I did not create this system; however, it is heavily modified to fit a play-by-post forum environment. Anyone is free to use this system, and/or modify it.
The outcome of all significant actions that are linked to an attribute are determined by a 20-sided die. If you score equal to or below your attribute score you succeed in what you were trying to do - otherwise you fail, which you must play out in the post.
Modifiers to die rolls are only ever in the form of directly adding or subtracting from your result. Minus (-) modifiers makes it easier to roll a success, whereas plus (+) modifiers makes it harder.
Actions determine how many dice rolls you can make in a single post. You have 3 actions. An Agility score of 20 will give you an additional action, for a total of 4. How you use your actions is up to you; for example, you can randomly do a perception roll in order to find random items for free. Or when you need to climb a ladder you will roll for Agility, which will count as 1 action. What happens if you fail to climb a ladder? You accidentally slip and fall down.
Time & Travel
Traveling is made with your actions; you spend actions to move a certain distance. This will vary greatly depending on where you are, your condition, and what kind of vehicles there are in the area; there should be maps available.
Your eight attributes will tell you basic strengths and weaknesses about your character. Attributes are tied to everything your character does. You have a 100 points to spend on your attributes; an attribute must be a value between 1 and 20.
Determines your raw muscle-power. A high score would be equal to a bodybuilder. Example actions; Hand-to-Hand Combat, Melee Weapons, Heavy Projectile Weapons, Lifting, Pushing, etc.
Determines your movement control, speed, balance, and precision. A high score would be equal to a professional gymnast. Example actions; Jumping, Climbing, Running, Swimming, Dodging, Avoiding, Normal Projectile Weapons, kicking, etc.
Determines your pain threshold, and how much damage you can take before being incapacitated. A high score can possibly survive multiple gunshot wounds.
Determines your overall attractiveness. A high score would be equal to a supermodel. Every 5 points in Appearance adds a -1 modifier to Charisma rolls.
Determines your ability to speak and influence others. A high score would equal to a rhetorically trained politician. Example actions; Intimidation, Seduction, Persuasion, Artistic Talents, etc.
Determines your ability to perceive things and use your sense. A high score would border the perception of an animal. Example actions; Searching, Hiding, Stalking, Driving, Investigating, etc.
Determines your logic, education, and memory. A high score would be equal to a PhD in any field of study. Example actions; Computers, Hacking, Electronics, Security, Demolitions, First Aid, Artistic Talents, etc.
Determines your strength of mind. A high score would be equal to a Shaolin monk or similar. Example actions; Resisting persuasion, Concealing intentions, Resisting seduction, Resisting terrifying events, etc.
Disadvantages & Advantages
(Specific for the "Occult" role-play)
There is no limit as to how many of these you choose to have, but keep in mind that you must adhere to their rules, so don't be over zealous. They should also be coherent with your character, i.e. make sense. In a nutshell; Select disadvantages to buy advantages - but the cost for advantages can surpass your points for disadvantages.
Animal Enmity (5)
All sentient animals will treat you with hostility. Dogs will violently bark and growl at you, cats will hiss and moan, larger birds will become agitated. If somehow interacted with all these animals will attack you.
Bad Luck (15)
Bad luck is just bad luck. You will have to roll for success twice, and succeed twice in order to succeed at all.
Bad Reputation (10)
You are not liked by those that know you, for some reason, they just think badly of you. When and if something happens to you no one will try to help you, not even strangers on the street.
You are cursed and nothing can stop it from coming to pass. Whether it is a bad outcome from a good intention, friends and loved ones dying all around you, wherever you go disasters happen, or something else of similar strange nature, it is sure to haunt you for all time. Include your curse in your background/personality.
Death Wish (10)
You cannot stand the life that you have been forced into, but committing suicide will surely put you in an unpleasant place whether you believe in it or not. You go looking for trouble wherever you can.
You suffer from a state of low mood and gloominess, with a tendency to only see the bad in everything. If life and things get complicated you resort to drinking and medicine, and when things get too hard you often find yourself wanting to quit.
Drug Addiction (15/20)
You are an addict, be it to alcohol, narcotics, or medicine it dulls your senses and affects your personality whenever you can't get it. If your chosen addiction is to an expensive illegal drug the point will be 20.
