Roleplaying
1. Each player may only have one character. Your characters can act independently from each other if you wish to. Please only join if you fully intend to be active (that means, post at least once per day if at all possible).
2. You are free to be any race and class you want to be. Just pick something you like.
3. Please try to contribute to the story when playing; this is an RPG, after all. Make your character act logically. Make it interesting. Make it have an own personality, its own reasons to fight and its own story. Bonds between your characters, like being a brother/sister of someone else, or being friends / love interests, can help to make them even more interesting (even though no-one ever does that...). You don't need to type up a whole novel each time you post, especially in battles - just make sure to make your character interesting, so that both you and the others will be able to like your character (or at least love to hate it).
4. For this game, I require that your characters are interesting and give me something to work with, as I want to try actually basing the story on your own characters this time instead of forcing them to go through an uninteresting generic plot that has nothing to do with them. The more there is to your characters, the more interesting the game will be. Just PM me any surprises you don't want to include in your character sheet, as well as general plans for what you had in mind for your character and its development.
5. Please write anything your character says in "". I also recommend giving your character a personal talking color; note that you can get any color you desire by specifying a hex value instead of an actual color. The font color table to the right (if you're using the Full Editor) should give you a rough idea of how it works.
6. Since you will be having quite some code in each of your posts, I recommend copying that code by clicking "quote" at your last own post. Just remember to update any parameters that might have changed and to remove the quote-tags afterwards.
7. If you want to say anything out of character in the game thread, use olive as a color please. If all you want to do is to say something out of character, please do it in this thread, not in the game thread.
8. Every GM post will have a status table that indicates the most important stats of your characters, like the current HP and SE of each character and enemy (if there are any). The current time of day, the current weather and how much gold you currently have are also shown.
9. When you're done talking/doing your business and want to go on with the game, make sure to post a clear action on what you're doing next (having your character say that he thinks about doing XYZ and having him actually do XYZ are two completely different things), or else it's possible that I don't recognize it as an actual action and nothing happens. Feel free to state your character's actual action in OOC text if you can't fit it into the roleplaying itself, I will accept that method.
Character Stats
10. Every character's main stats are HP (Health Points), SE (Spirit Energy), XP (Experience Points) and AP (Ability Points). Everyone knows what HP and XP do. SE is just a different name for MP. XP are gained for pretty much everything you do, such as helping other people, disarming a trap, picking a door's lock, defeating a monster, skillfully avoiding battles, and so on. AP, on the other hand, are used to learn new skills and abilities that your character can use.
11. Advancing to the next level always takes 100 XP. After a level up your XP are reset to 0, though any leftover XP will be kept (e. g. reaching 108 XP would leave you with 8 XP after the level up). Gaining a level will grant you 100 additional AP and allow you to distribute 3 points among your main stats.
12. Players may define their skills and abilities themselves, but it's up to the GM to decide how many AP they actually cost to learn.
13. There's no hard limit to how much you can carry, but every item has an amount of weight. If the weight of your items ever exceeds your carrying capacity, you will have to deal with increasingly harsh penalties to any rolls your character makes (not only in combat). If you continue to increase your load, your character will eventually collapse under the weight.
14. Tell me what equipment you'd like to start out with and I'll give you something appropriate. The more equipment you want, the weaker every individual piece you get will be overall. You may also choose one utility item (a rope, lockpick, bottle, net, something like that) on top of this.
15. Each character has the following stats, called main stats:
Valor (VAL) represents your character's skill in combat and raw physical strength.
- Every 2nd point increases the maximum damage your physical attacks deal by 1. Every 5th point also increases the minimum damage by 1.
- Every point increases your carrying capacity by 4 points.
- Every point increases your chance to hit with physical attacks by 1 (0 for ranged weapons like bows).
- Every point increases your base HP by 1.
Finesse (FIN) represents your character's dexterity, timing and preciseness.
- Every point increases your chance to hit with physical attacks by 3 (1 for ranged weapons like bows).
- Every 2nd point increases your chance to score a critical hit with physical attacks by 1.
- Every point increases the damage dealt with critical hits by 5%.
- Every point increases your chance to dodge physical attacks by 1.
Agility (AGI) represents your character's speed and reflexes.
- Every point increases your chance to dodge physical attacks by 3.
- Every 10th point gives your character 0.5 additional actions.
Fortitude (FOR) represents your character's hardiness, constitution, and resistance to pain and illnesses.
- Every point increases your base HP by 2.
- Every point increases your carrying capacity by 3 points.
- Every point increases your resistance to most lesser status ailments by 3.
Intellect (INT) represents your character's learning, mental capacity, reasoning and deduction skills.
- Every point increases your base SE by 2.
- Every 3rd point increases the amount of spells you can memorize by 1.
- Every point increases your magic resistance by 1.
! INT is often a deciding factor of the effectiveness of spells related to attacking and offense.
! INT is also used as a deciding factor in determining the success of various crafting activities, such as alchemy or inscribing scrolls.
Willpower (WIL) represents conviction, faith, and sheer inner force.
