with an untrained animal

2 – Enthral: Using appropriate noises and gestures you may essentially hypnotise an animal, although you won't be able to make it do anything other than sit and watch you to the exclusion of all else. If your concentration is broken in any way, or you otherwise stop specifically Enthralling the animal it will be free to move again. You are also able to read an animal's surface feelings and moods, although the reading will be vague and possibly inaccurate.

3 – Speak With Animals: You are able to hold simple conversations with most animals, although to the outside observer you will simply be making animal noises. Certain animals will require research before you can communicate with them or, very rarely, may not be communicated with at all! Animals may choose not to comply with request which goes against their basic nature.

4 – Mass Control: The character may attempt to enthral and command a group of animals, as above.

 

5 – Borrowing: you are able to 'ride' an animal's mind, subtly controlling what it does. Be wary though as if you try to force the animal to do anything it wouldn't normally do (such as put itself in mortal danger for no reason) it will notice your presence and possibly even attack, using whatever defences it has. Additionally you can read the mind of most animals.  

Glamour

 

1 – Facade: You may conceal a single give-away part of your Fae heritage (e.g. pointed ears, or unusually coloured skin), everything else must be concealed with clothing or make-up. You may also enhance or add a Fae-heritage feature. Certain people may still be able to see through the Glamour. This effect must be fully phys-repped.

2– Mood Storm: During times of heightened emotion you may project your feelings onto others, this is uncontrolled and may to a greater or lesser degree, depending on their own emotional state (for example someone who is very angry is unlikely to start feeling happy as a result of this effect), affect anyone within ten feet. Empaths may feel a particularly strong effect, and characters with Mind Blank may not be affected at all.

 

3- Masque - You may hide all but one of your Fae-heritage features. You may also choose to exagerate or add Fae heritage features, though these remain illusionary. These must be fully phys-repped You may also use the level 1 Talent, Facade, on up to three willing people. N.B. Masque may not be used to hide the remaining fae-feature of someone else using Masque. 

3 - lights and sounds - A Fae, working in conjunction with other Fae with this talent, may take a location, such as a glade, and create an atmosphere to settle or unsettle the nerves, using illusionary lights, sounds (such as music), smells etc. These must be phys repped.    

4 – Mood Control: This is similar to level one, but is much more powerful and controlled. You may project almost any emotion of your choosing onto a single person, or all people within ten feet of you and you may dictate the severity of the emotion felt. Empaths will feel a particularly strong effect, and characters with Mind Blank may not be affected at all.

5 – Masquerade: You can alter your physical appearance to make yourself look like a member of another humanoid race. This does not grant you any of the abilities available to that race but as far as any physical detection techniques (e.g. smell, touch, etc.) are concerned you will be a full member of your chosen race. This cannot hide the character's aura. This effect must be fully phys-repped.

The character may also use the talent Masque on up to three willing targets

5 – Whirling Dance: A character with Whirling Dance, working in conjuncture with other Fae may create an elaborate illusion which will draw all who step into it  

(this needs better wording, but is effectively the higher level Fae talent for dragging people into an illusionary party or similar and keeping them there for a while. Characters may attempt to break free if they have Mind Blank 


#25 From: "Doug McKerracher" <ask_mr_dreadful@...>
Date: Thu Jul 27, 2006 1:05 pm
Subject: Animal Empathy and Glamour
doug_shards
Offline Offline
Send Email Send Email
 

Here are some ideas for Animal Empathy and Glamour. Any suggestions and changes are welcomed and if anyone can think of a suitable Level 5 for both it'd be great!

 

Animal Empathy

1 – Command: Using a firm tone of voice and appropriate actions you can give simple, one word, commands to a single animal such as 'sit', 'stay' or 'run'. The command used cannot be more than one syllable long and you cannot order an animal to 'die'.

2 – Enthral: Using appropriate noises and gestures you may essentially hypnotise an animal, although you won't be able to make it do anything other than sit and watch you to the exclusion of all else. If your concentration is broken in any way, or you otherwise stop specifically Enthralling the animal it will be free to move again. You are also able to read an animal's surface feelings although the reading will be vague and possibly inaccurate.

3 – Speak With Animals: You are able to hold simple conversations with most animals, although to the outside observer you will simply be making animal noises. Certain animals will require research before you can communicate with them or, very rarely, may not be communicated with at all!

4 – Borrowing: you are able to 'ride' an animal's mind, subtly controlling what it does. Be wary though as if you try to force the animal to do anything it wouldn't normally do (such as put itself in mortal danger for no reason) it will notice your presence and possibly even attack. Additionally you can read the mind of most animals.

5 –

 

Glamour

1 – Mood Storm: During times of heightened emotion you may project your feelings onto others, this is uncontrolled and may to a greater or lesser degree, depending on their own emotional state (for example someone who is very angry is unlikely to start feeling happy as a result of this effect), affect anyone within ten feet. Empaths may feel a particularly strong effect, and characters with Mind Blank may not be affected at all.

2 – Masque: You may conceal a single give-away part of your Fae heritage (e.g. pointed ears, or unusually coloured skin), everything else must be concealed with clothing or make-up. Certain people may still be able to see through the Glamour. This effect must be fully phys-repped.

3 – Mood Control: This is similar to level one, but is much more powerful and controlled. You may project almost any emotion of your choosing onto a single person, or all people within ten feet of you and you may dictate the severity of the emotion felt. Empaths will feel a particularly strong effect, and characters with Mind Blank may not be affected at all.

4 – Masquerade: You can alter your physical appearance to make yourself look like a member of another humanoid race. This does not grant you any of the abilities available to that race but as far as any physical detection techniques (e.g. smell, touch, etc.) are concerned you will be a full member of your chosen race. This effect must be fully phys-repped.

5 –


#24 From: "shardsbloodlines" <chimera_comics@...>
Date: Tue Jul 25, 2006 7:28 pm
Subject: Hiya All
shardsbloodl...
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Hiya All,

Im on the forum now :) Thanks for the invite!

There are some fundimental thingys which will need to be incorported
into the new rules - some of these I have been keeping quiet for
storyline reasons...

I'll be posting these to this forum over the next few days - as time
is ticking by - if you dont want to know these spoilers, it may be
best to leave the forum! None of it is too secret and all will be
released with the new background and rules at the end of the weeklong
anyhow...

Thanks for all the brainstorming so far it is all looking really cool.

Cheers

Andy

#23 From: "Doug McKerracher" <ask_mr_dreadful@...>
Date: Thu Jul 20, 2006 10:25 pm
Subject: Re: Luck, Regenerate - Revised
doug_shards
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>
> Can you experiment a little with points costings?
>

Yep... once I'm back from Belgariad I'll create dummy characters using
the costs listed and take them through a year's worth of Karma to see
what happens.

#22 From: "David Priestley" <d.priestley@...>
Date: Thu Jul 20, 2006 7:28 pm
Subject: Re: Re: Luck, Regenerate - Revised
davidnpriestley
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Kncok yourself out!
 
Any suggestions are useful at this stage. I can always edit stuff, and getting the ball rolling may enourage a few people to put in something more.
 
N.B. Incapacitate has been taken out of the Talent list and added to the Skills. It had stopped being an inherent part of people's nature - as such - and started behaving as a series of training only abilities. It has been replaced with Combatative in those Bloodlines that contained it.
 
