1. How to Play in Harpeah
Aug 17, 2015 9:43:33 GMT -8
Post by Storyteller Joy on Aug 17, 2015 9:43:33 GMT -8
This is a very basic guide for playing in our game and goes over all the aspects of it. If you want a specific part of the guide, such as "Moves" or "Gear" they are broken up into different sections to help look for individual parts without reading over this guide in it's entirety. (The sections go into far greater detail.)
Using "Moves" to play.
You have to make the Move.
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Which brings us to Rolling the Dice:
Often the rules for a move will tell you to roll, say, +Charm. You would "Roll" in the post by clicking on the "dice" icon twice or type dice in brackets.
Like this:
You must *save your post* before you can see the "results" of your roll. In Nyx's case his roll was a 5 and a 6 giving him a total of 11. He would then add his +charm to that roll. (I don't have a sheet for Nyx, but it's ok because an 11 means he got it with style anyway!) But if for arguement, he had a +2 Charm, he would have scored a "13" on his roll. A very, very good charm move!
If his roll had been for something else, and said +Sharp, you would roll two dice (or 2d6) and add your Sharp stat. If you have a -1, it would subtract 1 from the total. The move description will say what the different results mean. Usually a 10+ will be an auto success, a 7-9 a good rating and a 6 and lower is a miss, giving the storyteller, or the otehr people around you, a chance to "screw you over."
Now I'm going to pause our little guide to point out... Your characters life would be VERY Boring if BAD SHIT didn't happen. It's the STAFF/Storyteller's job to make BAD THINGS HAPPEN. Out of LOVE. No one has to play here, and honestly, we don't get any kicks n giggles for screwing you over. We 'want' you to succeed to save Harpeah- but it's our job to bring the hurt. IF you ever feel picked on, or being treated unfairly, it's YOUR JOB and YOUR RESPONSIBILITY to reach out to the staff, or the head ST, Joy, to talk about it. Being a whiny little troll behind the backs of the staff and NEVER Bringing your problems to the staff FOR YOURSELF is not going to be tolerated.
This is a game for players, not trolls and whiny little tarts. (Unless... your playing a troll IC...)
Bonuses and Holds
Sometimes a move will give you a bonus to future dice rolls: you get to take the bonus "forward" or "ongoing." Sometimes a move will give you a "hold."
Forward: If you get a +1 Forward, you get a +1 on your very next roll ONLY.
For example, a character can give you a bonus of +1 forward as the result of a move. The next thing that happens is your character charges to attack a monster. You get a +1 on your kick some ass roll. If you had decided to use magic instead, to cast a protection spell, you would have gotten a +1 on that roll. Once you have used it, it's gone.
Ongoing: If you get a +1 Ongoing, you get a +1 to every roll you make until the situation no longer applies.
For example: If you read a bad situation, you might be awarded +1 ongoing while using an escape route you spotted. You get a +1 on all rolls while escaping via that route, but nothign more once you have escaped. You also get no bonus if you don't try to escape that way.
Hold: When you get a hold, you'll get a number of points, each point can be spent one-for-one to get a specific effect. The move will list the effects you can spend your hold on.
You can find deeper information on the "Basic Moves" on the "Basic Moves" Section of the system, we won't go into any greater detail here.
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FIGHTS[/fonts]
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Don't always go rolling right into Kick some Ass. That movfe puts you in danger of harm, as well as your enemy. If you can find a way to attack without putting yourself in danger, then you can't inflict harm on the enemy without suffering any yourself (and without needing to succeed on a roll!)
Remember you can try to Protect Someone whenever they are threatened with harm. Think about who needs protecting, and where everyone is relation to each other. If you set things up right, you might even be able to save a teammate from harm they're going to suffer if they miss a roll. Remember you can help another character as well, giving them a +1 on their rolls. This sometimes can be the difference between life and death.
