Story:
The floating kingdom of Axedes (prounounced Ak-si-dees. Yes, I had to type the pronounciation) used to be the sole savior of a world populated by dangerous creatures and people, rendering all the people of the world very dependent upon Axedes for a safe livelihood, due to Axedes's many advances in magical technology. Magical technologies are futuristic devices powered by magic that progress far ahead of the world's technological and military knowledge, still using simple weapons and armor such as chainmail and swords and technologies such as wooden boats. This is why more than a third of the world's population crowded into the huge kingdom of Axedes when it deemed the world too unsafe to live in, and ordered the masters of magical technology to cut the city off from the earth and raise it up into the sky, seperating it from the dangerous world. Axedes orbits the earth in safety, collecting materials from the earth swiftly and safely.
It didn't take long for the world who once loved and relied upon Axedes to hate them. Axedes abandoned them, forcing them to fight tooth and nail to stay alive, and now reaps resources from their land. Axedes also advances further and further ahead technologically without the burden of danger, while the land below is stuck in a constant war, unable to advance ahead because of the constant death and violence. The leaders of Axedes realized how this would anger its people, and decided to conceal it from them, discreetly trapping them in Axedes and telling them that they were helping the people of the world still. But you, a warrior and scientist of Axedes, were unlucky enough or smart enough to learn the truth, and Axedes needs to keep you quiet so you don't rebel.
Today is the day you are supposed to die. The leaders have framed you for genocide, and you are to be dropped down into the earth below you, a painful death because you refused to keep quiet. But deep down, you know you won't die. You'll be able to help the world below, in your own way. And Axedes's reign will end.
Combat:
Combat is a mix of simple combat and magic with weapons like swords and bows and spells from the lower world and small amounts of magical technology stolen from Axedes like magical bombs and machines with limited power, powered mainly by runestones, magical stones that power magical technology. You can add runestone components to spells and abilities if you like, like extra status effect, damage, or skill use conservation components.
There are two sets of statistics, combat statistics and technological skills. The combat skills are related to your performance in combat, and are:
Strength: Your physical strength. For every point of strength you have, your damage with any weapon is boosted by one, starting at a base of five. Strength is also used to determine the amount of items you can carry, which starts at five and goes up by one for every point of strength you have. The more strength you have, the stronger you are, allowing you to do more tasks that require strength.
Dexterity: The dexterity of your arms and hands. For every point of dexterity you have, your hit goes up by 5, which starts at a base of one hundred. The higher your dexterity, the lower the chance you will fail with delicate tasks like picking locks. Finally, for every point of dexterity you have, you gain three crt, starting at a base of 15.
Agility: Your agility and speed. For every point of agility you have, your avoid goes up by 5, which starts at a base of 50. The higher your agility, the faster you can run, and the better your ability to manuever around obstacles.
Endurance: How much abuse you can endure before you faint. For every point of endurance you have, your HP goes up by 4, starting at a base of 60. People with high endurance can endure bad things much better than other people, physical and mental.
Knowledge: How wide your range of skills is. For every point of knowledge you have, your AP goes up by 30, starting at a base of 450. You also gain three ability points per point of knowledge you have for every level above one you are. AP given by knowledge will be added for past levels if you boost it after leveling up, so there is no need to worry about boosting this early.
These stats will remove whatever it would add if you add negative stats. You can spread points among these stats while gaining a total of 5 stat points, no stat exceeding +5 or being less than -5 at the start, with a maximum of +10 in any given stat, gaining a stat point in three different stats each level, as well as a hundred ability points. Ability points are used in combat based skills and abilities which I'm sure all of you are familiar with, skills having skill uses in this PnP that can only be restored by resting or abilities. You can add runestone costs to spells that are either always required or just help save skill uses for skill use conservation or AP reductions. Runestones are discussed later on.
Just to explain some of the terms earlier:
HP: This determines how many points of damage you can withstand. Any attack not stopped by your avoid goes to this, except for your shield which has a chance to block every attack, around an average of 20% for shields.) Once this reaches 0, you faint, and until you rest for a while, you will stay fainted. You cannot be healed up from 0 HP mid battle. There is no "Defense" stat or armor in this game, having a shield, avd, defensive abilities, or/and lots of HP are the only way to survive a lot of damage. You will recover 1 HP every turn of battle, although NPC's and enemies won't.
Atk: This determines how much damage you do to an enemy's HP whenever you attack. This is equal to your strength plus your weapon damage. Unless you use offensive spells to deal damage, this will probably be the primary factor in how much damage you do.
Hit and Avd: This determines the chance to hit someone, which is the hit of the attacker minus the avd of the defender in percentage. This cannot exceed 100 or be less than 0. These stats can vary in usefulness a lot- high or even unmissable hit is incredibly important against high avd enemies, but a waste of stat points against low avd enemies.
Crt: This determines the chance of a hit to deal double damage in percentage. Critical hits are generally random and unreliable, but often will come in handy.
