The Secret of Stonebriar
Rules
Spoiler
The Rule of 4:
4 (x2) Stats:
4 Traits:
4 Inventory Spaces:
4 Item Types:
4 Levels of Light:
4 Degrees of Health:
Party of 4:
4 Minute Edits:
Final Notes on Rules That Don't Fit Neatly Into a 4 Theme:
The Rule of 4:
Spoiler
As this is the fourth Dinner With Death, I thought it would be fitting to include the number 4 as a recurring element in the revamped gameplay system. Expect to see this number cropping up a lot as you read through the rest of the rules.
As this is the fourth Dinner With Death, I thought it would be fitting to include the number 4 as a recurring element in the revamped gameplay system. Expect to see this number cropping up a lot as you read through the rest of the rules.
4 (x2) Stats:
Spoiler
There are 4 (x2) or 8 stats in the game, each with it's own effect. The base number for stats is 4, and each character has a unique set that has positive or negative variations of this base; however, each character's stats will always total 32.
When attempting an action that relies upon their stats, the relevant stat will be added to the roll of a 10-sided die. The following table relates the outcomes of the roll plus your relevant stat(s).
1-8: Failure
9: Complication
10-12: Success
13+: Critical Success
A failure is exactly as named, a complete inability to succeed at the action. A complication represents a less than favorable outcome; it's not good, but can still potentially be salvaged with a bit of work. Success represents accomplishing the act as intended while critical successes are the best possible outcome of that action.
At times, a player may be presented with a passive stat check. If they pass, they will be notified and presented some additional information or options; if they fail, they will not even be told of the attempt and no special interaction will take place. Passive checks have a set number that must be met which is determined by the individual nature of the check itself.
The stats and their effects are:
Strength (STR)- Determines physical power and durability.
Dexterity (DEX)- Gauges one's deftness and accuracy.
Speed (SPD)- How quickly a character is able to move, as well as their physical agility.
Intellect (INT)- Gives an idea as to how much knowledge, reasoning, and mental capacity an individual has.
Willpower (WIL)- Is an indicator of how strong-willed and determined one is, as well as their mental fortitude and general ability to remained focused and calm.
Stealth (STL)- Relays how easily and well one can hide their presence while hiding or attempting to move about undetected.
Persuasion (PRS)- The more convincing and/or charismatic one is, the higher this stat will be.
Perception (PER)- Unlike the others, this stat is completely passive. Actions involving it will not appear, but it is used to gather additional information and to counter STL and PRS actions initiated by other characters.
*Special Note*
- Unlike the other active stats, Stealth and Persuasion are not checked against a D10 role when performed on another player. Instead, the initiator's corresponding stat is added to a D10 role and then compared against the target's Perception combined with a separate D10 roll. If the initiator's total is higher or equal, they pass.
There are 4 (x2) or 8 stats in the game, each with it's own effect. The base number for stats is 4, and each character has a unique set that has positive or negative variations of this base; however, each character's stats will always total 32.
When attempting an action that relies upon their stats, the relevant stat will be added to the roll of a 10-sided die. The following table relates the outcomes of the roll plus your relevant stat(s).
1-8: Failure
9: Complication
10-12: Success
13+: Critical Success
A failure is exactly as named, a complete inability to succeed at the action. A complication represents a less than favorable outcome; it's not good, but can still potentially be salvaged with a bit of work. Success represents accomplishing the act as intended while critical successes are the best possible outcome of that action.
At times, a player may be presented with a passive stat check. If they pass, they will be notified and presented some additional information or options; if they fail, they will not even be told of the attempt and no special interaction will take place. Passive checks have a set number that must be met which is determined by the individual nature of the check itself.
The stats and their effects are:
Strength (STR)- Determines physical power and durability.
Dexterity (DEX)- Gauges one's deftness and accuracy.
Speed (SPD)- How quickly a character is able to move, as well as their physical agility.
Intellect (INT)- Gives an idea as to how much knowledge, reasoning, and mental capacity an individual has.
Willpower (WIL)- Is an indicator of how strong-willed and determined one is, as well as their mental fortitude and general ability to remained focused and calm.
Stealth (STL)- Relays how easily and well one can hide their presence while hiding or attempting to move about undetected.
Persuasion (PRS)- The more convincing and/or charismatic one is, the higher this stat will be.
