Rules Of The Game
Adventuria Online Roleplaying Game is a solo roleplaying game using a pencil, paper, two six-sided dice, and this website. To start, write out an adventurer sheet as follows then create your adventurer. Alternately, instead of pencil and paper, you can type out your adventurer sheet in doc format using a word processing app.
Name: Type: Alignment:
Arms: Magic: Craft: Vitae:
Gold: Wounds: Melee XP: Magical XP:
Items:
Allies:
Spells:
ADVENTURER CREATION - The first rule of Adventuria is that you must create an adventurer. An adventurer is the character you will play the game with; All gameplay will revolve around your adventurer as they explore and adventure throughout the magical land of Adventuria.
To create an Adventurer, you must first determine which type of adventurer your adventurer will be. To determine your adventurer type, roll a die and use the following table:
1 = Warrior
2 = Wizard
3 = Priest
4 = Thief
5 = Elf
6 = Dwarf
The second step of creating your adventurer is determining your adventurer's Alignment. To determine the Alignment of your adventurer, roll a die and use the following table:
1 = Good
2 = Neutral
3 = Evil
4 = Good
5 = Neutral
6 = Evil
Once you have determined your adventurer's type and Alignment, the adventurer creation process is complete. Please give your newly created adventurer a name. Your new adventurer is ready to adventure! However, you may not be... read the rest of the rules to learn about your adventurer's attributes, Abilities, and Alignment, then you will also need to read about Gold, Items, Spells, Allies, Quests, Combat, XP, Wounds, Special Rules, and Adventuring in order to fully understand your adventurer's capabilities before commencing with the game.
ATTRIBUTES - Each adventurer is defined by four attributes: Arms, Magic, Craft, and Vitae. Use the following table to determine the beginning attributes for each adventurer according to adventurer type:
Warrior = Arms: 4, Magic: 2, Craft: 3, Vitae: 4
Wizard = Arms: 2, Magic: 4, Craft: 3, Vitae: 4
Priest = Arms: 3, Magic: 3, Craft: 4, Vitae: 4
Thief = Arms: 3, Magic: 3, Craft: 4, Vitae: 4
Elf = Arms: 3, Magic: 4, Craft: 4, Vitae: 3
Dwarf = Arms: 3, Magic: 2, Craft: 3, Vitae: 5
Arms represents an adventurer's physical prowess as well as their aptitude in Melee Combat.
Magic represents an adventurer's magical prowess as well as their aptitude in Magical Combat.
Craft represents an adventurer's skill in all things other than Arms and Magic.
Vitae represents an adventurer's lifeforce and survivability.
The value of an adventurer's attribute may increase or decrease throughout the game. An attribute can never go below 1. If an attribute decrease would lower an attribute to below 1, the attribute becomes 1 and stops there. An adventurer's attribute can never go above twice it's beginning value, except for by Ability, Item, Spell, or Ally; Ignore any instructions in the game that would increase an attribute above twice it's beginning value, unless the instructions are due to an Ability, Item, Spell, or Ally.
There will also be monsters in the game with attributes. The attribute of a monster can never decrease to below 1. If an attribute decrease would lower an attribute to below 1, the attribute becomes 1 and stops there. All increase and decreases a monster has during one turn will be gone if a monster is encountered again on a different turn or if the monster has fallen.
ABILITIES - Each adventurer has Abilities unique to their type. However, rather than being contained in one specific section, the Abilities of the adventurer types are denoted throughout the game. Some Abilities are explained in this rules section; Most Abilities are explained throughout the rest of the game, as they may only occur in certain areas and situations within the land of Adventuria. Be sure to make note of any and all of your adventurer's Abilities when you come across them, as making the most of your Abilities is key to becoming a successful adventurer. Though abilities are denoted on the pages of the game, you may optionally choose to write them down (as well as any other notes) onto your adventurer sheet.
Monsters may also have Abilities. If so, such Abilities will be clearly described when the monster is encountered. Note that a monster's Ability counts as an Ability for increasing an adventurer's attribute past twice it's beginning value.
ALIGNMENT - Each adventurer in Adventuria will be aligned to either the gods of good, the gods of evil, or the gods of neutrality. Though an adventurer's Alignment is determined upon adventurer creation, it may change on rare occasions within the game. Much like adventurer Abilities, the effect of Alignment on gameplay will be specifically denoted throughout the game rather than being contained in one specific section. Unlike adventurer Abilities, Alignment isn't as important to becoming a successful adventurer, though making the most of your adventurer's Alignment will certainly be helpful.
