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======Omphalos House Rules======

**Omphalos House Rules**

The nature of the beast of the LitRPG is that it is a tabletop RPG being used to emulate a VRMMO, in which combat //appears// to be real-time. As such, to emphasize the spirit of the VRMMO, there are a number of rules adaptations:

__Omphalos-specific Derived Stats__

//Attributes// - "officially" measured on a range from 40 (average) to 120 (maximum heroic human capacity), actual die type is Attribute divided by 10. Any 'excess' is only used to balance ties, so for example, if someone with 56 Agility rolls d4 Agility and someone with 64 Agility rolls d6 Agility, and they both roll 4, the person with 56 Agility wins because 16 > 4. If it's a wash, the defender always wins.

//Skills// - "officially" measured on a range from 10 (novice, d4-1) to 20 (trained, d4) to 60 (master, d12), actual die type is Skill divided by 5. When rolling opposed Skill rolls and both sides tie, add together the excess from both Attribute and Skill for the purpose of determining the winner. As above, if it's a wash, the defender wins.

//Level// - 1 + the number of experience points the character has earned in the game. These are typically awarded on completing a significant quest or dungeon. (or level of a dungeon, for particularly large dungeons)

//Character Points// - can be used to buy up Attributes (max of 20 CPs points every 20 levels), Skills, or Edges for 20 CPs. At character creation time, new Skills start at 20 (d4) for 10 CPs. After that, they must be bought from 0. Players receive 4 CPs for each Level they gain.

//Health// - Endurance (display) / 5, so a baseline human would start with 8 Health. This may be increased by a class perk, e.g. tank-type classes may receive a 50% bonus. When the character runs out of Health, any further damage are taken as Wounds.
- Health serves as a VRMMO stat to cushion players from actual crippling injuries that would take days to heal. It allows the game to have dungeon and raid bosses that can be slowly chipped down from full health.

//Toughness// - 2 + Endurance (display) / 20, so a baseline human with 40 (d4) Endurance would start with a Toughness of 4.

//Parry// - 2 + Melee Combat (display) / 10, so a baseline human with 20 (d4) Melee Combat would start with a Parry of 4.

//Luck// - based on Willpower / 20, so a baseline human would start with 2 Luck. Used to reroll any Attribute roll or Skill roll, soak damage, or remove the Shaken status. If a character is out of Luck, they may take on a level of Fatigue for a single point of Luck.
- Refill after a long rest, or gain 1 after a short rest.
- Allows some special tactics:
- //Desperate Evasion// - if and only if a AOE attack would instantly incapacitate you, such as a raid boss's instant-kill attack, may spend one point of Luck. Make an Agility roll against a target number of 4. If successful, the player manages to jump/roll/dodge to safety, but is Shaken. On a Raise, the player manages to avoid being Shaken as well.

//Pace// - base is 6", with a running die of d6.

//Charisma// - base is 0, boosted by Attractiveness and Charismatic Edges.


Carried gear limit is Str (display) / 2 in pounds, so at d4 Str (40), a baseline character could carry 20 pounds without being encumbered, and receives -1 to Str and related Agility rolls for every extra 20 pounds they are carrying.

Certain classes (hybrid) will have one or more weapon swap slots. These allow them to, as an action, swap their current weapons for whatever weapons they had stored in the swap slots, and these *can* be accessed in combat. These are not counted against the carried gear limit of the characters.

Characters may purchase dimensional rings, bags, and backpacks, which grant them extradimensional spaces in which to carry items. These are expensive, around 2000 coins per 5 pounds of limit with a maximum of 60 pounds for 24,000 coins. Only the wearer may access them, and they may be keyed to their owner, preventing anyone else from accessing them without magical lockpicking, but they can be used during combat.

Player characters (Beyonders) may carry Str (display) in pounds in their Inventory, but this can *not* be accessed during combat and is implemented by the System. This is presented in the same form as dimensional backpacks.

