First topic message reminder :That's right folks. It's back. Again. This time, it's all nice, shiny, and new. New beginnings, new RP system, new everything. Well, almost everything. We've still got the good old time tested OOC. Focus studies have shown it gives your RP twice the number of threads! I mean, how can you argue with those numbers people?
Answer: You can't.
You know what else isn't new? That's right kids! The sacred, timeless Rules!
1. Proper RP Etiquette. Must I go through it? Have you people no class? Fine, very well. No God-Modding, no Mary Sues/Gary Stews, no Breaking of the Forth Wall (unless it's going to be really funny), etc. etc. And for the love of civility, keep your pinky out when you drink your tea. We're Roleplayers here, not Barbarians.
2. We're also not dicks. Unless you just happen to be an alien from some far away planet who happens to resemble a phallus. If that is the case, we don't blame you, we blame your genes. You're still not getting in though.
3. Green means Go. Red means Stop. Yellow means Slam Your Foot On The Gas.
4. The GM is not responsible for any Déjà Vu experienced in the confines of the thread.
5. Have fun or so help me I will find you and Passive Aggressively stare at you until you can't bare it anymore.
Now, we move onto Character Submissions. It's a bit different this time folks. Don't worry. All will be explained in time.
Name: Age:
Race:
Gender:
Class:
Attributes:-Strength (STR):
-Dexterity (DEX):
-Constitution (CON):
-Intelligence (INT):
-Wisdom (WIS):
-Charisma (CHA):
Traits:Physical Description and Weapons:
Personality:-Alignment:
-General Personality:
Biography:
Misc.:
Along with this, a submission of your writing is required. These must be four good sized paragraphs at a minimum. Anyone wishing to impress/entertain me may write more, but do remember that these submissions are meant to gauge quality, not quantity.
These submissions must be an original work pertaining to the character you are submitting and cannot be your opening post for the RP.
It is encouraged that writing submissions be sent to me via PM to cut down on clutter, though if you are feeling especially proud of your writing you may post it along with your Character Submission
Okay, so most of this should seem familiar. The changes are in the new categories of Attributes, Traits, and Alignment. Let's start off with Alignment.
Alignment is a fairly simple principle. It's just a scale used to measure a character's moral outlook on life.
Alignment Explained:
- Spoiler:
http://tvtropes.org/pmwiki/pmwiki.php/Main/CharacterAlignment
The Attributes introduce a system that is a little more complex, but still very easy and fun to use. There are six Attributes in this system:
STR (Strength): Strength measures your character’s muscle and physical power. It will be used to measure attacks with any large, melee weapon such as hammers, axes, or shields. Will effect blocks with a shield. This skill is important for Rangers and Soldiers as they are usually main combatants.
CON (Constitution): Constitution represents your character’s health and stamina. A Constitution roll affects a character’s hit points, so the ability is important for all classes.
DEX (Dexterity): Dexterity measures hand-eye coordination, agility, reflexes, and balance. This ability is the most important one for Rogues, but it’s also high on the list for Rangers and Archers
INT (Intelligence): Intelligence determines how well your character learns and reasons. This ability is important for Mages, especially Arcane Mages,because it affects how many spells they can cast, how hard their spells are to resist, and how powerful their spells can be. It’s also important for any character who wants to have a wide assortment of skills.
WIS (Wisdom): Wisdom describes a character’s willpower, common sense, perception, and intuition. While Intelligence represents one’s ability to analyze information, Wisdom represents being in tune with and aware of one’s surroundings. Wisdom is the most important ability for Rangers, Officers and Elemental Mages.
CHA (Charisma): Charisma measures a character’s force of personality, persuasiveness, personal magnetism, ability to lead, and physical attractiveness. This ability represents actual strength of personality, not merely how one is perceived by others in a social setting. Charisma is most important for Salesmen, and partially important for Warlocks as they must control their demons, but it is a good stat for any character who wishes to be able to influence others.