I'm thinking of seriously lowering the costings of the high end stuff for most Skills and Talents, as Jules pointed out that there are only about 50 Karma available for most players in a year. In addition, the prerequisites are such that Organisation membership and influence is required to lower costs which actually increases the overall cost of Skills. Membership of a new Bloodline increases the inital Bloodline cost.
 
Can you experiment a little with points costings?
 
A lot of the Fae stuff is currently covered by James.
 
 
 
----- Original Message -----
Sent: Wednesday, July 19, 2006 1:21 PM
Subject: [ShardsLRPRulesForum] Re: Luck, Regenerate - Revised

Sounds good to me.

Has anyone else started work on anything? Don't want to step on
anyone else's toes.

--- In ShardsLRPRulesForum@yahoogroups.com, "David Priestley"
<d.priestley@...> wrote:
>
> Actually I've just rethought Level 5 regenerate. I tallied it up
with what I have written to Tenacity (the Talent replacing Guts) and
it is a little too powerful for level 5. I would suggest that the
Level 5 is as the second part of the text - unless reduced to 0
wounds on all locations you regenerate within 5 minutes. If reduced
to 0 on all locations, surgical intervention is required. Your
current version is now level 6, levels only available to really
really powerful characters or NPCs.
>
> Tenacity is the replacement for Guts. Essentially: Level 1
characters remain concious when otherwise rendered unconcious. Level
2 allows use of level 1 abilities and skills, as long as they don't
involve heavy physical activity. Character defaults to level 1
Tenacity if injured. Level 3 allows level 2 skills and abilities,
defaulting to level 2 Tenacity if injured. Level 4 allows level 3
skills and abilities, defaulting to level 2 if injured, and level 5
characters default to level 4 skills and abilities. This includes
Regenerate and Toughness.
>
> Ergo, a character with level 5 Tenacity will go back into the fight
with their level 4 abilities intact. However, with the current set up
a character with Level 5 Tenacity and Regenerate will never drop to
level 4, as they regenerate before Tenacity kicks in. The rewrite
means that characters may continue to fight using Tenacity and suffer
the penalties, or drop out of the fight and regenerate for five
minutes. Still pretty powerful (But very very rare)
>
>
> ----- Original Message -----
> From: Doug McKerracher
> To: ShardsLRPRulesForum@yahoogroups.com
> Sent: Saturday, July 15, 2006 7:03 PM
> Subject: [ShardsLRPRulesForum] Re: Luck, Regenerate - Revised
>
>
> Here's some further ideas for Luck and Regenerate, taking in the
suggestions made so far... bit stuck on Combative, I think I'd need
to see the Martial Arts stuff (if it's available that is!) so I can
gel the two a bit better. I've done the level 5 Regenerate as 'near
instant healing' as suggested, but the trade off now is that damage
taken from fire/explosions cannot be regenerated and must be healed
normally.
>
> Luck
> 1 - Serendipity: for each bad draw you get, the next draw is
modified in your favour by a proportional amount.
> 2 - Your luck is such that all draws you have to take will
automatically be modified by one point in your favour. In addition,
you may draw an extra card when playing Three Card Brag, you then
discard a card of your choice.
> 3 - "It's just a flesh wound!"/Near Miss: You may ignore one
melee hit and/or shot from a firearm per hour though you should still
react to the blow.
> 4 - All draws you have to take will automatically be modified by
two points in your favour. Additionally, when playing Three Card Brag
you may be entitled to declare a particular suit, or even a
particular card as 'Wild'.
> 5 - Charmed Life: You are luck personified! Every gun fired at
you will automatically miss and you may use "it's only a flesh
wound!" once per combat encounter. However, you must now also keep a
lucky charm visibly about your person at all times. If this charm is
lost, damaged or concealed you will count as having the flaw Unlucky
and you may not use any of your Luck talents.
>
> Regenerate - Note: Damage taken from Fire or explosions may not
be regenerated, and must be healed normally!
> 1 - You are able to heal damage at a rate of one body point per
location per two hours, but only after receiving at least basic first
aid.
> 2 - You are able to heal damage at a rate of one body point per
location per one hour, but only after receiving at least basic first
aid.
> 3 - You are able to heal damage at a rate of one body point per
location per half hour, medical attention is only required for
critical wounds.
> 4 - You are able to heal damage at a rate of one body point per
location per fifteen minutes, medical attention is required at the
refs' discretion.
> 5 - You are able to heal damage almost instantly, although
enemies can temporarily take you down by reducing locations to zero
points (as per normal combat). However, unless all locations are
reduced to zero points (in which case you will regenerate as per
level 4) you will be able to return to combat within five minutes. Be
careful though, if a location is taken to zero too many times you may
still need surgery to fix it!
>


#21 From: "Helen Dixon" <helen@...>
Date: Thu Jul 20, 2006 8:46 am
Subject: Re: Re: Luck, Regenerate - Revised
slappersire
Offline Offline
Send Email Send Email
 

Honest answer?

Apathy and heat have made me nigh on give up on anything that involves my brain working.  Which this does.

If I get the power back on and am up to writing stuff, I'll post as to what I want to work on so there's no cross over.

Helen

----- Original Message -----
From: "Doug McKerracher"
To: ShardsLRPRulesForum@yahoogroups.com
Subject: [ShardsLRPRulesForum] Re: Luck, Regenerate - Revised
Date: Wed, 19 Jul 2006 12:21:51 -0000

Sounds good to me.

Has anyone else started work on anything? Don't want to step on
anyone else's toes.