For convenience, while in a party, player characters (Beyonders) may have a shared "loot inventory". This cannot exceed their combined Str (display) in pounds. It is automatically divided evenly when the party is disbanded, according to the number of shares each player was agreed on to receive, with preference on class-appropriate loot, or when a person is removed from the party for any reason. This cannot be accessed during combat, and withdrawal of specific items before the disbanding of the party requires general agreement.

Player characters (Beyonders) carry coin pouches but once they have over 1,000 coins, the excess becomes managed by a virtual account, setting a 1,000 coins limit on the amount that can be pick-pocketed from a player at any time. Actual Omphalos currency is measured in a variety of metal types, following the standard 10,000 "bits" = 1,000 copper coins = 100 silver coins = 10 gold coins = 1 crystal. Bits are simply copper beads strung on a wire. A copper coin is equal to a NUS$1, more or less. (New US Dollar)

__Armor Benefits and Penalties__

Chainmail armor or the equivalent gives a -1 penalty to Stealth rolls and -2 to Athletics rolls.
Plate armor or the equivalent gives -1 penalty to Stealth rolls, -1 to Pace, and -4 to Athletics rolls.

Shields grant 25% of the player's maximum base Health when equipped, i.e. if the player had 7/8 Health, after equipping a small shield, they would be at 9/10 Health. They lose this same amount when dropping or putting the shield away. If this puts them at 0 Health or less, they immediately become Shaken.


At the end of combat, players that are under half Health, are restored to that amount, rounded down. At that point, the Healing skill may be used to try to restore Health and heal any Wounds that were suffered during combat. Remember that adequate material and time are assumed, otherwise Healing must be rolled at -2.

Short rests (1 hour spent resting) restore 1 point of Luck, and full power points.

Long rests (a full night of sleep) allow players to roll Vigor to attempt to heal Wounds. A comfortable bed and adequate food and drink add +2 to Endurance rolls.
- A long rest automatically restores one point of Health, two if they have a comfortable bed and adequate food and drink.
- A long rest also reduces Fatigue by one level.
- A long rest restores Luck to its normal maximum.


Whenever an attack does more damage than the defender's Toughness + Armor, this is taken from Health first. For example, a longsword doing Str + d8 might do 7 points of damage. Against a normal person with a Toughness of 4, wearing leather armor with 1 Armor, this would give 2 points of damage. If this person had the base of 8 Health, they would be cut and visibly bleeding, but still capable of fighting.

Now, if the longsword attack had rolled its maximum of 16 (assuming it didn't explode because it was wielded by an Extra) then the normal person would take 11 damage-- enough to completely run him out of Health.

At this point, if the target is a Wild Card, they may use Luck to make an Endurance roll to reduce the damage taken. This is directly subtracted from the damage received, so if the target rolled 10, then they would reduce the attack from 16 damage to 6, and take only a single point of damage instead.

When the player is out of Health, they become Shaken. Divide any remaining damage by 4, rounding down, to get the number of Wounds they suffer. If they were already Shaken, add 1 to the number of Wounds to be suffered.

Being healed, thus restoring Health, does not remove the Shaken effect. Instead, the Shaken player can spend Luck on their turn to instantly snap out of it, or make a Willpower roll to try and become un-Shaken. On a raise, they are able to take action immediately, as if they had spent Luck.

Note that other effects, such as backlash from spellcasting, may cause the player or boss to become Shaken. If they were already Shaken, then they take 4 damage, which comes from Health first. as usual.

The intent of this system is to ensure that there is always a steady stream of damage that needs to be healed. Under the normal Savage Worlds system, a longsword attack doing 7 damage against a Toughness of 4 and Armor of 1 would leave the victim Shaken but undamaged.


At 3 Wounds, characters are immediately Incapacitated.
- If they are Healed above -3 Wounds, they may roll Vigor (ignoring Wound penalties) to attempt to wake up from unconsciousness. On a Success, they are up, but Shaken. On a Raise, they may act immediately.

