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04:24, 7th May 2024 (GMT+0)

Character Creation.

Posted by XethrylFor group 0
Xethryl
GM, 1 post
Sun 8 Jan 2023
at 04:36
  • msg #1

Character Creation

The origins of the Exaydians are kept secretive, and how each type came to be is unknown. There are four major types. You may choose one, or choose a hybrid of two:


Sovereign: Makes up half the population and the most adaptable group of the four. Nearly all queendoms over the centuries have been of a Sovereign dynasty. Choosing this will grant bonuses to usage with bows and traditional martial weapons.

Divergent: A genetic makeup that often results in rare and exotic skin pigmentation. Divergent often have a keener sixth sense that sometimes makes them unnervingly intuitive and deeply perceptive. Choosing this will grant bonuses to mentally challenging skills and increased potential for psychic power.

Panthera: Out of the four groups this one had the most success surviving wildernesses and navigating jungles. They possess feline ears and a tail, and like the predators of the jungle move with unmatched gracefulness and speed. Choosing this will grant bonuses to stealth, survival skills and perception.

Elfin: Where the Panthera thrive in blending with nature, it is the Elfin who are the most successful in utilizing the bounties of nature. They have fine, graceful features with very pronounced ears that grant them a very acute sense of hearing. Much to the envy of those with Sovereign lineage, the Elfin can shoot the furthest and most accurately with bows. Choosing this will grant a large bonus to bows, and bonuses in Nature skills while being able to detect sound from far away.


Skills:

Choose two fields that your character is considered to be very good at, and two fields that your character is average at.

Close Combat
Archery
Nature
Alchemy
Perception
Firearms
Vehicles
Stealth
Swimming
Mysticism
Engineering

Any future skills can be learnt through RP.


Special:
Come up with three things that make your character unique. They can be good things, or bad things. Using good things will sometimes cost 'Special Points' to use, while having Specials that give your character some kind of penalty or difficulty give access to additional Special Points. A Special can also be a mix of good and bad.

If you're having trouble thinking of Specials, it can be a special weapon or possession your character has, a uniquely honed talent they possess, a lineage that grants them access to more prestige or wealth, or situational bonuses where a character is really good at something under specific circumstances. Some examples of bad specials can be an addiction, a serious personality flaw, having made enemies with a dangerous group, or an inability to do certain things. Some examples of specials that are a mix of good and bad can be an amazon that is strictly traditional and refuses to use firearms and only wears traditional wear to gain a bonus in bows and martial weapons; while the opposite can also be true for a different special where the amazon scorns all traditionalism and thrives on things considered cutting edge.


Lastly to complete character creation, make atleast one paragraph about the character's appearance, and one paragraph about their history and personality.

This message was last edited by the GM at 04:57, Sun 08 Jan 2023.
Xethryl
GM, 5 posts
Mon 9 Jan 2023
at 02:02
  • msg #2

Using Dice Rolls

All skill rolls are done with a D20.

Skills a character is very good at get a +6 modifier to the result.
Skills a character is average at get a +3 modifier to the result.

Teamwork can make a big difference to success. If your characters coordinate with each other it can lead to higher outcomes. When you roll you can declare to 'Team Up' with as many characters that are in the same location as you as possible as long as it was RP'ed that they all agree to the same plan, and will roll the exact same Skill. Teaming Up when all characters involved are at Very Good skill will provide +4 to the roll, while Average provides +2. If you Team Up with characters of mismatched skill levels, or those completely lacking the skill, it only leads to a flat +1 to the roll, which is better than nothing.

This RP has a rule that you can post as many times as you want without waiting for others, including combat. However in combat there will be listed hazards and events that may happen each time you act, so there can be risks to acting alone.
This message was last edited by the GM at 21:40, Thu 19 Jan 2023.
Xethryl
GM, 10 posts
Fri 27 Jan 2023
at 04:43
  • msg #3

Combat Basics

Targets will typically have these stats:

Health: Will be abbreviated as HP. You know what this is.

Difficulty: Will be abbreviated as Dif. You'll need to roll atleast this much for attacks to succeed. If you miss it by 3, you'll still damage the target but for half the amount.

Armor: If a target is well protected it will reduce all incoming damage by this amount. You can try get creative in an attempt to temporarily or permanently reduce this.

Counter Damage: Will be abbreviated as CD (RCD if at ranged). If you make an attack roll on the target, you'll always take this much damage (unless you use a defensive action, more on that later).

Special: Will be abbreviated as SP. Traits and modifiers to watch out for. Usually this will be extra situational incoming damage to watch out for each turn.

Distance: Will be abbreviated as Dis. Sometimes the targets may be far away. This amount says by how far.

You will never need to wait for me to post in combat, because the first combat post I make will describe what the enemy is doing at all times while the combat is ongoing. Sometimes however I might additional posts during the combat with the enemy performing additional actions if the target is particularly dangerous.

---

There is no strict turn order or 'D&D Initiative', simply post whenever you can in combat. There is a benefit in taking turns evenly in combat called 'party cohesion'. This simply ensures nothing unexpectedly bad happens most of the time.

If you are in a risk-taking mood, you can continue to keep taking actions out of turn as much as you like, but break your passive 'party cohesion' protection on yourself in exchange. Characters not protected by party cohesion may potentially end up getting extra attention from the enemy in the form of special incoming attacks or unexpected modifiers. If you end up deep out of party cohesion and want to return to it, you can skip your turn for each 4 actions you took out of turn. There's nothing wrong with breaking party cohesion, some characters might be very well suited for it.

Each turn in combat you can take 4 actions. From those 4 actions, you can choose to perform any of these in any combination you want.