Unarmed Attacks and Improvised Weapons:[/fonts]
If your character is caught unarmed, and is just fighting with fists and feet (or heads and teeth), you do 0-Harm/intimate. You can still hurt things if you have a bonus to harm. That would have come from getting a 10+ on a kick some ass roll, or a move you have. If your character grabs a random object to use as a weapon, the st will tell you how much harm it inflects, but here's some "guidelines" for giving you an idea. (And if you write in character "I grab a heavy candlestick" (1-Harm,hand) the storyteller will probably go with what you wrote- as long as it makes sense. The Storyteller gets the last call.
-If it's hardly more Dangerous then a punch 0-harm, hand
-If it's sharp or heavy (kitchen knife, lamp, candlestick), 1-Harm, hand
-If it's really heavy (microwave, bar stool, a dwarf) 2-Harm, Hand, Heavy (pissed off dwarf...?)
-If you can throw it add +close
Harm:
When you take harm, the storyteller will tell you what happened and how many points of harm it was. (If your attacking an NPC. PVP is either player consent or ST.) You mark off that amount of harm on your next post. (See example below.) There may be an additional effect, and the ST or staff will tell you if there is.
Injury Severity depends on how much harm you have suffered:
0-harm wounds only have minor, short term effects.
4-7-harm wounds are serious and unstable. They will get worse unless treated. Record "Unstable" next to your harm.
8-Harm or more will kill a normal human, and more then likely kill your character unless your max health is raised on your CS.
--Note--
Armor, and some species natural bodies, reduce harm suffered by the number of points it's rated for.
Example:
Nyx flies back into a wall and rubs his jaw from where Wisp punched him. (-2 Harm). "Dang it, Wisp, It's only a little journey, not even dangerous! DId you have to hit me so hard??" He sighed and shrugged off the wall, holding his hands up to pacify the young woman before him.
(5 HP)
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Normally you don't need to keep track of your health, as it's assumed every scene you heal before entering. UNLESS OTHERWISE STATED.
If you are in an extended scene, dungeon crawl, enter a scene not long after being injured, have sustained and serious injuries... well.. Role play them!
Healing[/fonts]
A 0-harm wound goes away right after you get it. It can cause a momentary problem, but after that it is purely cosmetic.
Moderate Wounds (1-3 Harm) will improve when your character has a chance to rest up (e.g. a decent night's sleep), or get some medical attention. This rest/treatment will reduce an injury by 1-harm. (Some magic has healing as well)
Serious wounds (4+ Harm) require treatment. They are normally unstable, meaning they will worsen if untreated. Your storyteller will tell you to mark off another point of harm. Left too long, serious wounds will Kill You. If a move tells you that the injury is now stable, you can erase the "unstable" in your posts. If you take more harm and are still at 4-harm or more, then your injuries become unstable again.
What counts as treatment depends on the wound, but it will usually be one of the following:
- A character's healing special move.
-Time in an infirmary in someone's home
- A visit to a doctor or emergency room
- A magic spell
Healing moves will mention how many harm they heal.
Death, Reincarnation, and Resurrection:
When you die, your dead.
You can at that point choose:
1) Final Death: to let the character experience final death- and they will not come back. (Players Choose this NO ONE ELSE)
2) Journey to the Afterlife or, Jigoku to be reincarnated
3) Or, if there is someone in your party, or have an ally or two who care, you can be Resurrected on scene or within a few hours, you do not have to journey to Jigoku.
(It takes approximately "3" in character hours for your soul to transition to Jigoku, in which there is No penalty for death... If it takes longer then 3 hours, you suffer the penalties of below and may have seen a vision or two of Jigoku - see ST for details)
If you come back to life after 3 in character hours.... Regardless of how you come back to life...
When you return to life, you are required to roll a -Weird (so subtract three if you have a +3, and add 1 for -1 Weird, etc) The weirder you are, the weirder it is when you come back from the dead.
