[Original credit to the statistics and game idea goes to @Renose ]
This was just a regular day. You went to school or work and did whatever it was you did to earn a living in society but one day you suddenly feel like you are in a place you simply do not belong. The next thing you knew their was a name and level above your friend you thought your eyes were playing tricks on you but when you looked around at the people nearby you saw the same thing above their heads their names and their level. Finally you looked at yourself in the mirror and realize that you had the same thing but you were different right below your name you had "gamer" under it. You tried to ignore it but then you started getting quests like going out to buy food or training for some event. Then your level increased, now you realize that you are known as a gamer with the strange ability to see everything like a game. Will you get strong enough to live a normal life without any hardships or will you decided to tread a darker path and join those in the dark and evil place known as the abyss? Try not to forget.....their are others like you out their
Real Name(in the rp):
Age: (Min 15 years)
Gender:
Appearance: (Description, Pic, or Both)
Personality: At least one paragraph long (would prefer more), show me some writing ability.
History: Just somethings about your character's life that are important like what they do, who they are, maybe where they came from. Note that going into detail may or may not help your character out in game, since this will have place in both the real world and the virtual world. At least one paragraph long though (would prefer more).
This was just a regular day. You went to school or work and did whatever it was you did to earn a living in society but one day you suddenly feel like you are in a place you simply do not belong. The next thing you knew their was a name and level above your friend you thought your eyes were playing tricks on you but when you looked around at the people nearby you saw the same thing above their heads their names and their level. Finally you looked at yourself in the mirror and realize that you had the same thing but you were different right below your name you had "gamer" under it. You tried to ignore it but then you started getting quests like going out to buy food or training for some event. Then your level increased, now you realize that you are known as a gamer with the strange ability to see everything like a game. Will you get strong enough to live a normal life without any hardships or will you decided to tread a darker path and join those in the dark and evil place known as the abyss? Try not to forget.....their are others like you out their
Who are you?
We were all born so we need to know what your all about.
Naturally the first thing to decide is Stats. You have 5 Stats that your Character possesses.
Hp is 10+ twice your vitality
You get a spread of points to assign to your stats: 3,4,4,5,6
For rolling you do 10d02, yes a two sided dice or rather coin to flip. You pick heads/tales or 1/2 and roll to see how much of that side you roll.
Once you roll you either say you're gonna reroll or keep the roll and then that's it. Your stats allow you a reroll to that number. However you gotta declare how many times you're gonna reroll and you may not retroactively reroll if you forgot to declare you're gonna reroll
Whenever you Level Up you gain 3 Points to allocate into any of your Stats. You can either put all three into a single Stat or spread them out. As you get higher in Level the amount you gain per Level increases, but for now you only gain 3 Stat Points per Level.
These dice rolls will be handled by your CO GM
It is possible to get free Stat Points though. Skills, performing various tasks, training or honing your abilities in various ways, and other such things can increase your Stats. Naturally, it is possible for your Stats to decrease as well, such as certain abilities or other forms of damage or ailments can cause permanent decreases to your Stats as well.
Strength (STR): Represents your physical strength and might. Used for melee combat and for other forms of strength based tasks or abilities. Used to determine HP, deal extra damage with melee weapons, use stronger weapons and armor, reduce physical damage taken, and do other forms of tasks that require more brute physical strength.
Vitality (VIT): Your overall toughness and constitution. Used for resisting various physical ailments and for being able to take more punishment. Highly recommended for all characters. Vitality has little use outside of keeping you alive, which is VERY IMPORTANT, so Vit by no means should be a dump stat.
Agility (AGI): Your coordination and speed. Used for various finesse based tasks as well as for dodging or parrying and other forms of either bodily movement or hand-eye movement. Also useful in avoiding blows so that you don't take any damage.
Intelligence (INT): Your character's general knowledge, basic aptitude, and overall intuition. Primarily used in knowledge based pursuits, this Stat also has a role in magic as well. A higher Int is required for certain more mystical abilities (magic or otherwise) and this often can strengthen many other forms of abilities or make it easier to acquire more powerful Skills. Also increases the number of Talent Points you possess. Intelligence also increases The spiritual strength of your character's very being and soul increasing MP
Empathy [EMP]: Character's overall social graces and magnetism. Mainly used in talking to other people, you'll find yourself growing more charismatic the higher this Stat is. Some special abilities also use this Stat.
Hp is 10+ twice your vitality
You get a spread of points to assign to your stats: 3,4,4,5,6
For rolling you do 10d02, yes a two sided dice or rather coin to flip. You pick heads/tales or 1/2 and roll to see how much of that side you roll.
Once you roll you either say you're gonna reroll or keep the roll and then that's it. Your stats allow you a reroll to that number. However you gotta declare how many times you're gonna reroll and you may not retroactively reroll if you forgot to declare you're gonna reroll
Whenever you Level Up you gain 3 Points to allocate into any of your Stats. You can either put all three into a single Stat or spread them out. As you get higher in Level the amount you gain per Level increases, but for now you only gain 3 Stat Points per Level.
