COOL 2
"I exist in the Continuity. I have partial
control of my character."
This is the level of adventure you can
expect from a prime-time TV show or a PG movie.
CHARACTERS
Cool2 requires some kind of established background world. For
the default Dragonlands information, see the
Overview
See Furre!
rules to make a Dragonlands character. This system is detailed, and
you can use the APPENDIX links to print out character sheets.
(Currently, RP is on the "honor system" and you should get with
a Chartered RP Guild if you want anything more "official" at the
moment. Expect to see this system implemented with code some
time in the future, though! :)
OOC EXPLANATIONS
OOC questions as could be asked in PersonaPlay and Cool1 are no
longer legal at this level or above. Do not /whisper questions
such as the following:
"Why does your character want to attack mine?" and
"Does your character secretly intend to backstab me?"
"Are you a Vampfurre?"
If you need to know because you are using an ability/power on
somebody else, first pose your action (if it's visible). This
is called "committing to the action": Under Cool2, you don't
get the luxury of changing your mind about doing something
when you find out it won't work.
For some actions, you'll still need to /whisper
another Furre so that you'll know what to pose. Here's
an example:
/martinshaw (I am making a Greeting Rattle; only a vampfurre
can hear it; does your furre respond in kind?)
Kurry looks around the room silently...
MartinShaw's hackles rise but then he smiles charmingly.
(MartinShaw /whispers to Kurry, "Yes, I'm a vamp; I hiss back...")
Kurry says, "Hmmm..."
***
OOCly MartinShaw's player would now know that
Kurry was a Vampfurre, even if MartinShaw was
playing a mortal. The previous example will
be greatly improved when such actions have been
"coded", --but for now, you are trusted
to keep OOC information secret.
ALIGNMENT
Cool2 introduces the concept of "alignments". Furres are
"Lightside", "Neutral", or "Darkside" by nature. You choose
this when you create the character. (It costs alot of experience
points to change it.)
Not only do Furres have "alignments" but *places* do, too.
It's the nature of the Furcadia universe that beautiful
locations help "lightside" people to fight, while frightening and ugly
places make it harder. Conversely, the bad guys
("darkside" characters) do better in the scary areas, and do
less well in the colorful cheery happy and well-populated areas.
The OOC owner of a Dream sets its Alignment, on a scale from
-3 to +3. (Mycroft's, for example, is +3, while Harshlaw is
-1.) (See the Furre! rules if you want more details on this.)
COMBAT UNDER COOL2
Combat is decided by using the Furre! combat rules. You may
NOT opt to avoid combat-- even if you did nothing to provoke the
other Furre. You can be hurt and, if rendered unconscious, captured,
without your OOC consent. Under Cool2, you can only be killed
with your OOC consent.
There are three possible levels of injury: Injured, Heavily Injured,
and Near Death. (The fourth status you can be, of course, is
Uninjured.) To prevent "conflicts that don't result in death" from
being meaningless to the rest of the Continuity, healing time is
measured in real time. If your Furre appears on a public RP map
then they aren't in a safe place resting and they don't heal.
(See Section 1.2404, Injury, in the Furre! rules for
more details.
At Cool2, both combatants roll d20, applying modifiers for
the location's Alignment. The highest roller is Winner and
the lowest is Defeated. The results are found on the
Quickie Table. Then Furres pose the combat results for the
benefit of others and each others.
See the Furre! Rules,
Section 1.33, Cool2 Combat, for details.
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