Post by Nanie on Apr 19, 2011 2:27:32 GMT -5
Detailed Character Creation Instructions [Look at the very end for a clean skeleton that is summarized. You only need to copy and paste the end skeleton into your ‘Additional Information’ area of your character sheet.]
Chacter Races:
Check out this link to see the available races of Forsaken Days. If you have a suggestion please make it.
RP PREFERENCES: These are options set so people can understand what kind of roleplay you are after. Also, some things such as skills require either a gender (which is set in your character sheet) or your orientation.
Adult Elements: On/Off
If On, Sexual Orientation: Women/Men/Both
Major Statistics: You have 25 points to distribute between these stats.
A stat’s minimum is three and its maximum is nine. Keep in mind any stat could be used for a sudden skill check or save.
Strength: Attack damage, and Health (Raw).
Speed: Initiative (Half Rounded Up), Hit Chance, and Crafting (Half Rounded Down).
Defense: Evasion Chance, Crafting (Half Rounded Up), and Medic.
Will: Mortal Wound Threshold, and Health (Half Rounded Up), Mana (Half Rounded Down).
Spirit: Courage (Raw), and Mana (Half Rounded Up).
Calculated Statistics:
Health: Half of your will score rounded up and your strength score equal your max health. If you fall to zero you are unconscious. If you fall to negative whatever your will is, you’re fatally wounded and will die without proper care within the hour. To save a dying ally, someone must roll a medic roll equal to or higher than your current negative. If they fail you take one more point of damage. If you hit -10 health for any reason, your life ceases and you are dead. You obviously have both a minimum and maximum health value.
Mana: Half of your will score rounded down and half of your spirit score rounded up equals your maximum Mana. You use this for casting spells and stuff. MP as it were. You also have a current and maximum Mana value.
Courage: Your maximum courage is equal to your spirit score. Required to remain fierce against overwhelming odds. Courage rolls are required against certain events. You also have a minimum and maximum Courage value. Every time you make a courage roll, you roll with your current courage level. If your roll is insufficient, it gets docked by how many points you failed. (Example: An enemy scares you for four. You rolled two. You have a current courage score of three, so you’d drop down to having one.) If at any time you run out of Courage, your character suffers incredible penalties. You get -2 on your chance to hit and -3 on your chance to defend. You don’t want your courage broken. You must reach certain safety (as properly determined by your character) and your current courage will be set to half of your maximum courage. A night’s sleep will replenish your courage by two.
Initiative: Equal to half your speed stat rounded up.
Medic: Equal to half your defense stat rounded up.
Spot: Equal to half your defense stat rounded up.
Sneak: Equal to your speed score.
Jump: Equal to your strength score.
Swim: Equal to half your strength score and half your spirit score.
Flee: Equal to half your defense score and half your speed score.
Pursuit: Equal to half your speed score and half your spirit score.
Resolving Attacks:
The attacker rolls a die with as many sides as his speed score. The defender rolls a die with as many sides as his defense score. If your die has an odd amount of sides, roll Custom Dice to accommodate as needed. Please note that a person who gets attacked without knowing the enemy is hostile is at a -2 penalty. If it is completely by surprise and the target has no clue the other exists, the defender is at a -4 penalty.
If the defense roll was higher than the attacker’s speed roll, then no damage was dealt. If the speed roll is equal to or greater than the defenders defense roll, the attack connects.
The attacker then gets to roll a die with as many sides as his strength score holds.
Flee and Pursuit:
"Flee" has multiple stages. Each stage warrants opposed rolls from the one running and the one (if they choose) pursuing the character.
Stage 1: If the fleeing person fails his roll, the other person may attack or otherwise act with +1 chance to hit. If the person running succeeds, move on to stage two.
Stage 2: This is the mid-ground where a person would no longer be close, but still be in sight. If the fleeing person fails his attempt, the pursuing person may either attack with a ranged weapon or close the distance. If the pursuer succeeds by three points or more, he may both attack and close the distance to send this back to stage one. If the fleeing person succeeds, move on to stage 3.
Stage 3: The person is no longer in sight. First, the pursuer rolls a spot roll. Then he rolls his pursue. The one running once more rolls their Flee, and the pursuer must beat his Flee rating with each roll. If he fails, the target escapes. If he succeeds, then the stage returns to stage 2.
Level Up Percentage:
You may assign a percentage chance that on each level up, a main stat may raise by one point. A stat cannot raise above nine, and it cannot level up more than three times. Experience and if you level up is decided by the admins.
You have 50% to distribute between your stats. The odds of a stat increase are generally slim, as every point is a league of strength higher in that skill.
_______________________________
unlimitednanieworks.proboards.com/index.cgi?action=display&board=forsakenguide&thread=15&page=1
Chacter Races:
Check out this link to see the available races of Forsaken Days. If you have a suggestion please make it.
RP PREFERENCES: These are options set so people can understand what kind of roleplay you are after. Also, some things such as skills require either a gender (which is set in your character sheet) or your orientation.
Adult Elements: On/Off
If On, Sexual Orientation: Women/Men/Both
Major Statistics: You have 25 points to distribute between these stats.
A stat’s minimum is three and its maximum is nine. Keep in mind any stat could be used for a sudden skill check or save.
