Rules: -Rp uses a custom bare bones version of the Pathfinder/D&D d20 system allowing you to design your own abilities and such from scratch. As long as they aren't too overpowered it should be fine. --Due to the nature of the system, joining us all over Skype is probably necessary. (Might be able to make due with the OOC.) -Characters & abilities have to be original. -1 to 2 ability bearing characters max. -Posts have to be readable. -Don't act damickey virginia.
Each character receives 15 points to spend on increasing his basic attributes. In this method, all attributes start at a base of 10. A character can increase an individual score by spending some of his points. Likewise, he can gain more points to spend on other scores by decreasing one or more of his ability scores. No score can be reduced below 7 or raised above 18 using this method. See Table: Ability Score Costs for the costs of each score. After all the points are spent, apply any racial modifiers the character might have.
For every 2 points above or below the neutral 10, you receive a plus 1 modifier, or minus 1 modifier respectively to any roll which the stat would be relevant.
Ex) My strength modifier is +1 if I have 12 strength. If I have 8 Strength, my strength modifier is -1.
Additional Note, A character gains plus 1 hit point in equity to their constitution modifier Ex) My Constitution is 14, so my constitution modifier is 2, so I get +2 HP
Additional Note, A character gains plus 1 to their hit roll with melee weapons based on their Strength modifier Ex) My Strength is 12, so my Strength modifier is 1, so i get +1 to hit
Additional Note, A character gains plus 1 to their Armor Class and chance to hit with ranged weaponry based on their Dexterity modifier Ex) My Dexterity is 16, so my Dexterity modifier is 3, so I get +3 to Armor Class and +3 to hit with ranged weapons
Additional Note, A character gains one additional skill point per level, based on their intelligence modifier Ex) My Intelligence is 13, so my Intelligence modifier is 1, so I get 1 additional Skill point to distribute upon leveling up.
Additional Note, A character gains one additional ability, based on their wisdom modifier. Ex) My Wisdom is 15, so my Wisdom modifier is 2, so I get 2 additional Abilities upon leveling up.
Additional Note, A character gains one additional stat point per level, for every point in their charisma modifier. Ex) My Charisma is 18, so my charisma modifier is 4 so I get 4 stat points upon leveling up.
4 additional Stat Points will be granted to each player upon leveling up, additional rewards may be granted on DMs discretion.
ANY POINTS LEFT OVER MAY BE NOTED ON THE CHARACTER SHEET, AND WILL ROLL OVER UPON THE NEXT LEVEL UP.
IMPORTANT TO NOTE YOU CAN NOT GO ABOVE 18 FOR ONE SKILL, OR BELOW 7, PLEASE ADHERE TO THE ABOVE CHART
--------- ABILITIES ---------
When creating a character, you may come up with 8 abilities unique to your character, plus an additional ability per 2 points of the wisdom modifier.
These abilities can be anything from augments that modify your character's natural abilities (ex. grappling hook augment, sound blaster, etc.), or could be a combat ability, perhaps a special move your character has devised, and can be for utility rather than combat purposes if desired. Abilities can a passive bonus to a certain activity, such as a bonus to hit with a specific kind of blaster, for example.
Abilities can also be considered weapon proficiency. Ex) Western Boner: +2 to hit with all vintage weaponry
Abilities should have unique names.
Abilities past level 1 can be created by expending Ability points. 1 ability point will be awarded to each player upon level up, plus 1 for your character's wisdom bonus
Combat abilities should do something unique, past a basic attack roll, they can be augment related, or the usage of a special item.
Combat abilities are split into 2 categories, Encounter abilities, and Mission/Day abilities. Encounter abilities should be something more simple, but still useful and effective, and can be used once per encounter with enemies. Mission abilities, can only be used once per mission, and should be very powerful, but can have drawbacks.
Ex) Frozen Claw Memester holsters his lazer pistol, and lunges at target enemy gaining bonus range. apply str modifier to hit. Damage: 1d10 + CHA modifier. Bonus Effect: Unless affected enemy succeeds a DEX saving throw vs. my CHA, opponent skips their next round.
--------- SKILLS ---------
5 skill points + int modifier when you create character
Modify your chance to succeed at a relevant task. Skill values are increased by the modifier value of their noted Stat counterpart.
Lore WIS Terrestrial Vehicle Piloting INT Ship Piloting INT Pickpocketing DEX Stealth DEX Alien Tongues WIS Athletics DEX Acrobatics DEX Flight DEX Climb STR Bluff CHA Diplomacy CHA Disguise CHA Disable Device DEX Escape Artist DEX Handle Animal CHA Survival WIS Swim STR Sleight of Hand DEX Sense Motive WIS Perception WIS Perform CHA Intimidate CHA Heal WIS Craft INT Hacking INT
Telos make your post ... i know you went to the BLM parade ....when you were, a yung boi, yer fader touk you into the city to join the black parade..... but please willll u write your post