Apocalyptic RP Information and Sign-up Thread

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Apocalyptic RP Information and Sign-up Thread

Post by Orc on Thu May 07, 2009 5:30 pm

And I bring you all: Apocalyptic RP!

*audience dies from exhaustion of cheering*

Note, this is just a re-post of information. It is still not "done,"
so to speak; in the worst case scenario, this will not start until sometime
within the next three to four weeks, but I hope to start sooner than that.

Stats
Spoiler:
You have 40 points to distribute amongst your stats after your
Path distributes 40.

Strength [x]: This stat represents a character’s physical strength. This is
mostly used to determine your effectiveness in dealing damage in melee combat
and what objects you can manipulate and how. Also, for each point of Strength,
a character adds 5 pounds to his/her Carrying Capacity; see that section for
details.

0: Paralyzed: cannot move, attack, or do much else; Agility is 0 as well.
5: Character is sufficiently weaker than most teenage boys.
10: Character has difficulty performing physical labor, like carrying large
wooden planks.
15: Character is average for Strength among adult males.
20: Character can perform physical labors with ease.
25: Character is sufficiently stronger than any average adult male.
30: Character has a real chance of punching another person’s head clear off.

Vitality [x]: This stat represents a character’s ability to survive a hit from
an attack or survive an ailment, possibly radiation.

0: Character is unconscious; negative values result in death.
5: Character is either deathly ill/injured or could easily become so.
10: Character takes a beating from the common cold.
15: Character is average for survivability.
20: Character can weather some otherwise deadly sicknesses.
25: Character can survive most gunshots.
30: Character is unlikely to fall in combat.

Agility [x]: This stat represents a character’s ability to dodge a given attack
as well as perform actions that require dexterity and speed. Also, for each
point of Agility, a character adds 1 to Movement Speed; see that section for
details.

0: Paralyzed: cannot move, attack, or do much else; Strength is 0 as well.
5: Character is incredibly slow, both in speed and dexterity.
10: Character is unlikely to win a sport.
15: Character is average for speed and dexterity.
20: Character is picked first in games with captains.
25: Character could easily be the MVP of most sports.
30: Character can close the distance to a target very quickly.

Perception [x]: This stat represents a character’s ability to perceive the
world around him/her. This is the one Stat where there are separate levels
below 5.

0: All senses are dead.
1: 4 out of 5 senses are dead: sight and hearing must be two of them.
2: 3 out of 5 senses are dead: sight and hearing must be two of them.
3: 2 out of 5 senses dead: they must be sight and hearing.
4: 1 out of 5 senses dead: it must be sight.
5: Character has difficulty seeing.
10: Character needs glasses for reading/far distances.
15: Character is average for perceiving the world.
20: Character can see great distances and hear exceptionally well.
25: Character has incredible reaction time.
30: Character can react efficiently to gunfire.

Knowledge [x]: This stat represents a character’s knowledge about specific
topics and subjects. A higher Knowledge score allows for a higher skill point
count when making a character.

0: Character has never once been taught or read.
5: Character has the knowledge expected of small children.
10: Character has the knowledge expected of teenagers.
15: Character has the knowledge expected of adults.
20: Character is smarter than the average adult.
25: Character has spent a lot of time studying and researching.
30: Character is a genius, at least in his/her field.

Resolve [x]: This stat represents a character’s willpower and overall mental
strength and determination. Highly resolved characters can pursue objectives
onto death. However, this stat is special, in that players cannot put points
into it with the 40 they have; please see the Personality section for this.

0: Character has succumbed to psychological death and the inability to motivate
oneself; in a comatose, trance-like state.
5: Character has a will of paper.
10: Character has an average will.
15: Character has an above average will.
20: Character has a will of steel.
25: Character is immensely powerful in the mind.
30: Character has an nigh-unstoppable will.
Skills
Spoiler:
Melee
Weapon Proficiency (MWP) [x]: This skill represents how proficient a character
is with melee weapons to inflict damage. Any weapon bearing “MW” (Melee Weapon)
will be affected by this skill. The most common forms of MWs are large wooden
planks, clubs, swords, axes, and knives. Also note any MW that is marked as LMW
(Large Melee Weapon) will only take half of this skill’s score in combat.

Basic Ranged Weapon Proficiency (BRWP) [x]: This skill represents how
proficient a character is with thrown weapons and bows to inflict damage. Any
weapon bearing “BRW” (Basic Ranged Weapon) will be affected by this skill. The
most common forms of BRWs are bows and javelins. Also note any BRW that is
marked as LBRW (Large Basic Ranged Weapon) will only take half of this skill’s
score in combat.

Trigger Ranged Weapon Proficiency (TRWP) [x]: This skill represents how
proficient a character is with guns (or any trigger-using weapon) to inflict
damage. Any weapon bearing “TRW” (Trigger Ranged Weapon) will be affected by
this skill. The most common forms of TRWs are guns and crossbows. Also note any
TRW that is marked as LTRW (Large Trigger Ranged Weapon) will only take half of
this skill’s score in combat.

