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Gaia's first Dice RPG Guild! EST. January 4th, 2006 

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Guuthulhu

PostPosted: Thu Jan 12, 2006 11:44 am


[ Message temporarily off-line ]
PostPosted: Thu Jan 12, 2006 11:51 am


Table of Contents

The following is to help keep this thread organized and easy for everyone to work with.

arrow Announcements - Important news & info pertaining to the game
arrow Guidelines - General rules of the game.
arrow Roster - list of players characters, vehicles, etc.
arrow Character Creation - Stats | Skills | Class | Equipment | Final Touch | Template
arrow Character Advancement - What to do when you gain a level.
arrow How to Play - Game mechanics.
arrow Public Knowledge - What all players know.
arrow (Reserved)
arrow (Reserved)
arrow Experience Log - Check here to see your experience awards.

Guuthulhu


Guuthulhu

PostPosted: Thu Jan 12, 2006 11:53 am


Announcements

15.Jan.06: Started posting the game mechanics and working on the combat.

13.Jan.06: This game is now open for character creation! There's a handy template and example to make the process easier. Just post your finished characters to this thread. If you have questions on any of the material, feel free to post what you have and ask questions. It may be possible that I've left something out or didn't explain something well. Once characters are approved I'll be hashing out backgrounds and starting details with the players. The game will officially begin once all this is sorted out and I have at least four players.

12.Jan.06: I've just started this thread and posted all I plan to today, but not all the information is up. There will be a formal announcement of it's opening, so please hold off your posts until then. Feel free to PM me in the meantime with any questions regarding the material presently here.
PostPosted: Thu Jan 12, 2006 11:56 am


Guidelines - Please Read

This game is handled in typical tabletop fashion. I am the GM and final arbitrator of whatever happens. I'm fairly lenient and am not out to get anyone. Any questions and concerns you have can be addressed to me via PM.

I like to see games finished, as such, I'm very lenient towards results characters roll. I do not like to see players killed, however, I do not reward stupidity. There may also be times in game where you succeed at an action, but I describe your failure. This is not due to any malice I feel towards you, but is a result of plot. The opposite also holds true. Sometimes I shall describe your success at a roll you blatantly failed. If you fail more than three times at an action you are capable of doing, you will succeed. I want to keep things moving as swiftly as possible.

All OOC text shall, and must, be in red. This will often be in the form of me informing you about something you need to know. Try not to fill up the thread with OOC chatter, or keep it streamlined in your posts. No one wants to sift through too much banter.

Public knowledge is information every player knows. These may be newscasts, events, visual aides, or any or type of information all players shall eventually know. These will be indexed on the table of contents and appear with the document style for easy reference.

When posting, please keep it in 3rd person and be as detailed as possible. Afterall, we are playing-out a story.

It goes without saying, Gaia's terms must be followed.

Guuthulhu


Guuthulhu

PostPosted: Thu Jan 12, 2006 11:57 am


Roster

(Reserved)
PostPosted: Thu Jan 12, 2006 11:58 am


Character Creation - Stats

70 points are to be distributed among the following stats.
The lowest acceptable value is 2 and the max is 10.

Attractiveness (ATT) - how good looking you are. Used with some social interactive skills.
Body Type (BOD) - How much you can take before getting killed.
Cool (CL) - How you stand under pressure and your charisma.
Empathy (EMP) - How well you relate to other living things-a measure of likability and sympathetic emotions. Cool may be needed for people to fight for you, empathy is needed for them to like it.
Intelligence (INT) - Your smarts and how many skill points you start with.
Luck (LCK) - That thing that throws things in your favor. These points are usuable in each chapter to influence events.
Speed (SPD) - How far your feet can carry you and how fast.
Reflexes (REF) - Agility and hand-eye coordination.
Technical Ability (TA) - Ability to create, modify, and repair technology. Used will skills invlving repair and function of machinery.
Education (EDU) - This is an optional stat that functions as a general knowledge skill and grants extra skill points at creation equal to it's value. This is the only stat that can have a zero value.

Derived Statistics

Hit Points. Instead of a value representing your health as a whole, it is spread among body parts. Using the following table, record your health for each of the three based on your BOD score. Limbs correspond to each arm and leg, so enter them seperately (R. ARM, R.LEG, etc.).


