Avalon JDR
Avalon JDR is a Roleplay using the software Gametable created by Miako and SoCalian in October 2007.
Dice
Die of movement (2d6) : The value indicated is that of the possible number of boxes for the movement
Die of attack (according to level) : The value indicated is withdrawn from the points of life of the adversary.
Die of protection (according to level) : The value indicated is used as balance compared to the points of attacks inflicted by the adversary.
Die of chance (according to the number of players) : This die is useful only if several adventurers are on an adversary. The value indicated is the number of an adventurer according to his place in the turns of action in order to distinguish which adventurer the adversary will attack.
Die of profit (d5) : The value indicated determines what the victorious adventurer gains of are combat:
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> gold
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> care
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> nothing
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> a weapon (of the level of the overcome adversary)
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> an armor (of the level of the overcome adversary)
Die of order of magnitude (d5) : The value indicated, determines the number of gold coins or the power of the potion of care consequence to the die of profit:
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> 5 gold coins/potion +10
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> 10 gold coins/potion +20
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> 15 gold coins/potion +30
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> 20 gold coins/potion +40
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> 25 gold coins/potion +50
Die of life (d5) : The value indicated determines the points of life recovered by an adventurer died at the time of a combat:
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> life ½
- 2=> whole life
- 3=> life 1/3
- 4=> life 3/4
- 5=> retente
Course of the roleplay in phase ventures
The adventurers in phase adventure will have the possibility of buying weapons, fate or of covering their forces in the villages (see “the villages”)
If the adventurers are in a natural environment (i.e. without civilization) they will be able to meet creatures according to the choices of the Master of play.
Lastly, in phase ventures, the adventurers will have the tchat as they wish it according to the type of part (see “standard of part”)
Course of the roleplay in phase fights
Unfolding of a combat
When the adventurers meet an adversary, the play will be placed in phase fights: I.e. for this moving, attacking etc, the players will have to use the dice placed at their disposal.
These phases of attacks this will break up into successive turn in which the whole of the characters (adversaries included/understood) will be able to move and attack with their own way according to the order set up as a preliminary. (Example: adventurer 1 carries out an action in first, adventurer 2 in second etc…)
Note: the adventurers will play permanently before their adversaries.
At the time of attacks, the points determined by the die will be withdrawn with the character aimed by the attack, if this character has an unspecified protection, the die of protection will be then drawn according to the level from this protection and one will make the difference to determine the lost points of life.
The post-combat
When adventurers have overcome adversary, they will draw die from profit which determines what the winner gains and will have to draw the die from order of magnitude to characterize the profit in the event of care or gold coins. (See “1/les dice”)
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The adventurers will receive points of experiment according to the level of the fought adversary:
Environment
In this roleplay, one will be able to distinguish several environments determined by the Master from play during the creation of the charts.
Villages
The villages are the places most favourable with the meetings in any kind. In the villages, one will be able to find:
- an inn to rest
- an arms manufacture to buy weapons and armours
- a house of magus to buy magic care, potions or objects
- a table of plays of die to the back of the tavern for miser of the money
- a tree with the searches
Plains
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