On a 10+, you have changed little. Mark 1 experience and you are only bound by your promises in Jigoku or to the Blood Mage who brought you back.
On a 7-9, choose one of these:
- You come back a bit broken (memory loss, stressed, disconnected)
- You come back a little different (Add +1 to one rating (max 3) and subtract 1 from another (min -2)
- You come back very different! (Change Species or Magical Elements Completely)
- Something comes back...with you...?! It's not a pressing danger, but it definitely is going to make life interesting!
- You, or the one who brought you back, owes a favor to the Mistress of the Jigoku--- instead of the "regular" price...
On a miss, Choose one of these:
- You come back Broken (soulless, depressive...capable of only accomplishing the goal brought forth from you...) ---Your character is now an NPC who will show up occasionally to make people wonder.. what's really out there..? -- If the character is "Saved" through story line, by other characters you will be given the opportunity to play it again or have it be retired... **Note. You do NOT have to reincarnate your character...**
- You come back disabled. Take a -1 to a rating (to a -2 at worst).
- Your revival satisfies an ancient, dark, and terrible prophecy.
- Something comes back with you (e.g. a possessing spirit, a slain monster is revived, an ancient evil is released.) It is an immediate and pressing danger - and not happy to be with you.
-You, or the one you brought you back, owes a huge debt (soul, firstborn, ten years of servitude,etc) to a powerful spirit, the mistress of Jigoku, etc.
- Your stuck in Jigoku and must wait 1 week before attempting to win your way back out... at a -1 difficulty. (Fail twice, and the difficulties a -2.) (Fail 3 times and your character is bound to Jigoku...forever...)
After the first three deaths in Harpeah, you are an additional -1 per any reincarnation/rezz roll coming back.
No matter how you come back, players must do 1 thread in the Jigoku and wait for the ST to tell them to roll their rezz roll- unless reincarnated by players/npcs on harpeah (then it's just a matter of how long it takes them to get the rezz off!)
So... Luck?
Luck is your ability to "manipulate" the game. Yeah. You. Power to the people! You have a total of 7 luck when you begin the game. You can buy additional Luck for 2 exp up to 10 total.
Luck can be "spent" on the fly- a "lucky break."
Specifically- You can spend luck to:
- Decrease a wound you just suffered to O-harm total.
- After you roll, retroactively change the result to a 12.
You only have a limited supply of luck... and when it runs out...
When you run out of luck!
When you have run out of luck, the Storyteller and the staff are allowed to hit you with more bad stuff- bad luck up the whaaaahooooo. Fate is looking for some payback for you spending all that good luck to balance it out. If you have a "fate" bonus- then some of that "doom" stuff is definitely going to be raising it's ugly face. Ultimately, you won't die, but life won't be very comfortable for your character either....
Information on Gear, getting new Gear, etc, is in the "Gear" Section.
EXP rules and Leveling are found in the section for Improvements and EXP.�
How to Play In Harpeah
Player's Agenda:When your playing your character-The Game is a Conversation.
- Act like the Hero (or Heroine) in this story (because you are)
- Make your own decisions, and your own destiny.
- Find a way home, or establish yourself in a new home
- Play your character like they are a "real" person- because for them, they are.
- Have fun, and if your not having fun, figure out why it's not fun...
- Don't apologize for your characters actions OOC. If you really feel then need to apologize, then check your action-- if that instinct is there perhaps it'd be good to be the little voice in your character's head saying "Maybe that's not a good idea, don't do it!"
- Stop the "Conversation" between characters, or worse, stomp on your co-players. This is a "Cooperative Game" everytime you stomp on another player, or force a conversation to stop, your stopping the game, not just the conversation, and over time your fellow players will get irritated and annoyed and suddenly you will become an attractive target.
- Don't not get help. If you find yourself struggling with the chat because it's hard to hear, or you find yourself unable to keep up with large groups, then 'do' go and talk to the ST about a smaller group or a conversation that's purely written (or audio on a different day.) While we can't make everything 1 on 1, the staff as a whole will attempt to work with you to get your experience to be a positive one!