Perception (PER)- Unlike the others, this stat is completely passive. Actions involving it will not appear, but it is used to gather additional information and to counter STL and PRS actions initiated by other characters.
*Special Note*
- Unlike the other active stats, Stealth and Persuasion are not checked against a D10 role when performed on another player. Instead, the initiator's corresponding stat is added to a D10 role and then compared against the target's Perception combined with a separate D10 roll. If the initiator's total is higher or equal, they pass.
4 Traits:
Spoiler
Every player character has a set of 4 unique traits. Traits no longer alter stats (which are now separate from passive traits) and instead convey a set of passive bonuses, penalties, or alternate playstyles. These Passive Traits are always in effect.
Additionally, there are Active Traits, which must either be initiated by the player through request or selected through action choices. These traits provide additional abilities unique to the character.
Every player character has a set of 4 unique traits. Traits no longer alter stats (which are now separate from passive traits) and instead convey a set of passive bonuses, penalties, or alternate playstyles. These Passive Traits are always in effect.
Additionally, there are Active Traits, which must either be initiated by the player through request or selected through action choices. These traits provide additional abilities unique to the character.
4 Inventory Spaces:
Spoiler
Each player may carry a maximum of 4 items at a time. One of these item slots is designated as the "Hands" slot; the item in this slot is actively 'equipped' and carried in the open by the player, while the other 3 items are concealed.
Each player may carry a maximum of 4 items at a time. One of these item slots is designated as the "Hands" slot; the item in this slot is actively 'equipped' and carried in the open by the player, while the other 3 items are concealed.
4 Item Types:
Spoiler
There are 4 special attributes that items may possess. The attributes are:
Concealed {C}- A Concealed weapon may be carried in the Hands slot and is not visible.
Quick Change {Q}- A Quick Change item may be switched back and forth between the Hands slot and the rest of inventory without any kind of delay or penalty applied to the player. For example, if a Knife has the Q attribute, a player does not need to take the action "Draw Knife" before using a "Stab" action.
Ranged {R}- Items with the Ranged attribute are designed in such a way that they are meant or able to be used at a distance, either shot or thrown.
Passive {P}- Items marked Passive provide some constant effect to the bearer.
Note that an item may have any combination of C, Q, R and P attributes. Equally important is that an item can also have none of these.
There are 4 special attributes that items may possess. The attributes are:
Concealed {C}- A Concealed weapon may be carried in the Hands slot and is not visible.
Quick Change {Q}- A Quick Change item may be switched back and forth between the Hands slot and the rest of inventory without any kind of delay or penalty applied to the player. For example, if a Knife has the Q attribute, a player does not need to take the action "Draw Knife" before using a "Stab" action.
Ranged {R}- Items with the Ranged attribute are designed in such a way that they are meant or able to be used at a distance, either shot or thrown.
Passive {P}- Items marked Passive provide some constant effect to the bearer.
Note that an item may have any combination of C, Q, R and P attributes. Equally important is that an item can also have none of these.
4 Levels of Light:
Spoiler
There are 4 different degrees of lighting the players can encounter, which are:
Lit, Dim, Shadowy, Darkness
Lit represents normal light conditions and conveys no special effects. However, Dim conditions impose a -1 PER penalty on players. This penalty then doubles for each successive degree, such that Shadowy imparts a -2 PER penalty and Darkness a -4 penalty. Suffice to say, your Perception will plummet the darker it gets.
There are 4 different degrees of lighting the players can encounter, which are:
Lit, Dim, Shadowy, Darkness
Lit represents normal light conditions and conveys no special effects. However, Dim conditions impose a -1 PER penalty on players. This penalty then doubles for each successive degree, such that Shadowy imparts a -2 PER penalty and Darkness a -4 penalty. Suffice to say, your Perception will plummet the darker it gets.
4 Degrees of Health:
Spoiler
Just like lighting, there are 4 conditions that represent how healthy a player is. And just like lighting, the initial condition conveys no penalty while the other 3 get progressively worse. Players can get injured through actions or events in the game, and the severity of their injury is represented by how many stages of injury they progress through (which is itself determined by the circumstances). There are also ways to heal and remove these penalties, but I will not tell you here what they are.
Healthy, Bruised, Wounded, Dying
Bruised will give a -1 penalty to all stats. This penalty also doubles each level so that Wounded grants a -2 stat penalty and Dying a -4 penalty.