--- In ShardsLRPRulesForum@yahoogroups.com, "David Priestley"
<d.priestley@...> wrote:
>
> Actually I've just rethought Level 5 regenerate. I tallied it up
with what I have written to Tenacity (the Talent replacing Guts) and
it is a little too powerful for level 5. I would suggest that the
Level 5 is as the second part of the text - unless reduced to 0
wounds on all locations you regenerate within 5 minutes. If reduced
to 0 on all locations, surgical intervention is required. Your
current version is now level 6, levels only available to really
really powerful characters or NPCs.
>
> Tenacity is the replacement for Guts. Essentially: Level 1
characters remain concious when otherwise rendered unconcious. Level
2 allows use of level 1 abilities and skills, as long as they don't
involve heavy physical activity. Character defaults to level 1
Tenacity if injured. Level 3 allows level 2 skills and abilities,
defaulting to level 2 Tenacity if injured. Level 4 allows level 3
skills and abilities, defaulting to level 2 if injured, and level 5
characters default to level 4 skills and abilities. This includes
Regenerate and Toughness.
>
> Ergo, a character with level 5 Tenacity will go back into the fight
with their level 4 abilities intact. However, with the current set up
a character with Level 5 Tenacity and Regenerate will never drop to
level 4, as they regenerate before Tenacity kicks in. The rewrite
means that characters may continue to fight using Tenacity and suffer
the penalties, or drop out of the fight and regenerate for five
minutes. Still pretty powerful (But very very rare)
>
>
> ----- Original Message -----
> From: Doug McKerracher
> To: ShardsLRPRulesForum@yahoogroups.com
> Sent: Saturday, July 15, 2006 7:03 PM
> Subject: [ShardsLRPRulesForum] Re: Luck, Regenerate - Revised
>
>
> Here's some further ideas for Luck and Regenerate, taking in the
suggestions made so far... bit stuck on Combative, I think I'd need
to see the Martial Arts stuff (if it's available that is!) so I can
gel the two a bit better. I've done the level 5 Regenerate as 'near
instant healing' as suggested, but the trade off now is that damage
taken from fire/explosions cannot be regenerated and must be healed
normally.
>
> Luck
> 1 - Serendipity: for each bad draw you get, the next draw is
modified in your favour by a proportional amount.
> 2 - Your luck is such that all draws you have to take will
automatically be modified by one point in your favour. In addition,
you may draw an extra card when playing Three Card Brag, you then
discard a card of your choice.
> 3 - "It's just a flesh wound!"/Near Miss: You may ignore one
melee hit and/or shot from a firearm per hour though you should still
react to the blow.
> 4 - All draws you have to take will automatically be modified by
two points in your favour. Additionally, when playing Three Card Brag
you may be entitled to declare a particular suit, or even a
particular card as 'Wild'.
> 5 - Charmed Life: You are luck personified! Every gun fired at
you will automatically miss and you may use "it's only a flesh
wound!" once per combat encounter. However, you must now also keep a
lucky charm visibly about your person at all times. If this charm is
lost, damaged or concealed you will count as having the flaw Unlucky
and you may not use any of your Luck talents.
>
> Regenerate - Note: Damage taken from Fire or explosions may not
be regenerated, and must be healed normally!
> 1 - You are able to heal damage at a rate of one body point per
location per two hours, but only after receiving at least basic first
aid.
> 2 - You are able to heal damage at a rate of one body point per
location per one hour, but only after receiving at least basic first
aid.
> 3 - You are able to heal damage at a rate of one body point per
location per half hour, medical attention is only required for
critical wounds.
> 4 - You are able to heal damage at a rate of one body point per
location per fifteen minutes, medical attention is required at the
refs' discretion.
> 5 - You are able to heal damage almost instantly, although
enemies can temporarily take you down by reducing locations to zero
points (as per normal combat). However, unless all locations are
reduced to zero points (in which case you will regenerate as per
level 4) you will be able to return to combat within five minutes. Be
careful though, if a location is taken to zero too many times you may
still need surgery to fix it!
>



#20 From: "Doug McKerracher" <ask_mr_dreadful@...>
Date: Wed Jul 19, 2006 12:21 pm
Subject: Re: Luck, Regenerate - Revised
doug_shards
Offline Offline
Send Email Send Email
 
Sounds good to me.

Has anyone else started work on anything? Don't want to step on
anyone else's toes.

--- In ShardsLRPRulesForum@yahoogroups.com, "David Priestley"
<d.priestley@...> wrote:
>
> Actually I've just rethought Level 5 regenerate. I tallied it up
with what I have written to Tenacity (the Talent replacing Guts) and
it is a little too powerful for level 5. I would suggest that the
Level 5 is as the second part of the text - unless reduced to 0
wounds on all locations you regenerate within 5 minutes. If reduced
to 0 on all locations, surgical intervention is required. Your
current version is now level 6, levels only available to really
really powerful characters or NPCs.
>
> Tenacity is the replacement for Guts. Essentially: Level 1
characters remain concious when otherwise rendered unconcious. Level
2 allows use of level 1 abilities and skills, as long as they don't
involve heavy physical activity. Character defaults to level 1
Tenacity if injured. Level 3 allows level 2 skills and abilities,
defaulting to level 2 Tenacity if injured. Level 4 allows level 3
skills and abilities, defaulting to level 2 if injured, and level 5
characters default to level 4 skills and abilities. This includes
Regenerate and Toughness.
>
> Ergo, a character with level 5 Tenacity will go back into the fight
with their level 4 abilities intact. However, with the current set up
a character with Level 5 Tenacity and Regenerate will never drop to
level 4, as they regenerate before Tenacity kicks in.  The rewrite
means that characters may continue to fight using Tenacity and suffer
the penalties, or drop out of the fight and regenerate for five
minutes. Still pretty powerful (But very very rare)
>
>
>   ----- Original Message -----
>   From: Doug McKerracher
>   To: ShardsLRPRulesForum@yahoogroups.com
>   Sent: Saturday, July 15, 2006 7:03 PM
>   Subject: [ShardsLRPRulesForum] Re: Luck, Regenerate - Revised
>
>
>   Here's some further ideas for Luck and Regenerate, taking in the
suggestions made so far... bit stuck on Combative, I think I'd need
to see the Martial Arts stuff (if it's available that is!) so I can
gel the two a bit better. I've done the level 5 Regenerate as 'near
instant healing' as suggested, but the trade off now is that damage
taken from fire/explosions cannot be regenerated and must be healed
normally.
>
>   Luck
>   1 - Serendipity: for each bad draw you get, the next draw is
modified in your favour by a proportional amount.
>   2 - Your luck is such that all draws you have to take will
automatically be modified by one point in your favour. In addition,
you may draw an extra card when playing Three Card Brag, you then
discard a card of your choice.
>   3 - "It's just a flesh wound!"/Near Miss: You may ignore one
melee hit and/or shot from a firearm per hour though you should still
react to the blow.
>   4 - All draws you have to take will automatically be modified by
two points in your favour. Additionally, when playing Three Card Brag
you may be entitled to declare a particular suit, or even a
particular card as 'Wild'.
>   5 - Charmed Life: You are luck personified! Every gun fired at
you will automatically miss and you may use "it's only a flesh
wound!" once per combat encounter. However, you must now also keep a
lucky charm visibly about your person at all times. If this charm is
lost, damaged or concealed you will count as having the flaw Unlucky
and you may not use any of your Luck talents.
>
>   Regenerate - Note: Damage taken from Fire or explosions may not
be regenerated, and must be healed normally!
>   1 - You are able to heal damage at a rate of one body point per
location per two hours, but only after receiving at least basic first
aid.
>   2 - You are able to heal damage at a rate of one body point per
location per one hour, but only after receiving at least basic first
aid.
>   3 - You are able to heal damage at a rate of one body point per
location per half hour, medical attention is only required for
critical wounds.
>   4 - You are able to heal damage at a rate of one body point per
location per fifteen minutes, medical attention is required at the
refs' discretion.
>   5 - You are able to heal damage almost instantly, although
enemies can temporarily take you down by reducing locations to zero
points (as per normal combat). However, unless all locations are
reduced to zero points (in which case you will regenerate as per
level 4) you will be able to return to combat within five minutes. Be
careful though, if a location is taken to zero too many times you may
still need surgery to fix it!
>

#19 From: "David Priestley" <d.priestley@...>
Date: Tue Jul 18, 2006 5:21 pm
Subject: Re: Re: Luck, Regenerate - Revised
davidnpriestley
Offline Offline
Send Email Send Email
 
Actually I've just rethought Level 5 regenerate. I tallied it up with what I have written to Tenacity (the Talent replacing Guts) and it is a little too powerful for level 5. I would suggest that the Level 5 is as the second part of the text - unless reduced to 0 wounds on all locations you regenerate within 5 minutes. If reduced to 0 on all locations, surgical intervention is required. Your current version is now level 6, levels only available to really really powerful characters or NPCs.
 
