IDEAS Player's Guide
General
Combat
Experience
Powers
General
The IDEAS system is based on 100s. Each action is given a degree
(DG) of success from 0DG (failure) to 10DG (spectacular success.)
When you attempt a difficult action in the game, you will have to make
a save against one of the abilities listed on your character sheet, for
example "make a save vs. agility." The dice-bot in the channel does this
for you, all you have to do is type:
save 65 agility (if 125 is your agility)
The dice-bot will then tell you something like
player saved vs. agility(65) and got 3DG
This is the result you have to report back to your GM.
Some important abbreviations to note are:
| Agility (AGL) |
Coordination (CRD) |
Brains (BRN) |
Health (HTH) |
| Build (BLD) |
Looks (LKS) |
H2H (hand-to-hand or Strenght) |
Perception (PCN) |
| Willpower (WPR) |
Personality (PER) |
Prowess (PRW) |
|
Note especially that PERsonality is PER and PERception is PCN.
People often mix these up.
Combat
People are sometimes confused by combat, so here is the skinny.
It is very simple once you understand the basics. The important thing
to know is that there are two kinds of damage, Body (non-lethal) damage
and wound (lethal) damage. You start the game with 10DG of Body and
no wounds.
-
Making an Attack:
-
Make a save vs. Combat Skill: For hand-to-hand attacks (H2H)
this is Prowess or Unarmed Combat if you have it. For ranged attacks,
used CRD. If yu have to use anothr skill, your GM will tell you which.
The GM may change the number of DGs of your hit, due to dodging or other
factors.
-
Take the DG of your damage-level: For H2H, this is your Strength.
If you have weapons or claws they also do damage. You will find the
damage level on your sheet next to the weapon. It will say something
like [300] (body) or <150> (wounds). This is your damage level.
Type:
H2H weapons add their damage to strength, ranged weapons do not.
If the damage was in wounds, e.g., <150> this damage must be reported
separately from body damage.
-
Getting Hit: Yes, you will get hit, and hurt.
-
Calculate Effect: When you are hit, you will be given a damage level,
such as "you take 300 Body." Determine what dg of your own Body score
that damage represents.. Type:
The dice-bot will tell you that 300 is 6DG of 500. This
is what you report to your game-master.
-
Determine your Status: You can determine your status. If you
took body damage, you reduce your body total by the DG of your hit.
If you took wounds, add this to your wound total.
-
If your Body is less than your wounds, you may black out from the
pain. Tell your GM. You will have to make a save vs. WPR at
difficulty of the difference to stay awake, or you will black out.
For example, if you have 4DG Body and 6DG wounds, you must roll at -2DG
dg.
-
If your wounds is more than 10DG you may be dead.
Experience
Your reward for a session well played is power.. The power to
improve your character and make him or her either more interesting or stronger
to fight off the endless hordes of yobs who want to do you in for some
reason. The cost for improving various parts of your character are
listed below:
-
Scores: Your basic scores may be improved at a cost of 75 xp per
2 levels.
-
Skills: Your skills may be improved at a cost of 5 xp per level
up to the base score. The base score of a skill is the score on which
your level of talent in the skill depends, for example, the base score
for Acrobatics is Agility. Beyond the base score, the cost is 25
xp per level.
-
New Skills: There is no additional cost for a new skill.
-
Powers: The cost for a straight power is 25 xp per level.. Usually,
powers are modified and have an unusual cost. The best way to tell
what this cost is without bugging your gamemaster is to compare the cost-column
to the level-column on your PC sheet. For example, if your Telepathy
has 60 levels and costs 20 cp, its likely a ratio of 3:1. You
can get a good guess this way, but your GM will know for certain.
-
Role-Playing: You can reduce your role-playing the same way.
Any change you wish to make with experience must fit the facts as they
took place in game. If you've been spending all your days hiding
in a cellar, you cannot have improved your Build, for example. You
are not allowed to improve skills or scores radically between sessions
(normally.) If you wish to improve powers, there must be a rationale.
If you wish to reduce Role-Playing, there must be an even greater one.
Notify your GM when making any small changes, and check with him before
making any large ones.
Powers
If you're playing in IDEAS chances are you have some special powers.
Not all characters do, but lately most games being run have some or other.
Here are some simple explanations of the powers you may have and what they
mean:
-
Claws: Claws add to your H2H damage, and do wounds. Take the
DG of your hit times the damage-level from the claws (eg.., <160>) to
determine damage, as well as your regular H2H damage. Remember to
keep them separate, as one is Body and the other is wounds.
-
Immortality: If you have immortality, you might not die when you
are killed. You can take 2DG per DG of immortality more than
normal, so if you have taken 14DG of wounds, as long as you have 20 Immortality
or more, you'll survive.
-
Regeneration: Regeneration allows you to recover Body and/or wounds
quickly. Usually, it's set on your sheet to amount to exactly 1DG
or 2DG of your body total. That means you recover that many
DG each turn.
-
Movement Powers: Movement powers like Flight or Bounding or Speed
amount to a speed in MPH equal to their level, or the ability to move 10x
that level in feet in a single turn's sprint.
-
Drain: If you drain power from others, you gain a number of points
equal to the wounds or willpower points you drain, or half the Body or
Energy you take.