EDIT by darkzumi: To make this more user friendly I have moved character creation to the top of the page! The RP system guide is below the character creation.
CHARACTER CREATION!
Below I have a character sheet, after each entry it has instructions for making the character in italic.
Name: Make up a name!
Age: Pick an age, not too old I hope!
Height: Choose a height, you can be big or a shorty.
Weight: Choose a weight.
Hair: Pick a color, any color! Also can be any length.
Eyes: Pick a color, any color!
Skin: Pick a color, any color!
Build: Examples are Skinny, Fat, Pudgy, Muscular, Athletic, etc.
Misc: For things like scars and tattoos.
Rank: Your rank will be assigned by a moderator.
Race: Pick a race from the list or make one up, subject to approval!
Health Points (HP): Your HP is your Physical Stat times ten!
Energy Points (EP): Your EP are your Mental Stat plus Spiritual Stat times ten!
Rank Points (RP): Will be assigned by a moderator.
Karma: Starts at 0!
Money: You start with none!
STATS (You get 30 Stat points to distribute between them, you must have at least 1 in each Stat, no limit on how high they go).
Physical:
Mental:
Spiritual:
SKILLS (You get 40 Skill points to distribute, no limit on how high they go).
Skill 01:
Skill 02:
Skill 03:
Skill 04:
Skill 05:
Skill 06:
Skill 07:
Skill 08:
Skill 09:
Skill 10:
POWERS (You get 10 points to buy powers, each level costs 1 point. Powers can only go to Level 5, there are rumors of those that have somehow Ascended and have broken the level 5 limit).
Power 01:
Power 02:
Power 03:
Power 04:
Power 05:
Power 06:
Power 07:
Power 08:
Power 09:
Power 10:
Description (text or pic):
History/Biography: We don't expect a big multiple paragraph here, but a few sentences isn't asking for too much. It can be pretty simple. For example: Grew up in a small town collecting stamps and running away from mummies and vampire lawyers. Was bitten by a radioactive cricket and gained superpowers. Now he wears a ridiculous costume and runs around the city causing mayhem and mischief.
STATS
These define how good or bad you are at tasks using these. It is a measure of raw talent and potential. The average human person has ratings between 3 and 4 in their Stats. Stats have no limit on how high they can go! You must have at least 1 in each stat.
Physical: This defines how strong you are. It also determines your level of stamina, and how tough you are. This stat determines your Health Points (HP). It is used to determine how much damage you do from unarmed attacks and weapons, (except things like guns that don't use your strength to propel them). Anything to do with bodily prowess uses this, for those of you that play D&D it basically covers strength, dexterity, and constitution. Example skills that use this are Weapon Combat, Unarmed Combat, Swimming, Jumping, Climbing, Ranged Combat (except guns). A person with a high rating in this tends to be really tough, strong, and very athletic. With great reflexes too!
Mental: This is how intelligent you are. It represents how good you are at riddles, puzzle solving, logic problems, etc. It also it used to determine your Energy Points (EP) along with your Spiritual stat. For those that play D&D, Mental covers intelligence, wisdom, and charisma. Mental is important for psychic powers. Example skills that use this are: Repair, Bluffing, Psychic Combat, Haggling, Alchemy, Riddling, etc.
Spiritual: This represents your talent at all things supernatural, (except psychic powers - they use Mental). People with a high rating in this tend to be more aware of the occult and supernatural occurences. It is used along with Mental to determine your Energy Points (EP). Example skills that use this are Magic Combat, Intuition, Sense Supernatural.
SKILLS
Skills represent abilities that you have been taught and/or self-practiced. You can have any type of skill you want subject to moderator approval. (No you CANNOT have skills like Make Nuclear Bombs, Godlike Power, etc!!!)
Skills have no limit on how high they can go, if you have no skill points in a given skill you can't successfully try to do actions that use that skill. So, for example, if you have no points in Swimming you don't know how to swim!
Main skills are listed below, following their name will be the related Stat in ( ). Then a brief description! It is assumed your character can read, right, and speak. Also you automatically can do basic math, simple geometry, and basic algebra.
Unarmed Combat (Physical): Used when fighting with fist, foot, claw, horn, tail, etc.
Weapon Combat (Physical): Used when fighting with weapons of any kind that are not ranged, like swords, maces, burning zombies, motorcycles, gopher-nunchaku, etc.
Ranged Combat (Physical): Used when fighting with throwing or shooting weapons like guns, throwing darts or daggers, bows, flamethrowers, ninja stars, batteries, grenades, throwing chairs, etc.
Swimming (Physical): Used to swim around, failing this is bad because you start drowning, another skill roll that passes will let you stop drowning.