BOD = 2 | 3-4 | 5-7 | 8-9 | 10
---------------------------------
Head = 4 | 5 | 6 | 7 | 8
Torso = 8 | 10 | 12 | 14 | 16
Limbs = 6 | 7 | 9 | 10 | 12


IE. If my BOD score is 6, my Head is 6, Torso 12, and each limb is 9


Stun, Lift, Throw, Damage, and Encumberance

There are four more derived values based off BOD. Record them using the following table.


|BOD | | Lift | | Damage | Encumberance
|Score | Stun | (Kg) | Throw | Mod | Value
|-----------------------------------------------------
| 2 | 4 | 20 | 6m | -2 | 2
| 3-4 | 5 | 40 | 12m | -1 | 2
| 5-7 | 6 | 60 | 20m | 0 | 4
| 8-9 | 7 | 90 | 26m | +1 | 6
| 10 | 8 | 120 | 30m | +2 | 8


IE. A BOD score of 6 results in a stun score of 6, lift 60kg, throw 20m, 0 damage modifier, and EV of 4


Stability. How hard a person is to sway, confuse, frighten, or befuddle.

Stability = Cool x 2.5 rounded down.


IE. A cool of 5 results with a score of 12.

Guuthulhu


Guuthulhu

PostPosted: Thu Jan 12, 2006 11:59 am


Character Creation - Skills

Characters begin with a pool of points with which to spend on the following list of skills. They are divided into categories based on their associated STAT.

Starting Skill Points = Intelligence + Education + 10


Skills are bought on a 1 point per level basis. Skills that appear in red are bought on a 1 point per level basis up to a value of 5. Beyond that, it costs 2 points per level.

Skills can not go beyond a value of 10.

ATT skills

Personal Grooming - How to maximize your physical apperance. Used to increase the chances of successful persuasions or relationships.
Wardrobe & Style - Know what to where, when, and look cool.


CL Skills

Interrogation - Drawing information from people and forcing secrets itno the open.
Intimidate - Getting people to do what you want by physical coercion, or force of personality.
Persuasion & Fast Talk - Talking others into doing what you want.
Resist Torture/Drugs - Successful use of this skill increases the difficulty of an interrogate, or adds to your Stun/Shock save roll.
Streetwise - Knowledge of the shady side of life-where to get illegal stuff, how to talk to the criminal element, and how to avoid bad situations on the other side of the railroad tracks.


EMP Skills

Acting - Impersonating others for stage, film, or disguise.
Human Perception - Detecting lies, evasions, moods and emotional clues from others.
Interview - Eliciting information from an interview subject.
Leadership - Leading and convincing people to follow you.
Seduction - Forming and maintaining romantic relationships.
Social - Ability to deal with social situations.


INT Skills

Awareness/Notice - Noticing, or being aware of clues and other events.
Compose or Write - Required skill for writing music, stories, or articles.
Disguise - Making yourself resemble someone else, real or fictious.
Expert - Choose a subject (like ancient weapons, stamps, Egyptology, Chemistry, Botany, etc.) This skill represents your vast knowledge of the chosen subject. This skill may be taken multiple times, each representing a different, specific area of knowledge.
Gambling - Making bets, figuring odds, and playing games of chance well.
Know Language - Ability to speak/write in a foreign language.
Programming - Programming, reprogramming, and breaking into computer systems.
Shadowing/Avoid Pursuit Shadowing and following people and avoid such being done to you.
Survival - Knowing how to survive in the wilds.
Teaching - Imparting knowledge onto someone else. You can't teach a skill to someone unless you're skill level is higher than the student.


REF Skills

Aircraft/Shuttle Pilot - Needed to pilot small spacecraft and fixed with aircraft.
Athletics - Required for throwing, climbing, and balancing.
Automatic Weapons - Covers all automatic weaponry.
Blade - Covers all melee bladed weapons including polearms.
Dance - Needed for professional dancing or to impress your date.
Dodge & Escape - Required to dodge attacks and escape holds.
Driving - Piloting all ground vehicles.
Handgun - Needed to efectively wield pistols in combat.
Hand to Hand - Fighting unarmed.
Rifle - Needed tp effectively use rifles.
Stealth - shadowing, moving silently, hiding, evading guards, etc.
Swimming - Knowing how to swim.