You always think about yourself first; your own happiness and needs are always the highest priorities. Compassion and helpfulness are concepts which you cannot understand why anyone would practice. People whom see your egoism think that you are an textbook asshole, but you fail to see it yourself.
You are fanatically committed to what it is you are fanatic about. You interpret everything according to this creed, which is always right. Those that claim you wrong must be exterminated, or at least indoctrinated until they understand what you know.
Your personality is so bleak that people never care about you or what you think. No one seems to remember you, and you do not have any friends; strangers on the street wont even notice to that you exist.
Reckless Gambler (15)
You are a compulsive gambler, and simply cannot pass a casino or a horse track without entering. Whatever your gambling addiction might include you cannot stop until all your money is gone.
Wealth is the only thing that matter to you; you are prepared to sacrifice health, family, and friends to get a large fortune.
You are a liar that bends the truth when it seems practical or provides an easier way out of situations.
Innocently Blamed (15)
Whenever anything bad happens near you, everyone thinks you did it. For example, whenever something falls and break, everyone immediately looks at you. You have that innocent look about that people cannot turn away from, even if you didn't do it, nonetheless they will think that you are unreliable, clumsy, and malignant.
Most people are wrong, their opinions are wrong, they behave wrongly, or their backgrounds are wrong. You disapprove people because of the wrong gender, age, economic status, or profession. They all are and act stupidly, and in return they probably see you as some sort of fascist.
You are always in top gear and unnaturally cheerful. You overreact to all impressions and rush off without thinking. You have no sense of proportion, cannot distinguish between what is important and what is trivial, what is central and what is peripheral; tunnel vision.
Compulsion Disorder (15)
You have a fixation with a particular idea or act, It can be having to change clothing every hour, or memorizing every street sign you pass. Include your compulsion in your background/personality.
You alternate between deep depression and manic cheerfulness. The change come suddenly, on an irregular basis; the hard working enthusiast is suddenly a hopeless, dejected grumbler, unable to do anything. And then he may turn into a fearless person who thinks he is capable of anything. This disorder requires perpetual medicine, or therapy to make life bearable.
Mental Constriction (10)
You have an unpleasant memory repressed somewhere in the back of your subconscious, something horrible that you did, saw, or was victim of. Only psychotherapy, or hypnosis can get the repressed memories back so that they can be dealt with. These constricted memories surface as phobia and neuroses. You must have Phobia with this disadvantage.
Mistaken Identity (5/15)
5: People always mistake you for someone else, you don't have to resemble a specific person, but you have that TV-look about you.
15: People will always associate you with some notorious criminal they've seen and read about, and actually call the authorities when then see you. When you enter public areas with Guards they will stay alert and follow you around until they either realize who you are or request identification.
Someone is out to get you; a ruthless person willing to do anything to hurt you, be it hire assassins, planting car bombs, or sending letters with poison, this person will not stop until you are dead. But this enmity is mutual, you are doing just as much to get him first.
You are disturbed by nightmares, terrible dreams that wake you up, screaming, soaking in sweat; you cannot raise your mental balance above 25.
Oath of Revenge (5)
You are determined to avenge some evil that has been done to you. Decide whom that is the target of your vengeance and why; you will go to incredible lengths in order to find and kill this person. If you would see him/her in the middle of the street you would shoot him/her down in cold blood, in full view of the public.
You believe that you are being followed by some secret cult, the government, or that people in general are in league against you. There is a conspiracy to harm you; there are mysterious clicks during every cell phone call you make, bills you receive seem to be chipped as if opened and resealed, strange cars seem to pass your apartment watching you. Anything is possible, and anyone trying to convince you that there is no conspiracy is clearly a part of it.
You are unreasonably scared of something. It may be a certain type of object, or a situation. The phobia may vary in degree, easier phobias might include fear of heights, or more severe like fear of animals. Provide a description of your phobia in your background/personality.
You refuse to believe in the supernatural, and the things you've seen. Demons and Angels do not exist, secret societies dealing in bizarre rituals do not exist, there has to be some reasonable explanation for all of it.
Your glimpses into the supernatural echoes in the form of hallucinations that you see much more frequently. This will disturb your mental balance on a daily basis; +5 modifier to terrifying events.
