|
Post by btd on Aug 8, 2016 12:08:08 GMT -6
Where is the Application?:HereRequired:At least the basics of the character needs to be filled out. It does not have to be completed but basics are required and those will be indicated on the Application. Below is only samples of Stats you can use or make up your own in the form but to please post what stats you want to use. Level of Character:Staff determines this based on what is filled out on your application. Staff handle the starting stats. 1:Must be a original character of any species starting off. You may be able to gather Canon Characters in the future. 2:OC's of any species can be related to Canon Characters if approved by staff. 3:Can be same species as Canon Character, EX: A Atlantian like Aqua-man Leveling up:Basic Forum:One level system is by posting. These are your bonuses. For every level you go up staff will add a level + Stat bonus to your characters over all. Leveling Faster:A character wanting to increase a skill must go to mods/found characters to gather a game quest/mission that is optional: EX: If a character wants to increase there charisma they must talk to NPC's with high charisma then follow there quest/mission. EXX: Btd goes up to Tony Stark he tells her to talk to 20 PC's and she does, then returns to him and gets bonuses for her charisma.
|
|
|
Post by btd on Aug 8, 2016 12:22:39 GMT -6
Character Stats: Staff give you your basic stats when you fill out your application then a bonus is added for every level up. These stat will be placed in a post under your character's Bio that only staff can edit.
Base Level: This is the characters base power level
Power Health Points or HP - represents the amount of damage a character can take before dying or being knocked out. Speed - represents how fast the character moves. Determines frequency of attacks and chance to dodge incoming attacks Accuracy Talent: How quick one learns a skill Magic Points or MP - represents the amount of magical power a character has. Higher the power, the more spells can be cast. Coordination: How accurate one is Reflexes: Used for survival Movement:
Strength aka Body, Might, Brawn, ... A measure of how physically strong a character is. Strength often controls the maximum weight the character can carry, melee attack and/or damage, and sometimes hit points.
Constitution aka Stamina, Endurance, Vitality, ... A measure of how sturdy a character is. Constitution often influences hit points, resistances for special types of damage (poisons, illness, heat etc.) and fatigue.
Defense aka Resistance, Fortitude, Resilience, ... A measure of how resilient a character is. Defense usually decreases taken damage by either a percentage or a fixed amount per hit. Occasionally combined with Constitution.
Dexterity aka Agility, Reflexes, Quickness, ... A measure of how agile a character is. Dexterity controls attack and movement speed and accuracy, as well as evading an opponent's attack (see Armor Class).
Intelligence aka Intellect, Mind, Knowledge, ... A measure of a character's problem-solving ability. Intelligence often controls a character's ability to comprehend foreign languages and their skill in magic. How easily a character learns stats.
Charisma aka Presence, Charm, Social, ... A measure of a character's social skills, and sometimes their physical appearance. Charisma generally influences prices while trading, and NPC reactions. Under certain circumstances, this skill can negate combat actions between players and NPC enemies.
Wisdom aka Spirit, Wits, Psyche, Sense, ... A measure of a character's common sense and/or spirituality. Wisdom often controls a character's ability to cast certain spells, communicate to mystical entities, or discern other characters' motives or feelings.
Willpower aka Sanity, Personality, Ego, Resolve, ... A measure of the character's mental resistance (against pain, fear etc.) when falling victim to mind-altering magic, torture, or insanity. Many games combine willpower and wisdom.
Perception aka Alertness, Awareness, Cautiousness, ... A measure of a character's openness to their surroundings. Perception controls the chance to detect vital clues, traps, or hiding enemies, and might influence combat sequence, or the accuracy of ranged attacks.
Luck aka Fate, Chance, ... A measure of a character's luck. Luck might influence anything, but mostly random items, encounters and outstanding successes/failures (such as critical hits).
|
|
|
Post by btd on Aug 8, 2016 12:26:33 GMT -6
Character creation is simple and the distribution of stat points actually takes a very minor role. Only a character's species has any bearing on starting "base" skill level as it reflects natural abilities the species may have (for instance, an aquatic species will naturally be much better at swimming than a terrestrial species). Beyond that, players are free to create characters of whatever "archetype" they so choose through the development of a character history and personality without the restriction of what is expected of class-based characters based on their class or likewise.