Jumping (Physical): Used to jump around, including fancy stuff like backflips or jumping onto moving vehicles. Your jump distance/height is your Physical stat plus Jumping skill in feet.
Climbing (Physical): Used to climb stuff! If you fail you fall down to your doom, usually a pit filled with poison spikes and giant lobsters!!!
Athletics (Physical): Used to see if you can keep your balance and for when you want to tumble around or do cartwheels. A must have for people in the circus.
Pick Pockets (Physical): Used to see if you can take things out of other people's pockets or bags! This is harder than you think... One roll is made to see if you are not detected by the fool, another roll is then made to see if you can actually take the item(s).
Repair (Mental): Used to fix things.
Bluffing (Mental): Used to fool people into believing things are obviously not true. For example: There is a giant poisonous snake behind that you that wants you to join the Columbia Record Club!!!
Psychic Combat (Mental): Used when using powers like Telekinesis or Mind Control. Yes, you too can now give galactic wedgies with your mind or crush peoples will!
Haggling (Mental): Used to barter prices or item trading to be more favorable to you. For example: Your soul looks kinda used, instead of the ten dollars you wanted for it I can maybe see my way to giving you six dollars for it, deal?
Alchemy (Mental): Used to make potions, salves, elixirs, etc that unusual properties. They are always only temporary effects. Example: potion of minor healing (restores 20 HP).
Riddling (Mental): For solving not only riddles but puzzles as well! Now you too can determine what came first, the chicken, the egg, or Godzilla!
Sneaking (Mental): Used to sneak up to or around people without being seen or heard. The Burger King guy is a master at this.
Pick Locks (Mental): Used to open locks. Not only that, but WITHOUT a key!!! Duhn, duhn, duhn!
Wilderness Survival (Mental): For finding food, water, and shelter! Without even going to a hotel or 7-11! Also used to find what direction you are travelling without a fancy-schmancy compass.
Awareness (Mental): Used to detect people Sneaking around or up to you. Also used to detect when someone is following you or trying to use Bluffing or Haggling on you.
Chemistry (Mental): Use this to make chemicals of all kinds! Now when you are working at a fast food joint you can say, "Do you want napalm with that?"
Magic Combat (Spiritual): Used to fry people with spells or prevent the same from happening to you! Powers that let you shoot energy at people use this skill too.
Intuition (Spiritual): Used to detect when someone is spying on or watching you, you instinctively know. Also used to guess things. Used for anything that would be instinctive. Take this to migrate south for the winter! This comes in handy for guessing games like Poker too.
Sense Supernatural (Spiritual): Used to detect invisible spirits, people, or beasties. You can use this to tell if something is cursed, haunted, or possessed. You can use this to see ghosts. You see dead people!!!
POWERS
Powers are special talents or abilities that set you apart from normal mortals. You can make up any power you want but it must be approved by a moderator. There are two types of Powers, Passive and Activate powers. Passive powers are always on, like Super Strength or Super Healing. Magic is not one power, there are different kinds of magic and each one is a separate power. Activate powers require you to activate them to use them and cost 1 Energy Point (EP) per level of the power to use them, for powers like Energy Blast and Force Blast you pay the Activate cost per attack. So if you have Fire Breath 5 it would cost you five EP to activate. Listed below are sample powers, after the name it has listed if it is a Passive or Activate power, then a brief description. When you use an Activate power it lasts about 1 minute per level of the power. When you use a power that does damage, (Energy Blast, Force Blast, Telekinesis, etc), you can boost the damage by 1 point per extra EP you spend. This applies only to the one attack you boost in that way and the boosting must be said before you attack! This is risky, but you can do a lot of damage potentially. If your attack misses the EP you spent is gone and the boost dissipates. Powers only go up to level 5, but there are rumors there might be ways to ascend to greater levels...
Super Strength (Passive): For every level in this your Physical attacks do an extra 3 points of damage. You can also lift, move, push incredible amounts of weight, one ton per level!!! *Throws that wimp, He-Man, halfway across the planet.*
Telekinesis (Activate): Used to mentally manipulate people or objects. You can throw things across the room, levitate people, or shoot blasts of telekinetic power! Opponents you use this on still get to roll to avoid being hit or manipulated. Use this to shoot mind bullets! Uses Psychic Combat skill and is a Psychic attack. Does 5 points of damage per level of the power, plus your Mental Stat.
Natural Weapon (Passive): For claws, horns, fangs, spikes, etc. For each level in this the natural weapon adds 3 damage per level when using it in Unarmed Combat. Each weapon is a separate power, so taking Claws 2 doesn't give you horns, fangs, or anything else, just the claws. You might also want to buy a scratching post...