When healing, a player must heal through the stages progressively, so a player who has reached Dying and heals must first heal to Wounded, then Bruised, then finally Healthy. If a player is Dying and gets hurt, their character will be killed (and since there is no fantasy in this game, they're gone for good). However, a player cannot be directly killed without first stopping at Dying (so if you are Wounded and take 2 damage, instead of being killed you will be Dying, but any further injury afterward results in death).
Just like lighting, there are 4 conditions that represent how healthy a player is. And just like lighting, the initial condition conveys no penalty while the other 3 get progressively worse. Players can get injured through actions or events in the game, and the severity of their injury is represented by how many stages of injury they progress through (which is itself determined by the circumstances). There are also ways to heal and remove these penalties, but I will not tell you here what they are.
Healthy, Bruised, Wounded, Dying
Bruised will give a -1 penalty to all stats. This penalty also doubles each level so that Wounded grants a -2 stat penalty and Dying a -4 penalty.
When healing, a player must heal through the stages progressively, so a player who has reached Dying and heals must first heal to Wounded, then Bruised, then finally Healthy. If a player is Dying and gets hurt, their character will be killed (and since there is no fantasy in this game, they're gone for good). However, a player cannot be directly killed without first stopping at Dying (so if you are Wounded and take 2 damage, instead of being killed you will be Dying, but any further injury afterward results in death).
Party of 4:
Spoiler
Four is the largest allowable group size, whether it be a party exploring about together intentionally, or people running into each other in a room. While outside the Saferoom, players are allowed to travel with others by forming a party, which in turn grants them a private group conversation channel. The party can consist of 2, 3, or 4 players. Note that while some options will be presented to the group in general, nothing prevents the individuals from taking actions on their own or being presented with actions in private by the mod.
Four is the largest allowable group size, whether it be a party exploring about together intentionally, or people running into each other in a room. While outside the Saferoom, players are allowed to travel with others by forming a party, which in turn grants them a private group conversation channel. The party can consist of 2, 3, or 4 players. Note that while some options will be presented to the group in general, nothing prevents the individuals from taking actions on their own or being presented with actions in private by the mod.
4 Minute Edits:
Spoiler
Edits are allowed within the first 4 minutes of a post. Any edits following that will be strictly punished (not really, you can probably get away with edits at any time so long as you aren't drastically changing what you've said) by 4 slaps across the face with a squid!
In all seriousness, edits to fix grammar and such are not a very big deal. So long as the basic essence of a post doesn't change, you can pretty much edit whenever you like.
Edits are allowed within the first 4 minutes of a post. Any edits following that will be strictly punished (not really, you can probably get away with edits at any time so long as you aren't drastically changing what you've said) by 4 slaps across the face with a squid!
In all seriousness, edits to fix grammar and such are not a very big deal. So long as the basic essence of a post doesn't change, you can pretty much edit whenever you like.
Final Notes on Rules That Don't Fit Neatly Into a 4 Theme:
Spoiler
The Game Thread Represents the Saferoom. Only characters who are currently in the Saferoom are allowed to post in the game thread. While in the Saferoom you have an alibi for anything that happens outside the room, but cannot participate in exploration and most actions (some may still be available). To leave the Saferoom, PM the mod and ask to leave and I will relay your departure to the thread OR post an RP exit with a bolded comment stating your desire to leave.
Actions Control Gameflow Outside the Saferoom. While outside the Saferoom, players are guided by various actions presented to them. Generally, they may just select one of the actions, but they may also suggest their own by bolding it. It is up to the mod's discretion in deciding if player-generated actions are acceptable or could be acceptable with modification. After selecting an action, the mod will then relay the consequences of the chosen action and present a new set.
One Of You Is Guilty. The murderer lurks among the players, and is not an npc. They will not be chosen at random and their motive, method, and guilt is crafted into the story.
There Is No Magic. There are no supernatural or otherwise fantastical elements in the game; everything has a rational explanation. I reserve the right that the rational explanations might be unusual to a degree, but plausible they remain.
Remain In Character. Since there is no dedicated OOC thread, the main game thread serves the purpose of both IC and OOC posts. You are free to speak out of character as much as you like, just make sure you preface it with /ooc notifiers so that other players can easily recognize if it is an in-game post or a comment about the game. Please direct questions to the mod through your role PM, and please do not create new PMs to speak to the mod. You are not required to use /ooc or remain in character while in your personal role PM.
