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| Game Mechanics and important concepts; how the little things work | |
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| Tweet Topic Started: Jun 21 2011, 08:41 AM (96 Views) | |
| Lord Rogue | Jun 21 2011, 08:41 AM Post #1 |
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Game Master
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Fortitude Fortitude is perhaps the most important stat in any character sheet. Fortitude represents the character's overall physical condition, strength and health. Fortitude is calculated in many rolls. Amongst which (but not only): Defense Rolls: Fortitude serves to reduce an enemy's chances to succeed in an attack. Unless stated otherwise, the numbers added to defense from fortitude are always the character's fortitude value divided by three (rounded down where necessary). This means that a character with 6 fortitude earns 2 points to defense. Some characters and enemy types may have different calculations. Melee attacks: Your fortitude is added to your chances to hit successful with a melee attack at a value of your fortitude divided by three. This naturally biases melee attacks towards stronger characters. Carrying ability: Weapons and equipment have weight which is noted as encumbrance. Naturally, the stronger a character is, the more she can carry. the character's total encumbrance may not exceed the character's fortitude. difficulty: Carrying an RPG launcher is all nicely said and done. Actually mounting it on your shoulder and effectively controlling it while launching the rocket-propelled grenade... a little different. Fortitude is required to use some of the heavier weapons (or weapons with a massive kickback) effectively. If the character's fortitude value does not exceed the weapon's difficulty value, the character is penalized while using that weapon. ESP Talents: The exertion of reaching out and using ESP talents on others requires physical effort. Each time a character uses an ESP talent, it must temporarily drain its own fortitude, as the character exerts themselves to do such paranormal miracles. The fortitude value is restored upon resting. Resistance to PMS Virus: Assuming your character does not enjoy the immunity to PMS virus granted by the Jaws of Doom trait, it faces the risk of becoming infected with the virus whenever attacked by zombies. High fortitude gives the character a better chance at surviving the infection and resisting possible harmful mutations. For more info, see the information about PMS Virus |
Kiya's Missions Kiya's Party . . . | |
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| Lord Rogue | Jun 21 2011, 08:52 AM Post #2 |
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Game Master
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The Essence of Doom Beneficial mutation opens the way for a character sacrifice parts of her humanity for increased powers and talents. The traits that have the suffix of doom (you can find their list here) literally mutate your character into a superhuman being... Completely taking all of them would end up with a character that is basically a Horror. (see Common Enemies for information about the Horror). The Essence of Doom mechanic basically enforces the inhuman behavior of Horrors upon Player Characters in the form of an increasing penalty when "breaking character". Characters that have the Essence of Doom upon them will become more and more torn between their human morals and their overpowering desire for blood and power. The inner fight will be crippling, literally, as all skills suffer a negative roll when the character is struck by this penalty. Furthermore, the longer a character is stricken by the Essence of Doom penalty without a let-out, the more it becomes penalized. Important: The ONLY way to relieve the Essence of Doom penalty is to surrender to the dark craves that gnaw at the character. ...*Darth Vader breath* It is useless to resist... |
Kiya's Missions Kiya's Party . . . | |
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| Lord Rogue | Jun 22 2011, 12:32 PM Post #3 |
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Game Master
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Weapon Condition Weapons found throughout the Unholy Land may come in various conditions, ranging from mint condition to literally being in shambles. A weapon's quality influences the weapon rolls with it and thus it's important to use effective weapons. Repairing a weapon is a simple task all together. Take two weapons of the same condition and you can cannibalize the better parts of both to increase the weapon's condition level by one level. In addition, a character with Mechanic skill can try to pull a makeshift field rigging which, if successful, makes the weapon's condition preform as one level above its real level. conditions are: Ruined - the only thing you can do with this hunk of junk is trying to scavenge some parts or upgrades. A weapon in ruined condition cannot be used in combat. rickety - it feels like the entire firing mechanism is going to come apart... in fact, if you pull the trigger, it just might do that. Rickety weapons have a -5 to all rolls and a 10% risk of exploding (becoming ruined and endangering the character) when fired. worn - The weapon has seen better days. in fact, the way it feels, that weapon has seen a lot of days in general. -3 to all rolls. Weapon has a 10% risk of becoming jammed when firing. A jammed weapon needs to be cleared before it can be used again. This will require 1-3 combat actions banged up - The weapon is all in all ok, but has a few dents and scrapes. The sights are probably misaligned, the barrel may be a little bent... -1 to all rolls. Fair - Fair condition is the best you'll get, most often. The weapon has not been used too much and has been stored in appropriate conditions to keep it firing fit. No effect on rolls. Mint - Weapon is fresh off the nylons, never been fired, still smells like fresh leather seats... erm.. well you get the drift. Weapons cannot be upgraded to Mint condition. They are found that way and they do not stay that way long, naturally. +1 to all weapon rolls. This condition will turn to Fair condition after a while. |
Kiya's Missions Kiya's Party . . . | |
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1:17 PM Jul 11