Flight (Passive): Used to fly around, it can be with or without wings, your choice! Your fly speed is 50 MPH per level. Watch out for windshields and closed sliding-glass doors.
Super Healing (Passive): You normally heal a number of Health Points (HP) per hour equal to your Physical stat. For every level in this your Physical is added again! So x2 at level one, x3 at level two, x4 at level three, x5 at level four, and x6 at level five. You regrow lost limbs or organs in only one day! Assuming that the missing pieces don't cause you to die of course, a missing heart or a head causes instant death for example!
Energy Blast (Activate): You shoot a blast of energy of one type from your body, typically from hands, fingers, eyes, mouth, or forehead. This power is only for one energy type, each one is a separate power. So Energy Blast: Cold doesn't let you do fire or lightning too. Energy types: Cold, Fire, Lightning, Sonic, Negative Energy, etc. Does 5 points of damage per level of the power, plus your Spiritual Stat. This is an Energy Attack.
Force Blast (Activate): A blast of pure kinetic force, (like when you kick or punch), it is not stopped by things that stop/absorb/negate Energy Attacks, but is stopped by force shields. Does 5 points of damage per level of the power, plus your Spiritual Stat. This is a Force Attack.
Psychic Blast (Activate): A blast of pure psychic power, it is not stopped by things that stop/absorb/negate Energy Attacks and Force Attacks, but is stopped by psychic shields. Does 5 points of damage per level of the power, plus your Spiritual Stat. This is a Psychic Attack.
Energy Shield/Field (Activate): Creates a field or shield of energy around you that stops Energy attacks such as Energy Blast, shots from laser rifles, etc. Stops 10 damage per level, then it must be Activated again. This doesn't stop Force attacks or Psychic attacks, (except those that use energy, like Pyrokinesis for example).
Force Shield/Field (Activate): Creates a field or shield of force around you that stops Force attacks such as Force Blast, bullets, punches, kicks, weapons, etc. Stops 10 damage per level, then it must be Activated again. This doesn't stop Energy or Psychic attacks, (except Telekinesis).
Psychic Shield/Field (Activate): Creates a field or shield around you that stops Psychic attacks. Stops 10 damage per level, then it must be Activated again. This doesn't stop Energy or Force attacks.
Ambi-dexterity (Passive): You can use both arms, (or all of your arms if you have more than two), equally well and at the same time! This gives you one extra attack per round if using the other arm. For each arm past the first one it requires one level, so a four armed creature would need Ambi-dexterity 3 to use all four arms in a round.
Super Jump (Passive): Each level adds 10 feet to your Jumping distance/height.
Extra Arm (Passive): For each level in this you have an extra arm, so a human with Extra Arm 2 would have four arms! Using them all in combat requires the Ambi-dexterity power of the appropriate level.
Nightvision (Passive): This let's you see in the dark. It is not as good as regular day vision at first, but the higher the level in this the closer it gets to day vision quality. It is black and white vision. At level 4 you get to see in color with it. At level 5 you can see in absolute darkness just as clearly as if it was daylight!
Super Speed (Activate): Each level gives you one extra attack. These extra attacks are at the end of the round. If more than one person has this power each one does one super speed attack then after everyone has acted the next super speed attacks are taken, so two people with super speed 3 wouldn't attack with all three at once, they would take turns until they were out of super speed actions. When using this to move the speed is 50 mph per level of this power.
Sneak Attack (Passive): Lets you do a sneaky attack on someone for extra damage, to do so you must succeed on an opposed skill check. You use the roll action for one 100-sided dice and add your Mental stat and Sneaking skill. The opponent rolls one 100-sided dice and adds their Mental stat and Awareness skill. If you get a higher roll than them you do an extra 3 damage per level in this power for that attack. You can do more than one Sneak Attack on an opponent in the same fight, but must succeed the skill check each time to do so.
Berserk (Activate): You fly into a berserk killing frenzy, each level gives you +3 Physical while you are Berserk. When it ends you are tired and are at -5 Physical and -5 to all skills until you rest for an hour. While Berserk you cannot use any Activate powers that rely on Mental, (like psychic powers), or use Magic. At level 5 you are no longer tired when the Berserk ends.
Super Awareness (Passive): Each level gives a +3 bonus to Awareness skill rolls. At level 5 you are immune to the Sneak Attack power.
Super Toughness (Passive): Each level adds 10 to your permanent HP. At level 5 you get +2 Physical.
Energy Boost (Passive): Each level adds 10 to your permanent EP. At level 5 you get +2 Spiritual.
Invulnerability (Passive): Each level blocks 3 damage from all attacks, except things that damage your life force directly such as Life and Death Magic, poison, suffocation, drowning, etc. This is cumulative with Armor. All attacks still do a minimum of 1 damage. At level 5 you get +10 to your permanent HP.