- Don't forget to remember the staff is here to help OOC, and IC here to cause drama. The staff is both friend and foe, and we glorify in your defeats and your wins- and the struggle to be alive. That's part of the game.
Think like your character would think. Do what your character would do. Remember, you were summoned to Harpeah for a 'reason'. You ned to work out what's behind each situation, each mystery, then work out how to find the problem and a solution to it. (And if needed, Kill it.)
The one of the reasons we have adopted "Monster of the Week" (our base gaming system) is because it offers a lot of ways players can control their fates without the "staff" shoving it down their throats- it comes with give and take- and it comes with the same feeling of "conversation." This is an improvisational game that everyone creates together- even if you don't play together all the time- everyone is creating and adding to the plot with their actions, decisions and sometimes, in actions!
One of the most "critical" things in gaming is remembering this is a Cooperative Game. Even if your characters become in conflict with other players characters, we are all here to tell a story- a hopefully good story- and each of our characters is apart of that greater weave. It's not just respectful to let other players have their moments in the sun, but it's also more fun. I can't put enough emphasis on how important it is for 'everyone' to keep an eye on the overarching story. If you feel like your character is pulling away from the over all narrative- be proactive in asking yourself if doing _______________ is really that important.
For example...
Your bored. You have been listening to these idiots go back and forth about the decision to be made. You have a critical IRL choice:
A) Do you Zone out to music or reading something else online?
B) Do you crack out your emergency supply of curb-stompers and stomp on peoples toes until they are all upset n snarly at you instead of each other?
C) Do you respectfully go AFK to grab a soda, a snack, a pee break and come back to the arguing to chose another option..?
D) Do you crack out your emergency supply of patience and calmly start pulling people aside to have a quiet conversation around the loud people?
E) Do you have your character sneak out of the room to do whatever they wanted to do in the first place ignoring the rest of the characters?
F) You are one of the people (your not an idiot, your just opinionated!) screaming your option at everyone else-- damn the consequences!
.... All of these are options players can make. In fact, there's a few others, including doing OOC commentary and not doing ANYTHING IC! The ultimate answer is both a combination of "what would my character do" and "what would help the storyline."
Sometimes "what my character would do" is really what would help the storyline and get the game moving. More often however, people go for the Curb-Stomping option and then it's a screaming match for two hours...
Likewise, walking off on your own- while entertaining- demands that the ST do something to either go along with you, or throw something in your way... Ultimately- are you helping the group or hurting?
It's okay to do some of those options at various times. And it takes experience to know which option to do at which time.
Just remember, your playing with friends... Out of character... and no one really wants to have anyone else piss in their cheerios twenty four seven.
Using "Moves" to play.
Moves in our game are designed to allow players to "know" what's going to happen and exit some of the "mystery" of both combat and certain situations. They clarify for the staff and players what's going on. These "moves" cover all the things that you can do where the game's rules get involved with the story. You don't need moves, for example, if you and your friend are having a conversation exchanging information. You would need to use a move if you were going to try to convince your friend to join you in doing something risky however.
Most of the time, you'll be describing what your character says, where they go, and what they do without activating a move. That goes for everything a normal person could do, in situations where failure would not be interesting and where there is no particular danger. In circumstances where a normal person couldn't do what you want to do, or the drama of the story requires it, or if it's dangerous, that's when the moves come in and control how well you do.
You have to make the Move.