At the end of combat, either of two things can happen to Incapacitated characters:
- If there are enemies, and no remaining friendly players, any Incapacitated characters are assumed to have been given the coup de grace, and officially die at this time, allowing them to release their spirit and respawn.
- If friendly players do remain, they may attempt to minister to Incapacitated characters. On a successful Healing (Int) skill check (d4-2 if they are untrained), the Incapacitated characters come to with half of their normal Health, and at -2 Wounds. Failure simply means the attempt was unsuccessful, they may try again.

When a character dies, they have the option of waiting out the respawn timer in a place called the Halfway House-- an apparently cozy, yet also infinitely large tavern where they are somehow grouped with others near them who died at about the same time. This is an entirely VR construct, and no damage or restraining of others can be performed in this place.
- The death timer is 10 minutes per level, so at level 21, a character cannot respawn for 210 minutes, 3.5 hours.
- No goods can be exchanged here, but coins can be paid to the barkeep for VR drinks and food to help pass the time, or RL money can be used to greatly reduce the death timer.
- For a much larger price, one can commission a 'private corner' of the tavern.
- Respawning exacts a 10% level penalty against future XP gain, cumulative but rounded down. In other words, up to level 9, there is no significant penalty for dying. A level 21 character 's next 2 XP (rounded down) would go to pay the penalty, instead of increasing their level.
- There is also a chance of losing any equipment that was not soulbound (bought with points, and thus becoming a part of the character's Legacy).
- NPCs do *not* use the Halfway House. Instead, they spend time in a demi-plane that is constructed based on the beliefs centered around their chosen deity, or that of the temple in which their soul is bound.

Once the character respawns, they reappear at full Health, Luck, and power points, with no Wounds or Fatigue, at their last bind point. If that bind point no longer exists, they will be respawned at a universal safe place.

__Extras, Lieutenants, and Bosses__

Extras do not roll exploding dice for damage. In other words, a goblin shaman firing a 2d6 Bolt spell could do a maximum of 12 damage.

Extras have Health, but may not take Wounds, only Wildcards. An Extra that runs out of Health and becomes Shaken is just one hit away from becoming Incapacitated.

Lieutenants are Wild Cards, and do roll exploding dice for damage, but they do not have Health, just Wounds.

Bosses are Wild Cards, and do roll exploding dice for damage. They have both Health and Wounds. Mid-level Bosses will typically have the same Health as a player with the same Endurance would, dungeon end Bosses will have twice their Health, and raid Bosses will have four times their Health.
- Each time a Boss loses a "Health Bar", they perform a Limit Break, a fancy transformation of either themselves or the environment which adds an extra obstacle to be overcome, or a new ability.
- Once a Boss is out of Health, they begin to take Wounds as normal, as well as suffering Wound penalties.


__Standard Casting Rules__

While these exist in the standard rulebook, they're mentioned here to remind myself of the fact.

- For each power currently being maintained, the character suffers -1 to future spellcasting skill rolls, e.g. a mage maintaining both Armor and Charm would suffer -2 in attempting to cast a Bolt spell.
- A character currently maintaining a power who is hit with a successful attack must make an opposing spellcasting skill roll versus the damage taken. If she fails to match the damage taken, these powers immediately stop.
- A character currently maintaining a power who is the victim of a successful Trick must make a simple Smarts roll to keep their concentration.

__Omphalos VRMMO Rules__

- Any buffs the caster is currently maintaining may be moved over to another target on their turn. This does not require any power points, but counts as an action
- Power points are fully restored after a short rest out of combat.
- Spells are assumed to be obvious when being cast, and anyone standing near them can attempt to interrupt them, if they are on Hold and successfully beat them on an Agility roll.
- The standard Arcane Background and the Wizard Edge are not used.

Many of the Arcane Backgrounds present in Omphalos give some way to regenerate power points in combat. Out of combat, power points are restored at the rate of one per 10 minutes, e.g. while walking somewhere or actively doing various things, such as giving one's comrades first aid.

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