

Under Construction
Dec. 29, 2014
Combat Turns
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GM will roll d2 - 1 Represents Party, 2 Represents Enemy.
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Party Rolls Initiative to see who goes first in the party.
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Everyone will pick their row. See below for more on rows.
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As your turn comes up, you'll attack, pass, or perform an action.
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During the Enemy's turn, you'll defend.
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GM will roll the number of participants, d7 for example, the number it lands on is who is attacked.
Rows
Unlike in normal combat, quest parties will pick a 'row' they stand in during battle. Each row has a different effect. Healing or Support will work in full for those in the same row as you. For other rows, you can only heal or support for half. The front row has full battle ability, but is the most dangerous position. The middle has to keep their allies in front of them in mind, and thus can attack for half. The back row is the most guarded, and most distant so they take no damage but can also not attack the enemy.
(1) Front Row
Melee Attacks: Full Attack/Damage.
Ranged Attacks: Full Attack/Damage.
Magic Attacks: Full Attack/Damage.
Damage Taken: Full Amount
(2) Middle Row
Melee Attacks: Half Attack/Damage.
Ranged Attacks: Half Attack/Damage.
Magic Attacks: Half Attack/Damage.
Damage Taken: Half Damage Taken
3 Back Row
Melee Attacks: None.
Ranged Attacks: None.
Magic Attacks: No Harm Magic, Others allowed at half attack.
Damage Taken: No Damage Taken
Rest Turns
The Quest Party will have the chance to rest as long as they are not engaged in battle.
The GM will inform you when night arrives and you can camp (or rest in an Inn when available.)
You must sleep for 2 turns in order to heal your LP and MP.
If you sleep 1 turn, you'll heal for half.
If you do not sleep, you will not heal.
You'll be asked which turn you choose to be night watch. You can choose to sleep all three turns for a +1 roll bonus. If everyone is asleep when an enemy attacks however, you'll be hit with full damage on the initial attack. If someone is on guard, the party can be alerted to wake up and defend yourselves. Only those awake on the turn attacked can do battle the first turn of attack.
Adventure/Travel Period
This is the time that there is no battle, and not when you are resting. During these periods, you'll be discussing (while traveling) the subject at hand and how to handle it. During this time, depending on where you are, you can also make rolls for harvesting or finding clues on how to move forward. This is the peak RP time, and should be used to talk among the party members. On an OOC level, this is the time the GM is making preperations for the next actions and is also the best time for asking the GM questions.
Prizes
Once the Quest is complete, if you made it through the entire event, you'll receive your prize(s). You'll always earn experience for taking part in a quest. Quests are the best events for EXP earning. Occasionally, the GM will also award some gold if this quest related to someone hiring the group for some purpose. Items are only given if you harvested something, or if you found something that the GM had hidden along the quest. Sometimes there is also an end goal prize (e.g.: a treasure chest) but this is reserved for rare or higher level quests. Be sure to thank your GM at the end and if you feel something could have been done better or if there was an issue during the quest, you can contact that GM after the quest or email the game at varlonan@gmail.com .
Player Run Quests
Players can also run quests if they desire, though the prizes will be less than a GM run quest. You'll earn half the experience for a player run quest. The perk to player run quests though is that we all have great ideas we want to share with each other... this could shake things up or give you something unique for your character to do. A player run quest will have a GM there to supervise and provide support. This is sometimes done to train new GM's and give them a little experience before they jump into it fully. Please be supportive and reserve any judgments for these.