A key element to the use of moves is "you have to make the move". This means that if you want to (for instance) manipulate someone (like our earlier example) in the game, you need to describe your character doing that. How do they ask? What do they offer, to make them do what you want? Why would they believe your offer is genuine?For example:
George, the player, wants Nyx to manipulate Nell, a fellow character, to go with him to Earth (a very dangerous place without magic!) to get assistance for his people. The posts between them would be a lot longer then below- but this is just to give you an idea-
George posts for Nyx:Nyx walks into Nell's favorite tavern. He tucks his hands behind him, fingering his favorite daggers, and scans the room and studies the crowd. When he spots Nell he makes his way over to her and drops into a chair. He kicks his feet onto the tabletop and gives her his best winning smile- offering far too many teeth in response. "Hi Nell, I need a favor, Sugar."1852209213(Nyx doesn't have any in "charm" so his roll will speak for itself)
(Snake Eyes!! Urgh. Critical Fail! FAILURES OF FAILURES...)
Nell posts in response:
Already Nell's up to her elbows in empty plates. She's working on another bowl of long noodles. She only bats one raspberry-red colored eye at the foot on her table that threatened her dinner. She carefully picked up the still-hot clay bowl into her fingers and slurped another noodle. She let him stew in his own words for a few minutes until she was finished eating. She dropped the bowl into the stack. Her elbows hit the tabletop to mirror his feet. She steeped her fingers and frowned into them. "Your boots are about as appetizing as your offer."
George (as Nyx) posts again:
"Aww Come on Sugar, don't be like that. I didn't realize you were eating. The lighting in here is always piss poor. I need a team to go with me to Earth. Pick up some new blood. Your always up for an adventure." He paused a long moment before shoving his feet off the table. He turned his full attention on her. "I'll make it worth your while, a clear run through my treasure horde. You take whatever you can carry."
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Which brings us to Rolling the Dice:
Often the rules for a move will tell you to roll, say, +Charm. You would "Roll" in the post by clicking on the "dice" icon twice or type dice in brackets.
Like this:
[roll] [roll]
You must *save your post* before you can see the "results" of your roll. In Nyx's case his roll was a 5 and a 6 giving him a total of 11. He would then add his +charm to that roll. (I don't have a sheet for Nyx, but it's ok because an 11 means he got it with style anyway!) But if for arguement, he had a +2 Charm, he would have scored a "13" on his roll. A very, very good charm move!
If his roll had been for something else, and said +Sharp, you would roll two dice (or 2d6) and add your Sharp stat. If you have a -1, it would subtract 1 from the total. The move description will say what the different results mean. Usually a 10+ will be an auto success, a 7-9 a good rating and a 6 and lower is a miss, giving the storyteller, or the otehr people around you, a chance to "screw you over."
Now I'm going to pause our little guide to point out... Your characters life would be VERY Boring if BAD SHIT didn't happen. It's the STAFF/Storyteller's job to make BAD THINGS HAPPEN. Out of LOVE. No one has to play here, and honestly, we don't get any kicks n giggles for screwing you over. We 'want' you to succeed to save Harpeah- but it's our job to bring the hurt. IF you ever feel picked on, or being treated unfairly, it's YOUR JOB and YOUR RESPONSIBILITY to reach out to the staff, or the head ST, Joy, to talk about it. Being a whiny little troll behind the backs of the staff and NEVER Bringing your problems to the staff FOR YOURSELF is not going to be tolerated.
This is a game for players, not trolls and whiny little tarts. (Unless... your playing a troll IC...)
Bonuses and Holds
Sometimes a move will give you a bonus to future dice rolls: you get to take the bonus "forward" or "ongoing." Sometimes a move will give you a "hold."
Forward: If you get a +1 Forward, you get a +1 on your very next roll ONLY.
For example, a character can give you a bonus of +1 forward as the result of a move. The next thing that happens is your character charges to attack a monster. You get a +1 on your kick some ass roll. If you had decided to use magic instead, to cast a protection spell, you would have gotten a +1 on that roll. Once you have used it, it's gone.
Ongoing: If you get a +1 Ongoing, you get a +1 to every roll you make until the situation no longer applies.