These dice rolls will be handled by your CO GM
It is possible to get free Stat Points though. Skills, performing various tasks, training or honing your abilities in various ways, and other such things can increase your Stats. Naturally, it is possible for your Stats to decrease as well, such as certain abilities or other forms of damage or ailments can cause permanent decreases to your Stats as well.
Strength (STR): Represents your physical strength and might. Used for melee combat and for other forms of strength based tasks or abilities. Used to determine HP, deal extra damage with melee weapons, use stronger weapons and armor, reduce physical damage taken, and do other forms of tasks that require more brute physical strength.
Vitality (VIT): Your overall toughness and constitution. Used for resisting various physical ailments and for being able to take more punishment. Highly recommended for all characters. Vitality has little use outside of keeping you alive, which is VERY IMPORTANT, so Vit by no means should be a dump stat.
Agility (AGI): Your coordination and speed. Used for various finesse based tasks as well as for dodging or parrying and other forms of either bodily movement or hand-eye movement. Also useful in avoiding blows so that you don't take any damage.
Intelligence (INT): Your character's general knowledge, basic aptitude, and overall intuition. Primarily used in knowledge based pursuits, this Stat also has a role in magic as well. A higher Int is required for certain more mystical abilities (magic or otherwise) and this often can strengthen many other forms of abilities or make it easier to acquire more powerful Skills. Also increases the number of Talent Points you possess. Intelligence also increases The spiritual strength of your character's very being and soul increasing MP
Empathy [EMP]: Character's overall social graces and magnetism. Mainly used in talking to other people, you'll find yourself growing more charismatic the higher this Stat is. Some special abilities also use this Stat.
These are the special Stats that are determined by your 'main' Stats. They only increase through abilities increasing them or as you raise your main Stats.
Health (HP): Health Points or 'HP'. Determines how much punishment your character can take. When it gets to 0, your Character falls Unconscious and is considered to be Bleeding Out (see Combat Conditions for details). Base HP is determined by 10 + VIT (x2) + STR (x2) + 1/2 VIT times your current level.
Mana (MP): Your Magic Points or 'MP'. Determines how often you can use your extraordinary abilities. Whenever you use Skills or other such abilities, you use up MP. When you get to 0 MP you can no longer use any special abilities. Base MP is determined intelligence for your current Level
Health Regeneration (HP Regen): Your ability to naturally and passively heal your wounds over time. Your HP Regen determines how much HP you restore. health regeneration will be determined 3% of you vitality per post unless you buy something to increase regeneration
Mana Regeneration (MP Regen): Your ability to rest, recover, and naturally restore your mystical and spiritual energies. Your MP Regen determines how much MP you restore at each post MP regeneration is also 3% of your general intelligence.
Health (HP): Health Points or 'HP'. Determines how much punishment your character can take. When it gets to 0, your Character falls Unconscious and is considered to be Bleeding Out (see Combat Conditions for details). Base HP is determined by 10 + VIT (x2) + STR (x2) + 1/2 VIT times your current level.
Mana (MP): Your Magic Points or 'MP'. Determines how often you can use your extraordinary abilities. Whenever you use Skills or other such abilities, you use up MP. When you get to 0 MP you can no longer use any special abilities. Base MP is determined intelligence for your current Level
Health Regeneration (HP Regen): Your ability to naturally and passively heal your wounds over time. Your HP Regen determines how much HP you restore. health regeneration will be determined 3% of you vitality per post unless you buy something to increase regeneration
Mana Regeneration (MP Regen): Your ability to rest, recover, and naturally restore your mystical and spiritual energies. Your MP Regen determines how much MP you restore at each post MP regeneration is also 3% of your general intelligence.
At character creation you are able to earn a total of 3 special talents specifically to your character however the only way to gain new talents is by experience either by doing special tasks or by completing a certain number of checkpoints towards said talent. Each talent you do have can be increased by using it in practice. rerolls are used to up to your rank. keep in mind that you must declare intent to reroll beforehand otherwise it's assumed you take the result of the first roll.
The following list are the Talents you start off with. As you gain experience, your skill in these can increase, but throughout the course of your various endeavors, you may find yourself acquiring new, more unique talents.
Acrobatics (AGI): This Talent represents your movement and grace and is used when performing feats of agility and balance. One example is Dodging in Combat.
Appraisal (INT): The act for judging the general value and quality of objects. Useful especially in Crafting and examining weapons.
Climbing (STR): The ability for climbing various surfaces such as walls, trees, and etcetera. Useful for getting up things in a hurry.
Focus (INT): The ability to clear your mind and focus on things. Especially helpful with concentration based skills like magical or spiritual ones, but also has use with other combat skills as well.
