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Race and Class Information.

Posted by ChronosFor group 0
Chronos
GM, 55 posts
Tue 24 May 2011
at 02:52
  • msg #1

Race and Class Information

Building a race.
A Player can craft his own race ( with GM approval) by selecting from the listed abilities calculating the total cost an subtracting sic points from that total. ( 6 pts being the calculated cost of the human racial package.) the result being the Construction point cost for being a member of the new race.

      A player should make the race as fleshed out as possible with a culture, social structure, history and general mindset. A well fleshed out race will greatly increase the game world and increase the likelihood of the Gm incorporating it into the events unfolding in the greater story line. ( at any point the GM may insist n alterations, or refuse to accept a race he finds unacceptable, poorly conceived, or over power in his game.)

      Player created races will occur in game play and are known to other. However another player may only choose this race after consulting the creator and the GM to insure that players who wish to be fairly uncommon races remain uncommon.


Racial Advantages:

Racial advantages are shared by all members of the species. These advantages replace the normal Human advantages completely. A member of a race may buy off an ability or disadvantage at character creation but this makes him distinct from his own race and he may be considered a freak or mutant.

Racial Package:


A Player who wishes to be unique can elect to purchase racial advantage individually. This indicates his race is few in number and the likelihood of encountering another member of his race in game play is low. To do so the character purchases racial advantage and chooses racial disadvantage payg the total cost fro his character points without any discount.

Or he can choose to select an existing race. If a player wishes to do so, and the GM agrees to it he can develop a full fledged race  by creating a racial package. This implies that the race is numerous enough to allow for encountering others of His race during game play, either as Allies, neutral or hostiles. Racial packages offer a points savings by comparing the cost of the race to the normal Human racial package. Which is worth approximately 6 character points.

Human Point Cost
Base movement                                                  0
+1 Feat at 1st Level                                           2
+4 Skill Points at 1st Level                                   1
+1 Skill Point each Level                                      2
Racial Advantages
AC Bonus +1           (general)                                2
AC bonus +1           ( Limited)                               1
   (bonus with single attack form or group of opponents)
Attack Bonus           (general)                               2
   (Bonus to all attacks vs all types or groups of targets.)
Attack Bonus           (limited)                               1
    (against a single type group or with a single attack/weapon)
Damage Resistance +1   full body                               4
    (covers all body locations, can not be circumvented with called shot)
Damage Resistance +1  Partial                                 2
    (can be bypassed with called shot)
Fast Movement +10 Movement                                    1
    ( Affects  single  movement type)
Feat                                                          2
Natural weapons 1d4  + str mod  (Melee )                      1
(requires weapons training ,learned as class skill,treated as an armed  Attack)
Natural weapons 1d6  + str mod  (Melee )                      2
Natural weapons 1d8  + str mod  (Melee )                      4
Natural weapons 1d4    range inc 10                           1
Natural weapons 1d6    range inc 10                           2 (rof single)
Natural weapons 1d8  range inc 10                             4
Size Change 1 category                                        3
affects stats, armor class, and skil/combat. modifiers
Skill bonus     +  1 to one Skill                              .25
Special Immunity    non damaging  effect                      1
Special Immunity to one damaging effect                       4
Special Movement   ( natural)( maneuverability stars at good) 4
Special Movement( artificial) (begins at poor maneuverability)2
maneuverability class increase                                4
Special Sense ( linked to existing sense)                     1
      If base sense affected by an attack or effect so is  special sense
Special Sense ( independent)                                  3
       must be affected individually from other senses
Stat bonus        +1 to one stat                              1
Regeneration  1pt per round                                   4
Talent                                                        2

Disadvantages:

Alternate body type ( clothing armor +2 Purchase   DC +2)    -2

Bane
 The Bane causes minor damage (1d6/round of exposure)        -1
 The Bane causes moderate damage (2d6/round of exposure).   - 2
 The Bane causes severe damage (3d6/round of exposure).     - 3

Common or well Known                                            X1.5
Common but not widely Not widely Known   ( research DC 10)      x1
Uncommon or requires research to discover (research DC 15)      X .75
Rare or secret  ( research Dc 25 )                              x.5

Discrimination
The character experiences a small degree of discrimination.    -1
The character experiences a large degree of discrimination.    -2
The character experiences a severe degree of discrimination.   -3

Cannot heal (must be repaired)                                 -4
Impaired movement    ( movement -10ft)                         -1
Skill penalty -1 to one skill                                  -.25
Skill Group penalty ( affects all of one type skill            -4
Special dietary requirements                                   -2
Special medical needs (-4 to treat injury  )                   -4
Vulnerability     to one attack type +25% damage               -1

Weak Point      with a called shot to weak point attack treated as critical hit

The weak point is tiny     (-6 Called Shot attack penalty).    -1
The weak point is small    (-4 Called Shot attack penalty).    -2
The weak point is large    (-2 Called Shot attack penalty).    -3
 Attacker must be aware of , or have successfully researched the  weak point 

NEW STATISTICS
Endurance/Energy

figured statistic
this is the measure of a persons internal energy reserve for powering spells, powers and abilities as well as remaining physically active in combat or heavy exertion. while generally a measure of physical endurance the stat is also a measure of a persons mental toughness in the face of physically and mentally taxing situations.

End = Constitution+ Wisdom + charisma
a character endurance increases each level equal to their recovery


Recovery:
figured statistic

this is a measure of how fast a person can recover from taxing physical and mental activity every ten minutes a character can recover his recover a portion of his endurance and health points based on his recovery Stat.
recovery is based on a persons constitution, charisma and wisdom Recovery (Rec)= (con Mod + Str Mod + Cha Mod + Wis mod)

A character recovers endurance and hit points equal to their recover every minute

In combat a character can take a full round action to regain their Rec if they can take no action and are not forced to defend themselves in that round if they are forced to abandon their recovery they do not recover any Health or endurance.
This message was last edited by the GM at 19:14, Sat 29 Oct 2011.
Chronos
GM, 57 posts
Tue 24 May 2011
at 05:01
  • msg #2

Re: Race and Class Information

while no specific class system is used for this game, Levels will be gained as experience is awarded. each Level a character will receive (xx) character points to distribute purchasing hit points skill points and other advantages as they see fit. I believe this will allow maximum flexibility and character diversity with a stable simple system to ensure characters remain within a similar level of power.

Class Advantages
At each level the character spends his available character point to purchase advantages.  These ideally reflect the experiences the character had while in play, or special study and training the character spent time in during his off time. players should but are not required to purchase advantages in such a manner or to include any study or practice of skills or advantages they wish to purchase at some point in the game, either in play or in their ‘characters spare time.
Advantage                                                  Cost
+1 to Fort, Ref, or Will Save                                 1
+1 to  Base Attack Bonus                                      3
+1 Defense Bonus                                              2
+1 Reputation Bonus                                           1
+1 Talent( prerequisits must be met,
 including prerequisites for class talent is taken from)      2
+1 Feat    (  Prerequisites must be met )                     2
+1 class skill:                                               1
( all characters receive 5 class skills free at first level)
+1 skill Point                                                0.25
( all characters receive Intelligence modifier in Skill points free each level)
+1 action Point                                               3
( action points are expended but do reset at each level or when indicted by the GM)
1 Health Point                .25
1 Energy Point                .5
1 Hit points                   1
This message was last edited by the GM at 11:00, Wed 21 Sept 2011.
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