For example: If you read a bad situation, you might be awarded +1 ongoing while using an escape route you spotted. You get a +1 on all rolls while escaping via that route, but nothign more once you have escaped. You also get no bonus if you don't try to escape that way.
Hold: When you get a hold, you'll get a number of points, each point can be spent one-for-one to get a specific effect. The move will list the effects you can spend your hold on.
You can find deeper information on the "Basic Moves" on the "Basic Moves" Section of the system, we won't go into any greater detail here.
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FIGHTS[/fonts]
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Don't always go rolling right into Kick some Ass. That movfe puts you in danger of harm, as well as your enemy. If you can find a way to attack without putting yourself in danger, then you can't inflict harm on the enemy without suffering any yourself (and without needing to succeed on a roll!)
Remember you can try to Protect Someone whenever they are threatened with harm. Think about who needs protecting, and where everyone is relation to each other. If you set things up right, you might even be able to save a teammate from harm they're going to suffer if they miss a roll. Remember you can help another character as well, giving them a +1 on their rolls. This sometimes can be the difference between life and death.
Unarmed Attacks and Improvised Weapons:[/fonts]
If your character is caught unarmed, and is just fighting with fists and feet (or heads and teeth), you do 0-Harm/intimate. You can still hurt things if you have a bonus to harm. That would have come from getting a 10+ on a kick some ass roll, or a move you have. If your character grabs a random object to use as a weapon, the st will tell you how much harm it inflects, but here's some "guidelines" for giving you an idea. (And if you write in character "I grab a heavy candlestick" (1-Harm,hand) the storyteller will probably go with what you wrote- as long as it makes sense. The Storyteller gets the last call.
-If it's hardly more Dangerous then a punch 0-harm, hand
-If it's sharp or heavy (kitchen knife, lamp, candlestick), 1-Harm, hand
-If it's really heavy (microwave, bar stool, a dwarf) 2-Harm, Hand, Heavy (pissed off dwarf...?)
-If you can throw it add +close
Harm:
When you take harm, the storyteller will tell you what happened and how many points of harm it was. (If your attacking an NPC. PVP is either player consent or ST.) You mark off that amount of harm on your next post. (See example below.) There may be an additional effect, and the ST or staff will tell you if there is.
Injury Severity depends on how much harm you have suffered:
0-harm wounds only have minor, short term effects.
4-7-harm wounds are serious and unstable. They will get worse unless treated. Record "Unstable" next to your harm.
8-Harm or more will kill a normal human, and more then likely kill your character unless your max health is raised on your CS.
--Note--
Armor, and some species natural bodies, reduce harm suffered by the number of points it's rated for.
Example:
Nyx flies back into a wall and rubs his jaw from where Wisp punched him. (-2 Harm). "Dang it, Wisp, It's only a little journey, not even dangerous! DId you have to hit me so hard??" He sighed and shrugged off the wall, holding his hands up to pacify the young woman before him.
(5 HP)
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Normally you don't need to keep track of your health, as it's assumed every scene you heal before entering. UNLESS OTHERWISE STATED.
If you are in an extended scene, dungeon crawl, enter a scene not long after being injured, have sustained and serious injuries... well.. Role play them!
Healing[/fonts]
A 0-harm wound goes away right after you get it. It can cause a momentary problem, but after that it is purely cosmetic.
Moderate Wounds (1-3 Harm) will improve when your character has a chance to rest up (e.g. a decent night's sleep), or get some medical attention. This rest/treatment will reduce an injury by 1-harm. (Some magic has healing as well)
Serious wounds (4+ Harm) require treatment. They are normally unstable, meaning they will worsen if untreated. Your storyteller will tell you to mark off another point of harm. Left too long, serious wounds will Kill You. If a move tells you that the injury is now stable, you can erase the "unstable" in your posts. If you take more harm and are still at 4-harm or more, then your injuries become unstable again.
What counts as treatment depends on the wound, but it will usually be one of the following:
- A character's healing special move.
