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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 |
7 | + | http://pastebin.com/p0m36WwP -- Barter for traits (limit to about 3-5 for convenience.) |
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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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15 | ||
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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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. | |
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45 | When a nightmare occurs, your character is forced to go through a drastically changing scenario or challenge. | |
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47 | Weapon Proficiency: Begin with 0. | |
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49 | Traits: | |
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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. | |
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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. | |
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60 | 1: AWESOME Failure (Unique critical failure, and then some) | |
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62 | 2-5: Not awesome (Equal to critical failure) | |
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64 | 6-10: Not that awesome (Failure) | |
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66 | 11-15: Awesome in theory (Potential success, no bonuses) | |
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68 | 16-19: Awesome success (Success, bonuses) | |
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70 | 20: FUCKING AWESOME (Amazing, Critical success and then some. |