Sexually Tantalizing (10)
People of the opposite sex are so mesmerized by your beauty that they cannot think about anything other than how to get in bed with you. All communication is disturbed by this fact, and anything you say will just vanish in the cloud of their lust. They will just keep staring at your breasts/groin and eventually make advances to pursue their desire if the situation so permits. This Disadvantage requires an Appearance score of 15 or higher.
Split Personality (15)
You have one or more different personalities dwelling within you. They are often opposites of each other, contradictories, and will surface in the most unfitting of circumstances to wreck havoc. Provide a description of each personality under Personality.
You are sensitive to criticism, or anything anyone says directed towards you will interpret as criticism. At any moment you may snap and unleash a world of fury upon someone, perhaps even punch them in the face.
True unselfishness; you will help anyone that needs it, be it your friends or strangers in the street. You will even abstain from pleasure or gain in order to do good to others.
Animal Friendship (15)
Animals will become calm in your presence, even the most aggressive bloodhounds will become docile like lambs around you.
Body Awareness (20)
Your body and mind are one, a temple of Zen and Peace, precision and control. -2 Modifier to Agility rolls.
You are a true gentlemen who always aids ladies in distress. A chivalrous character will find it near impossible to hurt or insult a woman, no matter what, and will gladly expose himself to danger in order to save one.
Code of Honor (10)
You live by a strict code of honor that prohibits you from harming others, lying, and acting selflessly where feasible. The code may originate from religion, personal beliefs, or something else. Write down the rules your character live by.
Cultural Flexibility (10)
You are the opposite of a xenophobe, you have no problems with people of any race or culture; you do not feel the need to criticise traditions, ideas, or habits. This helps you to avoid any conflicts involving cultural differences.
The ability to know what other people and even animals feel. You always know what others think about you. Empathy also means that others find it easy to like you.
You are the opposite of vindicate, easily forgive and forget insults and other evil deeds against you.
You are honest and never tell a lie, no matter what.
Influential Friends (15)
Your have friends with power and influence, be it businessmen, politicians, celebrities or others that can help you with the impossible when the need arise. These friends can be either childhood friends, friends of family, or late year acquaintances. You cannot have more than 3.
Horror Movies (20)
You are a fan of horror movies, you eat things like zombies and vampires for breakfast. you have a -5 modifier to your die result during terrifying events.
You have an ability to "read" other people's body language, choice of words and other minute, subtle signals, and understand their real purpose. It is impossible to lie to a person with intuition.
All my things are yours. You see no problem in lending your things to friends, co-workers, or people that could make use of them better than yourself. Generous people make friends easily.
You are naturally talented. You have an easy time to learn new things, and remember things that you hear and see. You receive 10 experience points when you level up instead of 7.
You a have knack for making children, younger women and all men feel safe and cared for. Your presence halt crying, worriedness, irritation, and fear. This has nothing to do with sex, it is the safety of a parent that makes them see you as a mother or father.
Violence never leads to anything else than more violence. There is no right use of force, only control and rightful justice. When things get heated you prefer to control and disable your opponents, rather than kill them.
You are unusually resistant to diseases. You never become ill and harsh viruses have a hard time to infect you.
Sixth Sense (15)
You often have a feeling about things, and it usually turns out the be right. There is a cold running along your back if someone is hiding behind the door with an axe. You sense that you should not take this particular plane, and as it turns out it later crashed into the mountains. Sixth Sense only applies to yourself, unlike intuition.
Meeting with Terror
(Specific for the "Occult" role-play)
The meeting with terror may come in any form, at any time, stochastically. Your Composure attribute determines how well you cope with terror, and whether you manage to remain in control of yourself during such an encounter is determined by the dice; scoring equal to or below your Composure value for success. Depending on the nature of the encounter it will be easier, or harder to pass it.
Example of Terrifying Situations, with modifiers.
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Terrifying Events are generated by a 100-sided die.
Your mental balance determines how you will react if you fail to remain in control during a terrifying event. The lower your mental balance is, the worse your reaction will be. To know what your mental balance is you simply take the points for Advantages minus (-) Disadvantages, if the result is a negative number, you have a negative mental balance.
+50 You are no longer affected by disturbing events.
