Player Information
Core systems
Resting
Resting is allowed every three game hours, or 15 minutes of real time. The three things that will help you rest are Bedroll, Campfire, Tent. Bedrolls and Tents can be purchased at many merchants, as well as Firewood and a Tinderbox to make a Campfire.
Firewood can also be acquired by foraging for it in wilderness areas with the PAW. Additionally, the wood of some doors is suitable for burning.
Resting Table (Indicates percentage of of Hit Points returned for the different resting conditions)
Conditions |
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no bedroll, campfire or tent - raining or snowing |
10% + (1/2 Con Bonus) |
- |
no bedroll, campfire, tent or bed |
20%+ Con Bonus |
20%+ Con Bonus |
bedroll only |
30%+ Con Bonus |
45% + Con Bonus |
campfire only |
30%+ Con Bonus |
30%+ Con Bonus |
tent only |
30%+ Con Bonus |
20%+ Con Bonus |
tent & campfire |
45% + Con Bonus |
30% + Con Bonus |
bedroll & tent |
45% + Con Bonus |
45% + Con Bonus |
bedroll & campfire |
45% + Con Bonus |
60% + (2x Con Bonus) |
bedroll, campfire, and tent |
60% + (2x Con Bonus) |
60% + (2x Con Bonus) |
bed |
- |
100% |
Bedrolls are automatically used if they are in your inventory. Tents can be pitched by 'using' them. Campfires can be made by using the Tinderbox on the Firewood. If you opt to use the PAW menu to Rest, your character will automatically create the best resting conditions based on what is in your Inventory.
With Resting what you see is what you get; meaning your Character lies down and saws some logs, the screen going black. Feel free to rest in the middle of the public way or a busy tavern, but don't be surprised if, at best, people think you are a little strange, or at worst you are robbed or killed.
Dreaming
[Coming Soon] When resting, there will be a small chance that your character will enter the Dreamlands.
Death and Dying
Death in most NWN worlds is rarely more than an inconvenience or irritant. On the other hand, Death in tabletop RPGs is usually final and a major event. In the later case, character death is (or should be) an agreement, usually unspoken, between player and GM, and does not occur because of flaky die rolls and buggy spawns, or worse, lag.
When you die in Gnostica, the psychopomps come and whisk your soul away, along with whatever you are carrying, leaving your corpse to rot.
You then journey to a plane of non-existence, half-way on the path to your afterlife. Here, most souls wink out of existence, like an imploding star. Because of what scholars call the Occluding, the paths to the planes of afterlife (places of legend like the Seven Heavens, The Happy Hunting Grounds, The Abyss) have been blocked. This is a major disruption in the cycle of Life, Death and Rebirth, and many scholars and priests are working on just why it is so. Indeed, the Reaper herself has gone to investigate, leaving her Functionary in Her place.
In this terrible purgatory, most souls slowly fade away, forgetting who they were, what they did, and what they stood for. Player characters, however, are made of sterner stuff, and they retain their memories and mission for some time - usually long enough to negotiate a bargain with the many strange beings that occupy this plane and return to the land of the living (i.e. Respawning).
Each time you return to life this way, your Incarnation trait increments by one, and you suffer a small xp penalty. Returning to life by these means is not meant to be thought of as instantaneous, although it can be in some cases. The Being and Nothingness purgatory is outside of time, and when players return from it they can find that days, weeks, or even months have passed them by. There is no mechanic in play enforcing this, and it is entirely up to the player's discretion as to how long it takes for her character to return to life. It is considered the paragon of roleplaying if you log out after a significant death, and perhaps return as another character. This other character can be an apprentice, a squire, a family member or just a good friend. Then you can rejoin the party and get your share of the loot, if that is what concerns you. There are no restrictions on this sort of character Metagaming (see below).
In many ways, seeing a recently deceased character come running naked to reclaim his gear is not particularly the stuff of heroic fantasy, and this is why you do not drop loot when you die. This is also why you are asked to not jump right back into the fray. If death has no sting and no meaning, then life has no meaning.
If you are traveling with a reliable group, the best thing to do is wait. There are many means of resurrection in place, such as spells and rods,, and if all else fails your companions can carry your corpse back to a temple and raise you for a modest fee. Returning to life in this way does not increase your Incarnation trait and has a lighter xp penalty.
However, this idea of down time is more for continuity when playing with a group, than when you are soloing. If you are alone and you die, feel free to respawn and get right back to the camping, as it isn't affecting any kind of narrative. In you own mind, interject some down time using your imagination.
When your Incarnation trait has reached 100, you are a candidate for Final Death. Each point over 100 will create a 1% chance that you achieve final death, which will be rolled when you attempt to return via respawning. If your number comes up, you have the option of spending a Fate point to cheat death, or you can succumb to all mortals' fate. At this point you have two choices: (1) You can choose to keep your character bound to purgatory (and at some point you may participate in future adventures involving the Occluding) - this means you will only be able to adventure with your character in this area. Or (2) you can allow your soul to dissipate and find oblivion. If you choose this second option, you will be given 1/2 your character's XP to be redistributed how you wish - to your other characters, to your friends, whatever. Additionally, you will be able to transfer 1 item per 9 levels, as a kind of 'heirloom." Your character will be removed from your Player Vault and never be played again.
The Death rules are as forgiving as they can be and still carry some sense of gravitas. Please note that if you travel in a Party, other members of your Party can always apply Emergency Bandages to stabilize your bleeding when you are at negative Hit Points and about to die. Emergency Bandages are cheap and plentiful, but you will still need additional Healing after you have been stabilized with them (note: Emergency Bandages are not the same thing as Healing Kits).
[Death rules subject to change and final tweaking]
Crafting
Herbalism
Base Skill Points are Appraise and Lore, added and divided by two.
