Autor Thema: Piraten-Kodex  (Gelesen 11370 mal)

Beschreibung: [Regelthread]

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Sensemann

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Piraten-Kodex
« am: 01.08.2012, 20:50:26 »
Sensemanns:


Regeln


Allgemeines
Erstens ist eigentlich klar: Es gibt keine Beleidigungen zwischen den Spielern und es ist ein normaler Umgangston an den Tag zu legen.
Und dies sowohl Inplay als auch im OoC, denn es soll allen Spaß machen!
Es könnte im Laufe des Abenteuers passieren, dass Spieler-Charaktere sterben und der jeweilige Spieler einen neuen Char erstellen muss.

Es gibt keine maximale Postlänge, aber zwei Post pro Woche (bzw. sieben Tage) pro Spieler wäre Pflicht bitte nicht mehr als drei Posts pro Woche!

Außerdem sollte bitte jeder Inplaypost länger sein als ein Vierzeiler!

Bitte verteilt eure beiden Posts auch ein wenig über die Woche. Nicht dass beide Posts z.B. nur am Sonntag kommen, denn dies zählt für mich wie nur an einem Tag gepostet.
Einmal ist das vielleicht möglich, aber ihr solltet da auch für euch selbst entscheiden, ob das sehr sinnvoll ist.
Charakter, die länger als sieben Tage unabgemeldet nicht posten bzw. nur einmal, werden aus dem Abenteuer rausgeschrieben!
Wer nur wenige Tage fehlt oder sich abmeldet, wird von mir übernommen.
Sollte ein Charakter in einer Kampfsituation innerhalb von 48 Stunden des Rundenbeginns nicht seine Handlung gepostet haben werden zieht ein Mitspieler oder der SL.

Postings
Es wird im Präsens und der dritten Person Singular gepostet.
"So wird geredet"
"So wird gedacht."
"So wird gebrüllt."
"So wird geflüstert."
Um nicht immer mit Farben andere Sprachen zu markieren, schreibt künftig einfach es hin.
Bsp.
Skarin schaut finster und antwortet auf Orkisch in Richtung Halbork: "Dumme stinkende Schweinsnase", bevor er zu seinen Diener auf der Sprache der Drachen ruft: "Holt ihn Euch, meine Kinder!"

Keine Smilies im Abenteuer!

Würfel-Thread
Hier wird nur gewürfelt!
Geredet wird im Abenteuer oder im OOC.
Editiert wird dort niemals!
Würfelt dort, wann immer ihr meint es wäre nötig.
Es ist allerdings erlaubt und fast streng erwünscht, außerhalb von Kämpfen auch mal 10 oder 20 einfach
zu nehmen auf Dinge wie einen Wahrnehmungswurf!!!

Doppelposts
Solltet ihr mit einem falschen Account posten (das passiert schon mal), postet das Ganze noch einmal mit dem richtigen und ich lösche das Falsche dann.

Kämpfe
Regel zur Kampfbeschleunigung:
Nach dem Auswürfeln der Initiative ist jeder Spieler einer Kampfgruppe zugeteilt (diese sind evtl. farbig markiert): Gruppenini

SC versus SC
Angriffe gegen Mitspieler - egal ob durch soziale Fertigkeiten, Magie oder mit der Waffe - sind nicht erlaubt!
Damit soll gesichert sein, dass jeder Spieler über seinen SC die Gewalt behält und selbst entscheiden kann, ob er die Lüge eines Mitspielers Inplay seinen Spieler glauben lässt, den Mitspieler Inplay leiden kann oder sich verzaubern lässt.

SL-Thread
Hier hat kein Spieler der Runde etwas verloren! Wen ich da erwische, kann sich als aus der Runde rausgeworfen betrachten!
Das Gleiche gilt für den Thread für NSC/Gastspieler-Verwaltungen, da ihr Euch selbst sonst jegliche Spannung nehmt.
Und hierbei mache ich nun keine leeren Versprechungen mehr: wen ich in einem DM-Thread erwische - ist raus!