GOLD - Gold is the currency of the realm in Adventuria. Upon initial creation, an adventurer begins with 1 Gold. The amount of Gold that an adventurer has will increase and decrease throughout the game using the following terms: Gain, Lose, and Pay.
When instructed to gain Gold, an adventurer increases their amount of Gold by the amount denoted. there is no limit to how much Gold an adventurer can gain or have on them.
When instructed to lose Gold, an adventurer decreases their amount of Gold by the amount denoted. An adventurer's Gold can never be decreased below zero. If the amount denoted to be lost would decrease an adventurer's Gold below zero, the adventurer's Gold amount becomes zero and stops there. Sometimes, an adventurer may be instructed to lose all of their Gold. If so, the adventurer's Gold amount is decreased to zero no matter how much Gold the adventurer has. At any time during a turn, an adventurer may choose to lose any or all of their Gold.
When instructed to pay Gold, an adventurer decreases their amount of Gold by the amount denoted only if the adventurer has enough Gold equal to the amount denoted. If the adventurer does not have enough Gold to pay the amount denoted, the instructions to pay are ignored. Sometimes, an adventurer may be instructed to pay all of their Gold. If so, the adventurer's Gold amount is decreased to zero no matter how much Gold the adventurer has. Paying Gold is always voluntary; When instructed to pay Gold, an adventurer does not have to pay the Gold unless they choose. Of course, choosing not to pay Gold means choosing not to get whatever the payment would have gotten the adventurer.
ITEMS - Items are special objects that may be used by adventurers. They can be found throughout the land of Adventuria. Upon initial creation, an adventurer does not begin with any Items at all. Items must be found, bought, or earned through adventuring. Each Item will have it's own unique instructions for how it effects gameplay.
Like Gold, Items can be gained, lost, or used as payment, using the same rules that apply to Gold when it comes to gain, lose, or pay. Unlike Gold, an adventurer is limited to how many Items they can have on them. No adventurer can have a number of Items on them greater than the value of their Arms multiplied by 2. If an adventurer is instructed to gain an Item when they are at their limit, they must choose one of their Items to be lost in order to gain the Item denoted. Otherwise, the Item denoted cannot be gained and is lost instead. At any time during a turn, an adventurer may choose to lose any or all of their Items.
Some Items will be denoted as weapons. A weapon is an Item that is used in Combat, though some Items may effect Combat yet will not be denoted as weapons. No adventurer may use more than 1 Item that is a weapon at a time in Combat, unless the adventurer has an Ability, Item, Ally, or Spell that says otherwise.
SPELLS - Spells are special magic incantations that may be used by adventurers. Like Items, Spells can be found throughout the land of Adventuria. Spells must also be found, bought, and earned through adventuring just like Items. Each Spell will have it's own unique instructions for how it effects gameplay.
Like Gold and Items, Spells can be gained, lost, or used as payment, using the same rules that apply to Gold when it comes to gain, lose, or pay. Unlike Gold, an adventurer has a limit for how many Spells they can have on them. No adventurer can have a number of Spells on them greater than the value of their Magic minus 3, unless an adventurer is a Wizard or Priest, in which case they cannot have a number of Spells on them greater than their Magic minus 2. an adventurer cannot have any Spells on them at all if their Magic minus 3 equals zero or less. If an adventurer is instructed to gain a Spell when they are at their limit, the Spell denoted cannot be gained and is lost instead. If an adventurer's Magic decreases to the point that an adventurer has more Spells than their new limit after the decrease, do not lose any Spells because of the new limit. The Spell limit only effects new Spells being gained, not Spells the adventurer may already have.
All Spells can only be used once. When a Spell is used by an adventurer, that Spell is then lost. In order to use the Spell again, the adventurer must gain the Spell again. At any time during a turn, an adventurer may choose to lose any or all of their Spells.
ALLIES - Allies are unique adventuring companions that may be found throughout the land of Adventuria. Some Allies may be bought or earned, but most are simply found. Each Ally will have it's own instructions for how it effects gameplay.
Like Gold, Items, and Spells, Allies can be gained, lost, or used as payment, using the same rules that apply to Gold when it comes to gain, lose, or pay. Unlike Gold, an adventurer is limited to how many Allies they can have with them. No adventurer can have a number of Allies with them greater than the value of their Craft. If an adventurer is instructed to gain an Ally when they are at their limit, they must choose one of their Allies to be lost in order to gain the Ally denoted. Otherwise, the Ally denoted cannot be gained and is lost instead. At any time during a turn, an adventurer may choose to lose any or all of their Allies.
