Rather than traditional character sheets, we use a character creation method. Character sheets have information on stats, buffs, debuffs and quirks. We avoid putting too much information on the character itself in the sheet, only things that can be considered to be “widely known” or rumours about the character may be added, sheets can be appended as new rumours or information becomes well known. We encourage people to get to know each other by interacting rather than going by a sheet.
Characters are submitted to the Guild Arbiter via PM and may either have changes requested or be approved.
Depending on the power level you want your character to have, you may distribute SP (Status Points) Across the following stats:
Attack. You may roll to prove that your attack causes damage. (physical strength) (vs. defence)
Speed. You may roll to prove attack connects. (vs. speed)
Defence. You may roll to prove that your defence is sufficient to avoid damage. (vs. attack)
Mental Defence. You may prove you remain sound of mind/are not persuaded. (vs. charisma)
Charisma. You may roll for persuasive power. (vs. mental defence)
Example: in a fight, player A thinks player B is dodging too much, he may roll a D6 to parse against the opponent's speed. State in the post what the roll is for though!
Player A has 3 speed
Player B has 5 speed
The roller gets ½ (rounded down!) their speed score as a bonus to their roll. This is an initiative bonus.
To succeed a roll must be higher than or equal to the opponent's stat.
Player A gets 1 bonus point to speed, so he needs to roll 4 or more to be able to hit his opponent!
You may also “guard” on a stat, giving you ½ that stat rounded down as a bonus to your stat if you expect a roll will be called within 3 moves. i.e. you can guard on mental defence if you expect someone will cast an illusion on you to increase your chances of blocking said illusion, even if the caster calls for a roll. After you drop the guard, you may not engage it again during that battle. Out of battle, you may call guard as many times as you wish.
Player A has 3 charisma
Player B has 5 mental defence
Player B blocks, making their effective mental defence 7 for 3 turns
Player A can therefore only succeed if he rolls a 6
Though there is no need to roll for everything, this system is intended to close the gap between hyper powerful characters and underdogs. It also serves as a reminder of who your character is and what he can and cannot do! It is impossible to run around the world in .2 seconds if your speed is 1! Similarly, someone with a low mental defence may be easily offended or be prone to going berserk.
So now for the stats you can allocate based on the rank you choose:
Underdog: up to 15, maximum 5 per stat.
Fighter: up to 18, maximum 5 per stat.
Warlord: up to 21, maximum 5 per stat
Deity: up to 24, maximum 6 per stat
All ranks may choose to have one stat replaced by an effect. Deities may discuss the option of having effects on multiple stats.
Unstable: This stat fluctuates based on something the character cannot control, for instance, a character may be fast only when there are dragons around, or suddenly grow weaker around their true love. Instability will be indicated by
6≎ ủ̶̺̥̙̼̻̝̅͘ͅń̵͍̙͛̑̂ͅs̷̯̦̫͉͒̀̀͛̇̇͊͑̄t̴̛̗̰̰͈͈̰̩͐̐̈͛̑͘͘ͅͅȧ̷̧̡̖̝͖̣̺͍̊̂͌̉̈̀̊͋͘ͅͅb̸͓̱͇̳̃̑͐͒l̸͔̫͖͖̒̽̾͂̃̕̚͠e̶̛̥̞̞͙̮̪̙̾̄͒̄̏͑̎̆͠≎ 1
The first number indicates the natural value, whereas the second indicates the value when affected by the instability.
The SP cost of this effect is the middle of the high and low stat rounded up. (6 – 1 costs 3, 5-2 costs 2 etc.) This allows Characters below deity to obtain a single stat that -may- reach 6.
Fluxxing: This stat fluctuates based on something the player can control, such as eating sugar or picking fights only during the day. Fluxxing will be indicated by: 6⥀Fluxxing⥁1 The The first number indicates the natural value, whereas the second indicates the lowest value. SP cost for this effect is indicated here:
6-1 = 4
6-2 = 4
6-3 = 5
6-4 = 5
5-1 = 3
5-2 = 3
5-3 = 4
4-1 = 2
4-2 = 3
3-1 = 2
This effect requires an explanation of how your fluxxed stat works. This allows Characters below deity to obtain a single stat that -may- reach 6, but the base needs to still be below 5.
When it comes to either of these stats, the guild arbiter will decide if the penalties you put on yourself are on par with the benefits and may ask you to make minor adjustments.
Personal Abilities:
This is a small area where you can describe a skill specific to your character. Other players may not copy this skill unless permission has been given by the original owner of the skill. These skills reasonably fit your character. Discussing balance and options with the arbiter is suggested.
Deïfic blessings:
Deities are strong, there is no denying that, but for all that, they give what only others may receive.
Each Deity character may confer blessings upon other players. These blessings will be visible on the deity character pages.
Each character may receive as many blessings as they wish, given the willingness of deity characters to bless you. Deïfic blessings are discussed, prior to being granted, with the arbiter to ensure balance is preserved. These will be appended to your character sheet as you obtain them.
[TBD]------Under Construction-------[/TBD]
Where gods fight, which path do you choose?