A number of skill points (the amount of which will be decided once a full skill list is completed) can then be distributed to adjust the base skills of a character. These points adjust the character's chance of succeeding in a skill, and therefore base skill percentages cannot exceed 100% without additional modifiers from equipment.
1 skill point = 1% increase in skills (max of 100%)
10 skill points = 1 rank in proficiencies (max of 10 ranks)
And yeah, all items are going to be in the shop. At least, items that are important/do things. I'm not going to make people buy, like, some string if they want it or something xD I just like how easy and automated a shop is, and if they want to use something like a skill point they can just donate the item to the head admin account as a way of saying "hey, using this".
Combat Skills
Ranged Accuracy
The chance of being able to successfully hit a target with a ranged weapon. If a roll exceeds this number, then the ranged attack is considered a miss.
Melee Accuracy
The chance of being able to successfully hit a target with a melee weapon (including unarmed strikes). If a roll exceeds this number, then the melee attack is considered a miss.
Vitality
Vitality is a "unique" skill in that it is not capped at 100% and is measured in whole numbers rather than percentages. However, increasing it is the same as skills. Vitality measures a character's total hit points with the "level" equating their maximum hit point total.
Evade
The chance of evading a successful attack or other events that may cause harm. One evade can be used without penalty per round (beyond normal modifiers due to situation or equipment), though each additional evade used in the same round accrues an additional stacking -20% modifier (second evade in a round takes -20%, third -40%, etc.)
Utility Skills
Acrobatics
Acrobatics tends to be the favored skill of those who can perform extreme feats of dexterity such as flips, tumbles, and other complex maneuvers. In addition, Acrobatics is also used when balance is involved, so if you're trying to maneuver a narrow pathway or keep from falling on a slippery surface it's the skill you should fall back on. Acrobatics can also be used instead of Athletics on some jumps depending on how they are approached.
Athletics
If you happen to have strong core muscles and are great at climbing, jumping, and running, then chances are you also have a high Athletics skill. Athletics is normally used to make sure a character's general strength or stamina holds out in rigorous or dangerous activity - such as scaling a cliff face. In some cases, depending on how the situation is approached, an Athletics check can be replaced with an Acrobatics check (such as with certain jumps), though as a general rule anything that requires an extreme amount of stamina a core strength will be Athletics.
Drive
Characters who have at least 5 skill points in Drive are considered to be able to maneuver a ground vehicle with no problems under normal circumstances, though if a character has under that amount they are considered untrained and unfamiliar with how to control such a vehicle. Drive encompasses all ground vehicles, from motorcycles to tanks, though most Drive checks would be made under situations of duress such as high speed navigation, extremely rough terrain, and the like.
Electronics
Electronics is the skill of hackers, programmers, and those that happen to be very good as either fixing a computer or leaving it completely disabled. Electronics is also used if the manipulation of a control panel or something similar is involved, as normally such panels are linked to a computer and require some understanding of electronics to actually operate. However, Electronics does not cover the physical repair of mechanical structures, though it may apply if wiring or another delicate problem is the main source of any issues.
Mechanics
If it's broke, there's a good chance you can probably fix it. Mechanics focuses on the understanding, repair, and manipulation of machinery or other mechanical devices such as locks. In addition, those skilled in Mechanics can also disable the same machinery they may be able to repair, which makes the skill useful for actions such as lock-picking or leaving a vehicle inoperable. However, this skill does not cover actions such as hacking or the extreme precision and knowledge needed to mess with electronic interfaces.
Medica
A knowledge of injuries and how to patch them up, that is what the skill of Medica entails. While Medica is one of the core skills of medical doctors, those who constantly find themselves in combat may also find use of it in the form of simple first-aid. Medica can be used to aid in the healing of HP, and may also be useful in ensuring a character doesn't have any lasting effects of serious injuries.