Tenacity is the replacement for Guts. Essentially: Level 1 characters remain concious when otherwise rendered unconcious. Level 2 allows use of level 1 abilities and skills, as long as they don't involve heavy physical activity. Character defaults to level 1 Tenacity if injured. Level 3 allows level 2 skills and abilities, defaulting to level 2 Tenacity if injured. Level 4 allows level 3 skills and abilities, defaulting to level 2 if injured, and level 5 characters default to level 4 skills and abilities. This includes Regenerate and Toughness.
 
Ergo, a character with level 5 Tenacity will go back into the fight with their level 4 abilities intact. However, with the current set up a character with Level 5 Tenacity and Regenerate will never drop to level 4, as they regenerate before Tenacity kicks in.  The rewrite means that characters may continue to fight using Tenacity and suffer the penalties, or drop out of the fight and regenerate for five minutes. Still pretty powerful (But very very rare)
 
 
----- Original Message -----
Sent: Saturday, July 15, 2006 7:03 PM
Subject: [ShardsLRPRulesForum] Re: Luck, Regenerate - Revised

Here's some further ideas for Luck and Regenerate, taking in the suggestions made so far... bit stuck on Combative, I think I'd need to see the Martial Arts stuff (if it's available that is!) so I can gel the two a bit better. I've done the level 5 Regenerate as 'near instant healing' as suggested, but the trade off now is that damage taken from fire/explosions cannot be regenerated and must be healed normally.

Luck
1 - Serendipity:
for each bad draw you get, the next draw is modified in your favour by a proportional amount.
2 - Your luck is such that all draws you have to take will automatically be modified by one point in your favour. In addition, you may draw an extra card when playing Three Card Brag, you then discard a card of your choice.
3 - "It's just a flesh wound!"/Near Miss: You may ignore one melee hit and/or shot from a firearm per hour though you should still react to the blow.
4 - All draws you have to take will automatically be modified by two points in your favour. Additionally, when playing Three Card Brag you may be entitled to declare a particular suit, or even a particular card as 'Wild'.
5 - Charmed Life: You are luck personified! Every gun fired at you will automatically miss and you may use "it's only a flesh wound!" once per combat encounter. However, you must now also keep a lucky charm visibly about your person at all times. If this charm is lost, damaged or concealed you will count as having the flaw Unlucky and you may not use any of your Luck talents.

Regenerate - Note: Damage taken from Fire or explosions may not be regenerated, and must be healed normally!
1 - You are able to heal damage at a rate of one body point per location per two hours, but only after receiving at least basic first aid.
2 - You are able to heal damage at a rate of one body point per location per one hour, but only after receiving at least basic first aid.
3 - You are able to heal damage at a rate of one body point per location per half hour, medical attention is only required for critical wounds.
4 - You are able to heal damage at a rate of one body point per location per fifteen minutes, medical attention is required at the refs' discretion.
5 - You are able to heal damage almost instantly, although enemies can temporarily take you down by reducing locations to zero points (as per normal combat). However, unless all locations are reduced to zero points (in which case you will regenerate as per level 4) you will be able to return to combat within five minutes. Be careful though, if a location is taken to zero too many times you may still need surgery to fix it!


#18 From: "davidnpriestley" <d.priestley@...>
Date: Tue Jul 18, 2006 5:26 pm
Subject: Re: Luck, Regenerate - Revised
davidnpriestley
Offline Offline
Send Email Send Email
 
Actually I've just rethought Level 5 regenerate. I tallied it up with
what I have written to Tenacity (the Talent replacing Guts) and it is
a little too powerful for level 5. I would suggest that the Level 5 is
as the second part of the text - unless reduced to 0 wounds on all
locations you regenerate within 5 minutes. If reduced to 0 on all
locations, surgical intervention is required. Your current version is
now level 6, levels only available to really really powerful
characters or NPCs.

Tenacity is the replacement for Guts. Essentially: Level 1 characters
remain concious when otherwise rendered unconcious. Level 2 allows use
of level 1 abilities and skills, as long as they don't involve heavy
physical activity. Character defaults to level 1 Tenacity if injured.
Level 3 allows level 2 skills and abilities, defaulting to level 2
Tenacity if injured. Level 4 allows level 3 skills and abilities,
defaulting to level 2 if injured, and level 5 characters default to
level 4 skills and abilities. This includes Regenerate and Toughness.
There is a little more to it than this, but this is the gist of the
Talent.

Ergo, a character with level 5 Tenacity will go back into the fight
with their level 4 abilities intact. However, with the current set up
a character with Level 5 Tenacity and Regenerate will never drop to
level 4, as they regenerate before Tenacity kicks in.  The slignt
rewrite means that characters may continue to fight using Tenacity and
suffer the penalties, or drop out of the fight and regenerate for five
minutes. Still pretty powerful (But very very rare)





--- In ShardsLRPRulesForum@yahoogroups.com, "Doug McKerracher"
<ask_mr_dreadful@...> wrote:
>
> Here's some further ideas for Luck and Regenerate, taking in the
> suggestions made so far... bit stuck on Combative, I think I'd need to
> see the Martial Arts stuff (if it's available that is!) so I can gel the
> two a bit better. I've done the level 5 Regenerate as 'near instant
> healing' as suggested, but the trade off now is that damage taken from
> fire/explosions cannot be regenerated and must be healed normally.
>
> Luck
> 1 - Serendipity: for each bad draw you get, the next draw is modified in
> your favour by a proportional amount.
> 2 - Your luck is such that all draws you have to take will automatically
> be modified by one point in your favour. In addition, you may draw an
> extra card when playing Three Card Brag, you then discard a card of your
> choice.
> 3 - "It's just a flesh wound!"/Near Miss: You may ignore one melee
> hit and/or shot from a firearm per hour though you should still react to
> the blow.
> 4 - All draws you have to take will automatically be modified by two
> points in your favour. Additionally, when playing Three Card Brag you





> may be entitled to declare a particular suit, or even a particular card
> as 'Wild'.
> 5 - Charmed Life: You are luck personified! Every gun fired at you will
> automatically miss and you may use "it's only a flesh wound!" once per
> combat encounter. However, you must now also keep a lucky charm visibly
> about your person at all times. If this charm is lost, damaged or
> concealed you will count as having the flaw Unlucky and you may not use
> any of your Luck talents.
>
> Regenerate - Note: Damage taken from Fire or explosions may not be
> regenerated, and must be healed normally!
> 1 - You are able to heal damage at a rate of one body point per location
> per two hours, but only after receiving at least basic first aid.
> 2 - You are able to heal damage at a rate of one body point per location
> per one hour, but only after receiving at least basic first aid.
> 3 - You are able to heal damage at a rate of one body point per location
> per half hour, medical attention is only required for critical wounds.
> 4 - You are able to heal damage at a rate of one body point per location
> per fifteen minutes, medical attention is required at the refs'
> discretion.
> 5 - You are able to heal damage almost instantly, although enemies can
> temporarily take you down by reducing locations to zero points (as per
> normal combat). However, unless all locations are reduced to zero points
> (in which case you will regenerate as per level 4) you will be able to
> return to combat within five minutes. Be careful though, if a location
> is taken to zero too many times you may still need surgery to fix it!
>

#17 From: "David Priestley" <d.priestley@...>
Date: Tue Jul 18, 2006 5:06 pm
Subject: Re: Re: Luck, Regenerate - Revised
davidnpriestley
Offline Offline
Send Email Send Email
 
Like. Like very much! Thanks.
 