Persuasion (EMP): like the name suggests you can have people join your side with few nice words. At the expert level you would be able to convince guards to let you by and convince people to join your side. Great for building subjects or followers your call.
Knowledge (INT): Represents your character's general knowledge and ability to remember things they have learned. Depending upon your character certain Checks for this Talent may be higher than others. Also various Talents or Skills may require a higher rank in Knowledge to unlock, magic especially, but the very basics of all mystical arts require at least 5 Ranks in Knowledge, and beyond that a Knowledge 10 is required to expand upon them.
Knowledge can also be stacked into different subjects that would require you to be knowledgeable about.
Intimidation (EMP): just as the name suggests you can give your best scary face and get people to do what you want by implying you will use force. When you can get this skill to the expert level you could do the old fashion crack your knuckles and they will fall to your wishes in the hopes you wont kill them.
Melee brawler(STR): To those that specialize in fist fighting and melee weapons. Training in this talent allows you to have increased damage using your fists or melee weapons. Best meant for those that want to get up close and person with their enemies. Using this gives the player a bonus when using all melee weapons and gives special moves to those that specialize in fist fighting.
Deception (EMP): Your innate ability to lie. You have zero problem lying and your uncommonly good at it if you can max out this talent your lying ability can get to the point that you could say the sky was green and they would believe you
Observation (INT): The ability to observe the area around you or even other people to obtain information with both intuition and your senses. Useful for searching an area or finding hidden people or objects.
Projectile Weaponry (INT): The ability to aim and fire different forms of projectile weapons A.K.A Guns! lead to different levels of skill in them with special Weapon Expertise Skills. Simple point and shoot isn't going to cut it, it takes brains to know where to shoot and how accurate you can be learning this will to a high stat will allow you to do all the crazy things you can think of with gun like duel wielding pistols.
Stealth (AGI): The ability to stealthily sneak around and hide without being seen. Often opposed by any potential onlookers Observation Rolls. You also move slower when sneaking, but if you can sneak up on opponents to attack you could deal some pretty good damage. This skills also keys into your ability to be quick and stealthy with your hands to do things from pick pocketing to basic "magic tricks".
Thrown Weapons (STR): The innate human talent of chucking things at people to hurt them. Could either be done with finesse using actual throwing weapons or with less finesse and you throw whatever you can get your hands on at them, and training with different weapons can lead to different levels of skill in them with special Weapon Expertise Skills
Acrobatics (AGI): This Talent represents your movement and grace and is used when performing feats of agility and balance. One example is Dodging in Combat.
Appraisal (INT): The act for judging the general value and quality of objects. Useful especially in Crafting and examining weapons.
Climbing (STR): The ability for climbing various surfaces such as walls, trees, and etcetera. Useful for getting up things in a hurry.
Focus (INT): The ability to clear your mind and focus on things. Especially helpful with concentration based skills like magical or spiritual ones, but also has use with other combat skills as well.
Persuasion (EMP): like the name suggests you can have people join your side with few nice words. At the expert level you would be able to convince guards to let you by and convince people to join your side. Great for building subjects or followers your call.
Knowledge (INT): Represents your character's general knowledge and ability to remember things they have learned. Depending upon your character certain Checks for this Talent may be higher than others. Also various Talents or Skills may require a higher rank in Knowledge to unlock, magic especially, but the very basics of all mystical arts require at least 5 Ranks in Knowledge, and beyond that a Knowledge 10 is required to expand upon them.
Knowledge can also be stacked into different subjects that would require you to be knowledgeable about.
Intimidation (EMP): just as the name suggests you can give your best scary face and get people to do what you want by implying you will use force. When you can get this skill to the expert level you could do the old fashion crack your knuckles and they will fall to your wishes in the hopes you wont kill them.
Melee brawler(STR): To those that specialize in fist fighting and melee weapons. Training in this talent allows you to have increased damage using your fists or melee weapons. Best meant for those that want to get up close and person with their enemies. Using this gives the player a bonus when using all melee weapons and gives special moves to those that specialize in fist fighting.
Deception (EMP): Your innate ability to lie. You have zero problem lying and your uncommonly good at it if you can max out this talent your lying ability can get to the point that you could say the sky was green and they would believe you
Observation (INT): The ability to observe the area around you or even other people to obtain information with both intuition and your senses. Useful for searching an area or finding hidden people or objects.
Projectile Weaponry (INT): The ability to aim and fire different forms of projectile weapons A.K.A Guns! lead to different levels of skill in them with special Weapon Expertise Skills. Simple point and shoot isn't going to cut it, it takes brains to know where to shoot and how accurate you can be learning this will to a high stat will allow you to do all the crazy things you can think of with gun like duel wielding pistols.