+25 You may cancel the shock all together by passing an Intelligence roll.
+15 You emit a weak positive aura which comforts children and animals.
+/- 0 Your mind is neither at rest or unrest. If you are shocked you will be startled and your momentary strength of mind will be shaken.
-15 You emit a weak negative aura which disturbs children and animals. If you are shocked you will scream at the top of your lungs.
-25 You hear voices in your head that haunts your concentration. +2 modifier to your special attribute. If you are shocked you will scream and just flee.
-50 If you are shocked you will scream and faint, incapacitating you for several moments.
-75 Your body will undergo physical changes: eye sockets will darken, teeth and nails begin to rot, skin turn pale, etc. If you are shocked you will become catatonic until treated with a strong chemical to revive you.
-100 Your mind will completely venture beyond the veil, there is no telling what will happen...
Your special attribute marks an attribute that you are either more skilful at, or less skilful at. You mark this attribute with *. All actions with your special attribute will have either a (+) or (-) modifier. To know your modifier;
Disadvantages (-) Advantages = x / 8. Positive results are (+) modifiers, negative results are (-) modifiers.
Example 1; Disadvantages (35 points) - Advantages (20 points) = 15 / 8 = 1,8 (2) Since it's a positive result it will be a minus (-) modifier, -2 to all rolls in your special attribute.
The living standard is a measurement of your economic and social situation. Apply a living standard to your character that is coherent and believable. Income; your income from a job. Net; what you actually have in your pocket. Savings; what you have saved up. Home; where you live.
Home: public housing/share
Home: small rented apartment
Home: rented apartment
Home: rented apartment/townhouse
Home: condo/house worth $70,000
Home: condo/house worth $150,000
Home: condo/house worth $200,000
Home: condo/house worth $1,500,000
Combat in Occult can be very lethal, gory, and terrifying. You go about attacking and defending with your 1d20 rolls, using the appropriate attribute depending on what you want to do. To shoot and hit with a gun you use your Agility, the ability aim with precision. If you score equal to or below your Agility score you hit your target. Since combat is very turn dependent, combat rolls versus NPCs should be made in the Out Of Character-thread, to avoid spamming the In Character-thread. When fighting other players, you use your actions available to you; shooting a single shot from a gun, or swinging your fist at someone counts as 1 action.
Head; +7 mod to hit. (Instant death or knock out.)
Body; -3 mod
Arm; +/-0 mod
Leg; +/-0 mod
Health is calculated by taking Constitution score, times five plus thirty (CONx5+30).
With 20 Constitution Health Pool will be 130.
With 1 Constitution Health Pool will be 35.
Damage & Wounds
First your roll to hit, then you roll to damage. NPCs can't roll to dodge, only players; NPCs dodge when player attacks miss.
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Shotguns are quite range dependent, their damage will drop off considerably the further away from a target you get. When the target is far away the damage will be halved. At close range the damage will be doubled.
Automatic weapons has a lower chance to hit, -5 modifier to hit. To simplify things you always shoot in a 10 round burst with automatic weapons. Roll a 10-sided die, the result will tell how many bullets that actually hit your target. Then calculate damage from all bullets that hit.
High-Velocity weapons (Sniper Rifles) has an additional damage roll: the impact of the bullet. Multiply your damage roll by 2.
Armor will provide you with some protection against weapons, in some cases it can be a life saver. It will protect you against firearms (FA), melee (MEL), fire (FIR), and radio activity (ABC).
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Combat while wounded
When you have been severely wounded, you will have a harder time to hit and inflict damage. Your rolls to hit will have a +10 modifier, which will make it harder to hit. And your damage rolls will have a -10 modifier, making you inflict less damage. Your Game Master determines when you are severely wounded, but as a rule of thumb it should be when a character only has about 40% of his Health left.
Calculate %: HP / 100x40.
Portrait/Description: If Image; refrain from anime, take something fitting the mood of this role-play.
*STR: (Example Special Attribute)
Example, example, example (total points)
Example, example, example (total points)
Modifiers: -2 Example, -3 Example, +4 Example.
Your starting equipment is your clothes, and your money. After that you can list the things you find, buy, or steal here.
Last edited by Gravija; 01-29-2012 at 02:00 PM.