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DiceScape General Rules

DiceScape General Rules

I.- To roll for dexterity, forst roll a D10 and a D20. If the D20 is a larger value than the D10 your character is right-handed, if the D10 is a larger value than the D20 your character is left-handed, If the D20 and the D10 are of equal value your character is ambidextrous. Now roll a D10 for the good hand and add 10 to it's value (both hands are equal for ambidextrous characters) and roll a D10 for the bad hand. (2 rolls allowed per hand)(2 rolls for ambidextrous characters)

II.- House Safekeeping is kept safe by a number between 000 and 999 that is recorded on the back of your General Statistics sheet and viewed strictly by you. When somebody (including the owner) attempts to access safekeeping, a guess is declared out loud by the attemptee, and then the owner must show all other players the passnumber. If the guess was correct, safekeeping is unlocked. If he guess was incorrect then safekeeping remains locked. The passnumber is then erased and a number between 000 and 999 is wrote down.

III.- The owner of safekeeping may view his/her passnumber at any time.

IV.- If a statistic with an Abilty Modifier increases in such a way that he Ability Modifier would decrease, the Ability Modifier remains static.

V.- If a statistic with an Ability Modifier decreases, the Abilty Modifier is recalculated.

VI.- The DiceMaster may change Defaults, Advantages, and Disadvantages if appropriate

VII.- Rules for new classes, races, alignments, religions, or otherwise of characters must be created in front of a DiceMaster.

VIII.- Characters must be created on approved Character Sheets.

IX.- A player may have out a maximum of 4 characters.

X.- Starting karma is a point of positive and a point of negative unless otherwise stated to be changed by an advantage or disadvantage.

XI.- DiceMaster characters automatically get Triple Money Possibility, Non-Dicemaster characters get Double Money Possibility, and Anytime characters get no bonus.

XII.- Only Magicians may use Class C as Magician is a semi-class.

XIII.- Dice needed are: D2, D3, 3D4, 3D6, 3D8, 3D10, 1D10(0), 2D12, 2D20, 2D100

XIV.- To purchase a skill costs 1 Diamond

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