-Time in an infirmary in someone's home
- A visit to a doctor or emergency room
- A magic spell
Healing moves will mention how many harm they heal.
Death, Reincarnation, and Resurrection:
When you die, your dead.
You can at that point choose:
1) Final Death: to let the character experience final death- and they will not come back. (Players Choose this NO ONE ELSE)
2) Journey to the Afterlife or, Jigoku to be reincarnated
3) Or, if there is someone in your party, or have an ally or two who care, you can be Resurrected on scene or within a few hours, you do not have to journey to Jigoku.
(It takes approximately "3" in character hours for your soul to transition to Jigoku, in which there is No penalty for death... If it takes longer then 3 hours, you suffer the penalties of below and may have seen a vision or two of Jigoku - see ST for details)
If you come back to life after 3 in character hours.... Regardless of how you come back to life...
When you return to life, you are required to roll a -Weird (so subtract three if you have a +3, and add 1 for -1 Weird, etc) The weirder you are, the weirder it is when you come back from the dead.
On a 10+, you have changed little. Mark 1 experience and you are only bound by your promises in Jigoku or to the Blood Mage who brought you back.
On a 7-9, choose one of these:
- You come back a bit broken (memory loss, stressed, disconnected)
- You come back a little different (Add +1 to one rating (max 3) and subtract 1 from another (min -2)
- You come back very different! (Change Species or Magical Elements Completely)
- Something comes back...with you...?! It's not a pressing danger, but it definitely is going to make life interesting!
- You, or the one who brought you back, owes a favor to the Mistress of the Jigoku--- instead of the "regular" price...
On a miss, Choose one of these:
- You come back Broken (soulless, depressive...capable of only accomplishing the goal brought forth from you...) ---Your character is now an NPC who will show up occasionally to make people wonder.. what's really out there..? -- If the character is "Saved" through story line, by other characters you will be given the opportunity to play it again or have it be retired... **Note. You do NOT have to reincarnate your character...**
- You come back disabled. Take a -1 to a rating (to a -2 at worst).
- Your revival satisfies an ancient, dark, and terrible prophecy.
- Something comes back with you (e.g. a possessing spirit, a slain monster is revived, an ancient evil is released.) It is an immediate and pressing danger - and not happy to be with you.
-You, or the one you brought you back, owes a huge debt (soul, firstborn, ten years of servitude,etc) to a powerful spirit, the mistress of Jigoku, etc.
- Your stuck in Jigoku and must wait 1 week before attempting to win your way back out... at a -1 difficulty. (Fail twice, and the difficulties a -2.) (Fail 3 times and your character is bound to Jigoku...forever...)
After the first three deaths in Harpeah, you are an additional -1 per any reincarnation/rezz roll coming back.
No matter how you come back, players must do 1 thread in the Jigoku and wait for the ST to tell them to roll their rezz roll- unless reincarnated by players/npcs on harpeah (then it's just a matter of how long it takes them to get the rezz off!)
So... Luck?
Luck is your ability to "manipulate" the game. Yeah. You. Power to the people! You have a total of 7 luck when you begin the game. You can buy additional Luck for 2 exp up to 10 total.
Luck can be "spent" on the fly- a "lucky break."
Specifically- You can spend luck to:
- Decrease a wound you just suffered to O-harm total.
- After you roll, retroactively change the result to a 12.
You only have a limited supply of luck... and when it runs out...
When you run out of luck!
When you have run out of luck, the Storyteller and the staff are allowed to hit you with more bad stuff- bad luck up the whaaaahooooo. Fate is looking for some payback for you spending all that good luck to balance it out. If you have a "fate" bonus- then some of that "doom" stuff is definitely going to be raising it's ugly face. Ultimately, you won't die, but life won't be very comfortable for your character either....
Information on Gear, getting new Gear, etc, is in the "Gear" Section.
EXP rules and Leveling are found in the section for Improvements and EXP.