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KingMurdoc

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Mar 2nd, 2018
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  1. Name: (Should be self-evident.)
  2. Age: (Should also be self-evident.)
  3. Gender/Sex: (Man? Woman? Attack Helicopter?)
  4. Race: (No, not skin colour. Are you human? Vulcan? Generic Mary Sue half-breed hybrid?)
  5. Appearance: (What do you look like? If you have alternate forms, their appearance should go here. Weapons and stuff are optional.)
  6. Personality: (What are you like? No need for an essay here, leave room for some character exploration.)
  7.  
  8. Perks: Powerful, semi-unique bonuses that a character gets, that either give sweeping boosts to overall power or significantly change the way a character operates, among other things such as strong signature attacks. These are very flexible, and allowed to bend the rules more than other things. It is recommended to read through the entire system before picking one.
  9.  
  10. Examples:
  11.  
  12. Swift: Character gains +1 DEX per level.
  13. Power Overwhelming: Character's level is 1.3x higher for all calculations. Does not grant bonus AP or stat points.
  14. Stand Proud: Character has a strong entity that they can summon to aid them in battle.
  15.  
  16.  
  17. Level: Increased whenever the GM deems it appropriate, generally when reaching plot milestones.
  18. HP: Equal to 30+(Level*CON)
  19. Initiative: Your bonus to initiative, generally DEX minus any penalties you may have.
  20.  
  21. Base Stats: 14+4 per level to start. (Formula being [10+Lv*4].) Stat caps are 5+Level*1.5, rounded down.
  22. Strength: How physically powerful a character is. Some equipment might be heavy, reducing initiative unless the user meets a certain strength score.
  23. Dexterity: A general measure of coordination and speed. One of two stats permissible for critical hit chances, and increases character initiative.
  24. Intelligence: A general idea of how well-educated and knowledgeable a character is, as well as their ability to manipulate data. The only stat that can be used for both critical hit chances and support abilities.
  25. Constitution: How resilient a character is to incoming damage. Determines character health, and is frequently targeted by debuffs.
  26. Synergy: Measures power not covered by other stats, such as magical energy or the strength of one's onboard nuclear reactor. Can do anything, but has no particular effects.
  27.  
  28.  
  29. Actions: Generally speaking, "things characters do." They can be active, passive, or take the form of equipment - more on that later. You get 10 AP to start, and 2 for every level. (Formula is 8+2*Level.) You also start with 5 action slots, and gain one every even level. Additionally, every character can take the "Defend" action unless prevented from acting somehow, reducing incoming damage by 50% after all other calculations. (Does not have initiative, or reduce pure damage.) Action level is capped at two above character level.
  30.  
  31. Examples:
  32.  
  33. Magic Bolt: Deals 2d6+SYN+DEX/2 damage to a single target.
  34. -Level 1: Deal 1d6+SYN damage.
  35. -Level 2: Adds a d6 of damage.
  36. -Level 3: Adds half of the character's Dexterity to the damage.
  37.  
  38. Soothe: Restore 1d4+INT health to a single target and remove two negative statuses from it.
  39. -Level 1: Heal for 1d4 health.
  40. -Level 2: Additionally removes one negative status effect.
  41. -Level 3: Removes an additional status.
  42.  
  43. Rend: Inflicts a bleed that deals DEX/2+3 damage for 2+1d4 turns to a single target.
  44. -Level 1: Inflicts DEX/2 bleeding damage on each of the target's turns, lasting 3 turns.
  45. -Level 2: Increase duration to 2+1d4.
  46. -Level 3: Increases damage by 3.
  47.  
  48.  
  49. A note on complexity: You can make your effects as convoluted as you want. However, consider this an official establishment of the "tl;dr clause": the GM is not liable for things he forgets to roll on your sheet. Therefore, you are best served by keeping your effects simple and distinct - it's good for my sanity and yours.
  50.  
  51. Equipment and Crafting: Equipment in this game is handled in terms of the action system; a piece of gear goes into your sheet where any other action might, with comparable effects. The main difference is that equipment can be traded between characters, and can only be leveled by crafting and training with it. You can also "craft" actions by training, if your character's not the type to load up on fancy bits of metal and magical trinkets; you can't give these away, obviously, but these "tricks" otherwise function like equipment.
  52.  
  53. Crafting will generally be an opposed check, with your relevant stat(s) being added to your roll and the difficulty being added to the opposing. Degree of success is taken into account as well. When the GM deems it appropriate - generally after reaching critical points in a plot or completing one - everyone in the party will recieve three crafting tokens, which can be used to level up equipment. If the player in question is wholly uninterested in crafting, they may trade all three tokens in for one AP. In the case of cooperative crafting, the token is used up by the recieving character. Tokens will roll over between sessions, but a character cannot exceed 5 available tokens (if they would, they automatically trade three tokens in for AP.) Equipment level is capped in the same way action level is.
  54.  
  55. Each character begins the game with effective craft tokens equal to their level+2, which are to be spent during character generation on creating and leveling equipment.
  56.  
  57. Examples:
  58.  
  59. Iron Plate: A sturdy suit of plate that reduces incoming slashing and piercing damage by 2 points, but reduces the wearer's initiative by 4-STR.
  60. -Base: 1 damage reduction, 5 weight.
  61. -Craft Level: Improved fittings reduce effective weight by 1.
  62. -Craft Level: Better tempering increases damage reduction by 1.
  63.  
  64. Grounding Amulet: A carefully crafted and enchanted pendant that safeguards against electricity.
  65. -Base: 20% reduced damage from electrical attacks only.
  66.  
  67. Claymore: A rather large sword, good for muscling through armor. It deals 3d4+STR damage and ignores three points of damage reduction.
  68. -Base: Deals 1d4+STR damage.
  69. -Craft Level: A sharpened blade improves damage by 1d4.
  70. -Craft Level: An enchantment for increased power improves damage by 1d4.
  71. -Craft Level: Careful weighting allows this weapon to ignore 3 points of damage reduction.
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