Energy Regeneration (Passive): You normally regain a number of Energy Points (EP) per hour equal to your Spiritual stat. For every level in this your Spiritual is added again! So x2 at level one, x3 at level two, x4 at level three, x5 at level four, and x6 at level five. At level 5 you get +10 to your permanent EP.
Banish Undead (Activate): You Banish 2 Undead per level. Banished Undead are forced to flee from your location and can't return for 1 hour per level. To determine if you Banish an Undead you roll 1d100 plus your Spiritual stat, the Undead roll 1d100 plus their Physical or Spiritual, (whatever is higher). You must roll higher than them, a tie means you failed to affect them. You roll only once and each Undead rolls against you. Certain spells can protect Undead from this power. At level 5 you can choose to have one Undead you successfully Banish to be destroyed instead and the other Banished Undead flee as normal. Vampires cannot be permanently killed by this power, they will reform the next night.
Banish Resistance (Passive): Only Undead can choose this power. Each level adds 3 to your rolls to resist being Banished. At level 5 you cannot be destroyed by Banish Undead, but can still be Banished.
Clone Creation (Activate): You create 1 Clone per level, they have all your stats, skills, powers, equipment, etc but have no EP and cannot use Activate powers. Magical or Psychic items are duplicated as normal items, (so for example, a wand would be a useless stick). Items and equipment from the Clones vanish when the Clone is destroyed or the power's duration ends. Clones are destroyed after being hit by one attack that does damage, regardless of the amount of damage done. At level 5 your Clones take 2 hits to be destroyed and you make one additional Clone, for a total of 6 Clones.
Telepathy (Activate): Allows you to learn 1 piece of information about your target per level. Examples of what you can learn are their name, age, birthdate, bank account number, a password, name of a favorite pet, who they work for, etc. Telepathy can also be used to mentally speak to someone, you send 3 words per level. To determine if you read their mind you roll 1d100 plus your Mental stat, they roll 1d100 plus their Mental or Spiritual stat, (whatever is higher). You must roll higher than them, a tie means you failed to affect them. Roll for each piece of information you try to learn. Certain spells can protect people from this power. At level 5 you can send an additional 5 words, for a total of 20 words, and you are Immune to Telepathy, (but can still receive Telepathy communications).
Mind Shield (Passive): Each level adds 3 to your rolls to resist Telepathy, Mind Control, and similar powers. You can still receive Telepathy communications if you choose to. At level 5 you are immune to Mind Control type powers, but not Telepathy.
Trip Attack (Activate): When you use this power your attack does damage as normal and also has a chance to Trip your opponent. You cannot use other Activate powers to deliver the Trip Attack. To determine if you Tripped them you roll 1d100 plus your Physical stat, they roll 1d100 plus their Mental or Physical stat, (whatever is higher). You must roll higher than them, a tie means you failed to Trip them. At level 5 you cannot be Tripped by others.
Long Lived (Passive): Each level adds 100 years to your Lifespan. At level 5 you sufffer no penalties from old age.
Stat Drain (Activate): You choose one Stat to affect when you gain this power and it can't be changed later. Each Stat requires a seperate power pick. You temporarily reduce a foe's stat by 3 per level. They must be within 10 feet of you per level. To determine if you affect them you roll 1d100 plus your Spiritual stat, they roll 1d100 plus their Spiritual or Physical stat, (whatever is higher). You must roll higher than them, a tie means you failed to affect them. A foe reduced to a Physical of 0 cannot move. A foe reduced to a Spiritual of 0 cannot use Activate powers. A foe reduced to a Mental of 0 cannot take any action that requires coherent thought or intellect, they can ony run away from those that attack them. The lost stat points are regained when the duration of this power ends. At level 5 you are immune to this power with the stat you chose, so if you have Stat Drain: Mental 5 (Activate) others can't use Stat Drain: Mental on you.
Weapon Specialist (Passive): Choose a weapon, with that weapon you get an extra 3 points per level in the combat skill used with that weapon. You can choose any type of weapon, even guns or unarmed attacks. Each weapon requires a different power pick of this power.
Weapon Master (Passive): Choose a weapon, with that weapon you do an extra 3 damage per level. You can choose any type of weapon, even guns or unarmed attacks. Each weapon requires a different power pick of this power.
Multi-Blast (Activate): Choose one of your existing Blast powers, such as Energy Blast. You shoot one additional blast per level to hit a different target. You can't have one target hit by more than one blast, only one blast per target. You must pay the activation EP cost for this power and your Blast power as well, but you only pay the EP cost of the Blast power once regardless of the number of extra blasts from this power. This power doesn't give you any Blast powers, you must already have them.
