SirHemp
WOW! You just got your first magical weapon!
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"He who never moves" he didn't till like level four, he just used his heavy crossbow (120ft, Damage 1d10)
Posts: 57
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Post by SirHemp on Oct 17, 2005 20:44:06 GMT -5
Dear god brian..... PLEASE PROOFREAD YOUR POSTS!
/me is confuzzled
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Post by TheBigCheese on Oct 17, 2005 21:15:21 GMT -5
I reworded it a bit, hopefully its more inteligable now. If not, what didnt you get?
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Post by TheBigCheese on Oct 22, 2005 12:03:47 GMT -5
So whats chets initiative and the total turn order?
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Post by Avi on Nov 3, 2005 22:54:30 GMT -5
Alright, I've PMed most of you the results of your gather information checks, aside from korbin and tyrael who have not stated their actual actions yet.
For now, I want to take a moment to talk about something very common you might run up to in the near future: Insanity.
Sanity is treated as a seperate stat, equal to your Wisdom SCORE multiplied by 5. This represents your maximum sanity. The sanest you can be. Whenever you encounter a particularly gruesome or shocking situation, I will call for a Sanity check, which is a d%. It succeeds if the check result is less than or equal to your current Sanity score. If it succeeds, you are deducted a lesser amount of points from your Sanity score than would have been deducted if you had failed. Sanity checks will be required if you see a gruesome or shocking site, if you encounter a particularly scary monster, extraplanar shit, or even (or especially I should say) read a Forbidden Tome*. That shit corrupts your mind for fucking ever. If you lose one-half of your Wisdom score in Sanity points in a single check then you are allowed a save. If it fails, you go into temporary insanity; but if it succeeds, you may forget what had happened. If you lose 20% of your Sanity in one hour, you go indefinitely insane. When your Sanity goes below 0, it starts to drop by 1 every round, unless treated by a full-round Heal check, DC15. If your Sanity falls to -10, you go permanently insane. For the insane, there're three choices: First is a spell. Limited Wish, Wish, or Miracle can restore a considerable amount of Sanity. Secondly, there're the pillz. There are different pills for different afflictions; some may not have cures though. You can craft them by alchemy, and there is a chance for addiction. Thirdly, there is psychoanalysis. For 1d4 hours, with a DC20 Heal check, in a calming location, the healer can restore 1 Sanity point to the patient. Permanently-insane people are lost forever, locked away in their own world; mad and absorbed by the surreal.
*New skill: Knowledge (Forbidden Lore).
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