Isekaitis Blues: System And Rules Information Thread

Discussion in 'RPG Information' started by Nemo of Utopia, Mar 4, 2019.

  1. Nemo of Utopia

    Nemo of Utopia CHYOA Guru

    This thread is the place to discuss and review the mechanical aspects and rules of the Isekaitis Blues game. This first post will be a 'Living Document' going over all of the pre-established rules of the system, setting, and game. It's going to get super long, so the next four posts will be reserved by me for overflow.

    These posts will be edited over time to contain all the rules, systems, and setting constraints of the game, so check back often as you are always expected to be current with the rules herein.

    Stats:

    Body: is all things physical, strength, agility, constitution, etc. Body decides how much you can carry, how long you can hike, how much food you need, etc. Body is the strongest stat in the early, survival-focused, game.

    Body decides how much you can carry. For each point of body you can, barely, lift and move slightly 60# if you have a good grip, stance, and enough mass to not simply fall over. For carrying things long distance however you need all of that still, but can only carry 30 pounds or less or you suffer damage for each hour of work you bear the excess load.

    Mind: mind is all things mental and intellectual, Intelligence, Logic, Reasoning, etc. The Mind stat is used for most engineering, construction, cooking, and other creative tasks. It also is the governing stat for any Psionic powers a character might have. Mind is the strongest stat in establishing a functioning civilization.

    Soul: is all things spiritual and magical: willpower, charisma, wisdom, etc. It is used for controlling yourself or influencing others and almost all magic. Soul is the strongest stat after civilization is established.

    All three of these stats are rated on the following scale:

    1 Inept; infant
    2 Significantly below adult human average; child
    3 Below adult human average; a teenager
    4 Adult human average
    5 Above adult human average
    6 Significantly above human average
    7 Highly capable
    8 Extremely capable
    9 Best in the region
    10 Best in the country
    11 World-class ability
    12 Maximum human potential

    (Yes, for those in the know, this IS stolen from BESM, but we are not using full BESM rules, this is kindof BESM stripped down to it's most basic possible level.)

    Health Points: HP is a measure of a character's physical integrity. If a character's HP is low he is at a significant penalty, suffering a -1 to every stat for each 2 full HP lost. Every character starts out with 7 HP, then gains 1 additional one for every 6 full points of their statistics. For starting characters in this game that means they all have 10 HP.

    Mana Points: MP is a measure of a character's magical reserves. They are regained mostly through sex, but also by getting a good night's sleep, and spent to heal injuries or fule magical powers. Mana Points are calculated identically to Health Points.

    Starting characters in this game have a three in each of the base stats, and 9 points of discretionary stat points they can spend as they wish. Characters can, if they so desire, also reduce one stat by up to 2 points to gain those points to spend elsewhere, however, they must have a minimum of 3 Mind, 2 Soul and 2 Body to engage in sexual activities. (Unless the character is a much smaller than human sizes, such as a fairy, who's Body need-not-be higher than 1.)

    All characters in the game must be human-sized or smaller, or able to assume a human-or-smaller sized form. (This transformation would count as their starting power.)

    Each character gets a special power: this is worked out in this thread or a PM with me in the following way: you propose a power, I then either agree with it, tell you to buff it up, or tone it down, and once I agree with it I assign it a mana cost. In addition to this power, a character may 'self heal' one HP for three mana at any time. The average mana cost we are aiming for is 2 MP.

    Now for some examples of mana costs:
    1 MP: know the direction of magnetic north and south; make any food taste delicious; clean any garment or stain; fire a bolt of cold that will deal 1 HP on a hit.
    2 MP: Create a marker that you can always find your way back to if within 10 miles, (May only have one marker); brew a potion that contains 1 MP with the right ingredients (ingredients must include semen or girl-cum, brewing takes four hours); Produce a set of four glowing orbs that move at your direction within 50 feet; cast an electric shock from your hand that deals 3 HP of damage to whatever you are touching.
    3 MP: Fire a magical bolt of force that will never miss dealing 3 HP of damage; open any mundane mechanical lock; Create a small amount of food and water from nothing; speak a phrase of 25 words or less to someone you know over a distance of up to 50 miles.


    Languages:
    All characters, having spent more than a week inside their stasis capsule: have absorbed the "standard" dialect of Umberholm from its magical fields, meaning they all can communicate freely. They retain whatever languages and Dialects they knew before, as well.
     
    Last edited: Mar 17, 2019
  2. Nemo of Utopia

    Nemo of Utopia CHYOA Guru

    overflow 1
     
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    Nemo of Utopia CHYOA Guru

    overflow 2
     
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    Nemo of Utopia CHYOA Guru

    overflow 3
     
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    Nemo of Utopia CHYOA Guru

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  6. mindtheMILF

    mindtheMILF Guest

    overflow 5