Multi-Shot (Activate): When using a bow or gun you fire an additional shot per level. The extra shots can be at additional targets, all on one target, or split up as you wish. You have to roll to hit per shot fired and you must have the ammo available to shoot, this power doesn't create the ammo. You can't use this power on thrown weapons like knives, spears, boomerangs, etc.
Multi-Throw (Activate): When using a thrown weapon you make an additional thrown attack per level. The extra throws can be at additional targets, all on one target, or split up as you wish. You have to roll to hit per weapon thrown and you must have the weapons to throw, this power doesn't create the thrown weapons. You can't use this power on bows or guns.
Forge Gun (Activate): You form a gun out of whatever materials are available even if there is just dirt around, any form of solid matter will do, but you can't use gases or liquids. The gun does 5 damage per level plus your Spiritual. If you use an existing gun to make the new gun you only get the higher of the two's damage, you can't add the damages together. It fires one shot per attack you have. This power also forms the ammo for the gun. When this power's duration expires the matter formed into the gun goes back to the form it was in before being used for this power. At level 5 you get an extra attack per round when firing the gun. This is a Force Attack.
Muscular (Passive): You get +3 Physical per level.
Intelligent (Passive): You get +3 Mental per level.
Magical (Passive): You get +3 Spiritual per level.
Skilled (Passive): You get +3 Skill points per level.
Vampiric Attacks (Activate): While this power is active you are healed for 1/2 the amount of damage you do to opponents, even if you are using guns or Blast powers. If you are not injured you get no benefit from this power.
Invisible (Activate): When you activate this you and anything you wear or carry cannot be seen, not even on camera or video. This also prevents you from being seen by things that detect body heat. While invisible you still make noise, have a scent, and physically disturb objects, (leaves are moved by your feet, puddles splash as you step in them, and you still leave tracks). If you in the rain or in falling liquid people can tell where you are by the displaced liquid as it hits you.
See Invisible (Passive): Lets you see Invisible things. You must have an equal or greater level in this power than the level of Invisible to see it. For example, to see someone with Invisible 4 you would need See Invisible 4 or higher.
Killer Instinct (Passive): Whenever you defeat an opponent for the next round all your attacks do an extra 3 damage per level.
Poison Blast (Activate): This is a Force Attack and works just like the Force Blast power, only the damage is poison so things like Armor or powers like Invulnerability don't block any of the damage.
Poisonous Attack (Activate): You do an attack as normal but you have the chance of poisoning a foe. To see if you poison them roll 1d100 plus your Spiritual and the target rolls 1d100 plus Physical, if you roll higher they are poisoned for 1 round per level. At the end of each round a poisoned foe takes 3 damage per level plus your Spiritual, the poison damage isn't blocked by Armor or powers like Invulnerability. You can't combine this power with other Activate powers.
Poison Resistant (Passive): Blocks 3 damage per level from damage dealt to you from poison, (such as Poison Blast or Poisonous Attack), all poison attacks still do 1 damage at minimum.
Magic Weapon (Passive): Choose one weapon, even a gun, it deals an extra 3 damage per level in addition to its normal damage. This weapon can also hurt creatures that require magic weapons to hurt them. If this one weapon is lost, stolen, or destroyed it is not replaced and you lose this power. At level 5 the weapon has an extra power determined between you and a Mod, such as being able to cut through stone or metal for example. This power can only be taken at character creation, though you may find such a weapon later at a Mod's discretion.
Deadly Magic (Passive): Choose one of the 14 schools of magic, spells you cast from that school do an extra 3 damage per level. Each school requires a separate power pick.
Hex Curse (Activate): You use this on one opponent who is within 10 feet of you per level. Roll 1d100 plus your Spiritual and they roll 1d100 plus their Physical or Spiritual, whichever is higher. If you beat their roll they have -3 per level to hit you with attacks until this power's duration ends.
Spell-Proof (Passive): This power blocks 3 damage per level from Magic attacks, even against attacks that damage your lifeforce directly, such as Life and Death spells. This is cumulative with powers like Invulnerability. All attacks still do a minimum of 1 damage.
Smite (Activate): When you activate this power it affects one physical attack, (doesn't work with ranged weapons or guns), and the attack does an extra 3 damage per level. You can't combine this power with other Activate powers. If you have multiple attacks per round you must pay the Activate cost per attack.
Clever Attack (Activate): For 1 attack per level you use your Mental instead of Physical to determine if you hit and for damage. You can't combine this with other Activate powers. At level 5 you can choose to permanently convert this power to a Passive power that is always on. You can use this on unarmed, melee, or ranged weapons but not guns.
Luck (Passive): Once per level, each day, you can reroll a failed roll. Great for gambling!
