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Posted: Wed Mar 24, 2021 3:30 pm
System Guide ▬▬▬▬▬▬ ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ ▬▬▬▬▬▬ ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ If you've played video games or D&D, you'll find this system very familiar and easy to follow. No experience? No problem! Quote the Captain for an interactive Tutorial. If you ever have questions, PM a mod or ask freely in our chatroom. We're all here to help.
Health & Stamina Attributes Skills Elements Ailments
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Posted: Wed Mar 24, 2021 3:43 pm
Health & Stamina ▬▬▬▬▬▬ ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ ▬▬▬▬▬▬ ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ Note: Subforums may refer to stamina as Mana, Magick, Energy, etc. However, it is tracked as Stamina regardless of story reference. — LOSING HP — Typically happens in battle or the result of an event failure. You can choose to create special skills which consume HP.
— REGENERATING HP — To regenerate HP, your character can consume an item or rest. Resting takes up all action slots and regenerates 25% of your HP and SP.
— NEGATIVE HP — Your character is dead. Don't want your character to be dead? Quote the captain with your character's last breaths for a special resurrection quest.
— LOSING SP — Every action, except resting, results in a loss of SP. Do your part to track it accurately.
— REGENERATING SP — To regenerate SP, your character can consume an item or rest. Resting takes up one action slot and regenerates 25% of your HP and SP.
— NEGATIVE SP — You can not have negative SP. If an action requires 5 stamina and you only possess 2, you can not perform the action. It is considered an auto-fail.
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Posted: Wed Mar 24, 2021 4:24 pm
Attributes ▬▬▬▬▬▬ ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ ▬▬▬▬▬▬ ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ Note: Names of attributes do not change between subforums or stories. The six attributes are always as follows. — INTELLIGENCE — Natural smarts portraying deductive reasoning, knowledge, memory, logic and rationality.
— WISDOM — Measurement of a character's self-awareness, cultural sense, restraint, perception and insight.
— CHARISMA — Impressionable characters who carry an unique personality, persuasiveness, leadership and empathetic nature.
— POWER — Prowess in all forms of battle; damage, offensive and defensive skills paid from a character's stamina source.
— CONSTITUTION — For characters who can really take a beating, this attribute helps determine overall endurance, strength and grants 50% bonus stamina or health upon rank up.
— DEXTERITY — Flexibility and speed are measured with dexterity as well as agility, balance, physical coordination and reflexes.
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Posted: Wed Mar 24, 2021 11:51 pm
Skills ▬▬▬▬▬▬ ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ ▬▬▬▬▬▬ ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ Note: Skills come in a variety of names and description throughout stories and subforums, but must fall under one of the following categories. Physical Skills - Fortitude: Endurance, poison resistance, recovery, brace ½ (STR + CON) - Reflex: Catch, initiative, react ½ (DEX + WIS) - Athletics: Jump, swim, run, balance, climb ½ (STR + DEX) - Stealth: Move Silently, Sleight of Hand, escape, Hide ½ (DEX + INT) Mental Skills - Willpower: Concentration, Focus, Restraint, Listen ½ (WIS + CON) - Tactics: Calculation, organization, traps ½ (INT + DEX) - Scholar: Learning, deciphering, Investigate, Repair, Research ½ (WIS + INT) - Survival: Geography, weather, foraging, treat injury ½ (DEX + WIS) Social Skills - Bluff: Forgery, Flirt, Gamble, Intimidate ½ (CHA + INT) - Diplomacy: Negotiate, Barter, Gather Information ½ (CHA + CON) - Handle Animal: Tame, Befriend, Command, Ride ½ (CHA+ WIS) - Sense: Detection, Intuition, Truth, Track ½ (INT + CHA) Acquired Skills Customizable skills you learn from a trainer, scroll or through discovery. The possibilities are endless and can supply bonuses to other skills depending on the circumstance. - Craft: Creating, modifying or acquiring special objects that directly affect a character's inventory, weapons or armor. Demolitions, Traps, Cooking, Medicine, Blacksmith, etc. - Perform: Skills meant to entertain and earn you extra coin. Sing, Dance, Instrument, Work, etc. - Knowledge: Social, Biology, Chemical, Geography, etc. Battle Skills Attacking, defending, ailment infliction, attribute buffs or any other skill that directly affects a character's stamina, health or ailment status. - Martial Arts: Martial Arts represents all forms of non-mystical combat, including weapon styles. Attack, Defend, Block, Evade, etc. - Mystical: Whether is shinobi handseals or waving a wand, all supernatural styles are categorized under mystical; Illusion, Alteration, Ninjutsu, Summoning, etc.
