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Post by meadows on Jun 10, 2018 4:23:14 GMT
Dark Hour is a Zombie Survival creative project with many systems, old and new, that can be markedly different than the average NwN server. Here are our systems in place and details on things enabled or disabled: - Survival Time XP: Your character earns experience the longer they survive.
- Badge System XP: Your character can earn XP for discovering certain spots on the server, or battling certain things.
- Spawn Kill XP: Disabled. XP can still be earned for fighting certain things.
- Disease System: Your character can be struck by zombies and required to make a saving throw to resist disease. If you fail you acquire a 'disease token'. Don't collect too many, or you'll be weakened along the way, and eventually turn into a zombie!
- Hunger System: Your character will need to eat to survive. Our hunger system fires automatically, no need to manually consume food. Food can be Searched for.
- Search Spot Supplies: Your character will search in specific spots on the server for their food and supplies. This uses the NwN SEARCH skill.
- Death System: There is no respawning. Death begins with a rapid bleeding stage where someone can be quickly healed. Potions do NOT heal other PC's on this server. Otherwise death is permanent, unless another character can Raise you with a scroll (no character can cast Raise Dead at max level 8), Heal you with a very rare tool which relies on a skill roll, or bring you back from the Fugue with a collection of very rare items. It is frowned upon to OOCly ask strangers or characters nowhere near you to come save you. We have some forgiveness for crash or lag deaths but do not abuse this.
- Subdual System: For PvP. Because death is permanent and serious, it is recommended to fight to disable characters. Use the Subdual Widget in your inventory. See our PvP Rules
- Party System: Joining a Party is disabled unless your character possesses a Ring of Kinship .
- Profession System: Use your Profession widget upon starting to pick a Background/Profession for your character. Some professions are class or ability specific- not all are available to all characters. Some of these professions require local Sirandian characters- please read our Lore. Professions give characters varying bonuses such as specific gear or creature skins. **This system functions but is currently being worked on/overhauled, more details to come soon!**
- Crafting System: We have a crafting system allowing characters to make simple and low magic gear using the Craft Armor/Craft Weapon skill. This system requires scavenged Crafting Points to use.
- Tailoring/Dying System: CEP tailoring systems available from Cignet in the start area, and through the OOC lounge in the Rest menu. Clothing, cloaks and helmets can be dyed with a 'Dye Kit' item.
- Disabled: Brew Potion/Scribe Scroll: Disabled for now, this system asks for more gold and xp than you may be able to earn.
- Disabled: Pickpocket: We don't support the Pickpocket system at this time. If you'd like to pick pockets, roleplay and make some rolls, but keep in mind Pickpocketing is grounds for PvP. See our PvP rules.
- Enabled: Craft Armor/Weapon: Used for the Crafting System above.
- Language System: Your character can learn race and class languages and one more per INT modifier. Use the Language Selector to choose these. Use the language widget and type /dm [Blahblahblah] to speak.
- Prestige Classes: Standard NwN PRC's are unlocked and enabled
- Paladin Horses: Horses cause lag and are currently too unbalanced for our server. If your paladin reaches level 5 they can request a replacement summon/thing instead.
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Post by meadows on Jul 29, 2018 0:53:34 GMT
Profession System
Our Profession system is first and foremost a roleplay system. Whatever profession you choose is a part of your character's background- however if you find none of these fit your character don't forget to be creative! Some professions are obviously more fluid than others.
**Aspects of these Professions are subject to change in the future and will be reworked and balanced. For now, if you have any of these professions and are MISSING ITEMS please let me know.**
Acrobat *Requires 16 DEX*:
Acrobat skin (Conc +2, perform +2, tumble +4)
Acrobat’s Cape (Dex +2, Bonus Feat Whirlwind Attack, Expeditious Retreat 1x day, Concentration +2 and Tumble +5)
Alchemist *Wizard/Sorcerer Only*:
Item Book: Complete Alchemist Manual. (Portable Alchemy Table)
Animal Trapper *Ranger/Rogue Only*:
Trapper Skin (Craft trap +4, Disable Trap +4, Set Trap +4.) Item: Animal Trapper gloves (Craft Trap +6, Disable Trap +4, Set Trap +4) 3 Minor starting Traps and 1 acid flask, 1 caltrops.