The Game Thread Represents the Saferoom. Only characters who are currently in the Saferoom are allowed to post in the game thread. While in the Saferoom you have an alibi for anything that happens outside the room, but cannot participate in exploration and most actions (some may still be available). To leave the Saferoom, PM the mod and ask to leave and I will relay your departure to the thread OR post an RP exit with a bolded comment stating your desire to leave.
Actions Control Gameflow Outside the Saferoom. While outside the Saferoom, players are guided by various actions presented to them. Generally, they may just select one of the actions, but they may also suggest their own by bolding it. It is up to the mod's discretion in deciding if player-generated actions are acceptable or could be acceptable with modification. After selecting an action, the mod will then relay the consequences of the chosen action and present a new set.
One Of You Is Guilty. The murderer lurks among the players, and is not an npc. They will not be chosen at random and their motive, method, and guilt is crafted into the story.
There Is No Magic. There are no supernatural or otherwise fantastical elements in the game; everything has a rational explanation. I reserve the right that the rational explanations might be unusual to a degree, but plausible they remain.
Remain In Character. Since there is no dedicated OOC thread, the main game thread serves the purpose of both IC and OOC posts. You are free to speak out of character as much as you like, just make sure you preface it with /ooc notifiers so that other players can easily recognize if it is an in-game post or a comment about the game. Please direct questions to the mod through your role PM, and please do not create new PMs to speak to the mod. You are not required to use /ooc or remain in character while in your personal role PM.
Maps
Spoiler
First Floor:
Second Floor:
Third Floor:
Fourth Floor:
Basement:
- A green line across a doorway represents an open door. A red line represents a door which is locked or otherwise impassable at the start of the game.
- Blue stairways represent ascending stairs from the perspective of that floor. Purple stairs are descending from that floor.
First Floor:
Spoiler


Second Floor:
Spoiler


Third Floor:
Spoiler


Fourth Floor:
Spoiler


Basement:
Spoiler


- A green line across a doorway represents an open door. A red line represents a door which is locked or otherwise impassable at the start of the game.
- Blue stairways represent ascending stairs from the perspective of that floor. Purple stairs are descending from that floor.
Cast
Spoiler
Miss Erika Carver (Triahna)
Grigor Nikolov (Irontiki)
Beatrice de Luca (Caidryn)
Sir Gilbert Sullivan (Holy Dragoon)
Mrs. Kathleen Sullivan (Raendrops)
Lord Charles Norriston (Thaigare)
Simurgh Smith (Malrend)
Yorick Jenkins (Dagger)
Kenneth Hale (Hellbreaker)
Jeremiah Fox (LokiOathbreaker)
Rev. Bartholomew Green (Hashio)
Lord Joshua Thorne
Albert Cobble
Lloyd Alton
Harold Jacobson
Amy Moore
Kelly Belle
Alice Rivers
Miss Erika Carver (Triahna)
Head of female staff and housekeeping at Stonebriar Manor.
Grigor Nikolov (Irontiki)
An eccentric and possibly genius inventor.
Beatrice de Luca (Caidryn)
A mystery novelist and socialite.
Sir Gilbert Sullivan (Holy Dragoon)
The absent-minded Major-General.
Mrs. Kathleen Sullivan (Raendrops)
The long-suffering Major-General's wife.
Lord Charles Norriston (Thaigare)
The larger than life world-renowned adventurer.
Simurgh Smith (Malrend)
A prodigious defense attorney from America.
Yorick Jenkins (Dagger)
A strange and off-putting odd-job man.
Kenneth Hale (Hellbreaker)
The chef at Stonebriar Manor.
Jeremiah Fox (LokiOathbreaker)
A wealthy industrialist and businessman.
Rev. Bartholomew Green (Hashio)
A former college professor, now the local deacon.
Lord Joshua Thorne
The host and lord of Stonebriar Manor.
Albert Cobble
The head butler at Stonebriar and Thorne's valet.
Lloyd Alton
A butler working at Stonebriar Manor.
Harold Jacobson
The groundskeeper and handyman.
Amy Moore
A maid working at Stonebriar Manor.
Kelly Belle
A somewhat vain young girl working as a maid.
Alice Rivers
The new staff maid at Stonebriar.
Chapter Index
This post has been edited by Celebel: 16 January 2013 - 11:40 AM

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