TECH Skills

Basic Repair - Building or repairing simple, mechanical and electrical devices.
First Aid - How to deal with simple injuries and illnesses.
Jury Rig - The MacGuyver skill of quick repair with what's available.
Medical - Fixing injuries, diagnosing disease, and administering medication.
Play Musical Instrument - How to play one musical instrument of your choice. May be taken multiple times.
Art - Producing professional drawing.
Photography & Film - Producing professional level photographs and motion pictures.
Pick Lock - Required to pick locks and break into sealed containers and doors.
Pickpocket - Picking pockets without notice.
Sing - Vocal training.
PostPosted: Thu Jan 12, 2006 12:00 pm


Character Creation - Classes/Professions

Classes are represented by your character's stereotype. Choose one from the following list and add the included bonuses to your sheet.

The Hero
Pilot or Drive +1
Two weapon skills +1
Wardrobe & Style +1
Blade +1
Motorcycle +1
Stealth +1

Equipment Bonus: Super-cool outfit, motorcycle, sword or handgun, appropriate pilot/driving suit.
Starting Cash: +300


The SO
Seduction +2
Interrogation +1
Human Perception +2
Driving +1
Shadowing +1

Equipment Bonus: Super-cute outfit, prized gift from lover.
Starting Cash: +400


The Babe
Wardrobe & Style +2
Personal Grooming +2
Social +1
Seduction +1
Handgun +1

Equipment Bonus: Super-sexy outfit, one small calibur gun, cosmetic kit.
Starting Cash: +150


The Stud
Ride/Drive +1
Intimidate +1
Blade + 1
Handgun +1
Interrogation +1
Streetwise +1
Dodge & Escape +1

Equipment Bonus: Super-cool sword, large calibur handgun, motorcycle, sunglasses
Starting Cash: +100


The Big Lug
Intimidate +2
Interrogate +1
Hand to Hand +2
Repair +1
Dodge & Escape +1

Equipment Bonus: Heavy vehicle (truck, jeep, etc.), portable music player, toolbox
Starting Cash: +200


The Kid
Dodge/Escape +3
Any 1 weapon skill +1
Streetwise +1
Athletics +1
Stealth +1

Equipment Bonus: Picture of a hero, childhood/parents memento, a pet or really cool toy.
Starting Cash: +100


The Celebrity
Leadership +2
Personal Grooming +1
Wardrobe & Style +1
Any performance related skill (sing, act, dance, etc.) +3

Equipment Bonus: Pocket media player, flashy clothing, car, cd/portfolio of your latest creation.
Starting Cash: +400

Guuthulhu


Guuthulhu

PostPosted: Thu Jan 12, 2006 12:02 pm


Equipment - Weapons


This list should be self explanitory. These are the basic weapons of the game. It's divided into nice, little categories for easier comparison.

The list will gradually be appended as players come across new or unusual weaponry.

Terminology

WA:Weapon Accuracy is added/subtracted from your attack roll.
Range: First number is Combat Range. The second is Maximum Range. "T" indicitates it is a thrown weapon.
Damage:Those iwht a "+" after them add the users BOD damage modifier. [AP] means the weapon is armor piercing.
Shots: Listed by magazine.
BV: Burst Value. The number of shots that can be fired in a single action.
Conc.: Concealability. P = Pocket, J = Jacket, L = Long Coat, N = Not Concealable.
Cost: Weapon price followed by the cost of a full clip/12 arrows.



|Melee | WA |Range| Damage |Conc.|Cost |
|-------------------------------------------------|
| Battle Axe | -1 | 2 |2d10+ [AP]| N | 70 |
| Broadsword | 0 | 2 |3d6+ [AP]| N | 85 |
| Combat Knife | 0 | 1 |1d6+ [AP]| J | 50 |
| Dagger | 0 | 1 |1d6/2+ [AP]| P | 18 |
| Quarterstaff | +2 | 4 |1d6+ | N | 120 |
| Rapier | +1 | 2 |1d10+ [AP]| L | 75 |
| Shuriken | 0 | T |1d6/2+ [AP]| P | 21 | (cost per 5)
| Spear | +2 | 4 |2d6+ [AP]| N | 120 |
| Sword | +1 | 2 |2d6+ [AP]| L | 100 |
| Whip | -1 | 4 |1d6/2+ | L | 15 |


