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General Quest Rules

Quests are held whenever a GM is scheduled to. There may be more then one quest per day depending on the quest schedule. Please note that if there is an empty time slot that another GM might come in and host a quest.

Unregistered Characters will have a Max Hp of 70: Base Hp of 60, +10 dmg to all attacks with a choice of Melee, or ranged weaponary, and +0 to all rolls, including their dodging rolls. Also note that the Max HP has an added +10 armor rating, this is due to a +10 armor item. No Expierence, Skill Exp, or Money will be kept track of for Unregged characters. All weapons, and armor will be removed from the character once he or she registers her character.

Before any quest starts, a GM will ask for stats, they will be as followed: Max Hp(Base), Your weapons, the Damage they cause(not all GM's will do this, some might ask that you post the damage in your actions.)What your skills are if they pretain to fighting, and your speciality. The quest doesn't start untill after the stats are taken. Johnny Has 200 Max Hp(100 Base), Two Energy Weapons that cause 60 damage each. He has sniper sight, and his speciality is Big Guns.

Next Step: Setting out the objective


Next the GM will start by giving the base of a storyline, it might start you off inside the main gathering area, or they could have some way of getting the NPC to contact each of your characters.

Whenever the GM feels that you, or your party has done sufficent enough of RP, then they might bring in some bad guys. Full damage will be used unlike Duels that have a sliding scale.

Questing


As the party of characters proceeds through the area towards their objective, they may encounter traps or clues. The GM may require the characters to make several rolls, ie per/luck/lvl to spot a trap or tech/luck/lvl to disable it. Sometimes the GM may just roll a d20 to see if something even may happen. Whatever the case, outside of combat there is a lot for the players to do. Depending on the type of quest, the players may have a lot of freedom to explore. In fact, some quests may not even have combat in them.

'Jumping' in a Quest


It is not uncommon for fights to break out among characters in the quest, for this problem, the GM will resort to using duel rules, with any skills that are complimentary to the fighter(s). A fighter wishing to 'jump' another character must first PM the GM in charge and say who it is they wish to jump. The GM will then tell said fighter when they can go ahead and attack. Some GMs may not allow jumps in their quests, and they will state this before hand. A 'jump' fight will continue until one of the following options has occured:

A) One of the two(or more) Opponents has fallen dead.

B) One of the two(or more) Opponents stops fighting and wants to continue on in the quest.

C) A NPC is brought in to kill the fighting characters if they don't get along, to stop the fight(maybe the NPC guide), or to simply give out a small amount of pay, and cancel the hunt for whatever. After this has been done and settled with, the quest will continue on.

Combat


Most of the time, combat between the enemy party and the player party will occur. Unless either party ambushes/surprises the other party, an initiative roll will take place. An initiative roll is a 2 d20 rolled by the GM, with one roll designated the players and the other designated as monsters. Whichever roll is highest wins initiative.

Ex. <GMaster> ROLLING INITIATIVE. PARTY IS RIGHT ROLL. HIGHEST WINS.

<GMaster> 2 d20

<DiceBotII> GMaster rolls 2 1d20*1+0s0 and gets 15 9

The party rolled a 9 and the monsters rolled a 15, therefore the monsters go first.

The party members then have a few options: Stand and take damage, cover another party member and take their damage, or use a dodging skill. The GM will ask that each member of the party states clearly what they are doing. Often a party member will post in brackets at the end of a paragraph their specific action.

Ex. Johnny stares at the enemy for a split second and frowns. Then he springs into action like a cat, landing after a leap in front of Sally, ready to take whatever damage is coming to both of them (covering Sally)

The GM will then proceed to roll the attacks for the monsters. After the damage is tallied, it will be the party's turn. The GM may state that only certain party members may go at a time, for the purpose of keeping track of everything. During the party's turn, other members have the ability to use stimpaks, drugs, etc to heal themselves or add bonuses to rolls.

Once the party's turn is complete, the monsters will go again. This will repeat until either the party or the monsters are dead.

The end of the quest


A) The quest will end when the characters have successfully accomlished the objective of the quest.

B) The quest will end when the characters have all been killed.

C) The quest will end if the GM has IRL things to take care of, and can resume the quest at a later date and time (Note that some $$/exp/s-exp might be given out for this).

D) The quest will end if none of the characters get anything accomplished. The GM may or may not give out $$/exp/s-exp, depending on the circumstances.

The GM will give the party $$/exp/s-exp depending on what type of quest he or she is running (see the EXP Guide below).

Note that on occasion, bonus EXP is given out to those that RP exceptionally well and participate throughout the whole quest.

EXP Guide for Quests


This is a guide that will give you a rough idea of how much money, experience and skill experience you can expect to gain on a quest.

PQ - Player Quest: 25/25/25 for a 'paintball quest' (a quest with no plot.. it's just people playing paintball), 50/50/50 for a regular quest. If, and ONLY if a GM monitors the PQ and approves bonus EXP, you can get 100/100/100

Minor Storyline Quest: Run by a GM, a minor SL quest is usually no longer than an hour and a half and really doesn't have too much impact on the city itself or any main storylines going on. Usually about 125/125/125

Major Storyline Quest - 1 Part: A 1 part major storyline quest can last for 2 hours or longer and has a major impact on the city and any main storylines going on. You can get up to 200/200/200 for one of these quests.

Major Storyline Quest - Several parts: A major storyline quest that is broken up into parts (eg. GM breaks after an hour for a few minutes, allows new players to join, etc.) can be somewhere in the region of 100/100/100 or 125/125/125 per part. Yes, that means if you stick around for a 4 part quest you could get 500 exp. There are not run very often- only on special occasions for a main turning point on a big storyline.