Dodge [x]: This skill represents how proficient a character is at deflecting
melee attacks or altogether dodging attacks either from melee or ranged
attacks. This acts as a buffer in all Dodge Score checks.

Trap-setting [x]: This skill represents how proficient a character is in
setting and disarming devices, or rather traps. Common, everyday traps include
but are not limited to mouse traps, tripwire, mines, timed explosives, and even
active grenades. However, traps that are well protected, such as large metal
swords swinging between the walls of a hallway, cannot be easily disarmed and
likely need to be deactivated elsewhere.

Lock-pick [x]: This skill represents how proficient a character is in opening
locked doors and containers. There may be quite a few interesting treasures
hidden behind those locks. Also, this skill is useful when trying to free
oneself if hand-cuffed or trying to pick one’s own cell door.

Repair (Basic) [x]: This skill represents how proficient a character is in
repairing damaged items and parts. For example, a simple item like a sword or
axe can be fixed by sharpening the blade, finding a new hilt, or fixing
whatever the problem may be. Characters do not need certain items to use this
skill, unless the function being taken is to increase the Condition of the
item; if a character is in possession of items marked “RM” (Repair Material),
then the character can increase the Condition of the item by using it.

Repair (Electrical) [x]: This skill represents how proficient a character is in
repairing electrical equipment, such as machines, vehicles, powered armor,
exotic weapons, and such. Also, this skill can be used to “hot-wire” certain
machines, vehicles, and so on.

Programming [x]: This skill represents how proficient a character is in writing
computer coding and fixing errors in a script of code. The Library of Pregtri
does contain a handful computers, most of which are for cataloging important
information such as tax records, censuses, calendars, etc. A few are part of a
program being run by the scholars to teach others how to code as well; some
scholars have computers at home, but they are just a way of accessing the
database and library without having to go anywhere.

Medicine (Injury) [x]: This skill represents how proficient a character is at
diagnosing injuries and them. If the character is in possession of items marked
“IT” (Injury Treatment), then the character can heal injuries. Truly proficient
characters of this skill are capable of temporarily boosting any number of
stats when used in conjunction with Medicine (Ailment).

Medicine (Ailment) [x]: This skill represents how proficient a character is at
diagnosing sicknesses and giving treatment. If the character is in possession
of items marked “AT” (Ailment Treatment), then the character can treat
sicknesses. Truly proficient characters of this skill are capable of
temporarily boosting any number of stats when used in conjunction with Medicine
(Ailment).

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Re: Apocalyptic RP Information and Sign-up Thread

Post by Orc on Thu May 07, 2009 5:30 pm

Traits
Spoiler:
-Combat Traits-
Critical Hit: This trait allows a character to amplify the damage dealt to a
target. When calculating the Damage Inflicted, this adds in a multiplier to the
calculation. Normally the equation is [(THS – TDS) (Weapon Damage Rating)
(Strength | 0) (WAP – AP)]*(PLV) = (Damage Inflicted), but with this ability
the equation would look like (Crit)*[(THS – TDS) (Weapon Damage Rating)
(Strength | 0) (WAP – AP)]*(PLV) = (Damage Inflicted). Now the critical hit
is determined by flipping two coins; if they both come up heads, the Crit is
equal to 2; if one is heads and one is tails, the Crit is equal to 1; if both
come up tails, then the Crit is equal to .5. This has a cool-down of five
rounds or ten seconds after being used; the player must state whether or not to
use Critical Hit in a given attack.

Melee Penetration: This trait allows a character to permanently amplify the
Weapon Armor Penetration of any melee weapon in use. To determine the bonus to
Weapon Armor Penetration, take the character’s first digit in his/her Strength
score and add it to the Weapon Armor Penetration of the weapon in use; so the
addition with a Strength score below 10 equals 0, at 10 to 19 equals 1, at 20
to 29 equals 2, and 30 equals 3.

Keep Firing: This trait allows a character to amplify the Weapon Condition of
any normal ranged weapon in use. Whenever a jam occurs with a normal gun or a
similar malfunction in another ranged device, the weapon will keep firing
normally and discard the problem at a cost of additional damage to the Weapon
Condition of the weapon equal to another shot fired.

Headhunter: This trait decreases the Part Location Value of any one target’s
Head region from 2 to 1 (the damage inflicted is still doubled) for one round
of combat. It has a cool-down time of five rounds or ten seconds; the player
must state whether or not to use Headhunter. When a player wishes to use this
trait, he/she must state in the post for his/her character to do so.

Type 1 Attack: This trait adds a special attack to the character when in melee
combat. This attack, colloquially called a “power attack,” amplifies the damage
dealt in a single hit on a given target, equal to 1.5 times the normal damage,
or three times normal damage if dealt to a target’s head. However, while
performing the attack, the Dodge Score of the character is reduced. When a
player wishes to use this attack type, he/she must state in the post for
his/her character to do so.