Stealth (AGI): The ability to stealthily sneak around and hide without being seen. Often opposed by any potential onlookers Observation Rolls. You also move slower when sneaking, but if you can sneak up on opponents to attack you could deal some pretty good damage. This skills also keys into your ability to be quick and stealthy with your hands to do things from pick pocketing to basic "magic tricks".
Thrown Weapons (STR): The innate human talent of chucking things at people to hurt them. Could either be done with finesse using actual throwing weapons or with less finesse and you throw whatever you can get your hands on at them, and training with different weapons can lead to different levels of skill in them with special Weapon Expertise Skills
Game Elements
This will show how this game that is your life will work
Everyday tasks will be known as challenges as they pop up in front of you. Normal events like being asked to get something from the store or to work out will be known as quests like a video game quests can be done immediately to gain EXP however sometimes their are timed quests like "go and take the book back to library before its considered late" where you will have a set time to do it or a certain deadline you have to do it.
Critical and misses: There are instances of either doing so well or failing so badly that beyond the expected normal result of a failure or a success occurs. This is what is known as a Critical and a miss.
a critical hit is determined by your luck and will be rolled by die according to our CO GM
a Miss is the opposite where you do have enough luck to gain the hit and as a result you miss.
Both these stats are determined by luck on a rolled die
Critical and misses: There are instances of either doing so well or failing so badly that beyond the expected normal result of a failure or a success occurs. This is what is known as a Critical and a miss.
a critical hit is determined by your luck and will be rolled by die according to our CO GM
a Miss is the opposite where you do have enough luck to gain the hit and as a result you miss.
Both these stats are determined by luck on a rolled die
Skills are special abilities that your character has. They are unlocked through 'Special Actions', which can be anything from something accidental to a bout of experimentation/training with your current abilities that unlocks a new Skill.
Skills come in two types. Passive, Active, and Special. Passive Skills do not need to be activated and instead just bestow some sort of special affect that is always activated. Active Skills must be activated through voice commands, which is done by simply saying the Skill's name out loud, which means you cannot mumble it beneath your breath. You must have your Character say its name to use it. 'Special' Skills either require special conditions to be met in order for them to be activated that will be explained in the Skill's description.
You can rename your Skills as you see fit, although doing so in Combat is not recommended as it can leave you wide open. Renaming a Skill allows you to essentially change it up in case you don't want people to predict what your Skill does based on its name.
Some Skills can give free TP or SP (Stat Points) as you Level them up, but otherwise leveling up a Skill makes it stronger over time and may make it cost less MP if it uses alot. To Level up a Skill, use the Skill within the Level Up Conditions of said skill. Some simply require them to be used, others require special conditions like scoring hits with them, using them for certain means, and etcetera. As a Skill gets higher in Level it becomes harder to level and some of the easier leveling conditions may either change or go away.
All Skills can get to a max of Level 25. After that they cannot be leveled up anymore, but some Skills are capable of evolving to become new more powerful Skills. Also sometimes how your character is built or just based on who they are can grant your Character special Skills. Reaching certain amounts in your Stats can also grant special Skills. Naturally Skill Books exist as well, but have requirements you have to meet most of the time.
Skills come in two types. Passive, Active, and Special. Passive Skills do not need to be activated and instead just bestow some sort of special affect that is always activated. Active Skills must be activated through voice commands, which is done by simply saying the Skill's name out loud, which means you cannot mumble it beneath your breath. You must have your Character say its name to use it. 'Special' Skills either require special conditions to be met in order for them to be activated that will be explained in the Skill's description.
You can rename your Skills as you see fit, although doing so in Combat is not recommended as it can leave you wide open. Renaming a Skill allows you to essentially change it up in case you don't want people to predict what your Skill does based on its name.
Some Skills can give free TP or SP (Stat Points) as you Level them up, but otherwise leveling up a Skill makes it stronger over time and may make it cost less MP if it uses alot. To Level up a Skill, use the Skill within the Level Up Conditions of said skill. Some simply require them to be used, others require special conditions like scoring hits with them, using them for certain means, and etcetera. As a Skill gets higher in Level it becomes harder to level and some of the easier leveling conditions may either change or go away.
All Skills can get to a max of Level 25. After that they cannot be leveled up anymore, but some Skills are capable of evolving to become new more powerful Skills. Also sometimes how your character is built or just based on who they are can grant your Character special Skills. Reaching certain amounts in your Stats can also grant special Skills. Naturally Skill Books exist as well, but have requirements you have to meet most of the time.