Some weapons are armor piercing and treat armor as having only half it's stopping power.



|Ranged |WA|Range |Damage|Shots|BV |Conc.| Cost |
|----------------------------------------------------------|
| Bow |-1|12-72 | 2d6 | 1 | 1 | N | 64/3 |
| Compound Bow |-1|20-200| 3d6 | 1 | 1 | N | 304/15 |
| Crossbow | 0|15-100| 2d6 | 1 | 1 | N | 90/4 |
| Wrist-Crossbow |-2| 8-32 | 1d10 | 1 | 1 | P | 107/5 |


Compound bows are the ones made with fiberglass that have a pully system. It takes an action to reload these weapons.


|Handguns |WA|Range |Damage|Shots|BV |Conc.| Cost |
|-----------------------------------------------------------|
| Auto Mag |+1|15-100| 3d6 | 8 | 1 | J | 437/22 |
| Combat Pistol |+1|15-100| 2d6 | 15 | 1 | J | 310/19 |
| Hideout Pistol | 0|10-50 | 1d10 | 7 | 1 | P | 96/5 |
| Magnum Revolver |+2|16-130| 4d6 | 6 | 1 | J |1000/50 |
| Needler | 0|10-50 | 2d6* | 20 | 1 | J | 344/17 |


These are most common type of weapon. It takes 1 action to replace a clip.


|Submachine |WA|Range |Damage|Shots|BV |Conc.| Cost |
|----------------------------------------------------------|
| Machine Pistol | 0|15-100| 2d6 | 20 | 5 | J | 472/24 |
| Needler SMG | 0|15-100| 2d6* | 66 | 8 | L |1120/56 |
| SMG |+1|20-200| 2d6 | 50 | 5 | L | 945/47 |


These are fully automatic weapons which fire handgun ammunition. They may fire single shots or bursts.



|Rifles |WA|Range |Damage|Shots|BV |Conc.| Cost |
|----------------------------------------------------------|
| Assault Rifle | 0|28-400| 4d6 | 50 | 5 | N | 1155/58 |
| Needler Rifle |+1|20-200| 3d6* | 66 | 8 | N | 1681/84 |
| Sniper Rifle |+2|32-500| 5d6 | 10 | 1 | N | 775/39 |


*Needlers are compressed air-powered guns that fire tiny metal needles that penetrate armor. The damage is listed in armor penetration, as the needles are too small to cause damage. They can, however, be coated with various drugs.

Some rifles are capable of automatic fire, either single shot or burst.


|Shotguns |WA|Range |Damage |Shots|BV |Conc.| Cost |
|--------------------------------------------------------------|
| Auto Shotgun | 0|15-100| 2d10 | 10 | 3 | N | 1040/52 |
| Shotgun | 0|15-100| 2d10 | 6 | 1 | L | 742/37 |
| 2-barrel Shotgun | 0|10-50 | 2d10x2| 2 | 2 | J | 286/14 |
PostPosted: Thu Jan 12, 2006 12:03 pm


Equipment - Armor

Armor may be the most tedious part you've come to. Instead of buying it pre-made, you must construct it yourself. To do, you buy each piece to cover each location it shall protect. These locations are one of six areas of the body: Head, Torso, Right and Left Arm, Right and Left Leg.


|Ballistic Mesh | SP | Location | Cost
|---------------------------------------
|Light Mesh | 10 | Single | 38
|Medium Mesh | 12 | Single | 47
|Heavy Mesh | 15 | Single | 56
|Flak Mesh | 18 | Single | 65

Ballistic mesh can be made to look like regular clothing of any colour.

|Helmet | SP | Location | Cost
|------------------------------------------
|Light Helmet | 20 | Single | 106
|Medium Helmet | 23 | Single | 117
|Heavy Helmet | 25 | Single | 128

|Multi-Polymer Plate | SP | Location | Cost
|-------------------------------------------
|Light Plate | 20 | Single | 98
|Medium Plate | 23 | Single | 109
|Heavy Plate | 25 | Single | 119

This is heavy-duty stuff made to withstand brasion, impact, and penetration.

|Other Armor | SP | Location | Cost
|--------------------------------------------
|Shield | 15 | Handheld | 142
|Flight Jacket | 12 | Torso & Arms | 300

Shield's are best used in melee combat for parrying melee attacks.
Flight Jackets are made of real leather and ultra-hip wear for pilots.