Type 2 Attack: This trait adds a special attack to the character when in melee
combat. This attack, colloquially called a “pierce attack,” amplifies the
penetration capabilities of the weapon in use. The bonus is similar to the
Melee Penetration trait, in that the bonus is equal to the first digit of the
character’s Strength skill. However, while performing the attack, the Dodge
Score of the character is reduced. When a player wishes to use this attack
type, he/she must state in the post for his/her character to do so.

-Character Traits-
Medic: This trait allows a character to make heal checks during combat for a
penalty of effectiveness and time detraction, rather than being outright denied
to do so. Healing in this case can be performed on your own character or on
another. However, your character will still need the proper equipment in order
to heal.

Super Immunity: This trait decreases a character’s chance of succumbing to
poison or sickness, which may harmfully detract from a character’s stats. Note
however this does not necessarily protect from radiation or body malfunctions
such as cancer. Furthermore, there is a statistically long odd that your
super-immune cells will malfunction and attack you from within and with their
enhanced abilities, death will come soon.

Steady Fingers: This trait gives increases the character’s Trap-setting,
Lock-pick, Repair, and Medicine skills by 10 points (even above the cap).
Furthermore, this trait decreases the likelihood of activating a trap or a
lock-pick braking after a botched check.

Nimble Fingers: This trait is an add-on to Steady Fingers and thus has it as a
prerequisite. It allows a character to never fear accidentally activating a
trap. Due to the meticulous methods taken by a character while disarming a
trap, a botched check does not entail trap activation. Furthermore, a botched
lock-pick check does not entail a broken lock-pick. And finally, the
character’s Trap-setting, Lock-pick, Repair, and Medicine skills are increased
by 10 points.

Stamina: This trait allows a character to decrease by 50% the rate at which
Vitality is lost for all forms of foot travel, such as Walking, Jogging, and
Running. Normally a character receives a random penalty between 0 and 1 plus
the Carrying Capacity Ratio (CC Ratio; (sum of all IWs) / (Carrying Capacity)
in .1 increments) times ten for different intervals of travel depending on the
method. Walking incurs a penalty ever hour of travel equal to 0 or 1 plus the
CC Ratio times ten, Jogging has the same penalty but at minute intervals, and
Running penalties occur at ten second intervals. With this trait, those
intervals would be two hours, two minutes, and twenty seconds, respectively.

-Skill Traits-
Extra Path Skill: This trait allows a player to select a certain Skill and make
it a Path Skill, or at least make it have the same cap. Normal Skills have a
point cap of 1*Knowledge of the character, so a character with 10 Knowledge has
40 points and can only use 10 of them on something like Melee Weapon
Proficiency if it is a normal Skill for them. Path Skills have a cap equal to
2*Knowledge of the character; so in effect, the only thing trait does it allow
the player to pick an otherwise normal Skill and raise the cap by 200%. Note
this trait can only be taken once for one skill.

Favored Skill: This trait allows one skill to be marked as a Favored Skill.
Favored Skills, unlike Path Skills and normal Skills have a cap of three times
the Knowledge score of the character, allowing for a character to make a skill
even more powerful than Path Skills. For example, a player may want to be a
melee fighter type and want to put as many points into Melee Weapon Proficiency
as possible; this adds the capability to be even better at that skill. Note
this trait can only be taken once for one skill and the skill must be a Path
Skill, whether naturally so or made so by the Extra Path Skill
trait.
Paths
Spoiler:
Path of the Wanderer: Wanderers are the people
who travel between the cities and in
the countryside. They make their homes out of whatever can be found: ruined
vehicles, clothing, and purchased materials if they are lucky, etc. And their
homes are usually small and transportable, so they can keep moving; some more
fortunate Wanderers have vehicles themselves and can just stay the night
inside.

-Base Stats-
Strength: 5
Vitality: 5
Agility: 15
Perception: 10
Knowledge: 5

-Path Skills-
Trap-setting
Lock-pick
Repair (Basic)

-Path Setting Ranges-
Capital: 0 – 2
Prominence: 0 – 2
Connections [Nobility]: 0 – 2
Connections [Commoners]: 0 – 2
Connections [Government]: 0 – 1

Path of the Wildman: Wildmen are the people who live in the great forests of
the nearby region. They live amongst the trees and the animals, traveling in
nomadic tribes throughout the forests. Their clothing consists of leather and
hides, as does the material from which they build their homes. Occasionally,
Wildmen have been known to leave the forest and traverse the countryside. Some
have been known to leave and never go back, bringing their unique uprising’s
abilities with them.

-Base Stats-
Strength: 10
Vitality: 10
Agility: 10
Perception: 10
Knowledge: 0

-Path Skills-
Melee Weapons Proficiency
Basic Ranged Weapons Proficiency
Dodge
Repair (Basic)

-Path Setting Ranges-
Capital: 0
Prominence: 0
Connections [Nobility]: 0
Connections [Commoners]: 0
Connections [Government]: 0

Path of the Raider: Raiders are the people responsible for making the
wastelands and some areas of countryside unfit for travel. They meander between
cities, looking for fights and resources. They only enter cities to cause
trouble and to steal anything necessary. There are no groups of raiders, simply
because they in general are not the kind to group together unless forced to.

