ShellShocker
adjective spaceman
- Joined
- Feb 2, 2009
- Location
- Australia
Hey guys - I'm presenting my first Pen and Paper RPG so I hope I'll have some players. You may NOT use this ruleset and all credit of the ruleset is given to Clonkinator/Shade of the Egoboo Forums. You may not edit this ruleset without prior permission.
Please read ALL of the rules before creating a character. Most of it is pretty simple but it is extremely important to read it all.
Active Players: (6 / 6 slots)
- Austin
- Kazumi
- Regal
- Maxxy
- Reserved for Axle the Beast
- Siniru
Rules (no specific order):
1. One player may only have one character. The players can form more than one party though. If two or more parties play, there will probably also be PvP battles at some point.
2. Please try to contribute to the story when playing; I'll accept posts like "I attack the enemy", but I'd prefer to see posts with actions, talk and your characters thoughts and feelings, as that contributes to the fun quite a lot. I don't care, however, if you refer to your character as "he"/"she" or "I".
3. Every character has HP, MP, XP and AP. While wizards and such may use MP for casting spells, other classes may use MP to do other fancy stuff like special attacks. Your starting HP and MP can be anything between 1 and 25 (MP can, unlike HP, also be 0), but if you add both of them together, the sum must be 25.
4. Players may choose the skills/abilities they learn themselves, but the game master decides how many AP they actually cost to learn. Also, instead of learning a new spell/skill, a player may also improve an already existing one by spending AP on it. Each level up grants another 10 AP.
5. If a player's HP drop to 0 or lower, he faints. He may still be attacked, but the player can't act anymore until he's healed in some way. If a player's HP drop to -10 or less, he dies. Dead characters cannot be revived (except in very rare situations or if you were killed by another player), so you'll have to create a new character if you want to keep playing. (The new character keeps 75% of the XP your dead character had, though)
6. Please write anything your character says in "".
7. Attacks/Weapons have an ATK value, which indicates how much damage they do. The damage done will result in "Attackers ATK - Defenders DEF = Damage". The damage dealt cannot be negative.
8. Many actions may succeed or fail. The Game Master will throw dices for you when you decide to do something, indicating the difficulty grade (the lowest number you need to have in order to be successful, e. g. if there is a DG of 14, you need to throw 14 or higher (with bonuses) in order to be successful).
9. When killing an enemy, each player in the party gains XP, depending on how tough it was. Advancing to the next level always takes 100 XP more than it took to reach the previous level:
Lvl 2 - 000100 XP
Lvl 3 - 000300 XP
Lvl 4 - 000600 XP
Lvl 5 - 001000 XP
Lvl 6 - 001500 XP
Lvl 7 - 002100 XP
Lvl 8 - 002800 XP
Lvl 9 - 003600 XP
Lvl10 - 004500 XP
etc.
Defeating an enemy player is worth [(his level) x50] XP.
10. Gold may be aquired the same way as other items are (except for buying it, of course...). Each character keeps his own gold and starts out with 300.
11. You may carry up to 5 items in your inventory; items cannot be stacked unless they say otherwise (a quiver of arrows, for example, of course holds more than just one arrow). It should be displayed under your status table, using the spoiler-tag, so people don't always need to see all your items. Your equipment you're currently wearing should not be hidden. Worn Bags (in its own slot) may increase the amount of items you can carry.
12. Since you might 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 remove the "
Please read ALL of the rules before creating a character. Most of it is pretty simple but it is extremely important to read it all.
Active Players: (6 / 6 slots)
- Austin
- Kazumi
- Regal
- Maxxy
- Reserved for Axle the Beast
- Siniru
Rules (no specific order):
1. One player may only have one character. The players can form more than one party though. If two or more parties play, there will probably also be PvP battles at some point.
2. Please try to contribute to the story when playing; I'll accept posts like "I attack the enemy", but I'd prefer to see posts with actions, talk and your characters thoughts and feelings, as that contributes to the fun quite a lot. I don't care, however, if you refer to your character as "he"/"she" or "I".
3. Every character has HP, MP, XP and AP. While wizards and such may use MP for casting spells, other classes may use MP to do other fancy stuff like special attacks. Your starting HP and MP can be anything between 1 and 25 (MP can, unlike HP, also be 0), but if you add both of them together, the sum must be 25.
