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Levelling up and Traits
Topic Started: Jun 20 2011, 08:03 AM (115 Views)
Lord Rogue
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Game Master
[ *  *  * ]
So, upon completing missions, destroying enemies and generally being a mean badass, your character gets experience. Sounds splendid, does it not? why yes, yes it does.

Every time your character levels up it gains Character Points (or CP for short). The ratio of CPs gained is 1 +1 per level of character. That means that on the first leveling up, when your character becomes level 2, it will have 3 CPs to use.

CPs can be put into improving skills, increasing traits or gaining new ones.

Skill Increase is naturally done over time when your character uses the skill. Each time a character uses a skill successfully (like scoring a successful attack or managing to repair something) the skill gains experience. When a skill's necessary experience quota is reached, the skill gains a level. You can increase your skill experience by using CPs, with each CP being worth 1 Skill Experience Point or SEP.


Traits

Hardened Resolve - Character's will is iron and won't give in to ESP attacks easily. Character gains a defensive roll against ESP attacks equaling to her total Charisma skills divided by 3. The power of Hardened Resolve updates as the character's Charisma skills increase.
3 CP

Toughness - Character is so resilient it refuses to die. Character gets an extra hitpoint, effectively doubling her chances to survive in a fight.
3 CPs

Buff - Taking the Buff trait increases your Fortitude by 1. Buff can be taken multiple time, costing an extra 2 CPs every time it's taken (2 CP, 4 CP, 6 CP and so on). First level costs 2 CP

Ninja - Character truly mastered their melee arts, giving the character +3 to all melee rolls, increasing Fortitude by 1 and giving Character +1 fortitude for purposes of resisting melee attacks.
Prerequisite: Melee skill level 4
3 CPs


Born Pistolero - Increases your rolls with Pistols by +1 and reduces the SEP requirement for Skill Leveling by 1. The bonus does not apply when using Machine Pistols. 3 CPs

Gang Banger - Applies a +2 bonus with Machine pistols. 3 CPs.

Spec Ops Material - +1 bonus to SMG rolls. Reduces the SEP requirement for Skill Leveling by 1. 3 CPs

Get off my lawn! - +2 bonus to Shotgun rolls. 3 CPs

One Shot, One Kill - +1 Bonus to rolls with Rifles (does not apply to shotguns) and reduces the SEP requirement for Skill Leveling by 1. 3 CPs

Professional Infantryman/woman - +1 Bonus to Assault Rifles rolls and reduces the SEP requirement for Skill Leveling by 1. 3 CPs

Squad Machinegunner - +2 to all Machinegun rolls. 3 CPs

Tank Buster: - +1 to all rolls with rocket launchers, reduces difficulty and encumbrance by 1 for all rocket launchers. 3 CPs

Weapons Expertise: Allows the character to become an expert with a specific weapon (IE: Beretta 92 FS, MP5, M4 Carbine, whatever). Character receives a whopping +5 Bonus to rolls with that weapon (applies to unique versions as well) but suffers a -1 to all other weapons rolls. This trait and Weapon Master trait are mutually exclusive.
Perquisite: Appropriate weapon skill must be level 4
5 CPs


Weapon Master: Character receives +2 to all weapon rolls, signifying them being a jack of all weapons. In addition, any weapon the character uses behaves as being in mint condition, regardless of its actual condition. This trait and Weapon Expertise are mutually exclusive
Prerequisite: at least two weapon skills at level 3
5 CPs


Crafty hands - Grants a +1 bonus to all Mechanical and Lockpicking rolls. 2 CPs

Scientific Mind - +1 Bonus to all Science and Medicine skills. 2 CPs


Hacker - +2 to all Computer rolls, 2 CPs.


Pure Personality - +2 to Charm, 2 CPs

Sneaky Rogue - +1 to Face Reading, Barter and Intimidate, 3 CPs


Gone Native: Character has really blended in with the locals, receiving a +1 bonus to Charm and Face Reading and a +1 to weapon rolls when using a Jericho, Micro-Uzi, Uzi, IWI Tavor or MATADOR Rocket launcher.
5 CPs


Beneficial Mutation - (Gamemaster's note:This trait is prerequisite for all ESP-related traits so it's highly important if you want your character to be capable of ESP talents.) Through controlled exposure to PMS Virus, your character develops a genetic mutation that allows taking advantage of the rare benefits of PMS. halves chances of getting infected with PMS virus from attacks and makes character immune to the Harmful Mutation trait which may result from PMS virus infection. See the PMS virus post for more details on Harmful Mutation.
3 CPs


Awareness - Gives the character ESP Skill level 1 and teaches the character the basic Awareness ESP talent.
Prerequisite: Beneficial Mutation
3 CPs

ESP Talent - Allows the character to learn a single ESP talent at the cost of 2 CPs +2 per every talent other than Awareness that the character already knows. Note that the character must have all prerequisite talents to take a talent. You can get a full list of ESP talents and their requirements here
Prerequisite: Beneficial Mutation, Awareness
2 CP +2 per every talent character already has (so 2, 4, 6 and so on)

Jaws of Doom - Character is mutated to become a carrier of the PMS virus. This grants the character complete immunity to PMS Virus infection and allows the character a bite attack (calculated as a Melee attack) with a 50% chance of infecting any target that's not a zombie-type with PMS Virus.
3 CPs

Eyes of Doom - Character's eyes are mutated, becoming bigger and more effective at sight, increasing weapon rolls, defensive rolls and intimidate rolls by +1. Character may ignore the long-range to-hit penalty on rifles and assault rifles.
Prerequisite: Beneficial Mutation
2 CPs


Skin of Doom - Character's mutation turns her skin into a tough substance that can withstand significant attacks. Increases Character's fortitude by 1 and changes defensive fortitude roll from 1/3 the character's fortitude to 1/2 (so for example, if the character had 6 fortitude, which normally provides her with 2 defense, it would now provide her with 3 defense)
Prerequisite: Beneficial Mutation,
2 CPs


Strength of Doom - Character's body literally grows larger as muscles evolve and grow beyond normal human scale. The insane increase in strength adds 5 points of fortitude to the character and increases her melee skill by 2. Character also receives an extra hitpoint
Prerequisite: Beneficial Mutation
5 CPs
This trait incurs the Essence of Doom

Instincts of Doom - Character gains an animalistic desire for blood which results in a +1 bonus to all weapon rolls during combat for every single successful attack. Yes, it stacks. However, there's a downside. This bloodlust is literally that - the character carves the taste of blood and will become increasingly more irritable the more she waits to sate the crave.
Prerequisite: Beneficial Mutation
3 CPs
This trait incurs the Essence of Doom

Power of Doom - Character receives a significant mutation which includes a +3 to ESP skill, +3 to ESP defense rolls and A free ESP talent pick (still need to meet prerequisite requirements, naturally). Also, all ESP powers that cost 5 points of fortitude or more to use now cost one less point of fortitude to use. However, there's a catch: Character also receives a significant physical change, such as wings, muzzle or tail. Dark bestial desires may be included.
Prerequisite: Beneficial Mutation, Awareness
4 CPs
This trait incurs the Essence of Doom


Mind of Doom - Character sacrifices some humanity for super-human intelligence. Character immediately receives one level of experience and 10 free CPs. The catch... character's ability to discern right from wrong wanes quickly and all sense of morality is drowned in a sense of superiority that leads to completely selfish, immoral, egocentric behavior.
Prerequisite: Beneficial Mutation
This trait incurs the Essence of Doom
Quote:
 
The only real difference between God and the Game Master is that God is supposed to be benign while the Game Master probably harbors some nefarious intents


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