Regelwerk
Das wichtigste Buch für die Spieler ist das Pathfinder Roleplaying Game Core Rulebook , welches aber auch hier in seinem eigenen PRD  bzw. PFSRD zu finden ist, wobei ich auch den Alchemist, Gunslinger, Inquisitor, Magus, Oracle und die Witch außerdem zulassen werde sowie die Unterklassen der Grundklassen auf Anfrage, da anderseits ihr in diesem Abenteuer wohl keine Prestigeklasse erreicht!
Auf Deutsch könnte dies hier hilfreich sein:
Das deutsche PRD: Klick


Jeder legt sich bitte einen neuen Account mit dem Namen seines Spielercharakters an und nur für diese Runde (also nicht nach der Runde umbenennen oder das Bild ändern)!
Der Avatar sollte bitte 100x100 groß sein.
Es soll eine fertige Geschichte über den Hintergrund des Charakters vorliegen.
Gespielt wird dieses Abenteuer:

Startlevel für das Abenteuer ist Stufe 2 bzw. die Stufe zum Einstieg in die Gruppe ist z.Zt. Stufe 2, das Anfangsvermögen ist aus dem Pathfinder RPG zu entnehmen für Level 1 SC der jeweiligen Klasse.
Wer mehr Geld zu Beginn möchte (500 GM), muss hierfür mit einem W20 auf die Gebrechenliste würfeln, da Euer SC schon viel durchmachen musste, um mehr Geld zu haben. Außerdem sieht so eine Narbe im Gesicht oder ein Holzbein bei einem Piraten doch super aus!
Für Nachrücker ins Abenteuer ist die Ausrüstung auf dies hier ab jetzt beschränkt:
  • Padded Armor, falls ihr eine Rüstung haben wollt
  • Broken Cutlass, falls ihr ein rostiges Entermesser haben wollt - denkt an die Mali + die Mali, falls ihr damit nicht umgehen könnt
  • Pirate clothes, basic 1 sp 2 lbs.
Attribute dürft ihr würfeln und zwar 6x 4w6, wobei der schlechteste Würfel jeweils wegfällt.
Wesenszüge (Traits) dürft ihr 2 wählen, wobei ein Wesenszug plotgebunden aus dem Players Guide bzw. Spielerleitfaden zum AP sein sollte.
Völkerwahl bitte künftig nur auf die Pathfinderbasisrassen, sowie die Common Races aus dem Advanced Race Guide beschränken, denn sonst möchte am Ende doch noch jemand eine Feuer-Drow spielen!

Ansonsten gilt:
•   Volle Hitpoints bei dem ersten Level und auf den weiteren Stufen bitte würfeln. Wer mit dem Wurf unzufrieden ist, darf mich noch ein Mal würfeln lassen - dieses Ergebnis muss aber dann genommen werden, selbst wenn es schlechter als der Wurf zuvor ist.
•   Prestigeklassen bitte nur 2/Charakter bzw. erst eine neue, wenn die anderen komplett gesteigert wurden. Außerdem nicht mehr als zwei verschiedene Grundklassen.
•   Falls ein Charakter stirbt fängt er wieder auf seiner letzten aktuellen Stufe bzw. auf der Gruppenstufe an. Im Gegensatz zu den Startcharakteren wird ein neuer Char jedoch vielleicht einige Nachteile hinnehmen müssen.
•   Das Talent Anführen ist ein Talent für NSC!
•   Gegenstände bitte mit Gewichts- und Preisangabe!  
•   Weitere Bücher werden auf Anfrage zugelassen bzw. Zauber, Talente, etc. daraus.

Wer austreten möchte aus dem Abenteuer bzw. aus der Gruppe sollte mir bitte rechtzeitig eine PM schicken, damit ich den Heldentod entsprechend planen kann.