-Base Stats-
Strength: 15
Vitality: 5
Agility: 10
Perception: 10
Knowledge: 0

-Path Skills-
Melee Weapons Proficiency
Dodge
Repair (Basic)

-Path Setting Ranges-
Capital: 0 – 1
Prominence: 0 – 2
Connections [Nobility]: 0
Connections [Commoners]: 0
Connections [Government]: 0

Path of the Soldier: Soldiers are the defenders of cities in the region. They
are likely to start training in the early teen years and own a small home in
their city, for which they do not pay for. However, their pittance of money
allotted per month would hardly allow much of any buying anything expensive.
The Soldiers of Pregtri are trained to do one of three roles: act as the basic
troop forces, act as support forces, or act as fast attack forces. Depending on
the selection of Path skills, it will turn the soldier into a swordsman (or
axmen, spearman, etc.), a bowman (or javelin thrower), or cavalryman. The troop
forces are usually the most armed and armored, the ranged forces are usually
supporting the troops from afar, and the cavalrymen are lightly armed and
armored and are trained for quick glancing blows, not drawn-out swordfights.

-Base Stats-
Strength: 10
Vitality: 10
Agility: 10
Perception: 5
Knowledge: 5

-Path Skills-
Melee Weapons Proficiency
Dodge
[or]
Basic Ranged Weapons Proficiency
Repair (Basic)
[or]
Melee Weapons Proficiency
Riding

-Path Setting Ranges-
Capital: 1 – 3
Prominence: 2 – 5
Connections [Nobility]: 1 – 2
Connections [Commoners]: 1 – 5
Connections [Government]: 4

Path of the Scholar: Scholars are the researchers and teachers of cities. They
can also be great diplomats and doctors, as well as inventors and scientists.
However, all scholars are usually schooled in the ways of medicine and
technology, but some take one path more extensively than the other, which leads
to a dichotomy between the doctors and computer scientists. But there are cases
where scholars once graduating take their own path, different than the norm.

-Base Stats-
Strength: 5
Vitality: 5
Agility: 5
Perception: 10
Knowledge: 15

-Path Skills-
Repair (Electrical)
Programming
[or]
Medicine (Injury)
Medicine (Ailment)

-Path Setting Ranges-
Capital: 4 – 5
Prominence: 3 – 5
Connections [Nobility]: 1 – 5
Connections [Commoners]: 1 – 2
Connections [Government]: 2 – 5
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Re: Apocalyptic RP Information and Sign-up Thread

Post by Orc on Thu May 07, 2009 5:32 pm

Item Stats
Spoiler:
Damage Rating (DR): This
value represents an item’s damaging capability and acts as a bonus when
dealing damage. If the condition of the weapon lowers, so too will the WDR.

Armor Penetration (AP): This value represents the penetrating power of the
weapon in use. If a piece of armor’s APV is higher than this value, then the
area the armor covers cannot be harmed.

Range: This value represents a weapon’s maximum full-effectiveness range. When
attacking a target beyond this range, damage and chance to hit is reduced. The
value given is in yards.

Firing Rate (FR): This value represents an item’s rate at which it can be used.
The value in seconds shows how long it takes to fire a round and be ready to
fire another round; for example, the time it takes for a machine gun to be
ready to fire another round is incredibly low while a bolt action rifle may
take time to reload for another shot. However if the Weapon Ammo of the weapon
is 1, then the Weapon Firing Rate and the Weapon Reload Time will be the same.

Reload Time (RT): This value represents how much time is required to reload a
weapon, as in take out the magazine, load in a new one, and fire. In the case
of single-shot weapons, the Weapon Firing Rate and Weapon Reload Time will be
the same.

Ammo: This value represents how many shot there are in one clip for this
weapon. In combat, if your weapon runs out of ammo, you must take time to
reload in a combat round. For each attack made in a round, obviously 1 point is
deducted from Weapon Ammo. To represent how many shots are in the magazine over
how many are possible, it is written for example 15/20; 15 for how many shots
are left, and 20 for how many bullets could be in the magazine.

Condition: This value represents an item’s current condition out of 1000
points. For every 10 points lower than the maximum (i.e. 990, 980, etc.)
decrease the Weapon Damage Rating, Weapon Armor Penetration, and Weapon Range
by 1%. So a weapon with 10 WDR and WAP and 200 WR needs to be down to 900 WC
before the WDR and WAP drops down to 9 and 190 WR, and 800 WC before it gets to
8 and 180 WR, and so on. At 99 and below, any weapon has 0 WDR, WAP, and WR.

Special Effect (SE): Some weapons have special effects to them. For example,
flamers have the capacity to keep damaging a target after being used. This is
usually a simple one or two sentence description and some numbers to show the
exact effect.