4. Players may choose the skills/abilities they learn themselves, but the game master decides how many AP they actually cost to learn. Also, instead of learning a new spell/skill, a player may also improve an already existing one by spending AP on it. Each level up grants another 10 AP.
5. If a player's HP drop to 0 or lower, he faints. He may still be attacked, but the player can't act anymore until he's healed in some way. If a player's HP drop to -10 or less, he dies. Dead characters cannot be revived (except in very rare situations or if you were killed by another player), so you'll have to create a new character if you want to keep playing. (The new character keeps 75% of the XP your dead character had, though)
6. Please write anything your character says in "".
7. Attacks/Weapons have an ATK value, which indicates how much damage they do. The damage done will result in "Attackers ATK - Defenders DEF = Damage". The damage dealt cannot be negative.
8. Many actions may succeed or fail. The Game Master will throw dices for you when you decide to do something, indicating the difficulty grade (the lowest number you need to have in order to be successful, e. g. if there is a DG of 14, you need to throw 14 or higher (with bonuses) in order to be successful).
9. When killing an enemy, each player in the party gains XP, depending on how tough it was. Advancing to the next level always takes 100 XP more than it took to reach the previous level:
Lvl 2 - 000100 XP
Lvl 3 - 000300 XP
Lvl 4 - 000600 XP
Lvl 5 - 001000 XP
Lvl 6 - 001500 XP
Lvl 7 - 002100 XP
Lvl 8 - 002800 XP
Lvl 9 - 003600 XP
Lvl10 - 004500 XP
etc.
Defeating an enemy player is worth [(his level) x50] XP.
10. Gold may be aquired the same way as other items are (except for buying it, of course...). Each character keeps his own gold and starts out with 300.
11. You may carry up to 5 items in your inventory; items cannot be stacked unless they say otherwise (a quiver of arrows, for example, of course holds more than just one arrow). It should be displayed under your status table, using the spoiler-tag, so people don't always need to see all your items. Your equipment you're currently wearing should not be hidden. Worn Bags (in its own slot) may increase the amount of items you can carry.
12. Since you might 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 remove the "
"-tags afterwards.
13. If you want to say anything out of character, use olive as a color please.
14. You may try to do whatever you imagine you want to do. If you want to try to climb a wall in order to look at the whole thing from above, do it. If you encounter a pool full of sharks and want to jump over it, try it! Nobody ensures that it will be successful though...
15. Whenever I post I'll add a status table that indicates the current HP, MP and Lvl of each character and enemy (if there are any) as well as the result of your last actions. You may only do one action, e.g. attack someone, at a time. However, you can change your row or your equipment before your actual action (but not both). After having done an action, you'll have to wait for my next post. Saying something or talking to someone doesn't count as an action though. Also, if you do something in order to do something else, e.g. you light your torch to see what is around, or you throw something at your enemies to surprise them and run away, it also only counts as one action, not as two.
16. When leveling up, you gain 1D6+Power HP, 1D6+Intelligence MP and 10 Ability Points (AP). There are a bunch of skills and abilites available you can learn using those AP. The amount of AP you need to learn a skill/ability depends on the usefulness of the skill/ability. Also, abilites generally cost more AP than skills. At the beginning of the game, you will have 25 AP to spend.
17. If things get risky, you may try to escape. In that case, every consious party member gets a check (dexterity applies as a modifier here). Those are all added together, with unconsious heroes being +0. Then the remaining enemies all get a check (bosses may get high bonuses here), also being added together. Then party vs. enemies is checked. If party is higher, the escape is successful.
18. There are three possible positions for battles. You can choose between either *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, magic and certain skills that hit the whole party - however, this only applies if there is at least one character standing at the front. If all characters at the front are either gone or unconsious, melee attacks will hit covered characters as well. There's also a position *flying* or *hidden* for flying or hidden monsters, which always disallows melee attacks, even if there is no front. There may also be special positions in special cases.
19. Each character has eight personal modifiers: Power, Dexterity, Wisdom, Intelligence, Accuracy, Evasion, Casting and Resistance. The first four mainly affect the actions you do outside combats (except for DEX if you escape), the latter four mainly affect what you do inside combats. Power also affects the amount of HP you get upon a level up, while Intelligence affects your MP. Each modifier can range between -5 and +5 in the beginning, and the total sum of all modifiers added together must be 0.