Verletzungsstatus:
•   unverletzt: volle HP
•   angekratzt: 91%-99% HP
•   leicht verletzt: 76%-90% HP
•   verletzt: 51%-75% HP
•   schwer verletzt: 26%-50% HP
•   kritisch: 1%-25% HP
•   ausgeschaltet: 0 HP
•   sterbend: -1 bis -9 HP
•   tot: -10 HP bzw. unter Konstiwert

Heldenpunkte: (Anzeigen)

Außerdem:
1.   "Gesagt=getan"
2.   "Ihr solltet mir bei Fragen, Anregungen, Kritik, etc. außerhalb des Spiels eine PM schreiben."
3.   "Der DM hat zur Not immer Recht"
4.   "Logik steht im Vordergrund des Ausspielens eines Charakters"
5.   "Dumm ist der, der Dummes tut"
6.   "Der Meister ist nicht unbedingt des Spielers Freund"
7.   "Es ist allerdings ausdrücklich erwünscht, den SL auf Regelfehler aufmerksam zu machen. Sollte bei einer Regelung in irgendeiner Weise Unklarheit über die Auslegung herrschen, haben die SL im Interesse des Spielflusses das letzte Wort! Die SL können im äußersten Falle als Swift Action ein Wort der Macht: „Schluss jetzt!“ einsetzen, welches keinen Rettungswurf erlaubt. Wer nach dieser Aktion noch die Entscheidung diskutieren will, riskiert viel.
8. "Unbedingt als Fluff einzusetzen: Channeling Flavor, by Set from the Paizo Boards"

Zitat
All such effects are purely illusory, perceived only by those affected, and even the most graphic effects can be identified by someone trained in the Heal skill (or, Knowledge (religion)) as being the effects of positive or negative energy channeling, and not some other effect.

Abadar
positive - a precise yet melodious jingling sound fills the air (associated with keys in some lands, coins in others) as those affected feel momentarily as if they are encompassed and sheltered within some vast structure that towers around them. There is a sense of a doorway in this structure opening, forming a visible outline like a doorframe around the channeling priest, with warmth and light streaming in from behind him, casting him in shadow.

negative - a discordant jangling sound (associated with a jailors keys, or coins being lost) is heard as those affected feel trapped, as if the walls are closing in around them (even if they are outdoors), and a door is heard to have blown open somewhere, with a cold wind blasting from the direction of the channeling priest, creating a sensation of danger combined with a crushing sensation and bitter cold. Those slain by this effect are found cold to the touch, both crushed and apparently mauled by wild animals (symbolically cast forth from the protection of civilization).

Asmodeus
negative - those affected feel as if they have been bludgeoned with a torrential burst of heat, as if from a blast oven, and those slain by these forces appear charred and burnt. They often bear smooth unburnt areas of skin on their wrists and ankles, as if they were manacled at the time they were burned.

Besmara
positive – invigorating open-sea air and the sound of waves crashing methodically on the haul of ship fill the air. Those surrounding the cleric are inspired with a conviction to continue on in the face of danger, which calms their wounds.

negative - cannon fire and the battle cries of strife fill the air as the cleric motions his fist as if to call unseen forces to charge. Those affected being to feel that the ground below them is tossing like the deck of a ship caught in a relentless storm. Finally the terror of the unknown depths of the sea devours their minds as they begin to experience the feeling of drowning. Those that are slain by this effect are often blue and bloated with sea water.

Calistria
positive - the sweet smell of honey fills the air to those affected, and they feel a shuddering sensation as if many hands were touching them, followed by a moment of sweet release that causes many to cry out in ecstasy.

negative - those affected feel as if insects are crawling all over them and hear a persistent buzzing, as of many wings. The sensation of dozens of stingers, most commonly felt in the back, back of the neck and hindquarters, is followed by searing pain, as they feel venom burn through their veins. Those slain by this effect are often swollen to the point of near unrecognizability, as if stung by thousands of bees or wasps, and while there is no actual poison in their system, their body shows all the symptoms of a deadly reaction to insect venom.