---

Armor Protection Value (APV): This value represents how protective a piece of
armor is. If a weapon’s WAP is lower than this value, then the area this armor
covers cannot be harmed.

Special Effect (SE): Some armor has some special effects to it. For example,
some more advanced suits may have the ability to survive great pressures or
even fly with jet-packs.

Condition: This value represents out of 1000 points the condition a piece of
armor is in. For every 10 points lower than the maximum (i.e. 990, 980, etc.)
decrease the APV by 1%. So a piece of armor with 10 APV needs to be down to 900
WC before the APV drops down to 9, and 800 WC before it gets to 8, and so on.
At 99 and below, any armor has 0 APV.

---

Item Weight (IW): All items, weapons included, are given weights and can
potentially bog down a character in combat if overloaded. This affects the
chance to hit as well as the chance to dodge.
Combat System
Spoiler:
Round: When two or more characters are engaged in combat, each
combatant has two
seconds to act in whatever way they wish for the round. Any post which is
deemed to long or the actions mentioned later in the post come in a time after
the two second allotment, they will be ignored; any player in combat who posts
more than once per round will have his/her second post nullified and ignored
(likely deleted). And there is no imitative check; whoever posts first gets to
go first. The round is not over until ever player involved goes and the DM
posts
the results and any actions of the NPCs.

Combat Possible Check: (Agility) + (Strength) + (Perception) + (Vitality) vs. 4
If the character has a minimum of 1 in each of the above stats, combat is still
technically possible, though wholly unadvised. If the character has 0 in any of
the above stats, combat is strictly impossible. In the case of Perception being
the only 0, the character can only use a variance of 20 for the only base in
Hit Scores and Dodge scores, essentially leaving everything to chance; this
however, does not account for any penalties incurred otherwise.

Part Location Value: (Head) = 2, (Body | Ligament) = 1
If the character targets the Head of the humanoid target, then set the PLV to
2; else 1. In this RP, you may aim for the head to double damage, but the shot
is twice as hard.

Ammo Check: (Ammo) vs. 1
If the ammo or charge of the weapon is greater than or equal to 1, then the
weapon may fire. If the ammo or charge of the weapon is less than 1, then the
character must take time equal to the weapon’s Weapon Reload Time to reload,
which is subtracted from the current time left in combat. If the time to reload
takes more time than left in round, the player will be advised in the response
post of the ammo situation; they can either ask to have the weapon reloaded,
minus the time of the last round that could have been used to reload, or take
another action the next round.

Malfunction Check: (Condition) + 10d20 vs. 210
If the weapon condition plus a variance of 200 (10d20) is greater than or equal
to 201, then the weapon does not malfunction. If a melee weapon malfunctions,
it brakes; if a ranged weapon malfunctions, it usually jams. Notable exception:
some high-tech weaponry explode when this check fails.

Un-Jam Check: (Repair) + d20 vs. 200 – (Condition)
If the ranged weapon jams, then the character must take .5s to un-jam the
weapon. If the check fails, the character persists in un-jamming the weapon
until the round is over. The player may decide what to do after that time.

Hit Score: (Agility) + (Perception) + (MWP | RWP) + (Weapon Range – Distance in
feet) – (Penalties) + d20
Dodge Score: (Agility) + (Perception) + (Dodge) – (Penalties) + d20
Hit Check: THS vs. TDS*(PLV)
If the attacking character’s HS plus a variance of 20 (d20) is greater than or
equal to the attacked character’s DS plus a variance of 20 (d20), then the
attacking character hits the attacked character. If else, the attacking
character does not hit.

Armor Penetration Check: (Armor Penetration) vs. (Armor Protection Value)
If the WAP of the attacking character’s weapon is greater than or equal to the
AP of the attacked character’s armor at the targeted region, then the weapon’s
attack can penetrate the armor and deal damage.

Damage Inflicted: [(THS – TDS) + (Weapon Damage Rating) + (Strength | 0)]*(PLV)
Alter Vitality: (Vitality) + d20 – (DI) = (New Vitality)
Vitality Check: If (New Vitality)> 0, then live; if else, then die. If (New
Vitality) > (Vitality), then (New Vitality) = (Vitality).
To determine the damage inflicted on an attacked character, the Vitality of
that character must be altered as shown above; melee attackers and attackers
using a BRW can add their Strength score to enhance the damage. If the Vitality
caused by the attack is above 0, then the character lives, or otherwise dies.
If the Vitality caused by the attack is above the normal Vitality, then the
damage is in effect resisted.

Alter Weapon Condition: (Weapon Condition) – (number of attacks made)*d20
After the round is up, calculate the damage inflicted upon the weapon itself.
For every attack made, subtract a variance of 20 (d20); in effect, roll a d20
for each attack made and subtract it from the Condition.