Naturally as you battle monsters, complete quests, and do other such things you can acquire Experience Points or EXP as EXP represents your character growing stronger and wiser as they journey. Every time you get a certain amount of XP you Level Up and some benefits come with this (Stat Points). Here is how much XP is needed to level up. Naturally as you progress more you'll need more to level. Most monsters give out around 1 - 4 XP, but some special monsters or quests give out more. Note that the amounts below is how much TOTAL XP you need to reach that Level. Meaning your XP does not reset to 0 or whatever when you level up. However if you die you loose your progression into your next level
Lv 1: 0 XP
Lv 2: 20 XP
Lv 3: 40
Lv 4: 65
Lv 5: 80
Lv 6: 110
Lv 7: 140
Lv 8: 175
Lv 9: 210
Lv 10: 250
Lv 11: 300
Lv 12: 355
Lv 13: 410
Lv 14: 470
Lv 15: 530
Lv 16: 595
Lv 17: 660
Lv 18: 730
Lv 19: 800
Lv 20: 895
Lv 21: 990
The pattern keeps going from here. If you don't realize what it is yet, its that the amount of XP you need stays the same for 2 Levels, then rises by 5 (first two level ups need 15 XP, so to hit Levels 2 and 3 you need 15 XP each time, then after that you need 20 for the next two, then 25 and so on and so forth. Every 10 Levels the amount you need increases by the amount equal to that Level as well. So at Level 10 the amount goes up by 15 and so on.
Lv 1: 0 XP
Lv 2: 20 XP
Lv 3: 40
Lv 4: 65
Lv 5: 80
Lv 6: 110
Lv 7: 140
Lv 8: 175
Lv 9: 210
Lv 10: 250
Lv 11: 300
Lv 12: 355
Lv 13: 410
Lv 14: 470
Lv 15: 530
Lv 16: 595
Lv 17: 660
Lv 18: 730
Lv 19: 800
Lv 20: 895
Lv 21: 990
The pattern keeps going from here. If you don't realize what it is yet, its that the amount of XP you need stays the same for 2 Levels, then rises by 5 (first two level ups need 15 XP, so to hit Levels 2 and 3 you need 15 XP each time, then after that you need 20 for the next two, then 25 and so on and so forth. Every 10 Levels the amount you need increases by the amount equal to that Level as well. So at Level 10 the amount goes up by 15 and so on.
Naturally there will be days of just random grinding or just days where nothing really significant is happening (ill try to avoid it, but they will happen). These are how those work. You get 3 Actions per day (each Action representing Morning, Afternoon, and Night, a phase of the day) and can spend them doing any of the following.
Get good enough on a Roll doing an Action and you may either be able to repeat that action (I.E. you do it for longer and get more out of it) or even be able to do a different action in that phase of the day (like you want to grind, but experiment if there's any time left in the morning is how you could phrase this).
Utilizing a certain Skill that makes an area to fight appear can allow you to grind by fighting monsters. Combat is auto-rolled, and the better you did the fewer difficulties you had in grinding the monsters here. Naturally more difficulties may have forced you to either flee and spend more time or even use precious Healing Items. Note, Grinding is easier in Groups. I will never kill your character during auto-grinding, but failing badly with little to heal yourself will still get you penalized.
Magic Rituals, Crafting, and other such special Skill/Talent specific tasks take a while and as such you can spend part of your day on that as well.
Perhaps there is some special Skill you are trying to unlock or create. Well you can spend a while practicing and experimenting with that to try and unlock new said Skill.
Instead of just aimlessly grinding monsters, you can instead find a safe area to grind Skill Levels instead. You can also try to train your various Talents to get free points in them (this being a basic Talent Challenge, CL varies, good RPing may give bonuses here). And of course, you can also do other forms of Training to even try and get free Stat Points as well, like vigorous running to increase VIT or something along those lines.
You can either explore the city and go to places that you have/have not been to before. This takes up an entire phase of the day regardless. Anything can happen when you explore around, although for the earlier parts of the game, not much will happen. Later on though more options will open up for exploration.
You can also use this to go visit any NPC you have met or know of through other people, but that will also take up an entire phase of the day whether its going to talk or going to stores or something to buy something. Yes this can be used to peruse and browse stores for specific things you are looking for. If you know what you are buying though, then you can go there and find it exactly without using an entire phase of the day (you will use some of it though).
Get good enough on a Roll doing an Action and you may either be able to repeat that action (I.E. you do it for longer and get more out of it) or even be able to do a different action in that phase of the day (like you want to grind, but experiment if there's any time left in the morning is how you could phrase this).
Grinding
Utilizing a certain Skill that makes an area to fight appear can allow you to grind by fighting monsters. Combat is auto-rolled, and the better you did the fewer difficulties you had in grinding the monsters here. Naturally more difficulties may have forced you to either flee and spend more time or even use precious Healing Items. Note, Grinding is easier in Groups. I will never kill your character during auto-grinding, but failing badly with little to heal yourself will still get you penalized.
Special Task
Magic Rituals, Crafting, and other such special Skill/Talent specific tasks take a while and as such you can spend part of your day on that as well.
Experimentation
Perhaps there is some special Skill you are trying to unlock or create. Well you can spend a while practicing and experimenting with that to try and unlock new said Skill.