20. There are four elements: Fire, Earth, Wind and Water. Thunder counts as wind, Ice counts as water. Each character can have weaknesses or resistances against each of those elements (in steps of 10%). Weaknesses are represented by negative resistances, and while resistances cannot exceed 100% (you cannot be healed by an element), weaknesses can very well exceed -100%. You can raise your resistance to an element up to 50% in the beginning for 1 AP per 10%. Likewise, you can also lower your resistances, but that only gives you 1 AP per 20%.
Each post should have the characters status table on top, looking similar to the example below. You may also add bars, a hidden avatar and other fancy stuff if you want, but that's are no requirement. You can ignore this rule if all you do is say something OOC.
Mr. Example, lvl 1 (Example Class) (Front)
HP: 20/20
MP: 05/05
XP: 14/100
AP: 7
ATK: 8
DEF: 6
Weapon: Example Weapon (8 ATK)
Armor: Example Armor (6 DEF)
Items (5/5):
Gold: 123
- Example Weapon (4 ATK, +1 Acc)
- Example Potion (Heals 2d6 HP)
- Example Food
- Example Food
- Example Letter
Skills:
- Example Skill (5 MP): This skill does something. (13 AP)
Abilities:
- Example Ability: This ability does something. (6 AP)
Power: +1
Dexterity: -1
Wisdom: +2
Intelligence: -2
Accuracy: +3
Evasion: -3
Casting: +4
Resistance: -4
(These must add up to 0 and one stat point may be purchased for 7 AP)
Alignment: Chaotic, Neutral
Elements:
Fi: 20% / Ea: 20% / Wi: 20% / Wa: 20%
Character Story:
--------------------------------------
Story:
In the beginning, the countries Pantana and Sokken were loyal allies in the Great War. They helped eachother succeed in the most of dim of times. But when competition grew important the alliance broke and each country grew more and more desperate for power. Over time, their friendship dimished and due to a series of complications a war began between the two countries. Other countries in the continent of Hazan remain neutral but Northern tribes are beginning to join forces with the Sokken for personal benefits. The countries in the feud are Pantana and Sokken, each at different stages of technological advancement. However, in recent times Sokken are advancing in the war because of the Northern assistance and soon they will have the power to inevitably crush Pantana. Despite this growing power, Pantana continue to defend quite valiantly against the brutal attacks.
Twenty years before the current time, the assassination of Panatanian prince took place which sparked revolutions in the country of Pantana. In a butterfly effect, the Sokken government decided they would execute their first plan of attack against the Pantanians which resulted in them declaring war. And then in response to the falling government, the Sokken country reacted immediately with powerful forces rushing the north-eastern areas of Pantana and took control of a major stronghold in the mountains and to this day the area has not been reclaimed; however, due to terrain difficulties the Sokken army could not continue to this route but the Pantanians were forced to reroute their attacks.
Ten years later the revolutions were calmed as the system of government was changed to be less tyrannical. This calming of revolutions was key in allowing the Pantanians to rebuild their defences and focus more on the war at hand.
A recent outbreak in the North-Western areas of Pantana has caused the death of thousands of Soldiers and in a desperate attempt to finish off the stalemate, the Pantana military leaders have recruited a group of specialists to assist in destroying the stalemate and break through the barriers of Sokken in a series of espionage and military-based work. These specialists are skilled in their work and will be required to capture important enemy locations and leak information back to Pantana. This group of specialists is broken down into numerous groups, each different in their skills.
You are one of these specialists.
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I will be playing as the Game Master and I will control NPCs, control areas and tell you what happens - this is not a regular roleplaying game where you decide other people's actions. I will decide how much AP each of your abilities cost and it is not up to you. I will be accepting up to SIX players for the first game and expect regular posting and not 10 word responses. This thread is for CHARACTER CREATION AND DISCUSSION - not the actual playing of the game.
Have fun making your characters!
Notes:
You may start with 300 gold and you can choose a few starting items that might help or assist your character (e.g. a potion, length of rope, etc.) Remember that you can be split into separate parties so if you'd like to play with some friends specify if you'd like to be in a party with them. Also don't forget that you can create skills to have good synergy with your friends' for maximum perfection.
Please do not be offended if your character is not well built enough or you don't have enough RPG/roleplaying experience to participate. That won't happen to many people but it's something I'd like to write down. You can put your character sheets down here for editing and I will give you some help if necessary - JUST ASK!
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