Enolaptia |
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1. Getting Started A. First of all you will need to create a character. Turn to page. There will be instructions on how to make your character. B. Things you start with: No gold, a rod of teleportation (see), 5 equipped Lakos potions (see), an xy stone (see), a Lakos stone (see), a party stone (see) and a party stash (with all of the items that are listed here in it) [see]. C. You start in the town of Lakos with no experience or stat points. There is only one way to go which is north into Garoth forest (see 10. Maps) 2. Movement A. Adventuring on the maps is movement. The maps are the only place that movement (traveling) occurs. A movement turn is the group of phases in which movement on the maps takes place. B. The party moves together. In other words all of the people in your party that are on the same map as you are always on the same hex unless your party elects to split up. C. Phases of a movement turn: 1. Movement roll: Roll a d6 [six sided die] to find out how far you may move from where you are. A roll of 1-2 = 1 hex [square]{from where you are}, a roll of 3-4 = 2 hexes and a roll of 5-6 = 3 hexes.) When moving you're position you can go up down left right or diagonal in any direction. Nor must you go in a strait line. You do not have to go the whole number of hexes in which you rolled if you so choose. 2. Regeneration: In every movement turn the Current MC (magic) gains two MC points (see ). If the character has any item equipped in which makes there be more MC regeneration then add that to the normal two. The Current HP (health points) [see ] doesn’t regenerate unless the character has an equipped item that makes HP regeneration occur. If there is an equipped item that has the ability to give a character HP regeneration (any item that bestows HP regeneration states how much per Regeneration phase) then the regeneration occurs during the regeneration phase of the movement turns. Nothing can regenerate over the maximum current MC/maximum current HP. 3. Equipping: This is the phase in which any character that wishes to may equip any items from the party stash or take any equipped items off and put them in the party stash. In this phase you may also use potions. 4. Teleportation: If the player wishes, they may use the teleportation rod (see ) to go to a different location. 5. Encounter roll: This is the roll that decides whether the party encounters a creature(s). Someone that belongs to the party rolls a d6. When the party is on the path the chance to run into a creature(s) is; 1-2 encounters a creature(s), 3 allows the party to decide if they wish or not to encounter a creature(s) and a 4-6 means that the party does not encounter a creature(s). When the party is not on the path a 1-3 means the do encounter a creature(s), a 4 means the party may decide if to or not to encounter a creature(s) and a 5-6 means they don’t encounter a creature(s). If there is no encounter the movement turn starts again. If there is an encounter the battle takes place (see 3A). After the battle the movement turn starts again from the place the party was when they encountered the creature(s). D. Leaving a map: When leaving a map you must be on the trail that leads off the map in the direction you want to go in. There are no maps for towns so when a map leads to a town, just know, that as soon as you leave that map in the direction of the town you are considered in the town. When you leave the town go to 1 of any of the maps that branch of from the town. (You may go back to the map that you entered the town from) E. Teleportation Gates and Stones: Move your party to the hex that contains that symbol (the teleportation gate). The first time you step on that hex your party gains a warp stone (see ). Whenever your party enters a new town for the first time you gain the warp stone for that town. |
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