Alter Armor Condition: (Armor Condition) – (number of hits)*d20
After the round is up, calculate the damage inflicted upon the armor itself.
For every successful hit, subtract a variance of 20 (d20); in effect, roll a
d20 for each successful hit and subtract it from the Condition.


Last edited by Orc on Thu May 07, 2009 5:58 pm; edited 1 time in total
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Re: Apocalyptic RP Information and Sign-up Thread

Post by Orc on Thu May 07, 2009 5:57 pm

Path Settings
Spoiler:
Path Settings are
customizable features of a character within
a given Path. They are ratings from 0 to 5, 0 being lowest and 5 being the
highest. When selecting a Path it will give certain ranges on these, but in the
course of the RP they can be changed completely. However, these stats are only
for certain areas, cities, and so on. For example, a character with a Wealth of
5 may have 0 in a completely different region where they do not use his/her
land’s money. The () represents in what city or region this setting has effect;
all players start with (Pregtri) since it is where all the players start.

Capital () [x]: A rating,
from 0 to 5, how wealthy or poor a character is in a select city.
0 = On par with the homeless.
1 = If a tourist, you didn’t plan on staying long; if a citizen, you are
destitute.
2 = Your character is likely to afford only a few indulgences.
3 = On par with the middle-class.
4 = Work is optional at this point.
5 = Your character’s whims can alter the economy of the city.

When a player signs up a character, I will determine the starting Currency for
the character in terms of Coins. The equation I will be using is (Capital)*10 +
(Capital)*d10 for the Coins the character has readily available (on person, in
a carrying bag, etc.) and the equation for the character’s reserves (bank
account, lockbox at home, etc.) is (Capital^2)*100 + (Capital^2)*d20.

Prominence () [x]: A rating, from 0 to 5, how well-known a character is in a
select city. Also, if the Connection [Government] of the character is 0, then
this must be 2 or lower; if the Prominence is 3, the Connection [Government]
must be 1 or higher.
0 = Unknown to the city.
1 = A few people in the city know the character.
2 = The government acknowledges your existence.
3 = Perhaps the lower half of the populace knows this character; if a noble,
upper half.
4 = Except for half of the upper class in the city, this character is
well-known; if a noble, half of the lower class.
5 = The entire city knows this character, from the highest noble to the lowest
peasant.

Connection [Nobility] () [x]: A rating, from 0 to 5, how connected and
influential a character is with the nobility of a city. This can only be equal
or less than your character’s Prominence. Usually the scholars of a city are
also nobility.
0 = Never seen nor encountered a noble.
1 = A few conversations with nobles.
2 = One, perhaps two, acquaintances among the nobility.
3 = Acquaintances with some of the nobles.
4 = Acquaintances with most of the nobles, friends with all else.
5 = Personal friends with every noble of the city.

Connection [Commoners] () [x]: A rating, from 0 to 5, how connected and
influential a character is with the common peasant or middle class citizen.
This can only be equal to or less than your character’s Prominence.
0 = Never seen nor encountered a commoner.
1 = A few conversations with commoners.
2 = A pittance of acquaintances among the commoners.
3 = Perhaps half of the commoners are connected to you; mostly acquaintances.
4 = A great deal of the city’s commoners are connected to you, perhaps support
you.
5 = Well-connected to the common man; full support of the commoners.

Connection [Government] () [x]: A rating, from 0 to 5, how connected and
influential a character is with the governmental structure of the city. In the
case of the government being an aristocracy, your rank in Connection [Nobility]
for the city will likely be the same as this one.
0 = Absolutely no connection to the government.
1 = Very little connection; not a citizen, but perhaps a mercenary or foreign
diplomat.
2 = Some connection; a citizen definitely, but not much else.
3 = An unofficial part of the government; perhaps a (weapons) scientist or an
unpaid personnel trainer.
4 = An official part of the government; perhaps in the military or some other
branch.
5 = If not running the city, then you are definitely in the echelon right below
the ruling class, governmental body, or ruler.
Drives and Inner Desire
Spoiler:
Drives: The set of inner motives and wants within a character,
whether player or NPC.
These are certain personality traits that represent how driven or determined a
character might be. While it is good to have a high score, in that it creates a
strong will and mind, the drive may be too hard to resist.

Greed: A rating, from 0 to 5, how greedy a character can be. A little greed is
good in a character; it drives them to gain the currency necessary to live in a
civilized world or to gather the food, water, and shelter necessary to live
elsewhere. However, too much greed can cause a character to do anything
possible to possess what another possesses and damn the consequences for the
loser.

0 = Absolutely no greed; no drive to gain any form of currency or resources.
1 = Greed
2 = Character would look the other way for some compensation.
3 = Would fire hardworking people he/she has known for years to get cheaper
laborers.
4 = Selling your mother if it could fetch a good price.
5 = If you don’t have it, you will want it.

Power: A rating, from 0 to 5, how power-hungry a character can be. A little
longing for power is good in a character; it drives them to get control of
situations and command people when the time comes. But being too power-hungry
can make it difficult to give up power and can send people down a dark path.