Mind Control (Activate): Your roll 1d100 and add your Mental, the target rolls 1d100 and adds their Mental, if you roll higher than them you win and control them until the power's duration ends. You can affect 1 target per level. At level 5 you get +10 on the rolls to control people.
Magic (Activate): Magic is collection of sub-powers that must be taken separately. There is no "spell list", you make up spells on the spot! This gives magic users more options than in most RPG's. The different schools of magic are Time, Space, Matter, Life, Death, Soul, Fire, Water, Earth, Air, Fortune, Mind, Energy, and Nature. The higher the level of your magic powers the more powerful effects you can do. Magic attacks/healing do/heal 5 damage per level of the power, plus your Spiritual Stat. Magical attacks don't automatically hit, you still have to roll to hit. Example spells are:
Sense Karma: Soul 2, let's you know someone's Karma score, (See the Karma section).
Teleport: Space 5, let's you teleport instantly anywhere you have been before in the same dimension.
Dimensional Portal: Space 5, Time 5, opens portal to another dimension, either a random one or one where caster has been before.
Fireball: Fire 4, bolt of fire explodes to fill a 15 foot radius.
Firebolt: Fire 3, shoots a bolt of fire to hit one target.
Control Weather: Nature 4, controls weather in a one block radius, or one city if Space 3 is also used.
Create Plant: Nature 3, creates a non-magical plant of your choice.
Summon Animal: Nature 3, summons non-magical animal of your choice.
Hasten: Time 3, Gives 1 extra attack per round and can fly/move at double speed.
Summon Elemental: Fire/Water/Earth/Air 4, summons an elemental to do your bidding. The type of elemental determines which power is used.
Create Animal: Nature 4, creates a non-magical and non-intelligent animal of your choice. To make an intelligent animal, such as a Dolphin, requires Mind 3.
Harm Ghost: Death 2, empowers your weapons/body to be able to hurt ghosts, which are normally immune to Force attacks.
Warp Matter: Matter of any level, you cause an object to bend, warp, twist, etc in such a way that it breaks. When used against non-living opponents such as Golems it causes damage.
Healing: Life of any level, heals the damage on you or someone else.
Lucky Draw: Fortune 2, when playing a card game or similar you use the powers of Fortune to alter the odds of what you draw to get a better card or whatever. Great for poker! "You drew all four aces?!"
Lucky Guess: Fortune 3, you alter the probability using the powers of Fortune to "guess" something correctly. If you have Fortune 5 you can "guess" the winning lotto numbers, woot!!!
RACES
Each race has it's own advantages and bonuses, choose wisely! You can only pick ONE race, NO halfbreeds except those listed! The halfbreeds listed are half-human and half-other. You can make up any race you want but it must be approved by a moderator.
Human: +10 starting Skill points, and +3 starting Stat points. Max lifespan is 100 years.
1/2 Demon: +2 Physical and +1 Spiritual. +5 starting skill points. Bonus powers: Claws 1, Super Healing 1, Super Jump 1. Max lifespan is 250 years.
Elf: +1 Mental and +2 Spiritual. +1 bonus to Sneaking and to Wilderness Survival. Max lifespan is 900 years.
Orc: +3 Physical. +1 bonus to Unarmed Combat, Weapon Combat, and Wilderness Survival. Max lifespan is 80 years.
Dwarf: +2 Physical and +1 Spiritual. +1 Bonus to Weapon Combat and to any skill used to make things. Max lifespan is 300 years.
Halfling: +2 Mental and +1 Spiritual. +1 to Sneaking, Pick Pockets, Pick Locks, and Ranged Combat. Max lifespan is 135 years.
1/2 Elf: +5 starting Skill points, +1 Spiritual and +1 Mental. Max lifespan is 350 years.
1/2 Orc: +5 starting skill points. +2 Physical. +1 to Weapon Combat. Max lifespan is 90 years.
Gnome: +3 Spiritual. +1 to Climbing, Magic Combat, and Haggling. Max lifespan is 170 years.
Saiyan: +2 Physical, +2 Spiritual, and -1 Mental. +1 to Unarmed Combat and Magic Combat. Bonus powers: Flight 1, Energy Shield 1, Extra Arm 1 (a tail, regrows eventually if cut/pulled off), and Energy Blast 1. When they see a full moon when they have a tail they turn into a 200 foot tall Wereape monster. In this form they gain +20 Physical and double their current Energy Points (EP). Cutting off the tail or destroying the moon reverses this, if you're powerful enough knocking them out or killing them reverses it too. In the Wereape form they are berserk and attack anything they see. Max lifespan is 125 years.
