TTHelvianTT

Paradox

Nov 20th, 2016
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  1. Welcome to the Paradox™
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  3. First thing’s first, keep track of your sheet! It is likely to change as your character journeys through the world.
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  5. http://pastebin.com/J5KARAuq -- Blank sheet
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  7. http://pastebin.com/p0m36WwP -- Barter for traits
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  10. ABILITY SCORES: THIS RP HAS THEM. 0 Is average. 5 is expert tier.
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  13. The trees are divided into Body and Mind. Each tree has 4 points that can be spent upon their three ability scores.
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  16. BODY
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  18. Strength: Your ability to lift things and hit harder.
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  20. Fortitude: Your ability to fight disease and withstand damage. Note that this does not govern pain tolerance.
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  22. Agility: Governs ability to maneuver the body. Also helps stealth.
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  25. MIND
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  27. Instincts: An inner 'voice'. Basically the DM Gets to tell you what's right and what's wrong.
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  29. Willpower: Your will to strive on; includes resisting sanity debuffs and pain tolerance.
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  31. Perception: Your ability to spot out-of-place things, notice things before others. Control over the 5 senses. Important for ranged fighters.
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  35. 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.
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  37. 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.
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  39. +10 For particularly ridiculous days.
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  41. Calm days subtract -5 insight, while exceptionally successful days subtract -10. Sometimes, insight will neither go up nor down.
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  44. Weapon Proficiency: Begin with 0.
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  46. Traits:
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  52. 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.
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  54. 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.
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  57. 1: AWESOME Failure (Unique critical failure, and then some)
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  59. 2-5: Not awesome (Equal to critical failure)
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  61. 6-10: Not that awesome (Failure)
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  63. 11-15: Awesome in theory (Potential success, no bonuses)
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  65. 16-19: Awesome success (Success, bonuses)
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  67. 20: FUCKING AWESOME (Amazing, Critical success and then some.
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