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Revision as of 07:30, 17 February 2015

Mainpic-alt.png

紹介

{{#set:Summary=The main page of this whole wiki.}} ジェムパンクスとは多くのd10(10面のサイコロ)を使う戦術的RPGである。ジェムパンクスで楽しめる世界とは冒険や奇抜なスタントが出来る、奇妙な怪獣と複雑な魔法機械のある様々な世界である。巧妙な戦士は駿馬から飛び出して龍の背中に移って、危険な魔法使いと戦闘する。乱暴な盗賊は石の壁を破壊して中にいる貴族を融解する。大勢の兵士が各地に進軍しながら敵を倒していく。

Basic Mechanics

Making Checks

Unless otherwise specified, a die roll consists of rolling a d6, adding values, and comparing with some number. A roll equal to or greater than the desired number (sometimes called a DC) is a success. For attacks and Will Saves, a roll of 6 counts as a roll of 9.

Dealing Damage

When rolling damage against a target, the target's Toughness is the number of points of damage it takes to inflict a single wound on a target. A high demolition value for an attack allows you to effectively fire through obstacles and armor into protected targets, or just quickly destroy objects, described in more detail in the Materials section of the Environment page.

When damage wounds a creature, this may cause the creature to fall unconscious, die, or be destroyed. If the wounds inflicted bring the creature down to 0 or less HP, they fall unconscious; if they bring the creature down to -2 or less HP, the creature dies; and if they bring the creature down to -4 or less HP, their body becomes destroyed and impossible to reanimate without repairs (see Dead).

Round and Actions

Combat is composed of a series of 15 second rounds, during which each character may take a turn.

Initiative

When any player cares about the turn order, each player (including the DM) rolls a single d6 for initiative to apply to all characters they control. Then each character they control applies its own Agility as a bonus to the roll.

Break ties randomly when needed, but note that characters can choose to Delay their turns for a better turn order.

Actions

During each character’s turn, that character may take a standard action and a move action, as well as engaging in many smaller actions. Instead of a standard action, a character may take another move action. A round (each character taking a turn) is fifteen seconds. There are also immediate actions, which can be used on any turn, and interrupt the current event or action immediately: each immediate action taken requires the character to expend one move action as soon as they are able; a character cannot have more than two pending move actions of this type at a time.

Durations

If something has a duration measured in rounds, that means it ends at the beginning of the current initiative count, some number of rounds later.

Arithmetic

Apply addition and subtraction before multiplication or division (percentages are multiplication).

A Note on Units

Values of meters and kilograms are provided with great precision. That does not mean you are expected or required to keep track of them precisely: if you think of a meter as "three feet" and a kilogram as "three pounds", you will seldom go wrong, and it is usually reasonable to be even less accurate than that for the sake of rapid play. It's generally not a big deal to not keep careful track of the weights of smaller items; if characters sometimes carry a dozen percent or so more equipment than they should, the game will not break. Measuring distances is also much faster if you are not too careful about it, and it's generally both faster and more friendly to accept or object to another player's claim that they're moving "just barely out of range" immediately rather than remaining silent and doing your own, slightly different measurement later.

キャラクター作成

キャラクターのルール及びキャラクターを増やす方法はキャラクターで説明されている。

DMの見えざる手

DM(ダンジョンマスター)はプレイヤーたちのポイント限、そして登場する敵らのポイント限をよく考えてから決めなければならない。それに関してはDMガイドラインを御覧ください。

アイテム

兵器と鎧を御覧ください。

ジェム

ジェムパンクスにおいて、ジェムは魔法的力の主要な源である。特定の怪獣から採取出来る。魔法を使う者はジェムを体内にインプラントして、それぞれ一個ずつ呪文に同調する。ジェムは同時に2つの呪文以上に同調することはできない。凡人はジェムをインプラントして使うことはできないので、訓練は必要である。一般的には魔法的アイテムもジェムを必要とする。

他のルール

Base Rulesにあるすべてのページは大事である。

目次

メイン・ページ

キャラクター作成とプレイヤー・ガイド DM アドバイス ルール
Characters/jp
Roleplaying/jp
Regiments/jp
Specialties/jp
Extras/jp
スキル
Races/jp
Classes/jp
Spell list/jp
Ritual/jp
Bound/jp
Psychic powers/jp
Arms and armor/jp
Vehicles/jp
Random items/jp
Unarmed/jp
Traps/jp
Poison and disease/jp
用意されたキャラクター
怪獣
Character sheet
DMガイドライン
Power empires/jp
Origins of magic/jp
Campaign/jp
基本ルール
Basic actions/jp
Attack rules/jp
Detection/jp
運動
統計
副ルール
Environment/jp
Survival/jp
Status effects/jp
戦うか逃げるか
Light and shadow/jp
Descriptors/jp
次元外空間
Soul/jp
Frame of reference/jp
Resistances/jp
オプションのルール
Adding and removing content

Playtest

Have you tried gempunks? Post in the forum or send an email to playtest@gempunks.com with "Feedback" in the title. If you can, explain what happened during the game, what characters people played, what they encountered, what options proved to be useful and which never helped, whether there were any rules that were difficult to understand, and how, and what parts of the game, if any, were slower than you liked.