Ok, I'm gonna start posting the new rules gradually, some before the game starts up again and some as they come up. To start you off: Action Points, Combat Points and Mana Points!
Each player will get a certain number of Action Points (APs), Combat points (CPs) and Mana Points (MPs); which can be used to perform normal actions (walking around, picking locks, looting each others' corpses etc), Combat actions (attacking, blocking etc) and Magical actions (casting spells, as well as some other things) respectively. The number of each kind of points you get is double your statistic in an appropriate area - stamina for Aps, strength and dexterity (combined) for CPs and intelligence for MPs (existing mana pools will be discounted - since I'm the only one who has one, and I've spent it all anyway

). Each time you perfom an action, you must take a test on the relevant statistic. Before testing, you elect to spend a certain amount of Aps/Cps/Mps on it. The more you spend, the greater your chances of success are; each extra Ap spent adds +1 to the value of the statistic you are being tested on. For example, if you try to cast a spell you need to past a test for Int. (I roll a number of dice and multiply them, and if your Int. score is higher than that total then you pass and can complete the action. If you spend 5MPs on the spell, I increase your Int.score by five for the test).
All the existing characters will need to be updated. The new rules for character generation are:
1. players can still choose from the existing character list. Making decisions based on that class' motivations will increase your chances of success (so an archer who tries to snipe their enemies from a distance has a better chance of success than a cleric who tries to learn necromancy)
2. each character has five stat points in each category (strength, stamina, dexterity, intelligence), plus 95 more to distribute however they see fit (so people who want to choose their specialties can, or they can use random rolls to decide).
3. you keep your inventory from an existing character Sharscope rolled; people generating new characters will get an inventory which I will generate.
4. Characters keep their existing HP and any Exp accrued. If you have Exp which hasn't been awarded, I'll award some for you
Levelling Up: you can level up when you reach 100 Exp; the next level will take 200, then 400 and so on. Each time you level up you get 10 stat points to distribute as you see fit, plus a new skill point (more on them in a later post). Each time you level up, your APs/CPs/MPs/ will be replenished, so don't go spending them all at once unless you really need something to happen.
The other way to replenish APs etc, as well as the only way to replenish health, is to go up to the town. You can't make a move for the rest of that cycle or the next one, except things you can do in the town (these are known as Town activities, and include such things as purchasing equipment or researching in the library. I'l explain Town Activities further in another post).
I may also throw in things like healing shrines, tomes of unmeasurable recorded wisdom or potions of extreme buffness, which could do other things to your stat points/APs etc.
That's about it for Actions, be sure to let me know if I've missed something obvious or forgotten to integrate something.
What's that you're eating? A nice, juicy apple? You weren't supposed to eat that you fool, you were supposed to make it into a pie! - last words recorded words of Francis D'Avre before he went looking for snowcherries, but found a hungry Yeti instead.