 
----- Original Message -----
Sent: Saturday, July 15, 2006 7:03 PM
Subject: [ShardsLRPRulesForum] Re: Luck, Regenerate - Revised

Here's some further ideas for Luck and Regenerate, taking in the suggestions made so far... bit stuck on Combative, I think I'd need to see the Martial Arts stuff (if it's available that is!) so I can gel the two a bit better. I've done the level 5 Regenerate as 'near instant healing' as suggested, but the trade off now is that damage taken from fire/explosions cannot be regenerated and must be healed normally.

Luck
1 - Serendipity:
for each bad draw you get, the next draw is modified in your favour by a proportional amount.
2 - Your luck is such that all draws you have to take will automatically be modified by one point in your favour. In addition, you may draw an extra card when playing Three Card Brag, you then discard a card of your choice.
3 - "It's just a flesh wound!"/Near Miss: You may ignore one melee hit and/or shot from a firearm per hour though you should still react to the blow.
4 - All draws you have to take will automatically be modified by two points in your favour. Additionally, when playing Three Card Brag you may be entitled to declare a particular suit, or even a particular card as 'Wild'.
5 - Charmed Life: You are luck personified! Every gun fired at you will automatically miss and you may use "it's only a flesh wound!" once per combat encounter. However, you must now also keep a lucky charm visibly about your person at all times. If this charm is lost, damaged or concealed you will count as having the flaw Unlucky and you may not use any of your Luck talents.

Regenerate - Note: Damage taken from Fire or explosions may not be regenerated, and must be healed normally!
1 - You are able to heal damage at a rate of one body point per location per two hours, but only after receiving at least basic first aid.
2 - You are able to heal damage at a rate of one body point per location per one hour, but only after receiving at least basic first aid.
3 - You are able to heal damage at a rate of one body point per location per half hour, medical attention is only required for critical wounds.
4 - You are able to heal damage at a rate of one body point per location per fifteen minutes, medical attention is required at the refs' discretion.
5 - You are able to heal damage almost instantly, although enemies can temporarily take you down by reducing locations to zero points (as per normal combat). However, unless all locations are reduced to zero points (in which case you will regenerate as per level 4) you will be able to return to combat within five minutes. Be careful though, if a location is taken to zero too many times you may still need surgery to fix it!


#16 From: "Doug McKerracher" <ask_mr_dreadful@...>
Date: Sat Jul 15, 2006 6:03 pm
Subject: Re: Luck, Regenerate - Revised
doug_shards
Offline Offline
Send Email Send Email
 
Here's some further ideas for Luck and Regenerate, taking in the suggestions made so far... bit stuck on Combative, I think I'd need to see the Martial Arts stuff (if it's available that is!) so I can gel the two a bit better. I've done the level 5 Regenerate as 'near instant healing' as suggested, but the trade off now is that damage taken from fire/explosions cannot be regenerated and must be healed normally.

Luck
1 - Serendipity:
for each bad draw you get, the next draw is modified in your favour by a proportional amount.
2 - Your luck is such that all draws you have to take will automatically be modified by one point in your favour. In addition, you may draw an extra card when playing Three Card Brag, you then discard a card of your choice.
3 - "It's just a flesh wound!"/Near Miss: You may ignore one melee hit and/or shot from a firearm per hour though you should still react to the blow.
4 - All draws you have to take will automatically be modified by two points in your favour. Additionally, when playing Three Card Brag you may be entitled to declare a particular suit, or even a particular card as 'Wild'.
5 - Charmed Life: You are luck personified! Every gun fired at you will automatically miss and you may use "it's only a flesh wound!" once per combat encounter. However, you must now also keep a lucky charm visibly about your person at all times. If this charm is lost, damaged or concealed you will count as having the flaw Unlucky and you may not use any of your Luck talents.

Regenerate - Note: Damage taken from Fire or explosions may not be regenerated, and must be healed normally!
1 - You are able to heal damage at a rate of one body point per location per two hours, but only after receiving at least basic first aid.
2 - You are able to heal damage at a rate of one body point per location per one hour, but only after receiving at least basic first aid.
3 - You are able to heal damage at a rate of one body point per location per half hour, medical attention is only required for critical wounds.
4 - You are able to heal damage at a rate of one body point per location per fifteen minutes, medical attention is required at the refs' discretion.
5 - You are able to heal damage almost instantly, although enemies can temporarily take you down by reducing locations to zero points (as per normal combat). However, unless all locations are reduced to zero points (in which case you will regenerate as per level 4) you will be able to return to combat within five minutes. Be careful though, if a location is taken to zero too many times you may still need surgery to fix it!


#15 From: "davidnpriestley" <d.priestley@...>
Date: Sat Jul 15, 2006 4:49 pm
Subject: Re: Luck, Regenerate, Combative - looking good
davidnpriestley
Offline Offline
Send Email Send Email
 
- Regenerate 5 needs to be almost full on Troll/Werewolf/ levels of
> Regenerate. something along the lines of, 'if not put down and reduced
> to below 0 wounds on all locations, they -will- get up again within a
> minute'.

Hm, may be a little too powerful, considering what I know of the
current levelling for Guts and the combo possible... Then again, the
Guts can be configured in and actually reduces the potential
effectiveness of the two together. Hm. May be not so much of a problem
afterall!

#14 From: "Doug McKerracher" <ask_mr_dreadful@...>
Date: Sat Jul 15, 2006 1:35 pm
Subject: Re: Luck, Regenerate, Combative - looking good
doug_shards
Offline Offline
Send Email Send Email
 
Cool, I'll amend and repost later on today.