Stat/Skill/Talent Grinding
Instead of just aimlessly grinding monsters, you can instead find a safe area to grind Skill Levels instead. You can also try to train your various Talents to get free points in them (this being a basic Talent Challenge, CL varies, good RPing may give bonuses here). And of course, you can also do other forms of Training to even try and get free Stat Points as well, like vigorous running to increase VIT or something along those lines.
Exploration
You can either explore the city and go to places that you have/have not been to before. This takes up an entire phase of the day regardless. Anything can happen when you explore around, although for the earlier parts of the game, not much will happen. Later on though more options will open up for exploration.
You can also use this to go visit any NPC you have met or know of through other people, but that will also take up an entire phase of the day whether its going to talk or going to stores or something to buy something. Yes this can be used to peruse and browse stores for specific things you are looking for. If you know what you are buying though, then you can go there and find it exactly without using an entire phase of the day (you will use some of it though).
COMBAT!
Now we get to the good stuff lets show you how you fight!
Turn Order is pretty simple. Its play by post, so the players will go first. When you post for your Turn simply have what your character does and our co gm will post the results (this goes for all actions both in and out of combat really that involve you doing something). After the players post, then the enemies get their turn, although sometimes some certain enemies or NPCs will go after certain players have had their turn instead of normal order.
If you do not post for a while your Turn will be skipped and your character open to attack. If you can't post just say so, otherwise I will assume the worst and just skip your Turn and will continue to skip it until you come back and post, your character having been assumed to be spacing out or something like that.
If you do not post for a while your Turn will be skipped and your character open to attack. If you can't post just say so, otherwise I will assume the worst and just skip your Turn and will continue to skip it until you come back and post, your character having been assumed to be spacing out or something like that.
During combat you can chose to do a multitude of things from attacking to defending to using a certain skill or talent you posses you can even look into your inventory to take an item.
Keep in mind the more agility you have the more actions you can take but for now you are only allowed one action.
Keep in mind the more agility you have the more actions you can take but for now you are only allowed one action.
what Co gm will do is subtract defense and attack roll to see how much life point damage it does. this is pretty straightforward but depending on your gear you could have a higher stat in either attacking or defending.
Their is also the fact that using certain weapons will mulitiply your damage against your enemies armor or protection.
unarmed and small weapons give an amount equal to 1x maybe 1.5x for something better
2x for stronger stuff= generally heavy weapons
3x for destructive stuff= legendary or named weapons
Their is also the fact that using certain weapons will mulitiply your damage against your enemies armor or protection.
unarmed and small weapons give an amount equal to 1x maybe 1.5x for something better
2x for stronger stuff= generally heavy weapons
3x for destructive stuff= legendary or named weapons
This time around we will give each player a chance for a second wind the way it works is if you lose all your hitpoints you can get a second wind but you will have have reduced life and a +2 to all roll results. Also you only get 3 second winds which will replenish slowly and if you lose again you're either dead or Ko'd depending on the severity.
There are many various Status Affects, but I will tell the more important ones in a few examples here. As more come up ill add them, but for now im just giving a few samples. You will be able to find Items that can help with Status affects.
Bleeding Out: you were hit with a weapon that causes a bleeding effect as a result you loose HP every turn until the bleeding effect has worn off you will loose up to 10 health each post at higher levels the bleeding effect becomes more sever with the stronger enemies.
Deadly: Your mind is a powerful thing and it can sometimes let you even surpass the limitations of your body. If you have learned a dangerous skill that requires you to have stats you do not have yet or is inherently risky to use you could end up getting crippled or loose half of your HP if the roll is not a successful one.
Diseased: You have been affected by some kind of sickness or disease. Detrimental affects or damage usually applied depending upon the disease.
Fatigued: You are tired from doing too much for too long. While Fatigued you have all roll results reduced by a quarter. You can automatically recover from fatigue completely after a short rest (usually around 30 minutes, higher VIT scores shorten this). Sleeping is the best way to get rid of this though.
Paralyzed: You are either unconscious, tied up, or something else. Regardless of how it happened you are completely immobile and cannot move (if you can still speak though you can use Skills unless said Skill requires some form of movement). While like this all Attacks get +100 Accuracy against you and Coup De Graces are possible if the foe spends their entire round performing it.
Poisoned: You have been poisoned and receive detrimental affects and as a result the gamer will have -3 to your rolls each turn it stays in effect
knocked back: You have been knocked down and must spend your next Action standing up. Until your back up you have a reduced defense by half and you need to spend an action to get up and do anything
Sealed: Your powers have been sealed. you are unable to use any magical abilities or skills while you are sealed.
Surprised: you got the jump on the enemy and when you do get the jump on the enemy you get to attack twice. But the halved defense only applies to the first attack.
