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- Welcome to the Paradox™
- First thing’s first, keep track of your sheet! It is likely to change as your character journeys through the world.
- http://pastebin.com/J5KARAuq -- Blank sheet
- http://pastebin.com/p0m36WwP -- Barter for traits (limit to about 3-5 for convenience.)
- ABILITY SCORES: THIS RP HAS THEM. 0 Is average. 5 is expert tier.
- The trees are divided into Body and Mind. Each tree has 4 points that can be spent upon their three ability scores.
- BODY
- Strength: Your ability to lift things and hit harder.
- Fortitude: Your ability to fight disease and withstand damage. Note that this does not govern pain tolerance.
- Agility: Governs ability to maneuver the body. Also helps stealth.
- MIND
- Instincts: An inner 'voice'. Basically the DM Gets to tell you what's right and what's wrong.
- Willpower: Your will to strive on; includes resisting sanity debuffs and pain tolerance.
- Perception: Your ability to spot out-of-place things, notice things before others. Control over the 5 senses. Important for ranged fighters.
- INSIGHT: Begin with 0. Insight is your 'insanity' stat. The higher it is, the nuttier you are. 0 is average. Every 20 points is a 'threshold', capping at 100 points, where you're outright insane.
- Insight increases from particularly stressful days (discussed between the DM and the PCs when the night comes, or when the DM thinks it's appropriate). Usual rate is +5 insight.
- +10 For particularly ridiculous days.
- Calm days subtract -5 insight, while exceptionally successful days subtract -10. Sometimes, insight will neither go up nor down.
- NIGHTMARES Occur randomly, but potentially reduce insight if you manage to fight through them. A Nightmare is rolled for every in-game hour when your character is at 50+ Insight.
- When a nightmare occurs, your character is forced to go through a drastically changing scenario or challenge.
- Weapon Proficiency: Begin with 0.
- Traits:
- ROLLING FOR AWESOME: You begin with one awesome point. You gain awesome points through either great feats/actions or by surviving an entire day. You may gather up to 5 awesomeness points before you gain no more.
- You may spend an awesomeness point on a particularly bizarre or unique action. If the DM Deems the action 'awesome' enough, the DM Will roll for awesome. Rolling for awesome is a luck-based d20 roll. Refer to below for details.
- 1: AWESOME Failure (Unique critical failure, and then some)
- 2-5: Not awesome (Equal to critical failure)
- 6-10: Not that awesome (Failure)
- 11-15: Awesome in theory (Potential success, no bonuses)
- 16-19: Awesome success (Success, bonuses)
- 20: FUCKING AWESOME (Amazing, Critical success and then some.
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