Being a warrior of an advanced society like Axedes, you also have a wide variety of technological skills. You can spread 10 points among these, with no skills exceeding +5 at the start. You gain two skill points each level. +10 in a skill grants mastery of a skill, allowing benefits, as well as maximizing the skill. Any advanced or mastery technological skill components use runestones, somewhat rare magical stones that have come to the earth in some way from Axedes.
Combat Tools: Your ability to create weapons and hand armor, both simple like smithing swords and shields and crafting bows, and advanced like putting together close range tasers, laser shields and long ranged lasers. Weapons masters with a skill over ten can upgrade weapons, giving them chances to activate a special effect when they hit as long as there are the necessary materials.
Special Tools: Your ability to create physical and chemical tools to help in battle and out of battle, both simple like rope net traps and advanced like bomb traps (which are so fun.) Normally tools have a 2/3 chance to work, but the tools made by a tool master with a skill over ten cannot fail.
Engineering: Your ability to create structures and machines, both simple like wooden houses, blockades, and boats, and advanced like complex locks and fuel based machines. Anything made by a master engineer is twice as durable.
Medical: Your ability to create medical supplies, both simple like bandages and advanced medical care supplies. Medical masters can tend to their own wounds after each battle, healing themself for [Lvl].
Every turn of combat, you can take two major actions like attacking, using a spell or skill, and one minor action like using an item or switching rows.
There are three rows in combat, front, middle, and back. The front row can attack with anything and be attacked by anything. The middle row can attack with any ranged abilities and can be attacked by any ranged abilities. The back row can attack with any ranged abilities with a 25% hit penalty, but can be attacked by any ranged abilities with a 25% avd bonus, rendering people attacking from back row to back row with a 50% hit penalty. You have to cross through the middle row for a turn before being able to reach the row on the other end.
Leveling up will grant you three stat points, two skill points, 100 AP plus 3 for every point of knowledge (or -3 for every negative point of knowledge), and one HP. You need 100 XP to level up.
Make sure to tell me about skills learned, stats taken, or anything else related to your character's ability.
While your character's "armor" just represents a portion of your HP and doesn't change, you can hold weapons and shields in your hands. Shields are held in one hand and have about a 20% chance to block any attack, but cannot be "dual wielded" with one in each hand. One handed weapons are held in one hand and have an average of (5 Atk, 0 Hit, 0 Crt), but cannot be "dual wielded" with one in each hand, and are generally wielded with shields. Ranged weapons are held in both hands and have an average of (4 Atk, 0 Hit, 0 Crt), and ranged ammo is limited and gives about one atk to the bow's damage. Two handed weapons are held in both hands and have an average of (10 Atk, 0 Hit, 0 Crt).
Unarmed damage gives (O Atk, 0 Hit, 0 Crt). All of these hand abilities can be improved with AP.
Your characters will start the game with no more than items held in the hand and ammo that you snuck into your cell. I suggest taking two handed weapons instead of one handed ones without shields or taking shields due to superior abilities, but that might not be the style of your character, so I'll make skills that make it just as effective to, say, use a one handed weapon with a free off hand as it is to use a two handed weapon cost less AP.
Every time I post, I will post a table that shows your HP, XP, any status effects afflicting your character, the name of the player who is playing as the character, and anything else you want me to post in it. Whenever you run into enemies, I will post a table with their HP and equipped weapon, as well as the type of weapon. (1h, 2h, Rng)
Also, say hello to...
Good ol' Mr. Example, Level 1 Examplerace Exampleclass [0/100]
(Feel free to put a picture here.)
HP: 60/60
(Feel free to put your skill uses here.)
Main Hand: Heavy Staff (10 Atk, 0 Hit, 0 Crt, 2h)
Off Hand: None
15 Atk | 100 Hit | 15 Crt | 50 Avd
Spoiler: Inventory and Status
-None
Skills:
-Exampleskill [4/4]-
Does something to something.
Abilties:
-Exampleability-
When something does something, Mr. Example does something.
Stats:
Strength: +0
Dexterity: +0
Agility: +0
Endurance: +0
Knowledge: +5
Technological Skills:
Combat Tools: +3
Special Tools: +2
Engineering: +2
Medical: +3
Info:
Ability Points: 450 Base + 150 from Knowledge
You will be roleplaying as your character. Invent an interesting background and interact with the other players. Make your character act logically... at least if he isn't insane or something. Give him a personality, reasons to fight, history, etc, just don't be lame and stereotypical about his background. Be any race that you want. You can only have one character, though. When you post, write anything your character says in quotes with your special "speaking color," and write anything OOC (out of context) in olive text. PM me if you need my help to integrate something into the PnP without the other players knowing, like an NPC arch enemy guy, or even YOU being the arch enemy guy. Be as interesting as possible, there aren't too many guidelines to your character's background. Most of the time, your characters will be or at least should be in one party, but this won't always be the case.
Enjoy.