View difference between Paste ID: 0qnAWc4X and ccTLjTJM
SHOW: | | - or go back to the newest paste.
1
Welcome to the Paradox™ 
2
3
First thing’s first, keep track of your sheet! It is likely to change as your character journeys through the world.
4
5
http://pastebin.com/J5KARAuq -- Blank sheet
6
7-
http://pastebin.com/p0m36WwP -- Barter for traits
7+
http://pastebin.com/p0m36WwP -- Barter for traits (limit to about 3-5 for convenience.)
8
9
10
ABILITY SCORES: THIS RP HAS THEM. 0 Is average. 5 is expert tier.
11
12
13
The trees are divided into Body and Mind. Each tree has 4 points that can be spent upon their three ability scores.
14
15
16
BODY
17
18
Strength: Your ability to lift things and hit harder.
19
20
Fortitude: Your ability to fight disease and withstand damage. Note that this does not govern pain tolerance.
21
22
Agility: Governs ability to maneuver the body. Also helps stealth.
23
24
25
MIND
26
27
Instincts: An inner 'voice'. Basically the DM Gets to tell you what's right and what's wrong. 
28
29
Willpower: Your will to strive on; includes resisting sanity debuffs and pain tolerance.
30
31
Perception: Your ability to spot out-of-place things, notice things before others. Control over the 5 senses. Important for ranged fighters.
32
33
34
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.
36
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. 
38
39
+10 For particularly ridiculous days.
40
41
Calm days subtract -5 insight, while exceptionally successful days subtract -10. Sometimes, insight will neither go up nor down.
42
43
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. 
44
45
When a nightmare occurs, your character is forced to go through a drastically changing scenario or challenge.
46
47
Weapon Proficiency: Begin with 0.
48
49
Traits: 
50
51
52
53
54
55
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.
56
57
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.
58
59
60
1: AWESOME Failure (Unique critical failure, and then some)
61
62
2-5: Not awesome (Equal to critical failure)
63
64
6-10: Not that awesome (Failure)
65
66
11-15: Awesome in theory (Potential success, no bonuses)
67
68
16-19: Awesome success (Success, bonuses)
69
70
20: FUCKING AWESOME (Amazing, Critical success and then some.