Crippled: you have been hit to much or you used a skill that damages your body part. Cripple takes away the use of your body part for the rest of the battle unless you use a potion that heals status effects. When crippled you are unable to use actions that requires the use of that limp for example if your leg got hit to often and is bleeding you will not be able to run.
Bleeding Out: you were hit with a weapon that causes a bleeding effect as a result you loose HP every turn until the bleeding effect has worn off you will loose up to 10 health each post at higher levels the bleeding effect becomes more sever with the stronger enemies.
Deadly: Your mind is a powerful thing and it can sometimes let you even surpass the limitations of your body. If you have learned a dangerous skill that requires you to have stats you do not have yet or is inherently risky to use you could end up getting crippled or loose half of your HP if the roll is not a successful one.
Diseased: You have been affected by some kind of sickness or disease. Detrimental affects or damage usually applied depending upon the disease.
Fatigued: You are tired from doing too much for too long. While Fatigued you have all roll results reduced by a quarter. You can automatically recover from fatigue completely after a short rest (usually around 30 minutes, higher VIT scores shorten this). Sleeping is the best way to get rid of this though.
Paralyzed: You are either unconscious, tied up, or something else. Regardless of how it happened you are completely immobile and cannot move (if you can still speak though you can use Skills unless said Skill requires some form of movement). While like this all Attacks get +100 Accuracy against you and Coup De Graces are possible if the foe spends their entire round performing it.
Poisoned: You have been poisoned and receive detrimental affects and as a result the gamer will have -3 to your rolls each turn it stays in effect
knocked back: You have been knocked down and must spend your next Action standing up. Until your back up you have a reduced defense by half and you need to spend an action to get up and do anything
Sealed: Your powers have been sealed. you are unable to use any magical abilities or skills while you are sealed.
Surprised: you got the jump on the enemy and when you do get the jump on the enemy you get to attack twice. But the halved defense only applies to the first attack.
Crippled: you have been hit to much or you used a skill that damages your body part. Cripple takes away the use of your body part for the rest of the battle unless you use a potion that heals status effects. When crippled you are unable to use actions that requires the use of that limp for example if your leg got hit to often and is bleeding you will not be able to run.
These are special terms and situations that apply to Combat.
Cover: You are hiding behind or beneath something, using it as Cover. Different Cover provides different forms of Defense Ratings against usually all forms of Attack depending upon the size and even the sturdiness of the cover. Some Cover also provides total cover and complete protection. If you are in Point Blank Range from a foe then you are considered to be providing Cover to the foe against Ranged Attacks coming from elsewhere and give a +10 Defense Rating to the foe against Ranged Attacks. If they miss and fail above a 10 then they are considered to have hit you for regular damage
Coup De Grace: A finishing strike. You are able to perform one an opponent if they are Paralyzed. You perform an attack Roll (+100 Accuracy, but you can still Fumble) and you ignore Resistance and death is usually automatic (some foes are immune to Coup De Graces).
Death: You are dead, hard to say it, but it’s true. If you either suffer a Coup De Grace or your HP is reduced to a % amount below your HP and you have used up all your second winds your are dead. However for us gamers death is not eternal for you can revive yourself but it will cost you a skill that you have most recently learned and you lose experience towards your next level. if had only 5 points of experience till you got to level 10 you start back from level 9
Cover: You are hiding behind or beneath something, using it as Cover. Different Cover provides different forms of Defense Ratings against usually all forms of Attack depending upon the size and even the sturdiness of the cover. Some Cover also provides total cover and complete protection. If you are in Point Blank Range from a foe then you are considered to be providing Cover to the foe against Ranged Attacks coming from elsewhere and give a +10 Defense Rating to the foe against Ranged Attacks. If they miss and fail above a 10 then they are considered to have hit you for regular damage
Coup De Grace: A finishing strike. You are able to perform one an opponent if they are Paralyzed. You perform an attack Roll (+100 Accuracy, but you can still Fumble) and you ignore Resistance and death is usually automatic (some foes are immune to Coup De Graces).
Death: You are dead, hard to say it, but it’s true. If you either suffer a Coup De Grace or your HP is reduced to a % amount below your HP and you have used up all your second winds your are dead. However for us gamers death is not eternal for you can revive yourself but it will cost you a skill that you have most recently learned and you lose experience towards your next level. if had only 5 points of experience till you got to level 10 you start back from level 9
Character sheet
Who are you fellow gamer!?
keep in mind that you must not put in any points into your stats until after you have rolled the dice with the co gm
keep in mind that you must not put in any points into your stats until after you have rolled the dice with the co gm
Real Name(in the rp):
Age: (Min 15 years)
Gender:
Appearance: (Description, Pic, or Both)
Personality: At least one paragraph long (would prefer more), show me some writing ability.