1/2 Dragon: +2 Physical, +1 Mental, and +1 Spiritual. Bonus powers: Natural Weapon: Horns 1, Natural Weapon: Claws 1, Extra Arms 1 (a tail), and Energy Blast 1 (as a breath weapon shot from the mouth). Max lifespan is 1000 years.
Dragon: +4 Physical, +2 Mental, and +2 Spiritual. Bonus powers: Natural Weapon: Horns 1, Natural Weapon: Claws 1, Natural Weapon: Fangs 1, Extra Arms 1 (a tail), Flight 1 (with wings), and Energy Blast 1 (as a breath weapon shot from the mouth). Max lifespan is 2000 years.
Vampire: +1 Physical, +2 Spiritual. Vampires don't get the starting 10 Power picks. Bonus powers: Super Strength 1, Metamorph: Bat (Flying: Winged 1), Metamorph: Mist (Flying: Wingless 1, immune to all damage except from magical weapons or Life Magic spells. Can't attack in Mist form), Metamorph: Wolf (Natural Weapon: Fangs 1), Super Jump 1, Super Healing 1, Super Speed 1, Natural Weapon: Fangs 1, Nightvision 1, Natural Weapon: Claws 1. Vampires don't need to breathe, eat, or drink except for blood. Weaknesses: Sunlight and Water does 5 damage per round and isn't blocked by clother, armor, sunblock, and will be damaged even if Vampire is in mist form. Water doesn't have to be running to do damage, standing water does damage too. Decapitating a Vampire kills them instantly. Vampires are only permanently killed by Water, Sunlight, or Decapitation. If a Vampire is defeated by any other means they reform the next night, completely healed. If a Vampire is impaled through the heart by a wooden stake they are de-animated until the stake is removed. While staked they can be killed by Sunlight, Water, or Decapitation. Vampires can't have children.
Werewolf: +2 Physical, +1 Spiritual. Werewolves don't get the starting 10 Power picks. Bonus powers: Metamorph: Wolf (Natural Weapon: Fangs 1), Metamorph: Human/Wolf Hybrid (Super Strength 1, Super Healing 1, Super Speed 1, Super Jump 1, Natural Weapon: Claws 1, Natural Weapon: Fangs 1, Extra Arms: Tail 1), Nightvision 1. When Werewolves transform they are not berserk and are completely in control of themselves. Weaknesses: Werewolves take double damage from Silver weapons. Certain herbs damage Werewolves who even just touch them and do 5 damage a round. If the herbs are eaten or injected they do 20 damage per dose. During a full moon they are forced to transform into the Hybrid form but are still in control of themselves. Werewolves must have children to make more Werewolves, it is not transmitted by bite!
ENERGY POINTS (EP)
Energy Points reflect a reserve of supernatural or superhuman energies that your character can harness to power special powers. You regain a number of Energy Points (EP) per hour equal to your Spiritual stat. The amount you have is set when you first make your character but will increase as you adventure and gain experience! "Go west young man, go west!"
RANK
All of your Stat points, Skill points, and Power Points are added to determine your Rank Points (RP). There will be a Rank List thread, the order will be highest to lowest, your RP are used to determine your rank, the higher the amount of points you have the better your rank will be. You also can gain RP by completing Quests or by doing special achievements, (determined by the moderators). If you do something you think deserves gaining RP send darkzumi a PM. "Be creative and daring to try to earn RP!"
HEALTH POINTS (HP)
Your HP represents how much damage you can take before you pass out. You fall unconscious when you reach 0 HP or below. You only die if your opponent specifically decides to kill you after you fall unconscious. You regain a number of HP equal to your Physical Stat for every hour of rest/sleep. "Always carry healing items..."
KARMA
Karma reflects your general alignment. A score of -5 to 5 indicates a Neutral karma, -6 or below means an Evil alignment, and 6 or above means a Good alignment. The Karma score ranges from -100 to 100. The more negative it is the more Evil you are, the more positive it is the more Good you are! The average normal human has a Karma score of bewteen -7 to 7. There are always exceptions though. You start with a Karma of 0 and it changes based on your actions, (determined by a moderator).
DAMAGE
There are 3 kinds of attacks: Force Attacks, Energy Attacks, and Psychic Attacks. Attacks made with magic can be of any of the three kinds depending on what kind of spell is used.
Force Attacks: Your physical attacks, (punches, kicks, weapons, natural weapons like claws, etc), does your Physical in damage. Also included are powers like Force Blast.
Psychic Attacks: Your psychic power attacks do 5 points of damage per level of the power, plus your Mental Stat. It should be noted that Telekinesis is a Psychic Attack, and Pyrokinesis and other powers like that are Energy Attacks. Psychic attacks are not blocked by Energy Shield/Field or Force Shield/Field.