Sample Armor Coverage

Here are few examples of different clothing and what they cover.

Hat, Cap, Helmet: 1 (Head)
T-Shirt, Vest: 2-4 (Torso)
Shirt, Jacket, Coat: 2-4 (Torso), 5 (R.Arm), 6 (L.Arm)
Overcoat, Cloak: 2-4 (Torso), 5 (R.Arm), 6 (L.Arm), 7 (R. Thigh), 9 (L.Thigh)
Pants, Slacks, Long Skirt: 7-8 (R.Leg), 9-10 (L.Leg)
Shorts, Tunic, Skirt: 7 (R.Thigh), 9 (L. Thigh)
Boots, Leggings: 8 (R. Lower Leg), 10 (L. Lower Leg)

EXAMPLE: For my armored attire, I've decided on a long skirt, stompin' boots, and faded cloak. Starting with the long skirt, it'll be light ballistic mesh. Since it coveres only a single location, for the skirt, I'll need to purchase it twice (R.Leg and L.Leg). This costs me 76 total and I can note under SP on my hits chart: 10 for locations 7-10.

My stompin' boots are going to be heavy plate. Again, I must purchase this twice for each location (R. Lower Leg, L. Lower Leg). Since they don't cover the entirety of my legs, they only provide protection for values 8 and 10. Anyhow, I spend 238 and note the 25 SP for values 8 and 10 on my hits sheet. Since my skirt also covers these areas, I add the values together making it 35.

My last piece of protective gear is the obligatory faded trenchcoat. This will be made from light ballistic mesh which I'll have to purchase 5 times for all the locations it protects: My torso (2-4), each arm (5, 6), and my thighs (7, 9). This costs me 190 and gives me +10 SP for all those locations, remembering to add the values of my skirt. Now that I'm done, the SP for my hits sheet will look something like the following:

1 Head SP: - (I didn't bother buying a helmet, so I've got no protection)
2-4 Torso SP: 10 (trench)
5 R. Arm SP: 10 (trench)
6 L. Arm SP: 10 (trench)
7 R. Thigh SP: 20 (trench + the skirt)
8 R. Lower Leg SP: 35 (skirt + the boots)
9 L. Thigh SP: 20 (trench + the skirt)
10 L. Lowe Leg SP: 35 (skirt + the boots)

Guuthulhu


Guuthulhu

PostPosted: Thu Jan 12, 2006 12:05 pm


Equipment - Other Gear

Clothing

Minidress: 75
Long Coat: 50
Uniform: 60
School Uniform: 40
Evening Gown/Tux: 100
Cloak: 40

Clothing offers no protection.

Gadgets

Goggles: 2 - Provides protection from dust, light, and smoke.
Binoglasses: 30 - High tech binocs with attatchements allowing distances to viewed objects to be read
Breather: 35 - Small airmask/filter holds an hour of breathable oxygen. Works submerged.
Campkit: 20 - Compact unit containing all the basic camping tools (gas stove, mess kit, shovel, fire-lighting equip.)
Canteen: 5 - Hold's a day's worth of water.
Carryall: 10 - Small nylong bag/backpack.
Walkie Talkie: 70 - 10km Range
Cellular Phone: 100 - 1000km Range
Cutting Torch: 15 - Small propane torch that can cut through 3cm of metal at a rate of 1m per turn. Gas lasts 20 turns, refils cost 1.
Diving Gear: 150 - Mask, 1 hr oxygen tank, wetsuit, weight belts, buoyancy compensator, fins.
Dried Food: 20 - Feeds one person for a week.
Light Bar: 30 - Lights a 50', batteries last for 2 hours.
Logcompass: 100 - GPS that can also record direction and distance traveled.
Medkit: 100 - Contains local anesthetic, bandaids & bandages, antiseptic spray, 2 doses of antibiotics, 1 dose of generic antivenom, foldable splint, cutting tools, 1 roll of medical tape.
Micro-cam: 300 - Hand-held videocam. Output is recorded on a small mini-disk.
Micro-comp: 600 - Laptop computer that can hold 6 programs.
Micro Tools: 10 - Full-range of mechanical and electrical tols.
Personal Recorder: 75 - Your choice of cassette, or flash media.
Rope: 20 - 30m of climbing rope with 500kg tensile strength.
Sleeping Bag: 25 - 1 person.
Tech Toolkit: 100 - 3 adjustable wrenches, pliers, socket wrench, screwdrivers, hammer, prybar, electrical tape, 40m of wire, spray lubricant, spray insulation, filler putty, vicegrips, nuts, screws, and nails.