QUESTS* - Quests are tasks undertaken by the adventurer that often lead to reward. Many unique Quests will be found throughout the land of Adventuria. Each Quest will have it's own instructions for how it effects gameplay.
All Quests will have a condition to be met in order for that Quest to be completed. Until a Quest undertaken by an adventurer is completed, that adventurer may not undertake any other Quests; If an adventurer is instructed to undertake another Quest while they are on a Quest already, ignore the instructions to undertake the other Quest. Once a Quest undertaken is completed, the adventurer is finished with that Quest and may undertake another Quest when given the opportunity.
*Quests have not yet been added to the game, but will be at some point in the future.
COMBAT AND XP - Combat occurs when an adventurer encounters a monster and/or monsters. Monsters in Adventuria will be any beings that are hostile to the adventurer. There may be some ways to avoid Combat with certain monsters, but most encounters with monsters will lead to Combat. If a Combat involves more than one monster or a monster with special abilities, it will have it's own unique instructions as to how the extra monsters or special monster effects the Combat.
There are two kinds of Combat in the game: Melee Combat and Magical Combat. Melee Combat is physical and involves an adventurer's Arms attribute. Magical Combat is mystical and involves an Adventurer's Magic attribute.
When a Melee Combat occurs, roll one die and add the value of the adventurer's Arms to the die roll. Then, roll one die and add the value of the monster's Arms to that die roll. Compare both results. If the adventurer's Arms plus the Adventurer's die roll is greater than the monster's Arms plus the monster's die roll, the monster receives 1 Wound. If the adventurer's Arms plus the Adventurer's die roll is less than the monster's Arms plus the monster's die roll, the adventurer receives 1 Wound. If the adventurer's Arms plus the Adventurer's die roll is equal to the monster's Arms plus the monster's die roll, it is a standoff and no Wounds are received by either adventurer or monster.
When a Magical Combat occurs, roll one die and add the value of the adventurer's Magic to the die roll. Then, roll one die and add the value of the monster's Magic to that die roll. Compare both results. If the adventurer's Magic plus the Adventurer's die roll is greater than the monster's Magic plus the monster's die roll, the monster receives 1 Wound. If the adventurer's Magic plus the Adventurer's die roll is less than the monster's Magic plus the monster's die roll, the adventurer receives 1 Wound. If the adventurer's Magic plus the Adventurer's die roll is equal to the monster's Magic plus the monster's die roll, it is a standoff and no Wounds are received by either adventurer or monster.
At the end of a Combat (Melee or Magical), if neither the adventurer nor the monster has fallen due to Wounds, the adventurer may either choose to have another Combat of the same kind with the same monster or choose to end Combat instead. If an adventurer chooses to end Combat, they cannot Combat the monster again until they encounter it again through adventuring; If encountered again, the monster will have zero Wounds.
At the end of a Combat (Melee or Magical), if a monster has fallen due to Wounds received, the adventurer will gain XP. There are two kinds of XP: Melee XP and Magical XP. If the Combat was a Melee Combat, the adventurer gains an amount of Melee XP equal to the fallen monster's Arms plus Vitae total divided by 2 (round down). If the Combat was a Magical Combat, the adventurer gains an amount of Magical XP equal to the fallen monster's Magic plus Vitae total divided by 2 (round down). If the amount of Melee XP an adventurer has ever equals 10 or more, decrease the adventurer's Melee XP amount to zero and increase the adventurer's Arms by 1. If the amount of Magical XP an adventurer has ever equals 10 or more, decrease the adventurer's Magical XP amount to zero and increase the adventurer's Magic by 1. An attribute cannot be increased above twice it's beginning value due to XP, therefore XP is no longer counted once an adventurer's Arms and Magic have reached that limit due to XP gain. It should be noted that upon initial creation, an adventurer has zero Melee XP and zero Magical XP.
WOUNDS - Wounds can occur during Combat or other dangerous situations encountered while adventuring. Upon initial creation, an adventurer has zero Wounds. The amount of Wounds that an adventurer has will increase and decrease throughout the game using the following terms: Receive and Heal.
When instructed to receive Wounds, an adventurer increases their Wounds amount by the amount denoted. If the amount of Wounds an adventurer has is ever greater than or equal to the adventurer's Vitae, that adventurer has fallen. A fallen adventurer can no longer adventure and must retire to a life of non-adventure within Adventuria. All Gold, Spells, Items, and Allies of a fallen adventurer are lost, and any Quest they undertook is abandoned. A player with a fallen adventurer may continue the game by starting all over and creating a new adventurer.
