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DIASDOCS
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1988-12-20
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Dias One Inhabited
Far away is the planet Dias with its many moons. The largest of
these, known only as Dias One, is a strange place used for train-
ing warriors. So called modern weapons are forbidden and only
relics of the mid-evil times may be used in self preservation.
Preservation? Yes, for the planet is filled with hostile mutants
in various forms; their only aim is to kill or be killed,though
it is said some may be satisfied with gold (you know, bribed).
There are no laws, save one, Survival. Adventurer may attack
adventurer,but there are more than enough problems lurking about
without making other enemies. Death has no real meaning as the
sun rise (tomorrow) on the planet Dias is said to renew life (you
can play again).
The map is simple:
A = fellow(?) adventurer -- may wish to test his skills/or not
B = bridge -- the only passage over a river (may be guarded)
C = city -- where makers of weapons and armor dwell
D = dungeon -- where great wealth and rings may be obtained
@ = fortress -- where levels and provisions are obtained
H = homestead -- heal your wounds and raise your skills
T = town -- fresh food and water
^ = mountains -- impassible (or are they)
? = woods -- mysterious dark places that are all but impenetrable
) = water -- do not drink as it is toxic
$ = bank -- a nice place to visit, at your own risk
* = home -- theirs. a place you can't enter....yet.
Move Your Way
There are basically two ways to move. 1) Type "M" hit return then
type in the direction you wish to go. Someone pointed out to me
that M;E(to move east) is too many keys to press. OK, I don't
think so, but I added the following anyhow:
7 8 9 7 = north-west 8 = north 9 = north-east
\ | /
4 - - 6 4 = west 6 = east
/ | \
1 2 3 1 = south-west 2 = south 3 = south-east
So pick your number, hit return and off you go.
Food and Water
Attrition factor completed. Food and water must be maintained on
the player at all times. Food is used in one unit per 3 moves and
water is used in one unit for each five moves. Your strength
determines the maximum that can be carried at a time. If either
commodity is lacking hit points will be lost in a ratio to
distance traveled without them.
Racial Differences
Players choose their particular race. Four are currently avail-
able:
Human -- no bonuses or penalties (for those happy with nature
Dwarf -- Strength & Constitution bonus, Dexterity penalty
Elf -- Intelligence & Dexterity bonus
Constitution & Strength penalty
Orc -- Strength & Constitution bonus,
Intelligence & Dexterity penalty
Choose wisely as each has it's subtle advantages.
Characters now have attributes. That is instead of all players
being created equal there is a building process. The characteris-
tics are:
Strength -- determines how much pain you inflict per swing
Dexterity -- determines the accuracy of your blows
Constitution -- determines how stout (Hit points) you are
Intelligence -- determines if you see those monsters
Clang Clang
The "normal" populous of Dias One have mastered the art of smith-
craft. You may now visit any city and find an armorer and weapon
craftsman. The market is sparse right now so the prices may be a
little high but they do vary from day to day so take heart.
Wizardry
Spells are cast by name and then powered by points. For example
the spell 'Shield' may be cast for protection during combat. For
each point of power expended you will be shielded from ememy
attacks. As you increase in levels you number of spells will
grow.
Civilization !?!?!
A new treaty signed by the universe council has allowed a branch
bank to be established on Dias One. I apologize for this as I had
hoped to keep the monsters limited to the mutant type. Banks will
take your deposits and open a checking account for you; therefore
you may withdraw from any of the many branches spread across the
moon. Rumor has it that funds invested therein do not draw any
interest, they are held in escrow for you should a large monster
step on you...i.e. dead is not an automatic withdrawal (at least
of funds). So it might be to your advantage to deposit some funds
before going up against too many of those free roaming "friends".
I cannot, and make no attempt to, be responsible for the bank's
investment policies and you are, of course, solely responsible to
the IRS.
Boy Scouts (?)
"It's too easy to die!!".... seems to be a cry I am hearing from
the masses. There are three (four?) ways to regain hit points. 1)
Buy them from the local healer (Homestead) 2) Camp for the
evening. This gets you 1/2 your points back and terminates your
current visit. 2a) A variation of this is to camp in your For-
tress (see below). By doing this you regain all your hit points
3) Hide for the evening. This gets you only 1/4 your points back,
but you may not show on other player's maps (depending on their
intelligence). This would be used for those who wish to lay in
wait (as some monsters do) for unsuspecting travelers (other
players).
Home at Last
The "@" symbol stands for your home fortress and will be where
you decide to place it. The fortress costs 350 gp and can be
moved simply (or placed the 1st time) by <E>stablishing it on the
square where you sit. It is one of the only 'safe places' and
should make mapping easier (something you really need to do).
The "*" symbol is another player's fortress and is "Impassable
Terrain"....at least for now.
"So what?" you say. "So now I have some more symbols to clutter
up my screen!" you say. Well let me point out the 1st reason I
added these and then see if your attitude might be adjusted. If
you may enter your fortress and others can't, it seems to me to
be the perfect place to "C>amp" for the evening as monsters and
players (if you can tell the difference you are doing better than
me) cannot attack you there.
Home SWEET Home
With the addition of the home fortress there have been some other
innovations as well. Home is where you now can get R & R (rest
and refurbished). If you <C>amp at home now you will receive 100%
of your lost hit points. You also get restocked on food and
water. "Sounds like a good deal." you say? Well how about adding
one other little goodie to make the game more interesting? Home
is where you also cash in those hard earned experience points for
Life Points (you know those things that allow you to add to your
Str, Dex, Con, or Int). The command is <M>editate and immediately
calculates how many points you have coming. All the news is not
rosy though (I know, you're not surprised) as the cost of the
stats has been adjusted upward. The game continues to grow as the
suggestions and players come in. THANKS!!
Preservation
Fight/Flee -- Camp/Hide -- A Tutorial in Survival:
Fight/Flee is a toggle switch that leaves your final instructions
for the computer to carry out while you are leading your mundane
life and someone else is wandering Dias One. If you leave "fight"
on then any player crossing your path will have to do combat with
you or pay you 1/2 their gold and 10% of their ep. If you leave
"flee" on no player may slay you, however you pay them 10% of
your ep and half your gold if they pass into your square.
Camp/Hide are the logoff commands, that when used with the above
give interesting strategies. For example Hide/Fight combination
essentially makes you a potential monster, whereas Hide/Flee
gives you the best odds of not being attacked while you are away.
Camp/Fight gets you back half your hit points but leaves you on
everyone's map (are you bad enough?). You get the idea.
Carrying Cases
It has been rumored that some monsters are carrying supplies of
food and water. There is no apparent reason for this for, as
mutants, they do not need them. It has been suggested that they
use these items to lure tired and thirsty adventurers into com-
bat.
Combat Pointers
Combat is (one of) the reason(s) for Dias' Moon to exist. So it
is necessary you learn the finer arts. Here are a few rules that
may help. Combat is based on several factors: Strength deter-
mines damage, Dexterity determines how often, and Constitution
determines the amount of damage you can stand. Spells count as
one combat round and go off your first combat turn. The combatant
with the best dexterity attacks first and may get multiple
attacks per round.
The Underground Dungeons
The moon was assumed barren when the project was started. This
assumption (like many others) was obviously wrong as the newest
discovery proves a past civilization did exist underground,
building huge complexes. Some of these still hold mystical items
of varying value. One of the strangest bonuses is their ability
to simulate partial suspended animation. It would seem food and
water, so important on the planet's surface, are not needed at
all underground. Dungeons are not considered off limits but, due
to the unknown nature of these places, extreme caution is recom-
mended.