⇽ Character Creation
There's a dice plugin already installed, to use it just type [roll=d#] in your post. There's also a dice bot in the discord server, we mostly prefer if you roll your dice publicly to ensure honesty.
Most everything will require you to roll a d20, the results are split in half, the lower numbers being unsuccessful and the higher numbers being successful.
- 1-15: Unsuccessful
- 16-20: Successful
Every character gets 20 starting points to distribute as they see fit.
- Strength (STR) - Your character’s physical strength.
- Wisdom (WIS) - Your character’s perception and insight.
- Constitution (CON)- Your character’s endurance and physical integrity.
- Charisma (CHA) - Your character’s ability to be convincing and expressive.
You can pick two skills in concordance to your character’s two highest stats.
- STR
Athletics (+1 DMG in fights)
Intimidation (+1 CHA in socializing)
Survival (+1 STR in hunting)
Dexterity (+1 STR in hunting)
- WIS
Insight (+1 WIS in socializing)
Medicine (+1 WIS in medicine)
Perception (+1 WIS in socializing)
History (+1 WIS in socializing)
- CON
Endurance (During a fight, your character will only get tired after dropping down to 5 HP)
Immunity (Your character is able to resist Severe and Fatal illnesses)
- CHA
Deception (+1 CHA in socializing)
Performance (+1 CHA in socializing)
Persuasion (+1 CHA in socializing)
1. These metrics are set in place to make fighting fair and simple, but they're certainly not mandatory. If you trust your RP partner, you can just play off of each other's posts, or use your own metrics.
2. When fighting, the strength and constitution of both characters is taken into account. Once your character goes down to below 15 HP, they’ll become too tired to fight sufficiently and have a -1 DMG penalty. If your character loses all their health, they’ll forfeit the battle, and you can decide whether it’s a simple loss or a death.
3. To fight, all you have to do is roll a d20, whatever number you roll plus your strength modifier will be how much damage you apply to the opponent.
1-5: 1 DMG
6-10: 2 DMG
11-15: 3 DMG
16-20: 4 DMG
4. STR Modifiers (based on your character’s strength stat)
1-5: +0 (Weakest)
6-10: +1
11-15: +2
16-20: +3 (Strongest)
5. To determine the success of a hit, roll a d20.
6. To determine injury, add the damage+strength modifier and divide based on the opponent’s constitution.
1-5: 30 HP (Weakest)
6-10: 40 HP
11-15: 50 HP
16-20: 100 HP (Strongest)
7. Injury
Below 5 HP: Fatal Injury. Recovery rate is 3 months, low survivability rate for characters with 1-10 CON. Will scar.
Between 6-10 HP: Severe Injury. Recovery rate is 2 months. Will scar.
Between 11-20 HP: Major Injury. Recovery rate is 1 month. Only scars if the wound is deep.
Above 21 HP: Minor Injury. Recovery rate is 1-3 weeks.
Form: (Optional but helps you keep track of the battle.)
<p><b>Attack Description:</b> -</p>
<p><b>Defense Description:</b> -</p>
<p><b>Injuries:</b> -</p>
<p><b>HP:</b> -</p>
1. Healing attempts require your character's wisdom stat in order to recall knowledge about technique, medicinal properties, and care.
2. To determine the success of a healing attempt, roll a d20.
3. Next, roll between 1 and the number of HP the wounded or sick character has.
Example: 1-25. The randomized number in this example is 10, and since the character has 4 CON (30 HP) that means they’ll make a full recovery.
- Illness
Below 5 HP: Fatal Illness. Recovery rate is 3 months, low survivability rate for characters with 1-10 CON. May cause permanent damage.
Between 6-10 HP: Severe Illness. Recovery rate is 2 months.
Between 11-20 HP: Major Illness. Recovery rate is 1 month.
Above 21 HP: Minor Illness. Recovery rate is 1-3 weeks.
1. When hunting, your character's strength is taken into account to determine the accuracy of their moves.
2. To determine the success of a hunting move, roll a d20 and add or subtract to the number you get with your character’s strength modifier. The result will determine the success.
- 1-15: Unsuccessful
- 16-20: Successful
3. STR Modifiers (based on your character’s strength stat)
- 1-5: -1 (Weakest)
- 6-10: +1
- 11-15: +2
- 16-20: +3 (Strongest)
1. To make a social attempt, your character's wisdom and charisma are needed for them to be convincing, intelligent, eloquent, or deceptive.
2. To determine the success of a social attempt, roll a d20 and add or subtract to the number you get with your character’s charisma and/or wisdom modifier. The result will determine the effectiveness.
WIS Modifiers (based on your character’s wisdom stat)
- 1-5: -1 (Weakest)
- 6-10: +1
- 11-15: +2
- 16-20: +3 (Strongest)
CHA Modifiers (based on your character’s charisma stat)
- 1-5: -1 (Weakest)
- 6-10: +1
- 11-15: +2
- 16-20: +3 (Strongest)
Conditions and Circumstances
1. You are allowed to create your own perimeters to reasonably consider the situation. For example, if it's raining, you can do a subtraction on your character's smell to make tracking a bit more difficult. |