- Every point increases your base SE by 1.
- Every 5th point increases the amount of spells you can memorize by 1.
- Every point increases your magic resistance by 3.
! WIL is often a deciding factor of the effectiveness of spells related to healing and defense.
Perception (PER) represents how honed your senses are, how likely you are to notice small details that others may miss.
- Every point increases your chance to hit with physical attacks by 1 (4 for ranged weapons like bows).
- Every point increases your chance to dodge physical attacks by 1.
! Aside from being important for archers, PER is mostly a utility stat that determines how much your characters see/notice, whether they detect hidden traps and enemies before it's too late, and so on. Having a higher PER will also give you more info on your enemies during or even before combat.
...this results in the following sub-stats:
Code: Select all
- Health (HP): 10 + (VAL) + (2x FOR)
- Spirit Energy (SE): (2x INT) + (WIL)
- Carrying Capacity (CC): 50 + (4x VAL) + (3x FOR)
- Attack strength (Atk): Weapon minimum + (VAL/5) to Weapon maximum + (VAL/2). If no weapon is equipped, weapon minimum is 0 and weapon maximum is 1.
- Melee hit chance (Hit): Weapon base + (VAL) + (3x FIN) + (PER). If no weapon is equipped, weapon base is 70.
- Ranged hit chance (Hit): Weapon base + (FIN) + (4x PER)
- Physical critical chance (Crt): Weapon base + (FIN/2). If no weapon is equipped, weapon base is 0.
- Critical damage (CDmg%): [150 + (5x FIN)]%
- Actions (Act): 1.0 + (AGI/20). 1.0 is a major action, 0.5 is a minor action. Any action, whether minor or major, deducts a full action (1.0); the only difference is that while a 0.5 remainder can be used for a minor action, 1.0 gives you more possibilities on what to do with it. Ranged weapons like bows require both a major action (for firing) and a minor action (for loading them) for just one attack.
- Evasion (Avd): Equipment base + (FIN) + (3x AGI) + (PER). If no protective equipment is worn, equipment base is 0.
- Status resistance (SR): (3x FOR). It basically works like Avd, just against status ailments.
- Magic resistance (MR): (INT) + (3x WIL). It basically works like Avd, just for magic.
- Spell limit : (INT/3) + (WIL/5)
- Protection (Prt): Equipment only. Armor often protects against a fixed percentage of physical damage received.
- Critical Evasion (CEv): Equipment only. Armor often reduces the chances of suffering a critical hit.
Your starting stats can be anything from 0 to 15. The absolute cap of any stat is 50 (although nobody will ever reach that anyway). You will gain 100 AP and 3 more points to spend on your main stats every time you level up.
If a situation ever checks for one of your stats, your roll will be a random number between (your stat) and (2x your stat).
17. Any character that fulfills the necessary requirements may start out with up to 3 spells. You can specify what kind of spells you want and what they're supposed to do, but what exactly you end up getting is decided by the GM. After the game has started, spells can be learned at various occassions. Your characters may freely teach each other their knowledge of spells when they're unoccupied for a while, though depending on both the pupil and the teacher, the pupil may learn a different variation of the spell instead (this is not always strictly negative).
Spells can't be dodged, only resisted. This means that not Avd, but MR is used against spells to determine whether they take effect or not.
Most basic spells require roughly 5 SE to cast, but there are some exceptions.
18. Your SE is restored when you rest, and much more quickly so than your HP. Even a single hour of uninterrupted rest is usually enough to fully recover your SE.
In order to fully recover your HP, you'll have to rest for around 8 hours.
If your rest is interrupted at some point or you simply don't rest long enough, you'll still recover a certain percentual value of your HP and SE, but not nearly as much.
Unless you're in a hurry, take your time and rest after battle. Don't rush things. Battles will be tough for the most part, and you're expected to be prepared.
19. You can craft and create a lot of things yourself if you have the right tools to do so, though your level of success may vary.
- One notable example that might need some explaining is the creation of magical scrolls.
Any character with knowledge of a spell can attempt to write it to a scroll. This requires a magic marker, as well as the same amount of SE as if you'd cast it (if it happens to be a sustained spell, the amount of SE you invest will determine how long the spell will last when cast from the scroll) and may fail if your Intellect isn't high enough (or if you're just simply unlucky). Failing to write the spell correctly will cause the scroll to crumble to dust.
If you succeed, the scroll can then be used by anyone, no matter the stats, to cast the spell with the exact effects and stats the spell would've had the moment the creator of the scroll enchanted the scroll, but only once. The user's SE will remain untouched.
The reader of the scroll can also try to learn the spell instead, though this has a chance of failing as well, and thus only is a reasonable idea if the scroll is from a foreign source (as you can just teach each other spells you already know).
- Another example would be alchemy. Most importantly, you'll need a source of water (or just a bottle filled with water beforehand). If you want to modify an already existing potion, no further water is needed.
You can mix any combination and amount of ingredients you want, though the more complex your recipe is, the more likely it is that what you're trying to brew will have negative effects when consumed if you don't know what you're doing. You can create incredibly awesome potions if you choose the right ingredients and have a good enough Intellect, but you can also create the most dangerous poison in the world if you mess it up. That's not to say poison is useless, of course...
