|
  
More Rules
this section clarifies rules and states lesser
known rules.
Ring of Nine Lives
every Player / Hero has a ring of nine lives, when a player
begins adventuring they will have 6 charges. later on in the
adventure if they find a High Level Magic / Power user, usually
in a Shop, or Temple and give over 1,000 Gold pieces, they can
charge 1 life up to 9 into there ring. the Ring of Nine Lives
can't be charged to greater than 9 lives, some NPC (Non Player
Characters) mainly Gods and lesser Gods have more than 9 lives,
but no player character will ever.
Loosing a Life
when Players loose a life they are jumped out of
immediate danger by there Ring of Nine Lives, there ring will
pick the closest safe location, so if they fall into Lava there
ring will jump them out of the lava, if there are a lot of angry Ogres at one side of the lave the ring will jump the other way, if
there a lot of angry Orc's on the other side of the lave the ring
will jump up to the edge of the volcano. if this is clear the
ring will regenerate the player there, "Whing!" however
there may not be a way down from this ledge. the ring isn't
bothered about that, just that your safe where it regenerates
you.
Equipment & Loosing a life
your equipment is safe, when you loose a life your equipment is transported with you to the new location, its not
left behind, and if you die a horrible burning death in lava for
instance your equipment is still OK. its not smoldering metal.
Death
a Player / Hero only really dies when all there lives have been
removed from there ring and they die and are not resurrected. at
this time all there equipment that has not been Willed,
disappears, there equipment is scattered over the SSKiller
world, and can be retrieved by adventuring, if the other players
want to go to that trouble. Some NPC's equipment will not
scatter and may be pillaged.
Will
a will is a piece of paper, a Player or Hero writes, bequeathing there equipment, gold and other worldly goods to a
person or persons. without a will the Ring of Nine Lives will
scatter any dying Player / Hero's equipment over the SSKiller
world.
Experience
Is gained during SSKiller if you do something very funny
and at the end of a session, at the end of a session all players
and the GM write down who they think was the funniest player
during the session these are then given to the GM who will add
them up and choose who has got the most votes, he will then give
that person an extra 2 experience point, and the next highest
person or all if there isn't one an extra 1 point. players should
get about 4 experience points per session unless it's a very long
or short session then the experience points should be reduced or
increased accordingly, but never less than 1 or greater then 6, 6
shouldn't be given every session but only on occasion, the bonus
points do not count toward this 6.
Spending Experience
You may spend experience in SSKiller to increase your
skills, this is done on a skill point cost bases, so if your
Swords Skill is at 5 it will cost you 5 points to raise it to 6,
all your skills are automatically at there skill bases, so if a
player with STR Base or 4 has spent no experience on his Sword
Skill it will cost him 4 points to raise it to 5.
Raising Stats
This should happen only very rarely, and should as a
rule be restricted to Items, that is if the player wears this
pare of gloves the item will raise there STR Stat from its normal
level to its normal level plus 5, thus while the player wears the
gloves they must recalculate there Skill Bases, and if it has
risen, there Skills will rise by that amount. These Items should
be restricted to very powerful artifacts, and should not be able
to be purchased.
The Purple Void
Sometimes a
new player want's to join in a game in the middle of an
adventure or a player couldn't get to the last session
and has been left behind. If this occurs here a job for
the Purple Void, this is a pulsating purple hole, the
void chases a character if they run, you can't get away
from the purple void!, when the void reaches the
character it sweeps over them and they are transported to
the location of the other players, however there may be a
price to pay, if the player transported has more than 3
lives left the player rolls 4D if the roll falls within 4
to 19 subtract 1 or 3 to18 that location receives a Destroyed result, if the location is the Head (1) or the
Torso (8-12) then that player looses a life, otherwise
that player just looses that limb, its left behind. The
Purple Void is a very useful thing it saves the player
time and also it allows new players to join an already
existing game, it can also bring players that are lost or
going in totally the wrong direction back to a point you
want them to be at Purple Gates
Very similar to a purple void in nature, they
transport the player entering to another location,
however unlike a void there is no danger of injury, these
gates while not a common as voids are useful in taking
players somewhere you want them to be.
|
 |
Gold and Treasure
the world of SSKiller is on the hole a rich one, that is not to
say the things in it are rich, some of them are, some of them are immensely rich, and the players will try to get that way, be it by
adventuring, stealing or trading, as the GM it's your job to make
adventures interesting and profitable, the players after the
adventure should have enough riches to replace any lives lost
during that adventure plus a bit to purchase better equipment.
That may seem to be a very rough guide but well it is. Eg. if
your players loose 2 lives they should find treasure to at least
2,000 Gold plus say another 1,000 or so, if your players don't
buy lives with the 2,000 that's up to them.
|
|