--- In ShardsLRPRulesForum@yahoogroups.com, "davidnpriestley"
<d.priestley@...> wrote:
>
> --- In ShardsLRPRulesForum@yahoogroups.com, "Doug McKerracher"
> <ask_mr_dreadful@> wrote:
>
>
> Looking good, and the way we're looking to go. Talents may have more
> than one edge per level, and at the higher levels, quite potent -
> level 4 and 5 are borderline Supernatural... (Or where this is a
> Supernatural ability, Very Supernatural) and should be a cut above
> everything else, considering the Karma being spent. Therefore if there
>  is a bit of a steep hike in effectiveness between level 3 and 4, this
> should not necessarily be a worry.
>
> Some suggestions. Regenerate needs to be a little quicker, currently
> the recovery time on an injury for Regenerate seems slower than
> current normal times. Per location per hour should also be considered.
>
> Regenerate 5 needs to be almost full on Troll/Werewolf/ levels of
> Regenerate. something along the lines of, 'if not put down and reduced
> to below 0 wounds on all locations, they -will- get up again within a
> minute'. The rest need to be scaled down from that. Requirement for
> intervening Medical attention is excellent for the lower levels.
>
> Luck looks good. Andy seems to be going for a card draw system rather
> than beads. Some suggestions would be level 1 - Serendipidy - for each
> bad draw you get, the next draw is modified in your favour by a
> proportional amount. In addition, you may Draw and an extra card when
> paying Three-Card-Brag, you then discard a card of your choice.
>
> At higher levels characters may also be entitled to declare a
> particular suit, or even a particular card as 'Wild'
>
> 'Tis just a Fleshwound' is almost level 1 Toughness, I'd suggest that
> 'Near Miss' is moved to level 3 as well and both increased to slightly
> more often than 'Once per day'. Level 4 becomes an increased bonus in
> skill draws as mentioned before, with a suggestion that a character
> halves all area effecting damage be added too. Level 5 is absolutely
> perfect.
>
> A few more advantages for Combatative from level 2 upwards would be
> good, but don't forget that this is also going to be covered by the
> 'Martial Arts' skills, and should compliment these. Recovery time from
> a temporary wound I would see as being a bit quicker.
> >
> > Here are my ideas for Luck, Regenerate and Combative...
suggestions and
> > comments welcomed.
> >
> > Luck
> > 1 - You are naturally lucky, any chance occurrences will always go
your
> > way.
> > 2 - Your luck is such that all bead draws you have to take will
> > automatically be modified by one step in your favour.
> > 3 - "It's just a flesh wound!": You may ignore one melee hit
> > per day though you should still react to the blow.
> > 4 - Near Miss: You may ignore one shot from a firearm per day.
> > 5 - Charmed Life: You are luck personified! Every gun fired at you
will
> > automatically miss and you may use "it's only a flesh
> > wound!" once per combat encounter. However, you must now also keep a
> > lucky charm visibly about your person at all times. If you lose this
> > charm you will count as having the flaw Unlucky and you may not
use any
> > of your Luck talents.
> >
> > Regenerate
> > 1 - You are able to heal damage at a rate of one body point per three
> > hours, but only after receiving at least basic first aid.
> > 2 - You are able to heal damage at a rate of one body point per two
> > hours, but only after receiving at least basic first aid.
> > 3 - You are able to heal damage at a rate of one body point per hour,
> > medical attention is only required for critical wounds.
> > 4 - You are able to heal damage at a rate of one body point per half
> > hour, medical attention is only required for critical wounds.
> > 5 - You are able to heal damage at a rate of one body point per
fifteen
> > minutes, medical attention is required at the discretion of the refs!
> >
> > Combative
> > 1 - Brawl: You know how to use your hands, feet… most parts of your
> > body, in fact, to inflict damage. Each unarmed blow deals one point of
> > temporary damage which heals itself after about two hours.
> > 2 - Push: You may push your opponent back 10 feet.
> > 3 - Disarm: You may disarm an opponent of one single-handed
weapon. May
> > be used once per combat.
> > 4 - Body Hardening: You gain a single point of armour to all
locations.
> > 5 - Knife Hand: You are able to cause permanent damage while unarmed.
> >
>

#13 From: "davidnpriestley" <d.priestley@...>
Date: Sat Jul 15, 2006 8:36 am
Subject: Re: Luck, Regenerate, Combative - looking good
davidnpriestley
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--- In ShardsLRPRulesForum@yahoogroups.com, "Doug McKerracher"
<ask_mr_dreadful@...> wrote:


Looking good, and the way we're looking to go. Talents may have more
than one edge per level, and at the higher levels, quite potent -
level 4 and 5 are borderline Supernatural... (Or where this is a
Supernatural ability, Very Supernatural) and should be a cut above
everything else, considering the Karma being spent. Therefore if there
  is a bit of a steep hike in effectiveness between level 3 and 4, this
should not necessarily be a worry.

Some suggestions. Regenerate needs to be a little quicker, currently
the recovery time on an injury for Regenerate seems slower than
current normal times. Per location per hour should also be considered.

Regenerate 5 needs to be almost full on Troll/Werewolf/ levels of
Regenerate. something along the lines of, 'if not put down and reduced
to below 0 wounds on all locations, they -will- get up again within a
minute'. The rest need to be scaled down from that. Requirement for
intervening Medical attention is excellent for the lower levels.

Luck looks good. Andy seems to be going for a card draw system rather
than beads. Some suggestions would be level 1 - Serendipidy - for each
bad draw you get, the next draw is modified in your favour by a
proportional amount. In addition, you may Draw and an extra card when
paying Three-Card-Brag, you then discard a card of your choice.

At higher levels characters may also be entitled to declare a
particular suit, or even a particular card as 'Wild'

'Tis just a Fleshwound' is almost level 1 Toughness, I'd suggest that
'Near Miss' is moved to level 3 as well and both increased to slightly
more often than 'Once per day'. Level 4 becomes an increased bonus in
skill draws as mentioned before, with a suggestion that a character
halves all area effecting damage be added too. Level 5 is absolutely
perfect.

A few more advantages for Combatative from level 2 upwards would be
good, but don't forget that this is also going to be covered by the
'Martial Arts' skills, and should compliment these. Recovery time from
a temporary wound I would see as being a bit quicker.
>
> Here are my ideas for Luck, Regenerate and Combative... suggestions and
> comments welcomed.
>
> Luck
> 1 - You are naturally lucky, any chance occurrences will always go your
> way.
> 2 - Your luck is such that all bead draws you have to take will
> automatically be modified by one step in your favour.
> 3 - "It's just a flesh wound!": You may ignore one melee hit
> per day though you should still react to the blow.
> 4 - Near Miss: You may ignore one shot from a firearm per day.
> 5 - Charmed Life: You are luck personified! Every gun fired at you will
> automatically miss and you may use "it's only a flesh
> wound!" once per combat encounter. However, you must now also keep a
> lucky charm visibly about your person at all times. If you lose this
> charm you will count as having the flaw Unlucky and you may not use any
> of your Luck talents.
>
> Regenerate
> 1 - You are able to heal damage at a rate of one body point per three
> hours, but only after receiving at least basic first aid.
> 2 - You are able to heal damage at a rate of one body point per two
> hours, but only after receiving at least basic first aid.
> 3 - You are able to heal damage at a rate of one body point per hour,
> medical attention is only required for critical wounds.
> 4 - You are able to heal damage at a rate of one body point per half
> hour, medical attention is only required for critical wounds.
> 5 - You are able to heal damage at a rate of one body point per fifteen
> minutes, medical attention is required at the discretion of the refs!
>
> Combative
> 1 - Brawl: You know how to use your hands, feet… most parts of your
> body, in fact, to inflict damage. Each unarmed blow deals one point of
> temporary damage which heals itself after about two hours.
> 2 - Push: You may push your opponent back 10 feet.
> 3 - Disarm: You may disarm an opponent of one single-handed weapon. May
> be used once per combat.
> 4 - Body Hardening: You gain a single point of armour to all locations.
> 5 - Knife Hand: You are able to cause permanent damage while unarmed.
>

#12 From: "Julie Spriddle" <julie.spriddle@...>
Date: Fri Jul 14, 2006 12:23 pm
Subject: Hello!
jspriddleuk
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A quick post to let everyone know I'm here...