Attack: Roll to try do damage. State which weapon/technique you're using (more on weapons and combat equipment later in the thread)

Defend: You will take 2 less from Counter Damage this turn. This does stack if you perform it additional times in one turn.

Move: If a target is at a distance and you want to get closer, you can close the gap by 1. If you want to move further away, you can create more distance to the target by 1. Try keep track of how far you are from the combat if you use this to create distance.

Improvise: Try to do something creative or unorthodox through any method you think of. You'll have to wait for me to post afterwards to say whether it is possible and give your roll goals to make it happen.

Discover: Each battle might have a 'Discovery Difficulty' (DD). If it's listed, you can spend actions try roll to overcome the listed amount for certain skills it's asking for. It will usually ask for Stealth and/or Perception. If you pass it, I'll reveal something unexpected about the battle, which could end up being additional enemy reinforcements the party didn't know about, or enemy weaknesses, or some other thing. Sometimes you will only get a certain amount of chances to Discover each encounter before you can't attempt to anymore.
This message was last edited by the GM at 04:50, Fri 27 Jan 2023.
Xethryl
GM, 13 posts
Sun 29 Jan 2023
at 22:14
  • msg #4

Equipment

You have five slots for equipment. All the default equipment listed here is available for free, you don't need to earn it in any way. If equipment says it only has a certain amount of uses, that is only per fight; after a fight you can assume you retrieved or resupplied your ammunition.

Weaponry

One-Handed Armament: Typical melee weapon such as a sword, spear, or anything else you could think of that only requires use of one hand. Does 3 damage.

Bow: Traditional longbows with quivers filled with arrows. Has twelve uses per amount brought. This is a ranged weapon that can reach to a distance of 2. Does 3 damage.

Light Throwing Weapon: A small projectile such as a throwing knife, dart, shuriken, etc. Only has five uses per amount brought. This is a ranged weapon that can reach to a distance of 1. Does 2 damage. Every second time you attack with this in a row, it does not trigger counterattacks and doesn't use up an action.

Heavy Throwing Weapon: Unwieldy but powerful projectiles such as a javelins and throwing axes. Only has three uses per amount brought. This also can strike targets that are 1 distance away. Does 3 damage, and 1 minimum damage is the target's armor is 3 (doesn't work if its higher than 3).

Two-Handed Arnament: A heavier melee weapon that takes up two equipment slots instead of just one. Does 4 damage, and 1 minimum damage is the target's armor is 4 (doesn't work if its higher than 4). Although switching weapons doesn't cost actions, you can't use any other weapons in the same turn.

Pistol: A one handed ranged weapon. Because it uses delicate powders and compounds an Ammunition Belt is required (listed later in this post). Has four uses per amount brought. Does 3 damage that fire up to a distance of 1 while ignoring 1 points of Armor, and if used in melee ignores 2 instead.

Rifle: A two-handed ranged weapon. Because it uses delicate powders and compounds an Ammunition Belt is required (listed later in this post). It's somewhat unwieldy and high maintenance so it uses two equipment slots. Has six uses per amount brought. Does 5 damage up to a distance of 1, and also reach to 2 distance but the damage is reduced to 3. Always ignores 1 Armor.


Armor

Light Shield: A small easy to use shield that doesn't get in the way. Can be used alongside any one-handed armament or throwing weapon. Reduces all damage taken by 1. These might break after taking enough punishment.

Sturdy Shield: A bigger shield with more coverage against projectiles. Can be used alongside any one-handed armament or throwing weapon. Uses up two equipment slots. Reduces melee damage taken by 1, and ranged damage taken by 2. These might break after taking enough punishment.

Light Armor: Very basic protection such as wristguards and greaves made from light material or  metallurgy that doesn't hinder agility but isn't protective enough against projectiles. Reduces melee damage taken by 1.

Heavy Armor: Pieces of equipment that incorporate iron and steel, thus weighing down the user much more. Uses up two equipment slots. Reduces all damage taken by 2. These might steadily wear down with enough punishment. Due to the weight, rolls for agility tests and swimming are reduced by 5.


Field Equipment

Basic Pack: Required if a character is going somewhere far away with provisions and/or plans on packing loot to bring back. Usually large enough that only a single person among four needs to bring it unless the party is going somewhere very far away for multiple days.

Reagent Pack: Delicate reagents such as herbs require specialized containers and vials to keep them dry and undisturbed. Bringing this is required for transporting fragile goods.

Ammunition Belt: Using firearms requires munitions that easily get ruined from exposure, especially moisture, so a belt with specialized casings and pouches is necessary.

Alchemy Kit: Heaters, beakers, measurement tools and everything else one would need to create concoctions out in the field.

Maintenance Kit: Sometimes unforeseen events can lead to damaged or even ruined equipment. With sufficient engineering skill this kit has everything one needs to restore compromised gear of any kind for an entire party.

Modification Pack: Various tools, odds and ends and accessories to create contraptions or modify any kind of equipment to better suit a specific purpose. With enough engineering knowledge one could temporarily change an item to behave a different way, but usually with some kind of drawback in exchange.

Ritual Kit: Filled with incense, rare inks, candles, effigies, gems, exotic blood and anything else that would be needed to perform advanced mysticism for a wide range of purposes.

Snorkelling Kit: A mask, snorkel and fins. Normally moving in the water or seeing anything beneath it is difficult, but this kit negates that.

Scuba Gear: Includes everything in a snorkelling kit but with an oxygen tank, regulator mouthpiece and guages to monitor air usage. Heavy, so it uses up two-equipment slots. Makes prolonged underwater exploration possible, especially for deeper waters, but the more depth there is the more rapidly air is used up.
This message was last edited by the GM at 23:58, Sat 25 Feb 2023.
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