Khác: Three On A Match

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    Three On A Match is an 18+ 3-3-3 play-by-post roleplay set in the modern era in the fictional city of Easthaven, MA. In this world, everything mythical and unknown is real, the
    Three on a match. Three On A Match is an 18+ 3-3-3 play-by-post roleplay set in the modern era in the fictional city of Easthaven, MA. In this world, everything mythical and unknown is real, the good and the bad. We draw inspiration from works such as Call of Cthulhu, the Dresden Files, Hellboy, gothic horror, folklore, and mythology as we explore the life and times of supernatural creatures, spooky spectres, and witchy humans. Please register your OOC account first, and then your IC account, using your character's given name. Threshold: 4 (4 or higher is a Pass.) Rolls use six-sided dice. Use the Discord server to roll, in the #official-dice channel. 6s explode! (Reroll each 6 and add each Pass to your total. No limit.) During the full moon: Both 5s and 6s in Cinder explode. Character death is never required, but we love to see how and why the character survived a close call. The dice are only a tool, not a requirement. Make sure you communicate with your partner. Strike - Strike is the catch-all for physical abilities. It is used when a character is looking to strike another PC or NPC using their Strike Dice. Feel free to use it for other physical scenarios as well, such as grappling or even something more mundane like, chasing or dancing. Defense DCs. Base Human: DC 1 Arcanist: DC 2 Half-blood, Cursed, and Possessed: DC 3 Natural Shifter: DC 4 Afflicted Shifter: DC 5 Undying: DC 4 Spirit: DC 10 4. Silver deals 2 strikes to Luck on Shifters. True sunlight deals 2 strikes to Luck on Undying and Spirits. Cinder - Cinder is the catch-all for magic and mental abilities. It is primarily used for magic use for all Paths and mental resistance. Feel free to use it for other scenarios involving magic such as identifying items or enchantments, or whatever you might think of. Cinder Success Range. 0 passes is a Critical Failure 1 pass is a Failure 2 (net) passes is a Partial Failure 3 (net) passes is a Complete Success 5 (net) passes is an Exceptional Success. (Untargeted Strike rolls utilize the above success range) Base Human: 4d6 | - Arcanist: 4d6 | 7d6 Cursed: 5d6 | 5d6 Possessed: 4d6 | 5d6 Half-blood: 5d6 | 5d6 Natural Shifter: 6d6 | 5d6 Afflicted Shifter: 7d6 | 4d6 Undying: 6d6 | 5d6 Spirit: 1d6 4d6 | 6d6. Buffs/Debuffs. If a half-blood comes into physical contact with Sky Iron, then they lose 1d6 Cinder for as long as they are touching the material. If an undying (PC and monster) is exposed to True Sunlight, their Strike pool is reduced to 4d6, but their Luck remains the same. BLOODRUSH - Half of your Cinder pool, rounded down. Luck - Luck is how long a character can last in a risky situation before their luck runs out. It is not "hit points", but it can be framed as such. Luck is determined by the base number of dice in the character's Strike pool, including applicable Keywords. After Luck runs out, a character is vulnerable to KO, injury, or death. They cannot continue. Keywords - Keywords are not abilities or powers. Keywords are the framework around which you build a character's spells and magic use. Keywords are in the meta only.



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