Gaming Rules
  

Rules - Page 2

Magic Rules

Hacking Rules

Irony Dice Server

 

 

 

For all action sequences:
1 - Rolls for initiative will be made using (3d6). When called for the by GM. The roll is to be sent to the GM and the player.

2 - Once all the rolls have been received by the GM. The GM will send out an e-mail with the list of players and there turn number.

3 - Everyone will then send an e-mail with there actions to the GM, along with there dice rolls (using the dice server). All dice rolls are made using 3d6. Players may discuss actions among themselves.

4 - Once all turns have been received the GM will put them in order and send out the turns results.

5 - This will continue until the action sequence is completed. Then the GM will continue with the store.

Player's Characters (PC) can communicate between themselves continously until input is required by the GM for Non-playing characters. The entire exchange between PC's will then be put together on the following game turn

DEFENSE ROLLS:
Effective immediately: NPC and PC only get to dodge when they see it coming. This is a departure from the old method where the character (NPC or PC) got to dodge even if they didn't know it was coming.

Game Turn Action rolls:
All action rolls will be made using the pbm.com dice server. Players will send an email to the dice server (dice@pbm.com) requesting the roll type

#P Mail address of a player
#S no. of sides on every die
#D no. of dice for every roll
#R no. of rolls requested
#L no. of rolls printed per line in output
#C comments
#T subject line of returned mail


Example:
#P none@none.com
#P none2@none.com
#P none3@none.com
#S 6
#D 3
#R 1
#L 1
#C Mission 11: Attack
#T Mission 11: Attack

The subject and comment lines should contain the the mission number and the action attempt.

Roll results:
Super Success: 10 less than required success roll, 3 or 4.
(example: rolling a 5 when you require 15 to perform a task)

Disatirous failure: 17 or 18 no matter what the required success roll

Damage system:

1) Each character's body area is given a number of points equal to the character's HT score.

Example: A health 12 gives each body area 12 points

2) When a hit is scored to damage from the weapon is subtracted from the body area's total.

Example: ELV has a HT of 12. He is hit in area 10 (Torso) by a blaster pistol that does 5 points of damage. 12 - 5 = 7. ELV now has 7 points remaining on that body area

3) When the damage to a body area goes over half the total points, additional damage is subtracted from the body area and the over all HT. (This does not reduce the points on the other body areas)

New Example: ELV has a HT of 12. He is hit in area 10 (Torso) by a blaster pistol that does 8 points of damage. 12 - 8 = 5. ELV now has 5 points remaining on that body area. Half of ELV's health is 6. 6-8 = -2. ELV's health is reduced from 12 to 10.

4) When a body area's points is reduce to 0 that body area is lost.

5) Over half damage to a critical area is fatal.
Critical aream: 3 - 4 Head, 5 Face, 17 - 18 Heart

Damage to Multiple Body Areas:

1) If the total damage to all of characters body areas equals the character's HT score, any additional damage is subtracted from the character's HT.

Example: Cyvon has a HT of 11. He has taken 4pts of damage to area 10 (Torso), 5pts to area 15 (Right Foot), 4pts to area 6 (Left arm). Although none of the damage is over half of 11 (5.5) the total damage is 13 - 2 pts over 11. These two points are subtracted from the 11 giving Cyvon a new HT of 9


Note: When HT arrives at -1 the character is uncoscious. When HT arrives at -10 the character is dead.


Hit Location Chart:

Dice Roll Hit Location Dice Roll Hit Location
3 Head 13 Groin
4-5 Left Arm 14 Right Leg
6 Left Hand 15 Left Leg
7-8 Right Arm 16 Right Foot
9 Right Hand 17 Left Foot
10-12 Torso 18 Heart



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