I'm not really into debates about rules having overdosed on such
discussions in my Cam days, so I doubt I'll be a big contributor here.
  But unlike Dave I am very familiar with Yahoo Groups, so I will be
the lucky person uploading the rules as Dave has them so far... Once
he passes them in my direction of course ;)

Toodles for now.

Julie.

#11 From: "Doug McKerracher" <ask_mr_dreadful@...>
Date: Fri Jul 14, 2006 8:00 am
Subject: Luck, Regenerate, Combative
doug_shards
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Hi all,

Here are my ideas for Luck, Regenerate and Combative... suggestions and comments welcomed.

Luck
1 -
You are naturally lucky, any chance occurrences will always go your way.
2 - Your luck is such that all bead draws you have to take will automatically be modified by one step in your favour.
3 - "It's just a flesh wound!": You may ignore one melee hit per day though you should still react to the blow.
4 - Near Miss: You may ignore one shot from a firearm per day.
5 - Charmed Life: You are luck personified! Every gun fired at you will automatically miss and you may use "it's only a flesh wound!" once per combat encounter. However, you must now also keep a lucky charm visibly about your person at all times. If you lose this charm you will count as having the flaw Unlucky and you may not use any of your Luck talents. 

Regenerate
1 - You are able to heal damage at a rate of one body point per three hours, but only after receiving at least basic first aid.
2 - You are able to heal damage at a rate of one body point per two hours, but only after receiving at least basic first aid.
3 - You are able to heal damage at a rate of one body point per hour, medical attention is only required for critical wounds.
4 - You are able to heal damage at a rate of one body point per half hour, medical attention is only required for critical wounds.
5 - You are able to heal damage at a rate of one body point per fifteen minutes, medical attention is required at the discretion of the refs!

Combative
1 - Brawl: You know how to use your hands, feet… most parts of your body, in fact, to inflict damage. Each unarmed blow deals one point of temporary damage which heals itself after about two hours.
2 - Push: You may push your opponent back 10 feet.
3 - Disarm: You may disarm an opponent of one single-handed weapon. May be used once per combat.
4 - Body Hardening: You gain a single point of armour to all locations.
5 - Knife Hand: You are able to cause permanent damage while unarmed.

 


#10 From: "Doug McKerracher" <ask_mr_dreadful@...>
Date: Fri Jul 14, 2006 7:05 am
Subject: Re: Er - Attachments
doug_shards
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Okay... I'll post my contributions here later on. :)

Doug

--- In ShardsLRPRulesForum@yahoogroups.com, "davidnpriestley"
<d.priestley@...> wrote:
>
> Thanks everyone for the stuff they are sending me, it is appreciated,
> however it is going unread currently as the home computer is set up
> with the attachment option disabled.
>
>
> As items are intended for discussion, I was hoping that people would
> put the breakdown of things on here actually...
>
> Anyway, the posting fiasco seems to have been sorted, thanks to Doug
> and some useful advice. Post Away!
>

#9 From: "davidnpriestley" <d.priestley@...>
Date: Thu Jul 13, 2006 7:04 pm
Subject: Er - Attachments
davidnpriestley
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Thanks everyone for the stuff they are sending me, it is appreciated,
however it is going unread currently as the home computer is set up
with the attachment option disabled.


As items are intended for discussion, I was hoping that people would
put the breakdown of things on here actually...

Anyway, the posting fiasco seems to have been sorted, thanks to Doug
and some useful advice. Post Away!

#8 From: "Helen Dixon" <helen@...>
Date: Wed Jul 12, 2006 11:32 am
Subject: Fw: Re: Re: Points Costs and Karma
slappersire
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Bloody teh interwebz

----- Original Message -----

From: "Douglas McKerracher" <ask_mr_dreadful@...>
To: helen@...
Subject: Re: [ShardsLRPRulesForum] Re: Points Costs and Karma
Date: Wed, 12 Jul 2006 10:51:51 +0000


Hi babe,

Just to let you know (as I've recently solved the mystery) for some reason the
board defaults to "reply to sender" rather than "reply to forum" so you may
need to re-post this and in the drop-down next to 'To:' select
'ShardsLRPRulesForum@...'.

I've let Dave know about this so once he's changed the settings it shouldn't
be a problem any more.

Doug.


> From: "Helen Dixon" <helen@...>
> To: "Doug McKerracher" <ask_mr_dreadful@...>
> Subject: Re: [ShardsLRPRulesForum] Re: Points Costs and Karma
> Date: Wed, 12 Jul 2006 10:40:05 +0000
>
> Also seems fine to me, though may I suggest:
>
> Bloodline, Taught, Standard
>
> Member, Taught, Standard
>
> Helen
>
>   ----- Original Message -----
>   From: "Doug McKerracher"
>   To: ShardsLRPRulesForum@yahoogroups.com
>   Subject: [ShardsLRPRulesForum] Re: Points Costs and Karma
>   Date: Wed, 12 Jul 2006 10:33:41 -0000
>
>   It looks fine to me...
>
>   --- In ShardsLRPRulesForum@yahoogroups.com, "davidnpriestley"
>   <d.priestley@...> wrote:
>   >
>   > Talents
>   >
>   > All characters buy Talents at the Increased cost, unless they are
>   > Bloodline members, in which case they buy them at the Bloodline
>   cost.
>   > Standard is the cost that someone may buy it at if trained by
>   someone
>   > else with Teach, up to the level of Teach.
>   >
>   > Level Bloodline Standard Increased
>   > 1 10 20 30
>   > 2 20 40 60
>   > 3 40 60 90
>   > 4 70 N/A N/A
>   > 5 130? N/A N/A
>   >
>   > Skills (Remembering in the new system that a level 1 skill is the
>   > equivalent of a level 0 skill in the current system)
>   >
>   > All characters buy Skills at the Increased cost, unless they are a
>   > member of a Guild or organisation, in which case they buy it at the
>   > Standard cost. If they are being trained by someone with Teach, or
>   > have sufficient influence they buy them at the Reduced cost, up to
>   the
>   > level of teach, or level of influence. Reduced is the cost that
>   > someone may buy it at if trained by someone else with Teach, if a
>   > member of a Guild or organisation.
>   >
>   > Does this work, and are the costs fair. Some skills and Talents may
>   > have points costs adjusted upwards if necessa
>   >
>   > Level Reduced Standard Increased
>   > 1 10 20 30
>   > 2 20 40 60
>   > 3 40 60 90
>   > 4 70 100 130
>   > 5 110 140 170
>   >
>   > Does this work, and are the costs fair? Some skills and Talents may
>   > have points costs adjusted upwards if necessary. Increased and
>   > Standard are probably misnomers and better terms could be used.
>   >
>
>

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#7 From: "Doug McKerracher" <ask_mr_dreadful@...>
Date: Wed Jul 12, 2006 10:33 am
Subject: Re: Points Costs and Karma
doug_shards
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It looks fine to me...