Drugs & Medicine

Prices are listed per dose.

Antibiotic: 5 - Arrests all fevers and rots.Heals rashes and infections.
Painkiller: 10 - Can be applied locally (via spray) or generally (injection). Gives recipient +2 to a Stun/Shock roll made after application.
Fleshy Spray: 20 - Used to cover burns and shallow wounds, this spray-foam hardens to a rubbery consistency after a few minutes. Any area that is burned, wounded, or scraped & bruised, will add +1 hit/day to it's recovery rate.
Poison Neutralizer: 50 - Counteracts most poisons and alkaloid complexes. Stops further damage from poison.
Night-E-Night: 200 - Injected of ingested, target is put to sleep for 1d6+6 hours, minus 1 hour for each point of Body Type he has.
Stun-Stim: 150 - Counteracts the effects of a sleep drug, or promote wide-awake activity. Injected or ingested. Keeps target away for 1d6+4 hours or counteracts a sleep drug. In this state, all Stun/Shock rolls are at +2

Vehicles

Motorcycle: 1000, MA: 11, SDP: 15
Jeep: 2000, MA: 8, SDP: 40
Car: 4000, MA: 9, SDP: 35
Truck: 5000, MA: 7, SDP: 60
Sportscar: 6000, MA: 12, SDP: 30

NOTE: Those of you starting with vehicles, just note the movement allowance (MA) and structural damage points (SDP). You can give your vehicle any spiffy name you like.

Also, special vehicles shall be posted when they are found and have an entry listed on the Roster page. This knowledge is not common.
PostPosted: Thu Jan 12, 2006 12:07 pm


Background - Finishing Touches

As you know, this game is centered around extraterrestrial visitors to earth. Characters are all normal humans that happen to be direct descendants of previous visitors of Earth. Having alien blood in their veins shall give them various edges throughout the story. At game start, no character is aware of this knowledge or what special abilities it gives them. These special gifts shall become known to the characters as the story unfolds and shall be unique to each character. Do not worry about these details until such a time comes.

That aside, there are only a few last touches to make in order to complete this process:

Name: Choose a full name for your character (first and last name)

Appearance: Be as descriptive as possible. If you decide to post a picture, please note any other features the photo does not convey or details that should be ignored in the picture.

Background: Include anything you feel is relevant. Bonus points/items shall be awarded to creative players.

Guuthulhu


Guuthulhu

PostPosted: Thu Jan 12, 2006 12:08 pm


Character Template & Sample

Here's an example character sheet filled out as reference with some explinations. For ease, you can copy and paste the CODE text below and fill out for your own, or you can format your sheet however you wish. In any case, make sure the information makes sense.

Optional Picture
Sampelina is a 17 year old Anime Stud-ette built off 65 character points (a weak NPC).

Background: She grew up on the streets and learned to be a tough a little cookie. She attended a school for underprivilaged children which only fueled her "Live fast, die young, leave a good-looking corpse" attitude. Now she rides with the local biker gang.

Statistics

Intelligence: 7
Cool: 8
Reflexes: 9
Attractiveness: 9
Empathy: 8
Tech Ability: 5
Luck: 6
Move Allowance: 7
Body Type: 5
Education: 6
Stability: 20
Run: 21m
Jump: 1.75
Anime Leap: 5.25m
Stun: 6
Lift: 60kg
Throw: 20m

Hits
NOTE: The number before each location represent the value on a d10 roll to determine random hit locations. Those numbers do not change. They also correlate with the example armors indicating where the SP values go. If you hvae a piece of armor that only protects a specific area of the body (ie: boots that only protect values 8 and 10), add new lines to the table to represent this.