Armorer:
Armorer skin (Craft armor +6) Item: Armorer (Gloves item, +8 Craft Armor)
Butcher:
Butcher’s Knife (Base item dagger, keen, +3 enhancement, slashing 2d4 and special ability unlimited uses day)
Butcker's Knife Ability: Use the knife with any 1 Raw food item to turn it into 2 Prepared Meats. Prepared meats can be cooked.
Cook:
Item Professional Cook (Cooking 3x day) produces Exquisite Food from Raw food, various enhancements upon eating.
Farmer:
Farmer skin (Animal empathy +4, Heal +4) Item: Farmer’s Ability (Scavenging item 2x a day that works on Crops) Item: Farmer’s Hammer (80% of weight, bludgeoning 1 damage) Set of 3 starting Seeds that can be planted in Fertile Soil Extra starting torches
Fletcher/Carpenter:
Fletcher item (unlimited uses/day): creates ‘Fletcher’s arrows’ (piercing 1d4, Slashing 1 damage).
Forest Ranger *Ranger Only*:
Item: Warden's Key. This unlocks the Ranger’s lodge, as well as a gate in the tunnels of the Darkglade.
Item: Darkglade Warden's Relic (Caltrops 1x day, Camouflage 2x day, Entangle 1x day.)
Guard of Kalaram:
Item: Guard’s Key (Unlocks Kalaram Guard Tower) Item: Barricade Supplies Creator Item: Raise Combat Barricade to construct barricades using 6 pieces of Wood.
Healer/Medic **Divine Spellcaster Only**:
Item: Doctor’s Effects (Base armor 0, Heal +10, Wisdom +2, Cast spell Cure light wounds/lesser restore once a day and Cure Minor 3x a day)
*If you reach a Healing skill of 35 in any manner, please ask a DM for the Healing Tool item.
Hunter:
Item: Hunter’s Longbow (AB +3, Mighty +3, Damage Bonus Piercing 1) or Hunter’s Shortbow (Same)
Knight of Siranda *LG/NG Fighter/Paladin Only, LOCAL CHARACTER only*:
Item: Sirandian Knight’s Blessing (Cure Minor Wounds 1x day) Item: Sirandian Knight’s Helmet (+2 AC Deflection vs Chaotic, Saving Throws Mind +1, Dis/Intimidate/Persuade +3.) Item: Sirandian Knight’s Armor ( Full plate, +2 AC Armor vs Chaotic, Hide -10, MS -10, Con +1, Intimidate +4, Persuade +4.)
Lumberjack *Requires STR of 16, and martial proficiency*:
Item Lumberjack’s Axe (Base item Battleaxe, Slashing 1d4, enhancement bonus +2) Lumberjacks can source extra wood from trees ((RP only, not implemented yet))
Merchant:
Merchant Skin (Appraise +4, Bluff +2, Persuade +2) Items: Crafted Box (regular box), Crafted Bag (20% weight reduce), Crafted Backpack (-60% weight) 200 additional starting gold.
Miner:
Item Heavy Pick (Damage bonus piercing 1d4), or Light Pick (same). Item: (FDw) Mine Map. Can source materials from Mines.
Murderer/Thug:
Murderer Skin (Intimidate +4, Taunt +4) Item: Murderous Scimitar (Slashing 3 damage, Massive criticals 3 damage, On Hit Wounding: DC 14)
Musician *Bard Only*:
Item: Musician (mass haste once/day).
Noble:
Noble skin (Cha +2, Con -1, Str -1.) Item: Noble’s Cloak (Cha +2, AC Bonus vs Chaotic +3, Persuade +6, item weight reduction 10%) Extra 500 GP.
Priest *Cleric Only*:
Priest skin (Conc +2, Extra Turning), Item: Priest (Amulet, Charisma +1, Wisdom +1, Concentration +4, Universal Saves +1, Light dim 5m white) , Item: Holy Symbol (Has the chance to turn 1 Undead away at a time when wielded)
Undertaker:
Undertaker Skin (Disease throws +2, Fort throws +3) Item: Undertaker’s Shovel (Base item Quarterstaff, AC Bonus vs. Undead +3, Damage Bonus vs. Undead 5, Enhancement Bonus vs. Undead +3)
Weapon Smith:
Weaponsmith skin (craft weapon +6) Item: Weaponsmith (gloves, Craft Weapon +4)
Class-Only Professions: Your STARTING class affects these. EG when you are CREATING your character you can only become an alchemist if your first class is wizard.
Priest
Alchemist
Musician
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