Caydean Cailean
positive - the sensation of warm ale pouring down ones throat is followed by a burst of warming 'liquid courage' surging from the belly throughout the body, dulling the senses to the pain of injury and causing wounds to fade away as if all part of a drunken dream. Limbs feel invigorated, and often move suddenly, and there is a sensation that heavy weights (shackles? responsibilities? earthly cares?) have momentarily dropped away. Those receiving this form of healing often stagger slightly, and sometimes even belch loudly at the end of the effect (considered a compliment by those of the faith).

Desna
positive - all affected hear a gentle music, singing perhaps, so distant that they cannot identify it, more the memory of a song than an actual song, and their vision is filled with suggestions of dancing stars, tiny motes that caper and prance at the very edges of their vision, but are never truly visible. In an instant, a shuddering sigh passes through their body, as if they have arrived at some safe destination, followed by a sense of timelessness, as if they are resting in a peaceful haven, and finally a sense of an unexplained anticipation, as if a new journey is just about to begin.

Erastil
positive - for a moment, all affected feel a surge of strength flow up from their toes, pulsing through them like a waterfall in reverse, finally erupting from the crown of their heads. Some feel the surge of energy as a sensual thing, primal and animalistic, while others are more likely to describe it as uplifting, familiar somehow, like an old
comfortable memory of home or family.

Gorum
positive - all present feel the strength of iron flow into them, from their own armor and weapons, if they bear such, but otherwise seeming to come straight from their heart, as if it was pumping molten metal through their body. Instead of pain, this creates a surge of determination, and those affected see the world in an instant through a red haze of excitement, often crying out in exultation and clashing weapons against shields or armor loudly in the heat of the moment.

negative - the Cleric sweeps his fist before him, as if striking away invisible foes, and all affected feel a tremendous mailed fist slam into them, often leaving behind visible imprints of a larger-than-human fist, not only mailed, but also spiked. Those slain by this effect often have crushed skulls or collapsed ribs, bearing the visible mark of a heavy impact from a spiked fist.

Gozreh
positive - all affected feel as if warm water has buoyed them upwards in a sudden swell, and noticeably rise to their tip-toes for a moment before settling down gently. For a humanoid, the sensation of water rising around them only rises so high as their neck, while they feel a cool sea-scented breeze upon their face, washing away pain and injury and leaving them feeling clean and dry, purified by the actions of wind and wave.

negative - all affected feel icy water smash thunderously down upon them and feel spun about, as if trapped within a maelstrom. This moment of vertigo is all in their minds, but they may be seen to stagger slightly as it occurs. The stinging sensationg of frigid salt water and icy winds seems to suck the very heat from their body, and those slain by this effect remain soaked to the skin, their bodies nearly ice-cold.

Iomedae
positive - those affected feel filled with a sense of overwhelming rightness of action and belief, a burst of courage that does not feel so much as it comes from within, as it feels like inspiration from a great leader, exhorting one to ignore injuries and push onwards to glory.

Irori
positive - for a brief moment, those affected are minutely aware of every single portion of their body, and possess an inhuman clarity of thought. Time seems to slow around them, and their mind controls the processes of blood and breath, so that they are aware of themselves knitting their own injured flesh, through some previously unknown understanding of mind over body techniques. And then the moment ends, and they are left with a memory of things they have no ability to fully comprehend, but with wounds visibly having been closed by this burst of supernatural self-awareness.

negative - those affected become aware of their bodies functions on an intimate level, but everything seems out of control, both their bodies and their minds. As their mind races to envision each part and function, it seems that the imagination runs wild, and new horrible things that can go wrong are conceived of, and immediately begin to happen as organs fail and muscles tear. Those slain by this effect often show signs of multiple organ failure, torn muscles and bones that have shattered inexplicably under the mere stress of standing erect.

