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| The System; To Edit Later | |
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| Tweet Topic Started: Mar 13 2012, 05:35 AM (201 Views) | |
| Stone Duelist | Mar 13 2012, 05:35 AM Post #1 |
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Panda Ball FTW
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Success A character will have STATS. Each STAT will have number representing it's strength. Rolling a d100 will give you a number. That number must be bellow the STAT'S number to count as a success. If the roll is under the Stat number by 20 it then counts as a critical success. For damage it doubles the dice you roll. Health A character's health is determined by the HOT number of their physical Stats. The HOT number is the number in the ten's spot. <EXAMPLE: if a character had 21 in their STRENGTH Stat you would use the 2 in this example.> It is important to know that while a character's health may be low it don't know necessarily mean they will die quickly. Focus A character's Focus is spent to increase the number of the roll. It must be spent before rolling. Unless other wise stated, each point of focus equals one additional point to the roll. Stats There are two types of Stats. Mental and Physical. Physical Stats: Strength Agility Endurance Mental Stats: Knowledge Intuition Willpower Generating Stats A player may allocate points into whatever Stat they wish in any way they wish. The total number of points for a starting character is 210. Edited by yeahboy2k2, Jun 7 2012, 11:39 AM.
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| yeahboy2k2 | Jun 7 2012, 01:38 PM Post #2 |
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Child of Summer and Son of the Mountain
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Weapons: Improvised Weapons: These are all things not meant to be a weapon or are to small to be much use. <EXAMPLE: chairs, jugs, pocket knife, yo-yo, ect.> A character could of course still hurt some one with these things but it is unlikely that it would kill them. All these items do a d5 in damage. Small Weapons: Smaller weapons can be lethal but can also be less effective in some cases. These weapons do a d10 in damage. Large Weapons: More effective then smaller ones when they hit, Large weapons do 2d5 points of damage. Ranged Weapons: Simple ranged weapons like bows, throwing axes, etc. follow the same rules for damage as the Small and Large weapons. Industrial Weapons: Mastery of gun powder is a mark of Industrial weapons. Normal armor just does not hold up it in most cases. <Example: Hand gun, AK-47, etc.> Being Industrial adds a +2 to a weapon's damage. High-Tech Weapons: No longer needing a projectile is a mark of a High-Tech weapon. It's most often based on and energy of some type. <Example: ion blaster, plasma rifle, ect.> they do a +4 more damage or a possible status effect. Fine Weapons: The result a fairly good craftsman. It adds a +1 to the damage on any weapon. Master Work Weapons: The peak of perfection in the weapon world. Very few smiths could ever hope to make items of this quality. Adds a +2 to the damage of any weapon. Cost For Weapons: Improvised: Varies Small: Barring that it is made out of anything special, most small items will run about 30 Gold. Large: Large two handed weapons tend to cost around 50 Gold. Industrial: Having the classification adds +20 Gold to the cost of a weapon. High-Tech:This classification adds +40 Gold. Fine: +10 Gold Master Work: +20 Gold Edited by yeahboy2k2, Jun 9 2012, 12:51 PM.
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| It is not the reward that is remembered. It is the journey that is written about and the scarifies made along the way that are marveled over. | |
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| yeahboy2k2 | Mar 11 2013, 04:02 PM Post #3 |
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Child of Summer and Son of the Mountain
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Armor: Cloth: This give no protection. Padded Cloths: This gives a little bit of protection, though not very much. Armor Rating - 2 Leather Armor: Still not the best but often the more affordable choice. Armor Rating - 3 Studded Hard Leather: Better than normal leather armor. Armor Rating - 4 Chain Mail: Typically chain mail is worn with padding underneath in. The most effective of the light armors. Armor Rating - 5 Scale Mail: Some what heavy and harder to move around in. this is the first of the "Heavy" armors. Armor Rating - 6 Imposes a -10 to difficulty for dodge rolls. Light Plate Armor: This includes breast plate, paldrons, gauntlet or bracers, and schynbald. Armor Rating - 7 Imposes a -15 to difficulty for dodge rolls. Full Plate Armor: This is full body plate mail. There are few to no gaps in this armor. Armor Rating - 8 Imposes a -20 to difficulty for dodge rolls. Flak Padding: a response to industrial age weapons. Adding a flak upgrade to your armor will give it a +2 to the armor rating. High-Tech armor: This armor upgrade can be added to any of the previously stated armor. it will not stack with flak armor. +2 armor rating. Will also add a boost to physical stats or a 50% resistant to a energy damage type. Fine Armor: The result a fairly good craftsman. It adds a +1 to the armor rating on any type of armor. Master Work Armors: The peak of perfection in the armor world. Very few smiths could ever hope to make items of this quality. Adds a +2 to the armor rating of any set. Cost For Armor: |
| It is not the reward that is remembered. It is the journey that is written about and the scarifies made along the way that are marveled over. | |
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2:27 AM Jul 11