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This is an old revision of OmphalosHouseRules made by ConradWong on 2020-06-19 01:19:45.

 

OmphalosSetting > OmphalosVRMMO > OmphalosHouseRules

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

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)

Points - can be used to buy up stats (one per every 20 levels) at 10 points per Attribute die increase, Edges for the same amount, or Skills for 5 points. After character creation, a new Skill will start at d4-1 (for 5 points) and cost another 5 points to raise to d4. Players receive 2 Points for each Level they gain.

Health - half the character’s Endurance. 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.

Luck - based on Endurance, restored after a long rest, or gain one after a short rest. 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.

Resting

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 Vigor rolls.

Death

At 3 Wounds, characters are immediately Incapacitated.

At the end of combat, either of two things can happen to Incapacitated characters:

When a character dies, they go to 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. They cannot leave this place until their death timer is up.

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, which might add up to two damage versus a typical character's Toughness.

Extras do not have Health or take Wounds, only Wildcards. An Extra that is Shaken is one damage 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 their Endurance in extra Health, dungeon Bosses will have twice their Endurance, and raid Bosses will have four times.

Spellcasting

Standard Casting Rules

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


Omphalos VRMMO Rules


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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