Lamashtu
negative - those affected by this unkind channeling suffer harm to their reproductive organs, including excruciating pain and a sense of loss. Those slain by this effect suffer from a grotesque bursting of the effected organs, and usually die screaming.

Clerics of Lamashtu proclaim that they can use this power to taint and corrupt the unborn, causing the survivors to be born as monsters, but the veracity of this claim has not been tested.

Nethys
positive - a surge of pure magical energy washes over those affected from the direction of the channeling Cleric and seeming to stop midway through the individual's body (so that one facing the Cleric will feel the energies only wash over his facing side, while his back remains untouched). The force flows like electricity over the body, creating a surge of warmth and strength, as well as a tingling sensation that leaves extremities feeling oddly swollen and tingly.

negative - the same surge of energy occurs, only it progresses in an instant from invigorating to overly hot and painful, causing what looks like electrical burns in those affected. Those slain by this effect are charred and burnt, but only on the half of their body that was facing the channeling Cleric.

Note: Clerics of Nethys (and Pharasma, below) are some of the rare few known that can learn a special technique (a Feat) that allows them to channel *both* positive and negative energies (but not both at once). These Clerics choose at the moment of channeling which force they will channel (or at the moment of spontaneous casting whether or not they will convert a spell into a curative spell or an inflict wounds spell), but do not gain additional channeling uses per day.

Norgorber
negative - those affected always feel the same thing, a sudden sharp pain near their left kidney, as of an assassin's blade, followed by a searing shooting pain, as of venom doing it's work. Those slain by this effect have an open wound in their back, and their body shows all the signs of death by poison (although no poison will truly be present). When used in a non-combat situation, those affected may instead perceive a dryness of the mouth and a bitter taste, followed by intense abdominal pain, suffering instead the effects of an ingested poison, although, as with the other effect, no true poison will be found.

Pharasma
positive - those affected see a pale grey light emanating from the Cleric, while the surroundings fade into grey mist. Calm-faced spirits in the shape of men walk serenely (in an endless moment) from a distant point behind the Cleric, and as they reach those affected, flow into them and imbue them with strength and whispered encouragement from beyond, closing their wounds.

negative - those affected see the same pale light and dimming of their surroundings, but the spirits appear of threatening demeanor, howling quickly through the air with outstretched claw-like hands, and when they reach those affected they tear through them, causing a sensation of pain and loss. Those slain by this channeling often bear unusual wounds, none quite like the other, perhaps somehow sharing the death-wounds of the spiritual entity that appeared to embrace it.

Rovagug
negative - those affected feel a sudden rush from beneath them, and then the mashing of tremendous jaws around them. Those slain by this effect are usually mangled and smashed by an unseen jaw, their crushed bodies pierced through by invisible fangs.

There are rumors, never confirmed, that some victims of this effect lose limbs, or, indeed, vanish entirely, consumed and taken away bodily to feed the Rough Beast.

Sarenrae
positive - the sun shines brightly (if present), or a sun-like radiance pours from the channeling Cleric (at night, indoors or underground), illuminating nothing but shining only on, and through, those affected. They feel their wounds burn away painlessly in this cleansing light, and are often left with a feeling of renewed purpose.

Shelyn
positive - the sound of music rises, a single perfect female voice above a symphony of other voices and unidentifiable instruments. Those affected suddenly feel enraptured, as if fascinated by a bard's performance, or love-struck by the sight of an impossibly beautiful maiden. There is a brief sensation of loss and longing when the effect ends, but wounds fade as normal, with those affected feeling as if they have been seen and made more beautiful, their 'ugly' wounds brushed away by a painter's brush, although some claim that the 'painter's brush' feels far more like a lover's caress.

Torag
positive - those affected feel as if they've been hammerstruck, and see their wounds smooth away, as if they were flaws pounded out of a blade of steel, leaving only smooth unblemished skin behind. The effect is sudden and startling, and leaves behind only warmed skin and a slight soreness.