History: Just somethings about your character's life that are important like what they do, who they are, maybe where they came from. Note that going into detail may or may not help your character out in game, since this will have place in both the real world and the virtual world. At least one paragraph long though (would prefer more).
Level: 1
XP: 0
You get a spread of points to assign to your stats: 3,4,4,5,6
STR:
VIT:
AGI:
INT:
EMP:
HP: Determined by vitality
MP: Determined by Intelligence
MP Regen:
XP: 0
You get a spread of points to assign to your stats: 3,4,4,5,6
STR:
VIT:
AGI:
INT:
EMP:
HP: Determined by vitality
MP: Determined by Intelligence
MP Regen:
Can put no more than 3 into one right now.
Acrobatics (AGI):
Appraisal (INT):
Climbing (STR):
Focus (INT):
Persuasion (EMP):
Knowledge (INT):
Intimidation (EMP):
Melee brawler(STR):
Deception (EMP):
Observation (INT):
Projectile Weaponry (INT):
Stealth (AGI):
Thrown Weapons (STR):
pick and choose erase the other skills you don't want to start with
Acrobatics (AGI):
Appraisal (INT):
Climbing (STR):
Focus (INT):
Persuasion (EMP):
Knowledge (INT):
Intimidation (EMP):
Melee brawler(STR):
Deception (EMP):
Observation (INT):
Projectile Weaponry (INT):
Stealth (AGI):
Thrown Weapons (STR):
pick and choose erase the other skills you don't want to start with
Where your Skills are visible from. Your Starting Skill goes here as do these two.
The Gamer (MAX LV) (Passive): You possess the Mind of a Gamer. +1 INT. Immune to all Psychological Affects. Able to analyze things in the same way a gamer could.
Game Character's Body (MAX LV) (Passive): +1 AGI. You possess a body that lets you live like a Game Character in the real world.
The Gamer (MAX LV) (Passive): You possess the Mind of a Gamer. +1 INT. Immune to all Psychological Affects. Able to analyze things in the same way a gamer could.
Game Character's Body (MAX LV) (Passive): +1 AGI. You possess a body that lets you live like a Game Character in the real world.
Once you get titles, they along with their bonuses will be listed here. You can have one equipped at a time, but the bonuses of all Titles stack.
Pretty much your Inventory Window is a magical hammer-space that you can store anything you can carry in your two hands in (so no cars, large scooters, etc). This is unlimited
equipment
Stuff equipped to your Character. Includes Clothes (considered a Body Item). This doesn't affect your Inventory Slots. You have two equipment windows that you can switch between at will, so you could have your normal 'civilian' clothes essentially in one set, and your combat gear in another. Or whatever other setup you'd like.
Main Hand:
Off Hand:
Body:
Head:
Arms:
Feet:
Accessories:
Keep in mind however that starting out you wont have much if anything to put in these slots until we get further into the story itself
items
Money: 100 dollars
equipment
Stuff equipped to your Character. Includes Clothes (considered a Body Item). This doesn't affect your Inventory Slots. You have two equipment windows that you can switch between at will, so you could have your normal 'civilian' clothes essentially in one set, and your combat gear in another. Or whatever other setup you'd like.
Main Hand:
Off Hand:
Body:
Head:
Arms:
Feet:
Accessories:
Keep in mind however that starting out you wont have much if anything to put in these slots until we get further into the story itself
items
Money: 100 dollars
1.As Gm I have authority however if you wish to give me a suggestion or offer up a Logical complaint I will listen but I get last say.
2. Co Gm has all authority when it comes to the dice rolls if you do not like the roll then it can be discussed but remember that this game is still a game and bad things will happen it all depends on how well the dice favors you
3. nobody is excused from death if you loose all your HP and your second winds YOU ARE DEAD but their is a chance for you to come back so don't whine about it much.
4. discussion about different views are accepted however I crack down on the name calling if you want to do that take it to PM cause I wont have it here
5. Romance is allowed but if you are going to go all the way do it in PM and we will just post "fade to black" for the situation here.
6. This is a high casual RP so 2 paragraphs minimum for a post no one liners
7. If you have read these rules then write down "I am a gamer!" at the bottom of your CS sheet
8. Have Fun :)
2. Co Gm has all authority when it comes to the dice rolls if you do not like the roll then it can be discussed but remember that this game is still a game and bad things will happen it all depends on how well the dice favors you
3. nobody is excused from death if you loose all your HP and your second winds YOU ARE DEAD but their is a chance for you to come back so don't whine about it much.
4. discussion about different views are accepted however I crack down on the name calling if you want to do that take it to PM cause I wont have it here
5. Romance is allowed but if you are going to go all the way do it in PM and we will just post "fade to black" for the situation here.
6. This is a high casual RP so 2 paragraphs minimum for a post no one liners
7. If you have read these rules then write down "I am a gamer!" at the bottom of your CS sheet
8. Have Fun :)