1 Head SP: -, Hits: 6
2-4 Torso SP: 125, Hits: 12
5 R.Arm, SP: 125, Hits: 9
6 L.Arm, SP: 125, Hits: 9
7-8 R.Leg, SP: -, Hits: 9
9-10 L.Leg, SP: -, Hits: 9


Skills
NOTE: It's skill name followed by the level then total skill modifier which is the skill level + the relevant attribute. The skill list has the skills divided by their corresponding attribute. Bonuses granted from your class affect the total value, not the level.

Personal Grooming: 2, +11
Wardrobe & Style: 2, +11
Persuasion & Fast Talk: 2, +10
Awareness: 2, +9
Dodge & Escape: 1, +10
Hand-to-Hand: 2, +11
Driving: 3, +12
Dance: 1, +10
Jury Rig: 2, +7
Intimidate: 3, +11
Blades: 3, +12
Handgun: 3, +12
Interrogation: 1, +9
Streetwise: 1, +9
First Aid: 1, +6

Weaponry

Sword WA: +1, Range: 2m, Damage: 2d6, Conceal: L
Automag Wa: +1, Range: 15/100, Damage: 3d6, Shots: 8, BV: 1, Conceal: J


Equipment

Father's Sword
Sunglasses
AutoMag
5 AutoMag reloads
Mesh Motorcycle Jacket
Goggles
Carryall
Logcompass
MedKit
Racing Motorcycle SDP: 15, MA: 11

Cash: 143


[img]Optional Picture URL[/img]
[size=18]Character Name[/size] is a x year old Class

[color=blue]Background:[/color] Blah-biddy blah.

[color=blue][size=16]Statistics[/size][/color]

[color=violet]Intelligence:[/color] x
[color=violet]Cool:[/color] x
[color=violet]Reflexes:[/color] x
[color=violet]Attractiveness:[/color] x
[color=violet]Empathy:[/color] x
[color=violet]Tech Ability:[/color] x
[color=violet]Luck:[/color] x
[color=violet]Move Allowance:[/color] x
[color=violet]Body Type:[/color] x
[color=violet]Education:[/color] x
[color=violet]Stability:[/color] x
[color=violet]Run:[/color] xm
[color=violet]Jump:[/color] x
[color=violet]Anime Leap:[/color] xm
[color=violet]Stun:[/color] x
[color=violet]Lift:[/color] xkg
[color=violet]Throw:[/color] xm

[color=blue][size=16]Hits[/size][/color]

1 Head SP: x, Hits: x
2-4 Torso SP: x, Hits: x
5 R.Arm, SP: x, Hits: x
6 L.Arm, SP: x, Hits: x
7-8 R.Leg, SP: x, Hits: x
9-10 L.Leg, SP: x, Hits: x


[color=blue][size=16]Skills[/size][/color]

[color=green]Skill Name:[/color] level, total skill value
[color=green]Skill Name:[/color] level, total skill value
[color=green]Skill Name:[/color] level, total skill value
[color=green]Skill Name:[/color] level, total skill value
[color=green]Skill Name:[/color] level, total skill value


[color=blue][size=16]Weaponry[/size][/color]

Melee Weapon [color=orange]WA:[/color] +X, [color=orange]Range:[/color] Xm, [color=orange]Damage:[/color] XdX, [color=orange]Conceal:[/color] X
Firearm [color=orange]Wa:[/color] +X, [color=orange]Range:[/color] CombatRange/MaxRange, [color=orange]Damage:[/color] XdX, [color=orange]Shots:[/color] X, [color=orange]BV:[/color] X, [color=orange]Conceal:[/color] X


[color=blue][size=16]Equipment[/size][/color]

List all your gear here. If you have items you do not carry with you, mark them in some fashion and indicate where they are. If you are concealing anything, also note that here.

Cash: x
PostPosted: Thu Jan 12, 2006 12:09 pm


Character Advancement

(Reserved)

Guuthulhu


Guuthulhu

PostPosted: Thu Jan 12, 2006 12:10 pm


How to Play

Skills

When characters run in to problems, skill rolls are made against a difficulty, plus or minus any situation modifiers I assign. The player rolls 1d10 adding the total skill modifier to the roll. If the character does not have the necessary skill, only the applicable stat is added. If the result exceeds the difficulty, the attempt is a success.

Critical Success: On an unmodified roll of 10, that player rolls the die an additional time adding the total of both rolls to the result.

Critical Failure: On a roll of 1, the player rolls the die an additional time and subtracts that number from their result.

Combat

(in progress)
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