Every character begins at level one, unless a GM approves a higher level. Each attribute starts out at a point level of 40. This is no good. We want lower numbers. So, every player is given 50 points to subtract from these six attributes in total.
You can distribute these subtractive points however you wish, though it is recommended you do not pour them all into one or two Attributes. This will essentially render your character an idiot savant.
Now, why are lower numbers better?
This RP will work on a random number generator rolling system. If we were to use an additive system, that would mean the higher you get, the less chance you have to get a good roll. With a subtractive system, the lower numbers give a lower total of numbers, producing more good outcomes. Thus, lower is better.
How will the rolling system work?
It's simple, really. There are certain levels of rolls to start.
40 (Nincompoop)
35 (Sub-Par)
30 (Average)
25 (Above Average)
20 (Expert)
10 (Master)
The lowest a skill may reach is 10. At this point, your character is essentially the grand badass at that skill. It may go no lower than 10 though, because the grand badass must be able to fight other grand badasses. If an Attribute were to reach 1, the game would break.
(Note #1: Different Races have different Modifiers or Powers. These effect the Attributes. Please do consider them in the Encyclopedia.
Note #2: CON may only be decreased to 20 due to mathematical mumbo-jumbo and game breaking effects.)
Onto fighting.
Let's say a monster attacks you. He will use a roll depending on what weapon he's using. This monster is using a big axe, so he'll roll for STR. He rolls a 26. Not bad. Now, let's say your character wants to dodge. You would roll for DEX. You roll a 22. Look at you and your badass self. You dodge right out of the way of that sucker. Let's say you roll a 26 DEX. The advantage will always be given to the player, but you just barely dodge that blow. You might have even gotten nicked by the axe's blade. But hey, you're alright.
Now, what if you lose? Bummer, you lost the roll, but you get a second chance! In this case, you would roll CON against that big monster's STR roll. If you win, you get hit, but it's just a flesh wound. Nothing you can't handle. If you tie, it's still just a flesh wound. Advantage goes to you, the player. Remember? If you lose, you then subtract the difference from your HP points.
If you want to use an Attribute for a non-combat situation, like jumping over a pit or listening down a hall, you will roll the corresponding attribute. Here, I give you all some leeway and put trust in your common sense. For example, if you are jumping over a little five foot gap, a roll of 30 STR or below will do. Up that gap to 20 feet, and you're going to at least need an Expert level roll.
Of course, if you don't trust your common sense, you can always wait for a GM to pass or fail you based on the roll. Also, if anyone does something a GM thinks is outside the bounds of common sense, then the GM will change the outcome.
Now we come to Traits.
A Trait is a specific modifier that is part of the character. Each character gets 2 Traits. It can be pretty much anything, as long as it is not game breaking and pertains to something about the character. For example: A character who likes the night time for some reason or the other may have a trait like this:
Night Owl: Bob modifies WIS for -2 at night.
Anything you can think of really. The Trait need not modify Attributes only, I just use that as an example. The GM will judge if a Trait is fair or not.
Now all that is left to explain is leveling and HP.
Leveling is very simple. You start at Level 1 and need 10 XP points to progress to the next Level. At Level 2 you need 20 XP to progress to the next level. At Level 3, you need 30 XP to progress. See the trend here? Sure you do, you're smart.
The Level cap is 55.
With each level, the character will gain 1 Attribute point to subtract as he wishes and 1 HP.
How you lose HP is explained above, but every class starts with different HP at Level 1
Soldier (Officer or Warrior): 15 HP at Level 1
Ranger: 12 HP at Level 1
Rouge (Combatant or Assassin): 10 HP at Level 1
Mages and Archers: 8 HP at Level 1
Salesmen: 5 HP at Level 1
And I do believe that is everything. As always if you have questions, ask me and/or consult the Encyclopedia in the Library.
Now, have fun or so help me I will find you and Passive Aggressively stare at you until you can't bare it anymore.