Energy Attacks: Powers like Energy Blast do 5 points of damage per level of the power, plus your Spiritual Stat. These kinds of attacks are Energy Attacks. Most magic spells are Energy attacks.
Weapons: Weapons add damage based on size.
Small weapons: (dagger, brass knuckles, broken bottle, etc), add 2 damage.
Normal weapons: (shortsword, nunchaku, hammer, etc), add 4 damage.
Big weapons: (longsword, staff, warhammer, battle axe, etc), do 6 damage.
Huge weapons: (claymore, polearms, etc), do 8 damage. Huge weapons require 2 hands to use unless you have Super Strength 2 or more. Guns and weapons like that only do their damage rating plus the Combat skill used to make the attack. Most guns have a damage rating of between 5 to 15. Hi-tech laser weapons and railguns do between 16 to 25 damage.
Guns: Guns have a range and do damage based on type. There are two types of guns, Physical guns that shoot physical projectiles like bullets, and Energy guns that shoot energy of some type. Each does the same damage and has the same range of its type. With Energy guns the normal energy type is Energy, you can have it do a different one such as Cold, Fire, Lightning, Sonic, Negative Energy, etc but the gun will cost 50% more. Physical guns use a magazine filled with projectiles and Energy guns used a supercharged battery pack that is the same size as a magazine. The "Clip" entry determines how many shots it can fire before needing to be reloaded. You can get a custom built gun that holds more shots per Clip, but it will cost a lot more amd will have to be worked out with a Mod. Ammunition for Physical and Energy guns costs the same, $1 times Type per shot, so ammo for a Type 10 Gun costs $10 per shot, in the case of Energy guns you aren't buying a new battery pack but recharging it. You can't use ammo for one Type of gun for another, so shots for a Type 5 Gun only work for Type 5 Guns. You can't use ammo for Physical guns with Energy guns and vice versa.
Type 01 Gun: Damage 5, Range 20 feet, Clip 30, Costs $50.
Type 02 Gun: Damage 10, Range 40 feet, Clip 25, Costs $100.
Type 03 Gun: Damage 15, Range 60 feet, Clip 25, Costs $150.
Type 04 Gun: Damage 20, Range 80 feet, Clip 20, Costs $200.
Type 05 Gun: Damage 25, Range 100 feet, Clip 20, Costs $250.
Type 06 Gun: Damage 30, Range 120 feet, Clip 15, Costs $300.
Type 07 Gun: Damage 35, Range 140 feet, Clip 15, Costs $350.
Type 08 Gun: Damage 40, Range 160 feet, Clip 10, Costs $400.
Type 09 Gun: Damage 45, Range 180 feet, Clip 10, Costs $450.
Type 10 Gun: Damage 50, Range 200 feet, Clip 5, Costs $500.
COMBAT
Most combat is "Free Form" where you and the opponent battle and each player decides if their character got hit based of what the other player did and the difference in Stats/Skills used. If a player constantly says they are not hit you can demand to switch from "Free Form" to "Rolling". The attacking player uses the roll dice action and selects one 100-sided die, the Combat skill used and the related Stat for the skill are added to the roll. The defending player rolls one 100-sided as well and adds the Combat skill used and the related Stat for the skill to the roll. The highest total of the two rolls decides the winner, a tie results in the defender winning. Then the defending player and attacking player keep switching roles as the combat actions go back and forth. So you would attack, defend, attack, defend, and so on. This is admittedly complicated but keeps people from godmodding. I once had a fight where the other guy dodged like ten of my attacks in a row while I was saying I was hit about once for every three hits, so I was very annoyed with him.
ARMOR
Armor stops an amount of damage from every attack. An attack always does 1 damage, it cannot be completely blocked by the armor. Armor doesn't block any damage from attacks that damage a person's life force directly like Death Magic spells or Life Magic spells. Armor also doesn't block damage from Psychic Attacks. There are four kinds of armor:
Weak Armor: Blocks 2 damage per attack. Example: Leather armor.
Normal Armor: Blocks 4 damage per attack. Example: Hide armor or leather and chain armor.
Strong Armor: Blocks 6 damage per attack. Example: Chain armor or giant bug carapace.
Heavy Armor: Blocks 8 damage per attack. Example: Platemail armor or reinforced bug carapace.
MONEY
The money used in Darkling Realms are dollars like in USA, but the bills are blue and they don't have US presidents' faces on them. In addition to using bills, each bill also has a coin version as well. Coins and bills from other worlds or dimensions are generally not accepted by merchants/stores in Darkling Realms. Bluestar City's banks can exchange foreign bills, coins, or valuables to Darkling Realms currency for a small fee.
Darkling Realms: Anime, Roleplay & Everything Else
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