Adventure System
The Adventure System is designed to allow the game to incorporate some of the classic features of a MUD for some of the "dungeon crawl" sort of experience. Our goal is to include those features without losing any of the free-form role-play focus that the MUSH was designed around. So, while the classic game system remains in place for typical role-play, we've included the Adventure System for the ability to play solo or in groups while exploring areas, fighting enemies, etc. There are two main aspects to the Adventure System, the combat system and the actions system. Both are governed through use of your character's stats.
Action commands are detailed at help adventure action commands. These commands let you interact with certain game rooms, using your character's stats to uncover secrets, solve puzzles, or discover items. If you'd like to design an Adventure area, then all you need to do is contact staff, and we're happy to help! You can also let us know if you have any other questions. (On game, type help request.)
- On Game: help adventure setup, help adventure commands, help adventure combat
Setup
Core Stats
- On Game: help stats, help tstats
To set up your Adventure stats, we will first need to set up your work-in-progress tstats. This creates a set of stats for staff to review, and then, once they're approved, they will be transferred to stats. All core stats start at 1D, but the kind of dice rolled changes based on your sheet. Stats associated with Basic-level traits will begin as 1D6, while Enhaned-level traits will begin as 1D12, and Supreme-level traits will begin as 1d20. This gives characters a bump based on their starting sheet, but remember: the higher the die value, the more expensive the trait will be to raise via XP.
The commands in this file will help you set up your Adventure stats.
tstats[/<form>] - Check your current stats. If you include /<form>, it will show you just the bonuses and traits you gain access to while in that phase (help phase).
Set up your Adventure Stats based on your approved character sheet.
setstat me/<Sheet Ability>=<Core Stat> clearstat me/<Code Stat>
Use the Sheet Abilities you have approved to set any core Adventure Stat that you believe that Ability could reasonably represent, such as a "Physique" ability being applied to Strength and/or Toughness or an "Agility" ability being applied to Dexterity. (Note that only your Sheet ABILITIES can be applied to core stats. Your Sheet SKILLS will count toward Adventure Skills.)
- Sheet Ability: Select one of the Abilities from your sheet.
- Core Stat: Select Strength, Dexterity, Toughness, Intellect, Wits, or Willpower.
Adventure Skills
Set up your Adventure Skills based on your approved character sheet.
setskill me/<Sheet Skill>=<Adventure Skill> clearskill me/<Adventure Skill>
Use the Sheet Skills you have approved to set any Adventure Skill that you believe that ability could reasonably represent, such as a "Swordsmanship" Sheet Skill being applied to the One-Handed Adventure Skill. Note that only Sheet SKILLS can be applied to Adventure Skills. Your Sheet Abilities can be applied to either core stats or Adventure Abilities. A Novice Sheet Skill gets you a starting Adventure Skill of 1D6, while a Competent Sheet Skill is rated at 3D6, and an Expert skill is rated at 5D6. These Skills can be raised later via XP (help xp).
- Sheet Skill: Select one of the Skills from your sheet.
- Adventure Skill: Select Athletics, Larceny, Magic, Medicine, Nature, Perception, Piloting, Scholarship, Science, Stealth, Survival, or Technology.
Adventure Abilities
Set up your Adventure Abilities based on your approved character sheet.
setabil me/<Sheet Ability>=<Adventure Ability Name>+<Adventure Skill>/<Actions> setabil/def me/<Name>=<Attack Types> setabil/res me/<Name>=<Damage Types> setabil/opp me/<Name>=<Effect Types> clearabil me/<Adventure Ability> setaura me/<Sheet Ability>=<Aura Name>/<Aura Type>/<Aura Effect> clearaura me/<Aura Name>
Adventure Abilities allow you to translate the Abilities from your normal character sheet to interact with the Adventure System. This is done mainly through actions, which vary depending on the room you're in, buffs and effects (help status effects) that can be applied, and advantages when defending against an attack type, resisting a damage type, or opposing an action or effect. You use the Sheet Abilities you have approved to create Adventure Abilities that can interact with these aspects of the system. Feel free to be creative, but also try to be reasonable about which actions a particular Sheet Ability can be used to perform. (Telepathy, for instance, should not allow you to perform the MIGHT action.) Adventure Abilities are rated via the same scale as your core stats (help setup stats).
- Sheet Ability: Select one of the Abilities from your sheet.
- Adventure Ability Name: Choose an Adventure Ability name. It's best to keep them fairly short, yet clear.
- Adventure Skill: Select one of the Adventure Skills from your stats. This will be added to your rolls when you use this Adventure Ability.
- Actions: Choose from actions/list all which actions the ability can do.
- Attack Types: ARCANE BLUNT CAUSTIC COLD ENERGY HEAT MIND PLANT SHARP SHOCK SPIRIT TOXIC SILVER HOLY.
- Damage Types: ARCANE BLUNT CAUSTIC COLD ENERGY HEAT MIND PLANT SHARP SHOCK SPIRIT TOXIC SILVER HOLY.
- Effect Types: CONTROL IMMOBILE PARALYZED PRONE SLEEP SLOW PUSH PULL GRAPPLE.
- Aura Types: DAURA
- The DAURA effect can have these effects: ARCANE, BLUNT, CAUSTIC, COLD, ENERGY, HEAT, HOLY, MIND, PLANT, SHARP, SHOCK, SILVER, SPIRIT, or TOXIC.
Adventure Attacks
Set up your attacks based on your current approved character sheet.
setatt me/<Ability>=<Name>/<Pool>/<Stat>/<Type>/<Range> setatt/field me/<Name>=Speed/<Speed Setting> setatt/field me/<Name>=AoE/<Y/N> setatt/field me/<Name>=Effects/<Status Effects> clearatt me/<Adventure Attack>
Basic use of setatt will create an attack on your tstats. You can then optionally adjust the attack speed or add AoE and Status Effect that the attack can inflict. These can be anything: magical talents, super powers, claws, batarangs--anything at all! They're based on what's already on your sheet. The fields are set as explained below:
- Ability: Select one of the Abilities from your sheet.
- Name: Choose an attack name. It's best to keep them fairly short.
- Pool: Choose one of the Core Stats and one of the Combat Skills from stats to serve as your attack action. This should look like <stat>+<skill>, e.g.: Strength+One-Handed
- Stat: For the second <Stat>, choose a Core Stat to serve as your base attack damage.
- Type: Select one of the attacks/types.
- Range: Select Close, Medium, or Long.
- Speed: Select 1 (normal) or 2 (fast attack). Defaults to 1.
- AoE: Select Yes or No. (Defaults to No.)
- Status Effects: None are selected by default. You can opt to select from help status effects. The most relevant options are: bleed, burn, corrode, crush, electro, freeze, immobile, paralyzed, poison, prone, sleep, slow, and stress.
You can also set yourself up with the ability to imbue attacks with additional power to reflect things like enchanting weapons. To do that, use the command below. To see your current options, check Template:Code.
setimbue me/<Sheet Ability>=<Imbue Name>/<Type>/<Status Effects>
Finally, you can opt to link an attack to a Sheet Ability rather than treat it as a standalone trait. While attacks always have their own "to hit" pool, their damage can be linked to one of your Adventure Abilities, much as it is linked to a Core Stat, rather than set as a separate die value. Note that this will increase the XP cost of later increasing the associated Sheet Ability, but when you do so it will also increase the damage of the associated attack. To link an attack to a Sheet Ability, use: setatt/abil me/<Attack Name>=<Adventure Ability>.