Urgathoa
negative - those affected hear the buzzing of flies, although none are visible, smell the stench of rotting meat, and feel a thousand squirmings within their flesh, as if a swarm of maggots tunneled and twisted within them, devouring flesh in their wake. Those slain by this effect corrupt and putrefy, and a round after the channeling ends their bodies begin to split open and reveal many maggots, which mature almost instantly into flies.

Zon-Kuthon
negative - those affected see the area darkening around them and shadows lengthening in all directions, while there are disturbing flashes of metal glinting in the darkness and the sounds of clattering chains. The pain comes from the sensation of a dozen razors singing out of the shadows to tear at their flesh, and those slain by this effect are sometimes skinned alive, stretched unnaturally or even rent asunder.

Firearms in the Campaign

Emerging Guns: Firearms become more common. They are mass-produced by Alkenstar—the secret is slipping out, and the occasional rare adventurer uses guns. The baseline Gunslinger rules and the prices for ammunition given in this chapter are for this type of campaign. Early firearms are available, but are relatively rare. Adventurers who want to use guns must take the Gunsmithing feat just to make them feasible weapons. Advanced firearms may exist, but only as rare and wondrous items—the stuff of high-level treasure troves.

Saufen

Just like drugs, alcohol can be abused and have significant negative effects. In general, a character can consume a number of alcoholic beverages equal to 1 plus double his Constitution modifier before being sickened for 1 hour equal to the number of drinks above this maximum. Particularly exotic or strong forms of alcohol might be treated as normal drugs. Those who regularly abuse alcohol might eventually develop a moderate addiction.


Grog

Source Adventurer's Armory

A foul mix of different alcohols and whatever’s handy, grog was invented by pirates and sailors and never managed to crawl far onto land. Grog is no one’s first choice of drink, but anyone who’s spent enough time on a ship has had at least a taste.

The listed prices are for a tavern or restaurant in an average city.

Additional Information from Pirates of the Inner Sea:

Sailors, especially on pirate crews, often demand daily rations of alcohol. To prevent hoarding of alcohol (resulting in drunkenness and subsequent hangovers), most captains mix alcohol with water and a bit of lime or lemon juice to make grog. The water dilutes the alcohol and causes it to spoil more quickly, while the citrus juice masks the taste of spoilage and also prevents scurvy.

Erweiterung des Alkoholregeln

Ab dem zweiten Tag Seereise gibt es rationiert nur noch drei Mal am Tag Fesselarchipel Reise-Rum, da der normale und ungewässerte Rum in Flaschen für die normale Besatzung aus ist:

Zitat
Though watered down this rum functions as an addictive drug, running the risk of minor addiction. Upon taking a dose you benefit from a cumulative +1d3-1 (minimum 0) alchemical bonus to your Charisma score, to a maximum of +10, for 1d8 hours; at the end of this period you become fatigued. You also suffer 1d2-1 (minimum 0) points of Constitution damage and 1d4+1 points of non-lethal damage each time you drink a dose of rum, and must succeed as a DC 5 Fortitude save to avoid addiction. This DC increases by 2 for each additional dose you take before the positive effects wear off.

The penalty for selling or spilling the ration is six lashes, or six lashes from a cat-o’-nine-tails for a second offense. Deliberately tipping away rum on board a crowded ship without being seen requires a DC 10 Stealth check.

Jeder muss damit würfeln, wenn er seine Ration drei Mal täglich erhält!

Die heilige Waffe von Besmara ist ein Entermesser und kein Rapier!

Sensemann aka Diener von Besmara
« Letzte Änderung: 17.10.2012, 23:41:29 von Sensemann »
Online-SL-Bilanz: 182 tote SC / 32 Inplay-Überlebene / 6 Inplay-Geflohene / 1 Versklavter SC
bei 19 abgeschlossenen Runden