Strength: Attack damage, and Health (Raw).
Speed: Initiative (Half Rounded Up), Hit Chance, and Crafting (Half Rounded Down).
Defense: Evasion Chance, Crafting (Half Rounded Up), and Medic.
Will: Mortal Wound Threshold, and Health (Half Rounded Up), Mana (Half Rounded Down).
Spirit: Courage (Raw), and Mana (Half Rounded Up).
Calculated Statistics:
Health: Half of your will score rounded up and your strength score equal your max health. If you fall to zero you are unconscious. If you fall to negative whatever your will is, you’re fatally wounded and will die without proper care within the hour. To save a dying ally, someone must roll a medic roll equal to or higher than your current negative. If they fail you take one more point of damage. If you hit -10 health for any reason, your life ceases and you are dead. You obviously have both a minimum and maximum health value.
Mana: Half of your will score rounded down and half of your spirit score rounded up equals your maximum Mana. You use this for casting spells and stuff. MP as it were. You also have a current and maximum Mana value.
Courage: Your maximum courage is equal to your spirit score. Required to remain fierce against overwhelming odds. Courage rolls are required against certain events. You also have a minimum and maximum Courage value. Every time you make a courage roll, you roll with your current courage level. If your roll is insufficient, it gets docked by how many points you failed. (Example: An enemy scares you for four. You rolled two. You have a current courage score of three, so you’d drop down to having one.) If at any time you run out of Courage, your character suffers incredible penalties. You get -2 on your chance to hit and -3 on your chance to defend. You don’t want your courage broken. You must reach certain safety (as properly determined by your character) and your current courage will be set to half of your maximum courage. A night’s sleep will replenish your courage by two.
Initiative: Equal to half your speed stat rounded up.
Medic: Equal to half your defense stat rounded up.
Spot: Equal to half your defense stat rounded up.
Sneak: Equal to your speed score.
Jump: Equal to your strength score.
Swim: Equal to half your strength score and half your spirit score.
Flee: Equal to half your defense score and half your speed score.
Pursuit: Equal to half your speed score and half your spirit score.
Resolving Attacks:
The attacker rolls a die with as many sides as his speed score. The defender rolls a die with as many sides as his defense score. If your die has an odd amount of sides, roll Custom Dice to accommodate as needed. Please note that a person who gets attacked without knowing the enemy is hostile is at a -2 penalty. If it is completely by surprise and the target has no clue the other exists, the defender is at a -4 penalty.
If the defense roll was higher than the attacker’s speed roll, then no damage was dealt. If the speed roll is equal to or greater than the defenders defense roll, the attack connects.
The attacker then gets to roll a die with as many sides as his strength score holds.
Flee and Pursuit:
"Flee" has multiple stages. Each stage warrants opposed rolls from the one running and the one (if they choose) pursuing the character.
Stage 1: If the fleeing person fails his roll, the other person may attack or otherwise act with +1 chance to hit. If the person running succeeds, move on to stage two.
Stage 2: This is the mid-ground where a person would no longer be close, but still be in sight. If the fleeing person fails his attempt, the pursuing person may either attack with a ranged weapon or close the distance. If the pursuer succeeds by three points or more, he may both attack and close the distance to send this back to stage one. If the fleeing person succeeds, move on to stage 3.
Stage 3: The person is no longer in sight. First, the pursuer rolls a spot roll. Then he rolls his pursue. The one running once more rolls their Flee, and the pursuer must beat his Flee rating with each roll. If he fails, the target escapes. If he succeeds, then the stage returns to stage 2.
Level Up Percentage:
You may assign a percentage chance that on each level up, a main stat may raise by one point. A stat cannot raise above nine, and it cannot level up more than three times. Experience and if you level up is decided by the admins.
You have 50% to distribute between your stats. The odds of a stat increase are generally slim, as every point is a league of strength higher in that skill.
_______________________________
[b]Character Name:[/b]
[b]BYOND Key:[/b]
[b]Health:[/b] X/X
[b]Mana:[/b] X/X
[b]Courage:[/b] X/X
[b]Character Age:[/b]
[b]Character Gender:[/b]
[b]Adult Elements:[/b]
[b]Sexual Orientation:[/b]
[b]Character Height:[/b]
[b]Character Weight:[/b]
[b]Character Race:[/b]
[b]Character Origin:[/b]
[b]Major Statistics: (You have 25 points)[/b]
[b]Strength:[/b] #
[b]Speed:[/b] #
[b]Defense:[/b] #
[b]Will:[/b] #
[b]Spirit:[/b] #
[b]Calculated Statistics: (Reference above for formulas)[/b]
[b]Initiative:[/b] #
[b]Medic:[/b] #
[b]Spot:[/b] #
[b]Sneak:[/b] #
[b]Jump:[/b] #
[b]Swim:[/b] #
[b]Flee:[/b] #
[b]Pursuit:[/b] #
[b]Abilities:[/b]
(You start with three. Check the link below this code box for a list.)
[b]Level Up Percentage: (You have 50 points)[/b]
[b]Strength:[/b] #
[b]Speed:[/b] #
[b]Defense:[/b] #
[b]Will:[/b] #
[b]Spirit:[/b] #
[b]Racial Features:[/b]
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