0 = Absolutely no desire for power; might prefer to be left alone.
1 = Small thoughts and ideas here and there, like “Oh if I was the ruler, I
would do it this way” kind of thinking.
2 = Character would receive a definite sense of thrill if placed in power…
3 = …and he/she would not want to give it up.
4 = Hungers for the power of rulers, if he/she does not already have it; will
do almost anything for advancement.
5 = Craves power and control every waking moment. If there isn’t at least one
person who gets down on his/her knees every day and proclaims your character to
be god, then today is a bad day.

Pride: A rating, from 0 to 5, how proud a character can be. A little pride in a
character is good; it drives them to feel self-confident and sure of oneself.
However, being too proud can drive people to do inexplicably stupid things,
like
drinking contests which may end up severely poisoning if not killing the
character.

0 = Absolutely no pride; character is modest on all accomplishments.
1 = Overly modest to the point of having low self-esteem.
2 = Modest enough; character can acknowledge his/her accomplishments with a
sense of pride.
3 = A bit proud; character has been known to “inflate” his/her accomplishments.
4 = Very proud; character might as well be bald-facedly lying.
5 = This character might as well be a god; he/she has just as much pride.

Honor: A rating, from 0 to 5, how highly a character values trust, law, and
staying true to an objective. A little honor is good for a character; it drives
them to pursue dangerous or otherwise terrible quests for other people if the
end reward outweighs the hardship. However, being too honorable will leave
little room for self-interested goals.

0 = Most conniving, twisted person to walk the face of the Earth.
1 = Very little honor; has broken so many promises and oaths (or is perfectly
fine doing so).
2 = Somewhat honorable; has broken quite a few promises and oaths (or is fine
doing so).
3 = Honorable; the character prefers to keep promises and oaths.
4 = Character is loath to brake oaths and promises; will pursue some onto
death.
5 = Epitome of honor; cannot fathom deviating from a given objective.

Sympathy: A rating, from 0 to 5, how compassionate and sympathizing a character
can be. A little sympathy helps to seem human and for others to actually feel
important to you (which is important for some avenues of character
development). However, too much sympathy will drive one to pursue objectives
that might not do the character much good.

0 = No sympathy; cannot feel for others on any level.
1 = Barely any sympathy; other’s emotions do not seem to full register.
2 = Some sympathy, but for the most part seems untouched.
3 = Adequate sympathy; seems reasonably human.
4 = Overly sympathetic; feels the need to help others more often than not.
5 = Character is a walking embodiment of goodwill when possible.

Rage: A rating, from 0 to 5, how enraged and wrathful a character can be. A
little rage helps a character continue to fight an enemy or to do unpleasant
things to another if feeling sympathetic; too much Rage however can drive one
mad with bloodlust.

0 = Temper and aggressiveness is suppressed, completely.
1 = It would take something really bad to set this character off.
2 = Temper is controlled, mostly.
3 = Character is on a short fuse.
4 = Character has a quick temper, and a dangerous one at that.
5 = Can be burning with wrath and spite at moment’s notice.

---

Inner Drive: The little voice inside any person with any Drive above 0. Each
character has a conscience that tells a character what to do or something akin
to voices in the head. And this does not necessarily mean the voices insane
people may hear, but much deeper and more connected to your character; they are
derived from your subconscious and your Drives. You hear them, but not
consciously; for example, the character knows what he/she is being told, but
does not actually hear anything or think they hear anything. While this may be
difficult to explain and grasp, rest assured these are not the same voices
insane people hear sometimes, so it’s not as if every player character is
insane.

An example of how the Inner Drive
works:

Player-Character John talks with NPC “Mayor.” John has a Greed of 5.
John: So what can I do for you mayor?
Mayor: Well, I need somebody to retrieve a relic from the north.
John: North as in the mountains?
Mayor: That would be it; here is a map of the region, but it’s a bit outdated.
I’m willing to pay a small fortune for it.
[Inner Desire]: Accept the quest. Find this relic and return it; you
must have the reward.

Desire Check: (Greed | Power | Pride | Honor | Sympathy) vs. d6 – 1
If the tempted Desire is greater than a variance of 6 (d6) minus 1, then the
Inner Desire wins the check.

John [Inner Desire]: Alright, I’ll do it.

In order to persuade, just as shown, you need to use “lures” in conversation.
For example, a Greed lure would be to offer money or reward. A Power lure would
be to offer a position or other form of power-advancement. A Pride lure would
be to insult, intimidate, or threaten the character or stroke his/her ego
(compliments, charming words, etc.). An Honor lure would be to present proof of
contract, oath, promise, deal, etc. A Sympathy lure would be to claim pain or
discomfort and ask for help. Note, in conversation one can use as many lures as
they wish, but the values do not stack; one lure will be tested at a time.

For example, let’s say the character has a Sympathy 5 and Pride 5; if the
character is asked by somebody to find a lost family heirloom and the asking
character tells the character “Somebody of your talent should be able to do
it,”
then first the Sympathy check is made and then the Pride check, separately. You
do not add the two values together to get 10 and pit it against the variance
minus 1.