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Posted: Thu Mar 25, 2021 12:08 am
Elements ▬▬▬▬▬▬ ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ ▬▬▬▬▬▬ ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ Note: Names of elements do not change between subforums or stories. — Fire — Fire Element is strong against Ice but weak to Water. Lava, molten and anything having to do with high thermal energy falls under the category of fire. Skills using the fire element can cause the ailment "Fireblight," which slowly depletes Health and can not be recovered through standard "rest," but must be treated.
— Water — Water Element is strong against Fire but weak to Thunder. Skills which deal water damage can cause Waterblight, which slows Stamina recovery skills by 50% including standard "rest," until treated.
— Cold — The Ice Element is strong against Shock and Void, but weak to Fire. Snow, ice and anything having to do with low thermal energy falls under the category of Cold. Taking Cold damage can cause Iceblight which doubles the cost of any skill's stamina use.
— Shock — Shock Element is strong against Water and Void, but weak to Cold. Taking shock damage can cause shockblight, which can accumulate into partial paralysis forcing a character to lose an action slot.
— Void — Void Element is different from other elements. Its the only element in the game weak to itself. Taking Void damage can cause Voidblight, which lowers skill potency by half.
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Posted: Thu Mar 25, 2021 12:47 am
Ailments ▬▬▬▬▬▬ ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ ▬▬▬▬▬▬ ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ Note: Names of elements do not change between subforums or stories. — BLIGHTS — Caused by environmental build up or inflicted by an elemental skill. Blights have a Post Count Down for their duration, must be cured by a medicinal item or remedied by a skill. They negativity affects attributes, skills, stamina and techniques. Blights do not have a potency rank.
— POISON — Poison gradually depletes the health or stamina of the target and does not wear off until treated. It has a potency rank. It can be cured with a medicinal item or remedy skill with the same potency rank.
— PARALYSIS & STUN — Paralysis and stun incapacitates the target making them unable to use action slots. They have a potency rank and AS [action slot] Count Down. It can be cured with a medicinal item or remedy skill with the same potency rank.
— SLEEP — Sleep causes the target to become drowsy, quickly succumbing to sleep right where they stand. Sleep has a Post Count Down for duration and potency rank. Standard rest regeneration still applies when put to sleep. It can be cured with any action skill with the same potency rank that physically interacts with the target.
— BLEED — Bleeding causes the target to lose health only when performing actions, even rest.. It has a potency rank and AS Count Down for duration. It can be cured with a medicinal item or healing skill with the same potency rank.
— BURN — Burning causes the target to lose health over a short amount of time. It has a potency meter and AS Count Down for duration. It can be cured with athletics (stop, drop, roll), element (Water) or other means. To put out the fire, you simply have to satisfy the potency meter.
— POTENCY RANK — The rank of potency is determined by the rank of the creator, predetermined by a skill description or listed as an environmental characteristic. Example: If a blade is coated with poison, the potency of the poison is listed with the item. The potency is not determined by the blade's attack. Same goes for medicinal healing or remedy. If an item is used to cure poison, the potency of the item must match or beat the poison's rank to be effective.
— COUNT DOWN & DURATION — Ailment count downs are either satisfied by Posts or Action Slots. Their duration or count down is always pre-determined by the skill, item or environment they derive from.
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