Perception
Perception measures how observant and aware of their surroundings a character happens to be, and also serves as a counter to the Stealth skill. It covers all of a character's natural senses and may allow them to notice fine details that other characters may miss - such as patterns and the like. In addition, Perception can also allow characters to find items and other goodies if they happen to roll high enough in certain scenarios, so it can definitely be a nifty skill to have.
Pilot
Characters who have at least 5 skill points in Pilot are considered to be able to maneuver an air or space vehicle with no problems under normal circumstances, though if a character has under that amount they are considered untrained and unfamiliar with how to control such a vehicle. Pilot encompasses all air and space vehicles, though most Pilot checks would be made under situations of duress such as high speed navigation, interstellar storms, and the like.
Science
Genetic manipulation. Chemistry. Physical enhancement. The fields of science are at your fingertips and you are skilled at picking apart the delicacies of the art. Science can be used to divulge blueprints and formulas for new items and is needed to succeed in crafting certain items, thus, even if they may be a bit mad, someone with skill in Science can be useful.
Stealth
Stealth is a favored skill of spies, criminals, and even some fighters. Not only does it represent an ability to move silently in the shadows, but it also may be used to sneakily filch an item or plant a tracker on another individual. If you don't want to be caught, it may be best to fall back on stealth unless you don't mind fighting your way out of a potentially messy situation. Stealth, if the roll is successful, can be negated by a Perception roll that is more successful. For instance, if your stealth roll succeeded by 10, but someone else's Perception succeeded by 12, they are able to see through your sneaky approach.
Survival
There are many inhospitable and deadly planets in the universe, and sometimes whether you make it out alive is dependent on your skills in Survival. Survival dictates an ability to survive under harsh circumstances (like hostile weather), an ability to find food where it may not be readily available, as well as an ability to track in the harsh wilderness should such action prove necessary.
Swim
Swim represents how capable a character is at maneuvering in the water and how at home they happen to be in a liquid environment. No skill points in Swim indicates that the character does not know how to swim and is at risk of drowning even in a body of water as tame as a deep swimming pool, though at least 5 skill points indicates the character can swim fine under tame circumstances. Most Swim checks would be made under hostile circumstances such as rough currents, high waves, and other situations where extreme control would be needed in the water.
> Points should be assigned to each stat and a stat and those points determine either set power or relative power. Set power is when having a certain amount of points gives you certain abilities, like 5 Agility will allow you to jump 3 feet into the air. Relative power is when there's a set maximum for some feats like jumping (10 Agility gives you a jumping height of 6 feet), but speed or accuracy is relative to your opponents. 5 is clearly less than 7, so if someone has 5 speed, they'll be slower than someone who has 7 speed. Not significantly slower, but slower none the less.
> Damage should be assigned depending on your stats. For example, a healthy human can take 10 damage and a normal punch does 1 damage. The more strength you have, the more damage you do.
> Ships should work similar to the human system. When you buy a ship (or build one?), it has a set durability and weapons that do a certain amount of damage with a limited amount of usages. Ships that take too much damage or get hit in 'vital' points are capable of sinking or blowing up or doing something that makes them unusable.
|
|
|
Post by btd on Aug 8, 2016 12:27:05 GMT -6
A skill represents the learned knowledge and abilities of a character. Skills are known by various names, including proficiencies, abilities, talents and knacks.
A trait represents a broad area of expertise of a character
Attributes describe to what extent a character possesses natural, in-born characteristics common to all characters.
Advantages and disadvantages are useful or problematic characteristics that are not common to all characters.
Powers represent unique or special qualities of the character. In game terms, these often grant the character the potential to gain or develop certain advantages or to learn and use certain skills.
Skills represent a character's learned abilities in predefined areas.
Traits are broad areas of expertise, similar to skills, but with a broader and usually more loosely defined scope, in areas freely chosen by the player.
|
|