Generally, if you try to mix ingredients with known effects and don't mess it up, the resulting potion(s) will have similar effects. However, you won't know what a potion does until you drink or identify it, so be careful.
Combat
20. If a character's HP drop to 0, he/she is KO. Unconscious characters can't act anymore until the battle is over, at which point they regain consciousness (but remain at 0 HP, unable to fight). Your characters cannot die in combat unless the whole party is defeated, though depending on what kind of injuries you sustained, your character's life may be in danger afterwards. Poison, in particular, isn't the rather harmless HP-sap status ailment anymore that nobody used to give half a damn about.
21. You can choose between two possible positions for battles - front or cover. The front can be attacked by anything, but can also attack with anything itself. Covered characters can only be hit by ranged attacks, spells and certain skills - however, this only applies if there is at least one character standing at the front. If no-one at the front is left, melee attacks will be able to hit covered characters as well. Also note that if you're ambushed from behind, your front and cover will usually be reversed.
22. If it looks like you're about to lose a battle, you might want to try to escape instead of waiting until you're defeated. Usually, if you try to escape and there aren't any obstacles in your way, you will succeed. However, if you escape, any party members not capable of moving (e. g. because of being unconscious) will be left behind (carrying them would slow you down too much). Usually, this means that they'll be captured. If you're unlucky, it might also mean their death, however (though I won't be an ass about this one, and only the most barbaric individuals - or monsters - will go as far as to kill someone who's already helpless).
23. Be creative. There are many ways to defeat your enemies, and not all of them necessarily involve defeating them yourself or even reducing their HP to 0 at all. Sometimes the best way to win a battle is to not even start one in the first place.
24. In a battle, whenever a turn passes in which a player hasn't posted (and the other players haven't chosen what that character should do either), their character will simply attack a semi-random enemy (I'll apply some amount of common sense when choosing the target) on the list with a simple normal attack if it can hit an enemy from where it's standing.
If you don't want that to happen, simply add a "Script" tag in your charater's profile (in the spoiler) that tells me what your character should do in which situation. This can be as detailed as you want; if you want, you can even make a whole universal strategy to be used when you're absent, and I will make your character act accordingly to it (unless something happens which isn't covered in your script, in which case your character will resort to doing either normal attacks or nothing).
25. If you don't want to wait for the other players to post in a battle (for example if it just drags on and seemingly takes forever), you can just post a bolded End Turn in the game thread. You can then also give orders to the characters that haven't posted yet, if you want to, kind of like in an actual RPG game. Any characters that do not receive orders and have not posted yet at that point will resort to their script. If you ever actually want a character to do nothing, state so.
26. I may automatically end the current turn in a battle if some players haven't posted their actions after around 24 hours.
27. You can use pretty much anything as a weapon by throwing it at your enemy. How effective this is depends on what you choose to throw, as well as your VAL and FIN.
Special
28. This PnP will be a standard fantasy adventure. It will be loosely based on the events of Tears of a Phoenix, though it will play a period of time (about 10 years) afterwards (meaning that it's basically a sequel that has nothing to do with its prequel; it may have a few references here and there). You can import your characters from there if you wish to. This means:
- If you import your character, you will start out with whatever level and experience your character had at the end of ToAP. Your spells, abilities and stats will have to be redetermined, however, as this PnP uses a different ruleset. This means that your character may end up being a little different than before.
- Or you can pick the standard choice and play as a completely new character. You'll start out at the same level as the average of the characters from ToAP (except without any XP towards the next level), or at level one if nobody chooses to import their character. Basically a standard game.
There will be a few references to ToAP if at least one character is imported; if not, I'll keep the references to a minimum and treat this as its own game instead of a sequel.
I'm fine with either choice.
- Herr Beispiel, Lv01 [00] (Front)
30/30 HP
24/24 SE
2-10 Atk | 101 Hit | 3 Crt | 1.5 Act
25% Prt | 52 Avd | 32 MR | 18 SR | 5 CEv
Example Melee Weapon [ 1 - 6 Atk | 80 Hit | 0 Crt | 8 Wt ]
Example Armor [ 25% Prt | -5 Avd | 5 CEv | 20 Wt ]
Example Shield [ -10 Hit | 15 Avd | 8 Wt ]Spoiler: Inventory & Status
Items (40/100):
- Example item [ 4 Wt ]
Spells (0/3):
---
Skills:
[list][*]Example Skill [ 1 / 1 ] [ ?? AP ]
Description
- Example Ability [ ?? AP ]
Description
08 Valor
07 Finesse
11 Agility
06 Fortitude
08 Intellect
08 Willpower
02 Perception
Appearance:
[Insert description or picture]
Story:
[Insert your character's background and story]
Misc.:
Critical damage: 185%[/spoiler][/list]
Yeah, that's a ton of stuff to calculate. If you don't feel like doing it yourself, I'll do it for you once you post your character, don't worry about that.