142 lines
7.2 KiB
Plaintext
142 lines
7.2 KiB
Plaintext
Version 1.0.0 of 1PD6 Blood Reigns Setting by William Moore begins here.
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Chapter 1 - Values
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Game Turns is a number that varies.
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A person has a number called strength.
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A person has a number called defense.
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A person has a number called health.
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A person has a number called damage.
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A person has a number called experience.
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A person has a number called dice pool.
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Chapter 2 - Actions
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Understand "rpg rules" as RPG rules. RPG rules is an action applying to nothing.
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Carry out RPG rules:
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say "[bold type]The RPG Rules[roman type]";
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say "Weapons provide an additional modifier to attacks. Defenses provide additional subtractors from attacks. What these values are depends on how the storyteller or the settings sees how each is worth. If the resulting roll is greater than or equal to the opposing roll, it is considered successful. All damage is based on the dice pool roll.";
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say "[paragraph break]Every 5 turns, you are granted 10 points of experience. A player may spend 5 experience points to add 1 point to any stat, to the maximum of 6. HP has no such limitation. Additionally, a player may spend 10 experience points to add 1D6 to their dice pool.";
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say "[paragraph break]When accusing someone of something, it is not simple as it is a battle of wits. You roll your dice pool, add strength, and subtract the target's defense. This is the accusation effect you do. The target does the same with their dice pool, but adds to your damage. If you survive the onslaught and the target has more damage than health, they're rightfully accused.";
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say "[paragraph break]If your damage is too much, you will have consequences for your action!";
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say "[paragraph break]The accusations may be repeated if desired.";
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say "[paragraph break][bold type]Healing![roman type]The only way to heal is to survive the appropriate encounter. So, if you finally find who the killer is, you will need to win an accusation battle in order to heal up.".
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Understand "stats" as stats. Stats is an action applying to nothing.
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Carry out stats:
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say "[bold type]dice pool:[roman type] [the dice pool of the player][line break]";
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say "[bold type]damage/health:[roman type] [the damage of the player]/[the health of the player][line break]";
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say "[bold type]strength:[roman type] [the strength of the player][line break]";
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say "[bold type]defense:[roman type] [the defense of the player][line break]";
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say "[bold type]experience points:[roman type] [the experience of the player][line break]";
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Understand "buy dice" as buying dice. Buying dice is an action applying to nothing.
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Carry out buying dice:
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if the experience of the player is greater than 29:
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increase the dice pool of the player by 1;
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decrease the experience of the player by 30;
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say "You have purchased one die for your dice pool!";
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otherwise:
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say "You do not have enough experience to purchase a die!".
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Understand "buy strength" as buying strength. Buying strength is an action applying to nothing.
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Carry out buying strength:
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if the experience of the player is greater than 4 and the strength of the player is less than 6:
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increase the strength of the player by 1;
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decrease the experience of the player by 5;
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say "You have purchased one to your strength!";
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otherwise:
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if the strength of the player is 6:
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say "You have maxed out your strength.";
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otherwise:
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say "You do not have enough experience to purchase strength!".
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Understand "buy defense" as buying defense. Buying defense is an action applying to nothing.
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Carry out buying defense:
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if the experience of the player is greater than 4 and the defense of the player is less than 6:
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increase the defense of the player by 1;
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decrease the experience of the player by 5;
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say "You have purchased one to your defense!";
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otherwise:
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if the defense of the player is 6:
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say "You have maxed out your defense.";
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otherwise:
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say "You do not have enough experience to purchase defense!".
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Understand "buy health" as buying health. Buying health is an action applying to nothing.
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Carry out buying health:
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if the experience of the player is greater than 9:
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increase the health of the player by 1;
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decrease the experience of the player by 10;
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say "You have purchased one to your health!";
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otherwise:
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say "You do not have enough experience to purchase health!".
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Understand "accuse [something]" as accusing. Accusing is an action applying to one visible thing.
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Carry out accusing when the noun is a person and the noun is not the player:
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if the crime solved is false and the noun is Officer Arnold:
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say "Officer Arnold looks at you confused and says 'I know we haven't known each other long, but why in the world would accuse your partner with such baseless accusations?'";
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otherwise:
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if the health of the noun > the damage of the noun:
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let encounter roll be strength of player;
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repeat with die running from 1 to dice pool of player:
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let die roll be a random number from 1 to 6;
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increase encounter roll by die roll;
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decrease encounter roll by defense of the noun;
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if encounter roll is less than 0:
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let encounter roll be 0;
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say "You exclaim 'I accuse you, [the noun]!'";
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increase the damage of the noun by encounter roll;
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let encounter roll be strength of the noun;
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repeat with die running from 1 to dice pool of the noun:
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let die roll be a random number from 1 to 6;
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increase encounter roll by die roll;
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decrease encounter roll by defense of the player;
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if encounter roll is less than 0:
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let encounter roll be 0;
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say "[the noun] says 'But, I didn't do it!'.";
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increase the damage of the player by encounter roll;
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otherwise:
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say "Unimpressed with your accusations, [the noun] has received enough for the day.".
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Carry out accusing when the noun is a person and the noun is the player:
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say "For whatever it's worth, you accuse yourself.".
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Chapter 3 - Added Game Flow
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When play begins:
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Now the right hand status line is "[bold type]DMG/HP:[roman type] [the damage of the player]/[the health of the player][line break]";
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Now the dice pool of a player is 1;
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Let new health be a random number from 1 to 6;
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Now the health of a player is new health;
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Let new strength be a random number from 1 to 6;
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Now the strength of a player is new strength;
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Let new defense be a random number from 1 to 6;
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Now the defense of a player is new defense.
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Every turn:
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increase Game Turns by 1;
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if Game Turns is 5:
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now Game Turns is 0;
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say "[paragraph break][bold type]You have earned 10 experience and can spend them at some point. Type in help for what you can spend them on.[roman type]";
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increase the experience of the player by 10.
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1PD6 Blood Reigns Setting ends here.
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---- DOCUMENTATION ----
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[ Copyright (C) 2022 William R. Moore <william@nerderium.com>
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, version 3 of the License.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <https://www.gnu.org/licenses/>. ]
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