--- In ShardsLRPRulesForum@yahoogroups.com, "davidnpriestley"
<d.priestley@...> wrote:
>
> Talents
>
> All characters buy Talents at the Increased cost, unless they are
> Bloodline members, in which case they buy them at the Bloodline
cost.
> Standard is the cost that someone may buy it at if trained by
someone
> else with Teach, up to the level of Teach.
>
> Level Bloodline Standard Increased
>   1      10        20       30
>   2      20        40       60
>   3      40        60       90
>   4      70        N/A      N/A
>   5      130?      N/A      N/A
>
> Skills (Remembering in the new system that a level 1 skill is the
> equivalent of a level 0 skill in the current system)
>
> All characters buy Skills at the Increased cost, unless they are a
> member of a Guild or organisation, in which case they buy it at the
> Standard cost. If they are being trained by someone with Teach, or
> have sufficient influence they buy them at the Reduced cost, up to
the
> level of teach, or level of influence. Reduced is the cost that
> someone may buy it at if trained by someone else with Teach, if a
> member of a Guild or organisation.
>
> Does this work, and are the costs fair. Some skills and Talents may
> have points costs adjusted upwards if necessa
>
> Level  Reduced  Standard  Increased
>   1      10        20       30
>   2      20        40       60
>   3      40        60       90
>   4      70        100      130
>   5      110       140      170
>
> Does this work, and are the costs fair? Some skills and Talents may
> have points costs adjusted upwards if necessary. Increased and
> Standard are probably misnomers and better terms could be used.
>

#6 From: "davidnpriestley" <d.priestley@...>
Date: Tue Jul 11, 2006 7:37 pm
Subject: Points Costs and Karma
davidnpriestley
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Talents

All characters buy Talents at the Increased cost, unless they are
Bloodline members, in which case they buy them at the Bloodline cost.
Standard is the cost that someone may buy it at if trained by someone
else with Teach, up to the level of Teach.

Level Bloodline Standard Increased
   1      10        20       30
   2      20        40       60
   3      40        60       90
   4      70        N/A      N/A
   5      130?      N/A      N/A

Skills (Remembering in the new system that a level 1 skill is the
equivalent of a level 0 skill in the current system)

All characters buy Skills at the Increased cost, unless they are a
member of a Guild or organisation, in which case they buy it at the
Standard cost. If they are being trained by someone with Teach, or
have sufficient influence they buy them at the Reduced cost, up to the
level of teach, or level of influence. Reduced is the cost that
someone may buy it at if trained by someone else with Teach, if a
member of a Guild or organisation.

Does this work, and are the costs fair. Some skills and Talents may
have points costs adjusted upwards if necessa

Level  Reduced  Standard  Increased
   1      10        20       30
   2      20        40       60
   3      40        60       90
   4      70        100      130
   5      110       140      170

Does this work, and are the costs fair? Some skills and Talents may
have points costs adjusted upwards if necessary. Increased and
Standard are probably misnomers and better terms could be used.

#5 From: "davidnpriestley" <d.priestley@...>
Date: Tue Jul 11, 2006 5:42 pm
Subject: Deadline for getting the job done
davidnpriestley
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I have been recently informed that Andy wants as much of the system as
possible by the end of July.

This is a lot sooner than I expected, as I expected to be at a good
draft stage by August event, with the wrap up done in September and
October.

This is going to require a little less organisation and a little more
inspiration.

The section that needs the bulk of the work doing is 'Talents'. This
is requiring the levellings sorted from 1 through to 5, and the
points-costings adjusting.

Currently most of the talents are based on the old Natural Abilities,
Supernatural Abilities and Physical abilities in the Shards system.

Levels 1-3 should be from not-great but sometimes useful to pretty
handy, but not always applicable levels of power. Please remember that
almost all characters may be able to develop these talents Levels 4-5
are Bloodline only and should be Awsome and Pretty Damn Hot.

Currently sorted are the following. Guts, Toughness, Vigour,
Pathfinder (mostly) Sharpshooter-Firearm and Sharpshooter-Bow, and
Incapacitate (an amalgam of Subdue/Nervestrike/Killer).

The following need ideas and levelling (in roughly alphabetical
order). Some of these are not Bloodline Talents, just Talents.


Aesthetic (allows for magic item creation at higher levels)
Agility (new - have some ideas)
Animal Empathy (including Borrowing at level 4?)
Astral Projection
Bruiser
Chronopathy (The ability to sense the passage of time)
Clairaudience
Clairvoyance
Combatative
Empathy
Glamour (Fae only Talent, masquerade and mood-control)
Learned
Linguistic (Replaces Communicative, includes reading foreign langs)
Luck
Magic Sense
Mind-Blank
Portal Sense
Precognition
Psychometry
Psychomoleation (Spoon-bending to messing with atoms themselves)
Regenerate
Spirit Speach (Fusing Necromancy, Shamanism and elementalism - choice)

I've probably missed some, but the entire system so far written will
be going on soon, and the errant ones can be found then.

Please feel free to take a handfull and work on them. Any suggestions
would be most appreciated.

#2 From: "davidnpriestley" <d.priestley@...>
Date: Fri Jul 7, 2006 9:58 pm
Subject: Some elements of the new system
davidnpriestley
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Thanks for joining guys. I think anyone who has been invited has had a
brief rundown of how I see the system being reworked, but I'm after
input, particularly with the 'Talent' section, which is actually the
area of the system undergoing the biggest change.

The new system is currently split into several main sections.

Section one: Abilities - these are Talents, Skills and Edges

Talents - the inate natural or supernatural abilities inherent in a
character, influenced in part by a character's bloodline. This is
essentially a rebuild of the Natural and Supernatural Abilities system
of the original system to bring them into one consistant whole

Skills - abilities that the character has learned, and require a level
of knowledge, expertese and practice. Some Skills benefit from, or
give benefits to a particular Talent. Skills also include Magic.

Edges - These are one-off or unique abilities that do not quite fall
into the Talent or Skill categories, usually because they are too
specialised, or an ability based on the cumulation of several skills
and/or talents.


Section Two: Social Class and Influence.

Social Class is the level of society that a character was born and
brought up in and tends to feel most comfortable moving in.

Social Class has not changed much in the update of the system, however
Characters with Social Class will now also gain some starting
Influence in an organisation or organisations.

Social Class is only purchaseable as an advantage at start-up. It is
also not going to be available to all characters at start-up, as a
character's Shard of Origin may restrict it.

Characters from Faery and natives of Frontier will have to buy
Influence appropriate to their society and background, as their social
structures do not transfer readily to other Shards and is not based on
inheritance or by birth, and tends to vary considerably depending on
situations. Characters from Faery, for example, may ascend or descend
the social ladder very quicly, depending on how well they 'dance'.

Influence is the leverage within an organisation or organisations,
such as a Guild that a character has. Increased influence within an
organisation will also entitle characters to learn Skills and
sometimes Talents at a reduced cost compared to learning them outside
  of the organisation. They may also be unable to learn Skills and
Talents that are otherwise unavailable to a character without
influence in a particular organisation.


Section Three: Contacts, Retainers and Off-Scene Men

As yet an undetailed section where characters can purchase Off-scene
help. This is where to get trusted advisors, troops, or even just a
spare hand to help with off-scene building work.

#1 From: "davidnpriestley" <d.priestley@...>
Date: Sun Jul 2, 2006 12:22 pm
Subject: Hello and Welcome
davidnpriestley
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Hello, this is the new Shards LRP Rules Development Forum. Terribly
formal welcome, donchaknow.

Stuff will be appearing here soonish for the new system, the core of
it is now laid down, but at the moment, I thought I'd just say 'Hi!'


David.

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