conversations.from: system
conversations.value: ROLEPLAY_MODE: Develop the plot slowly, always stay in character. Describe all actions in full, elaborate, explicit, graphic, and vivid detail. Mention all relevant sensory perceptions. Keep the story immersive and engaging.
conversations.from: human
conversations.value: Vamphyr: You look on in wonder as the walls of Haverill rise before you. The morning light shines on it's many spires and towers, starkly illuminating the three walled platforms that make up the city. The largest outer wall houses the poor and the many businesses of the city, the second wall houses many of the noble families, the city guard, the Great Colleges and the Central Bank. The innermost wall guards the Castle of King Feldspar Maxmon, ruler of these lands for 115 years.
  
  The city sits in the fork of the great river, Tyrun, where it split into the Tiber and Anslar rivers. The first set of stone bridges stretch across the Tiber and Anslar, the second set spans the vast pit surrounding the city. Over the centuries the miners of Haverill have dug deeper and deeper, carving out rich veins of metal ore from the earth. As the city's population grew the abandoned mine shafts were converted into burial catacombs to hold the ever increasing number of dead.
  
  The caravan of traders you're riding with crosses the final bridge and enters the city gates just before noon. The streets bustle with people of all races and backgrounds, the callers yell out their wares, a thousand sounds and smells assault your senses.
  
  This city is bloated with gold, and it's just waiting for someone to grab it.
  
  
  
  
  
   
   Spoiler: The System 
  
   Stats 
   Health : Health represents the number of Lethal hits you can take.
  
   Defense : Your Defense subtracts from an opposing attack roll, the higher your defense, the harder it is to hit you.
  
   Attack : Adds to your 2d6 roll when you try to attack an opponent.
  
   Mental Resist : Subtracts from any skill rolls used against you that would influence or affect your mind (intimidation, bluffing, mind control, etc).
  
   Physical Resist : Subtracts from any skill rolls used against you that would affect your body (bull rush, tripping, poisoning, disintegration, etc).
  
   Skills : This is an open category more than a stat. Any skill you feel your character would have can go here pending DM approval.
  
   The Basics 
  
  This system determines success by rolling 2d6 and and hitting the target number 7 after all bonuses and penalties are accounted for. A roll of 2 is a critical failure and a roll of 12 a critical success.
  
  Characters are generated by allotting 20 points between stats and skills. At the start of the game skills and stats are capped at a max of 5 points.
  
   Combat : Order of initiative is determined by the highest roll of 2d6 among players/NPCs/opponents. Once an attack his declared, that player rolls 2d6 and adds their Attack value, the total is calculated and the enemies defensive value is subtracted from that total. If the total attack roll after all bonuses and penalties equals 7, the attack is successful.
  
   Example:  Kim tries to stab an orc with her longsword, she rolls 2d6+ her attack bonus (2) and gets a result of 8. The orc's Defense is 3, dropping Kim's total down to 5, missing the target number of 7 and missing the orc.
  
  Damage is designed to allow for more thematic combats. After every successful attack, roll 1d6. On a result of 5 or 6, that attack has dealt Lethal Damage and deducts directly from the targets Health. A result of 5 deals 1 damage and a result of 6 deals 2 damage.
  
  If the result of 1d6 is 1-4, this is still a successful hit, but it isn't lethal. This may equate to cuts, bruises, black eyes, etc. Once a target acquires 6 Non-Lethal hits, the damage is converted into 1 lethal hit, dropping their Health and resetting their Non-Lethal hits to 0.
  
  Other notes: You can obtain magic spells and effects through skills and I have a chart of crazy dangerous stuff that can happen on a spellcasting roll of 2 or 12. If you're interested in a more Warhammer kind of casting system.
  
  If you take a skill like Pickpocket or Pick Lock, it would work the same way as any other roll (2d6+skill) and it would be against the targets Physical Resist (if it's a lock) or Mental Resist (for the person to notice you grabbing their gold purse).
   