Woodworking
Base Skill Points are Appraise and Craft Weapon, added and divided by two.
Smithing
Base Skill Points are Appraise and Craft Armor, added and divided by two.
Alchemy
Enchanting
Languages
Gnostica uses the DMFI language widgets, which function exactly as they do on other worlds that use DMFI languages. To speak in another language, first activate the appropriate language wideget in your inventory, and then type
/dm [what you want to say here]
Note the forward slash and 'dm' at the front, followed by a space, and opening bracket. The space is important - it will not work without it. You may also drop the /dm part, and change the channel you are speaking on to DM (from TALK). Your character will then speak the language you just activated, and those who can understand the language will see a translation in the server log.
Halflings, Elves, Gnomes and Dwarves automatically begin play with their Racial langues. Thieves and Druids also begin with Thieves' Cant and Animal, respectively. In addition, Characters with high Intelligence comprehend additional languages. An Intelligence of 14 or 15 grants one additional Language, INT of 16 or 17 two additional languages, and having and INT of 18, 19 and 20 gives three extra starting Languages. Be sure to speak with the Language Spirit when you first enter Gnostica to receive these languages. If you don't, or raise your Intelligence into a new a new bonus, you may learn additonal languages in-game.
The languages are tweaked a bit to reflect the Gnostica Setting:
(opens in a popup window)
Prestige Classes
All prestige classes are locked, and players must complete a DM-run quest to unlock them. It will cost you two Fate points, in addition to whatever quest the DM deems appropriate.
Permitted Prestige classes will include Arcane Archer, Assassin, Blackguard, Dwarven Defender, Pale Master and Red Dragon Disciple. Note the level 27 soft cap will require you craft your Character builds carefully.
[Prestige Class rules subject to change and final tweaking]
Metagaming

It is thought that some of the Metagaming restrictions in many PWs are unnecessary and overdone. Unless you have completely slipped into a delusion and think you are your character, of course you are metagaming, no matter how hard you try not to!
This is not to make light of other PWs' views on Metagaming - usually such rules are crafted to help create game balance for that particular world and make perfect sense in their context.
In Gnostica it is fine for your characters to be related, know each other, and even share loot (as long as you can rationalize some reason for it). They can even meet - although this is extremely unlikely giving the mechanics of the game. In fact you are encouraged to create a 'sidekick' or Supporting Character for your Main Character, in the event that your Main dies and you wish to continue the adventure, while your Main recovers.
Confabulation (Cheesing)
Many worlds have rules against what they call 'Cheesing" - usually defined as Role-Playing some effect or power that cannot clearly be seen in the game. The term is also usually applied to Players who create wildly unlikely backgrounds ('I am the son of Odin!'), usually without much thought or care for the PW's mythos and setting, or give their Character's silly names (or names copied from popular culture).
On many levels, this kind of cheesing is disrespectful to the creators of the game and all of its Players - and will not be allowed. If you think you might have an idea that could be called "Cheesing" just ask on the forums. Gnostica is not particularly concerned with policing your character builds or names, but if you must emulate a popular character at least change the name a little.
On the other end of the spectrum, you have Players with novel and innovative ideas and concepts about their Characters and the world at large. Gnostica wishes to encourage what is called Confabulation, which could be thought of as "Good Cheesing" or "Cheesing that adds value to the experience of the game for everybody."
Primarily, this is where Fate points come in. (See Player Traits) Fate points are like "Storytelling" points - they allow you to influence the Story or even background in some way. It should be noted that you can spend Fate points on other things besides your own Character, as the DMs allow. One caveat: You NEVER spend Fate points on another PC in a negative way, or in a way that the other PC does not agree to.
[These rules still need a lot of fleshing out - please be patient]
Character Vs Character (CVC)
Although in technical terms of the NWN engine, it is called PVP (Player vs. Player), only Character vs. Character, or CVC, actions are allowed. This means that combat should only spring from valid Role-Play and not because you want to pick on some Player, or you as a Player are angry with another Player and take out your anger by griefing her, with every Character she plays.
In game-engine terms, some areas are no PVP, some Party-Protected, and others Full PVP. It is helpful to pay attention to the server messages regarding this when entering an area.
[CVC Rules under construction]
Cybering
Because of violence, some adult themes and language, and nudity, only adult players are permitted to play on Gnostica. Cybering is allowed in Gnostica between consensual adult players, but will not be a part of the plot or theme of the game. It is only there for players that enjoy this form of RP, and have selected the appropriate option on the Role-Playing Widget (see the RPW). Because of the sensitive nature of cybering, players who attempt to cyber with other players who have not selected the "Cybering/Adult Role-Play" option on the RPW will be considered griefing at least and sexual harrassment at worst.
If this style of play does not appeal to you at all, do not let the fact that it is allowed deter you from play. Many players who like to cyber are excellent role-players and should be perfectly content to keep their adult activities to themselves. In essence, if you do not select "Cybering/Adult Role-Play" with your RPW then it should be invisible to you. This means that under almost all circumstances, cyberers should keep their activity, except for the most mild PG-13 performances, confined to a private area.
Pickpocketing
Pickpocketing has been modified so that thieves, when stealing from another player, will receive the GP value of the item she WOULD have stolen under the standard pickpocket NWN functionality. In other words, PC thieves will NOT be able to steal items from other players, without DM intervention or mutual player agreement (you can always ask a DM "I wish to try and steal his Coin & Gempouch, for example). Instead they will receive the equivalent gold value from the vicitim. If the victim has no gold, then nothing is stolen. It is still possible to pickpocket items from NPCs, and it is still possible for NPC thieves to pickpocket items from players (under the DM's discretion of course). Many NPCs have things to steal - but watch out, most of the ones with anything worthwhile also have good Spot skills!

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