When instructed to heal Wounds, an adventurer decreases their Wounds amount by the amount denoted. An adventurer's Wounds can never be reduced below zero. If the amount denoted to be healed would decrease an adventurer's Wounds below zero, the adventurer's Wounds amount becomes zero and stops there. Sometimes, an adventurer may be instructed to heal all of their Wounds. If so, the adventurer's Wounds amount is decreased to zero no matter how many Wounds the adventurer has.
Like adventurers, monsters may also receive or heal wounds. When initially encountered, a monster will have zero Wounds. if the amount of Wounds a monster has is ever greater than or equal to the monster's Vitae, that monster has fallen. A fallen monster is no longer a danger to the adventurer and no further Combat will occur with it. If a fallen monster is encountered again while adventuring, the monster encountered is not the same monster but a similar one, though some monsters may be so unique that they are never encountered again once they have fallen.
SPECIAL RULES - Due to Abilities, Items, Spells, and Allies, the game is full of special rules that effect gameplay in a variety of ways (such as increasing/decreasing attributes, causing extra Wounds, ignoring Wounds received, etc). When applying these special rules, all such rules take effect simultaneously when denoted (usually during a turn or a Combat), and no special rule cancels out another unless it specifically says it ignores certain Abilities or trumps Abilities that ignore other Abilities. Anything that occurs due to a Combat is considered to be due to Combat as far as special rules are concerned; Anything that occurs due to Ability, Item, Spell, or Ally is considered due to Ability, Item, Spell, or Ally, respectively. Being due to Combat does not cancel out being due to Item, Spell, or Ally, as both may occur simultaneously. The special rule of an Ability, Item, Spell, or Ally cannot be activated due to itself, and is not counted as 'due to Combat' more than once per Combat. Also, the normal rules of a Wound being received from losing a Combat indeed has that Wound being 'due to Combat', but any Wound during a Combat from an Ability, Item, Spell, or Ally is not considered 'due to Combat' unless the Ability, Item, Spell, or Ally specifically denotes 'due to Combat' ('at the start of' does not count as 'due'). Lastly, any monster that has fallen from a Wound due to an Ability, Item, Spell, or Ally during a Combat is counted as 'fallen due to Combat'.
ADVENTURING - In general terms, adventuring refers to the adventurer moving throughout Adventuria exploring and encountering the many wonders of the land. In specific terms, adventuring describes the process by which the player plays the game by moving page to page in the Adventuria e-book as their adventurer ventures from location to location in the land of Adventuria. For the sake of gameplay, a page and a location are the exact same thing.
Adventuring occurs on a turn by turn basis. Each turn occurs entirely within the page of the location the adventurer is in; Each page describes what occurs or may occur during the adventurer's turn in the Adventuria location it represents, with dice rolls and an adventurer's choices most likely effecting the outcome.
A turn starts by reading the top of the page you are on (of the location your adventurer is in) and following the instructions/descriptions from there on. Each page will have one or more ways that a turn can end in that location. When a turn ends, it will be denoted what location/page the adventurer's next turn will begin in/on, which will either be the same page or a different page. If an adventurer is instructed to start their next turn on the same page, the player goes back to the top of that page to start the adventurer's next turn. If an adventurer is instructed to start their next turn on a different page, the player must go to the top of that page to start the adventurer's next turn by using the blue-colored link on the bottom of their current page. A player may only go to a page if their adventurer is instructed to go to the location the page represents; A player may never go to a page of which their adventurer has not received instructions to go to, except for of course pages like this that are strictly rules and do not represent a location in Adventuria (in case a player needs to consult the rules or The Land Of Adventuria page during gameplay). There may be some instances where an adventurer can go to a page they are not already on or does not have a link to on the page they are on (such as by certain encounters, Spells, Items, or Allies), in which case use The Land Of Adventuria page to navigate to that page via the links provided.
At any time between one turn ending and the next turn beginning, an adventurer may choose to set up camp. When an adventurer sets up camp, the player may pause the game; In fact, the only purpose of setting up camp is to allow players to take a break from the game, then pick up right where they left off when they start playing again. When an adventurer sets up camp, make a note of where their next turn will occur (including the necessary links via The Land Of Adventuria page which only includes the main, wellknown areas of Adventuria and not the lesser known locations which must be linked to via the main areas and the links via the locations their adjoining pages lead to). When you start playing again, the adventurer is done camping and that next turn begins for them. Its as simple as that.
Now that you've read all the rules, you are ready to play the game! All new adventurers begin their first turn on the page entitled 'The City', which can be accessed by first going to the page 'The Land Of Adventuria' using the link from this page, from which you will then be able to go to the page representing 'The City'. Good luck and good adventuring! : )
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