As two final notes, it would be nice if the players made it clear that they are
trying to use lures in a conversation and which ones.

---

Resolve: Characters do have the limited ability to resist even the strongest
Inner Desires. The value is determined by the sum of all the values for all the
Desires, so a character with a 5 in every Desire has 30 in Resolve. As you may
have noticed, Resolve is also a character stat, but unlike the other stats,
this cannot be affected by the points given to players to distribute into
stats. When a player wants to resist a Desire, they may take out 1 point of
Resolve for every point difference between the Desire and the variance. Also
note, Resolve points regenerate at one per two hours when awake at one per hour
when sleeping. However, the Resolve gained can never go over the original
value.

Once Resolve hits 5, any command or persuasion or whatnot that is defeated
normally (5 vs. d6 – 1 = 5 vs. 4) is also sent through a secondary check of
(Resolve) vs. d6 – 1; if failed, the player must either submit and go along
with the Desire or risk even more Resolve.

---

Conflict of Desire: Sometimes, conflicts will arise within a character on what
to do due to conflicting Desires. For example, say your character has captured
an enemy; he offers you money in exchange for his life. Furthermore, let’s say
each Desire is 5. Your Greed is telling you to get the money, screw what
happens later; your Pride is pleased by this beg of mercy and is inclined to
listen; your Honor is telling you that if you take the money you must let him
go; your Sympathy is telling you to accept it or not, but let him go either
way; and your Rage is telling you to kill him for being an enemy and for the
sake of bloodlust. Well then, the conflicting Desires are one way or another
resolved.

First, remove all the lowest ones until you are left with two or more of the
highest. If two Desires are 4 and the other two are 5, discard the two fours.

Then, take each of the remaining Desires and subtract them by variances of 6
(d6); so in the example, (Greed) – d6, (Pride) – d6, (Honor) – d6, (Sympathy) –
d6, and (Rage) – d6.

Whichever Desire is the highest is the one that dominates and its command is
the only one that counts.
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Re: Apocalyptic RP Information and Sign-up Thread

Post by Orc on Thu May 07, 2009 5:58 pm

Character Sheet
Spoiler:
First Name:
Last Name:
Personality:
-Greed:
-Power:
-Pride:
-Honor:
-Sympathy:
-Rage:
Path:
Stats:
Skills:
Traits:
Path Settings:
Currency:
-Pregtri:
Items:
-Weapon Name:
--Damage Rating:
--Armor Penetration:
--Range:
--Firing Rate:
--Reload Time:
--Ammo:
--Special Effect:
--Condition:
--Weight:
-Armor Name:
--Armor Protection Value:
--Condition:
--Weight:
Carrying Capacity:
Speed: (Walking Speed | Jogging Speed | Running Speed | Sprinting
Speed)
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Re: Apocalyptic RP Information and Sign-up Thread

Post by Phoonix on Mon May 18, 2009 10:03 am

didn't you forget Age and History in the sheet?

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Re: Apocalyptic RP Information and Sign-up Thread

Post by Kamica on Mon May 18, 2009 3:43 pm

He said millions of times: Your history is yours, you'll probably make it clear in the story. As for age, dunno, does it realy matter? As long as we know the general age XD.
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Re: Apocalyptic RP Information and Sign-up Thread

Post by Orc on Mon May 18, 2009 10:40 pm

I would say this thing is halted, since it is likely I will be making some changes with this RP just as I am with Galactic. It is likely to say they shall operate on similar systems, which means I will be taking down most of that Path-related stuff, such as Paths (duh) and Path Settings, and probably the traits too.

This will allow for my favorite dynamic: Give yourself what you can handle. Veteran GRPers should be acquainted with this methodology.

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Re: Apocalyptic RP Information and Sign-up Thread

Post by Entaris on Mon May 18, 2009 10:59 pm

Loosely translated, that means:

Phoon, fuck off.

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Not for self, for country

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Re: Apocalyptic RP Information and Sign-up Thread

Post by Kamica on Tue May 19, 2009 9:44 am

Banda-man is phoonix? O.o
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Re: Apocalyptic RP Information and Sign-up Thread

Post by Phoonix on Tue May 19, 2009 9:47 am

yes i am

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Re: Apocalyptic RP Information and Sign-up Thread

Post by Orc on Sat Jun 20, 2009 1:11 pm

This RP will be taken down shortly. Developments in the systems for GRP as well as potentially major alterations in the setting and story will take place.

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Re: Apocalyptic RP Information and Sign-up Thread

Post by Kamica on Sat Jun 20, 2009 2:10 pm

Is this a good or a bad thing? =/
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Re: Apocalyptic RP Information and Sign-up Thread

Post by Gath_Stormer on Tue Jun 23, 2009 3:16 pm

I will be happy to join when it comes back.
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Re: Apocalyptic RP Information and Sign-up Thread

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