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Resting

Short Rest: The Players could make a short rest in any type of enviroment, as long as they have a campfire. A short rest doesn't include sleeping, alas players can soft RP during the short rest, just as the short rest can be time-skipped. A Short Rest usually takes up to 2 Hours, which counts status effects, and cooldowns in. - During a Short Rest, the party may be attacked if they are performing the Short Rest inside of a Neutral, Contested, or Enemy area. Random events and occourances can happen during a short rest, and a Short Rest can be interrupted by phenomenons. A short rest refills 1 Life and 1 power, and the players cannot perform a short rest for 6 more hours, unless they made a Long Rest within 6 Hours. The Players may roll d1 - 2 times, for an extra HP and PP refill after short rests.

Long Rest: A Long Rest can only be done in a safe camp set-up by the players, or any friendly cities. Long Rest is not going to be interrupted, and it involves sleeping. During a long rest, soft RP can happen, and if it didn't, DM will ask players about what they were doing during their long rest. - During Long Rest, work, fight, or practice cannot be done. A long rest usually takes up to 12 Hours but it may activate, or remove the cooldown of "1 Day" effects, if the Daytime changes by end of the Long Rest. A Long Rest usually includes a Full HP and PP refill. Long Rest only can happen every 12 Hours.

Between Adventures: Between Adventures, the players can decide to do whatever they desire. They can work for money, or spend money for a lifestyle that can affect the events of roleplay. Things such as Crafting, Learning, and such are done between adventures, and are done Out of Character. Between Adventures can be soft rp-ed when there is no session going on. Between Adventures, the players are receiving a Full Life and Full Power refill. The Players MUST tell the DM what their characters did Between Adventures, and remove or add features based on DM's decision of the events. Living a lifestyle, or maintaining relationships can be done, but must be told to the GM, so they can assert the money of your character based on their funds. Losing money is not nessecerily bad, as a lifestyle, or a relationship can be rewarding in experience, efficency, and advantage in certain situations. - The DM, must approve whatever the players did.

Shopping

Merchant: The Players could approach a Merchant during their adventure, and they may ask the Merchant about their wares. Merchants are the part of the roleplay, alas they can be talked to, robbed, killed, healed, cursed, etc. - Merchants are usually having not too much objects, but they will present whatever they could sell to you. Merchants might not be the best decision to look at for general goods, but it is not likely that you will meet the same merchant two times while adventuring, alas consider buying their wares if they seem to be worthy of it, because they are a one-time deal.

Tavern: Inside of a Tavern, you may buy food, drinks, exotic meals, get exotic meals cooked. You may buy items only from the list on the forums, and an additional few items, alas asking the Bartender for the local speciality, is never a bad idea, even if there is none sometimes.

Market Session: Market Sessions are hosted by the DM, and these are the sessions where the players can upgrade their equipment, buy general goods, look for great deals, sell their own loots, and such. During a market session, the Roleplay is done in an Out of Character way, unless the DM insists to stay in Character for a special occourance. 

Professions and Jobs

Small Professions: The Player can decide to pick a small profession. Such small professions can be used during Short Rest, to craft quick items. Small Professions are: Cooking, Fishing, First Aid. You can decide to pick your small profession as your Job. The Natural rolls for crafting is d4.

Big Professions and Crafting: Between Adventures, the player can decide to focus on their own Big Profession (if they have any) to attempt to research, and craft on it. This is done Out of Character, and are based on the rolls of the players. After the player did their rolls, the DM gives them a narrative of what happened, and what they managed to craft or create. The player must set one crafting goal before the rolls are done. The natural rolls of crafting are d4.

Jobs: Jobs are done Between Adventures. The Players can pick whatever job they desire, and could find within the city they spent their Resting Time in. The Players may decide to work within their profession, not paying as much as exotic jobs, but are increasing your crafting skills. - Players may decide to work exotic jobs, with larger payment, but they still have to roll to see what happened during the job. - Exotic Jobs can be whatever the player can imagine for their character to get money from, but they must ask the approval of the DM.

Guilds and Societies

Guilds: The players can decide to join an already existing guild they have met or heard about, and is available for their current location, or the party can decide to start up, and fund their own guild. Guild activities are done like jobs, during Between Adventures, and for your success you must roll. The DM will tell you a narrative, your rank, and achievements done inside of the guild. Being the part of a guild, has their own pros and cons the player must accept once they joined. The player may leave a guild whanever they desire, but in most cases leaving has their consequences, each different.

Reputation: Between Adventures, a player can decide to do good inside of a certain society, city, kingdom, etc, to raise their reputation. Every society has an opposing society to it, alas the more you decide to raise your fame, the more you make yourself infamous and hated by the counter part of the society.

Death and Party Split

Death: When you reach 0 Life, you are knocked out. During combat, your allies cannot do anything to prevent your death, as reaching 0 Life, applies "Lethal Wound: Being unable to receive heals, buffs, or conditions." - If your allies cannot finish combat within 3 Player Rounds, you are entering "Dying" status. During Dying, on your turn during each round, you must roll d10. Whanever you score 4 or higher, you receive 1/3 life. - If you score 4 or higher for 3 times in a row, you survived, being knocked out on 1 life, and your life is in the hands of your allies.

Party Split: Sometimes, the party has the opportunity to split. Though it is not preferred, sometimes it is nessecery, to discover sections of caves or mazes, or to execute a well planned-out strategy. - Sometimes, the events are leading to a split forced by the DM. Such events are: Kidnapping, Teleported away, Phased to next dimension. - In these Scenario, the party with the majority of players are in the focus, and the other party with the lesser amount, has their main task to find their way back to the party. The RP is split on Party Turns. While one party does their turn, another party can soft rp.

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