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The Dice Rules Beta Draft

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The Dice Rules Beta Draft Empty The Dice Rules Beta Draft

Post by TheDeceiverGod 1/29/2011, 12:32 am



Last edited by TheDeceiverGod on 2/7/2011, 9:34 pm; edited 8 times in total
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The Dice Rules Beta Draft Empty Re: The Dice Rules Beta Draft

Post by TheDeceiverGod 1/29/2011, 12:33 am

Vocabulary Words


Ability: Ability refers to one of the six Ability Scores, Strength, Dexterity, Constitution, Wisdom, Intelligence, and Charisma.

Skill: Skill refers to one of many crafts or arts such as Acrobatics, Stealth or Perception; all characters have basic competency in all skills however every skill is linked to one of the six Ability Scores. All characters possess a basic competency; however a character with a higher linked Ability would possess a greater chance at success.

Power: Power refers to a specific Power unique to the character it belongs to. Powers may range from simple things such as a Long Jump, to complex things such as Empathy.

Roll: A Roll refers to a Dice Roll, more specifically the exact value that comes up when the die is rolled. A roll of a D20 can come up as any number between one and twenty.

Modifier: A Modifier refers to Bonuses or Penalties applied to a given Check. For example all Skill Checks receive a Modifier of +1 for every two points the character performing the check has in their linked Ability Score over ten. (An Ability Score of 12 would render a Modifier of +1)

Bonus: A Bonus refers to a positive Modifier.

Penalty: A Penalty refers to a negative Modifier.

Check: A Check refers to the total value of a roll plus/minus any relevant Modifiers. The value of the check equals the value of the Dice Roll plus or minus the value of any relevant modifiers. Example: A typical Stealth Check = 1D20 + the characters Dexterity Modifier.

Take ‘10’: Taking 10 refers to when a player chooses not to roll a die in place of performing a check. In this case their Roll is considered to equal 10. The Check would equal 10+Relevant Modifiers.

Passive Checks: A Passive Check refers to a Check that is performed by a character without that character’s awareness. Most characters are considered to Take ‘10’ for Passive Checks.

Call Out: You 'Call Out' information required to be shared with other players, either for purposes of fairness or requirements of play.


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The Dice Rules Beta Draft Empty *Under Construction*

Post by TheDeceiverGod 1/29/2011, 12:35 am

Skill Ability
Acrobatics Dexterity
Arcana Intelligence
Athletics Strength
Bluff Charisma
Diplomacy Charisma
Endurance Constitution
Heal Wisdom
History Intelligence
Insight Wisdom
Intimidate Charisma
Nature Wisdom
Perception Wisdom
Religion Intelligence
Science Intelligence
Stealth Dexterity
Streetwise Charisma
Thievery Dexterity
XenologyWisdom

The table above shows the skills available in the game, and the Ability Modifier you use when making that kind of skill check. All characters are considered to possess basic competency in all Skills, any character can perform a check for any skill at any time. However each character may select four (4) Skills to be Trained in. Training in a skill represents that you have some combination of formal instruction, practical experience, and natural aptitude using that skill. When you select a skill to be trained your character gains a permanent +5 bonus to that skill. You can’t gain training in a skill more than once.

An Ability Modifier is a +1 bonus to a Skill Check for every two (2) points over ten (10) you have in that Ability Score. An Ability Score of twelve (12) would provide an Ability Modifier of +1, an Ability Score of eleven (11) would provide an Ability Modifier of +0.

Using Skills

When you use a skill, you make a Skill Check. This check represents your training, your natural talent (your Ability Modifier), your overall experience (one-half your level), other applicable factors (relevant modifiers), and your sheer luck (a die roll).

Make Skill checks to determine your relative success at any action associated with any of the skills listed above. Most Skill Checks will result in either a pass/fail based upon the numeric total of the Skill Check and the Difficulty Class of the task; however, some Skill Checks may have varied results or effects based upon a range of values for their Difficulty Class.

Opposed Checks

Sometimes you’ll make a Skill Check as a test of your skill in one area against another character’s Skill in the same area or in a different one. When you use Stealth, for example, you’re testing your ability to hide against someone else’s ability to spot hidden things (the Perception Skill). These skill contests are called Opposed Checks. When you make an Opposed check, both characters roll, and the higher check result wins. If there’s a tie, the character with the higher check modifier (the sum total of their Ability Modifier and relevant modifiers) wins. If it’s still a tie, both sides roll again to the break the tie.

Checks without Rolls

In some situations, luck does not affect whether you succeed or fail. In a calm environment, when dealing with a mundane task, you can rely on sheer ability to achieve results. When you’re not in a rush, not being threatened or distracted, and when you’re dealing with a mundane task, you can choose to Take 10. Instead of rolling a d20, determine your skill check result as if you had rolled the average (10). When you take 10, your result equals your Skill Modifiers (including one-half your level) +10. For mundane tasks, taking 10 usually results in success.

Passive Checks

When you’re not actively using a skill, you’re assumed to be talking 10 for any opposed checks using that skill. Passive Checks are most commonly used for Perception Checks and Insight Checks, but might also be used for such skills as Arcana or Science to determine how much you can tell about an object or entity.

For example, if you’re walking through an area you expect to be safe and thus aren’t actively looking around for danger, you’re talking 10 on your Perception Check to notice hidden objects or enemies. If your Perception Check is high enough, or a creature rolls poorly on its Stealth Check, you might notice the creature even if you aren’t actively looking for it.

I want people to be very aware of Passive Vs Active, not only in use of Skills but Powers will also be classified as Passive or Active, where Passive Powers are considered always in use, while Active Powers may only be used for a short time.

And Please Please please please respect the difference between Player Knowledge Vs Character Knowledge. I am aware that if your character is being snuck up on by another character, you may feel the urge to make a Perception Check to uncover the other character, but if your Character doesn’t have a reason to make their Perception Check, than it’s somewhat unfair to make it at all.

In true D&D, the Dungeon Master would make a Passive Check for you and if you failed to discover the creature/character, the DM wouldn’t even tell you there is a creature/character sneaking up on you. This would enable dynamic play such as the characters with high Passive Checks remaining silent about knowing something, while the characters with lower Passive Checks don’t know it at all. This would allow the character with the higher checks to later interact with the character intent on deceiving the other characters, in unique ways not available if all the character shared the same knowledge.

Example: Raven’s Passive Insight Check is high enough to let her see Terra’s motives, while none of the other Titans are able to recognize her as a deceiver. Raven privately confronts Terra to inform her that she knows what she’s up to, and won’t let her hurt the others. Terra begins plotting with the evil-team to remove or discredit Raven so that even if she did tell the others, they wouldn’t believe her enough to perform an Insight Check (non-Passive) and possibly uncover Terra’s true motives.

Cooperation

In some situations, you and your allies can work together to use a skill; your allies can help you make a skill check by making a check themselves. Each ally who gets a result of ten (10) or higher gives you a +2 bonus to your check. Up to four allies can help you, for a maximum bonus of +8. If you have a choice, let the character in your group who has the highest base Skill Check Bonus to take the lead, while the other characters cooperate to give bonuses to the check.

Knowledge Skills

Some skills deal with knowledge about a particular topic: Arcana, Science, History, Nature and Religion. You can use such a skill to remember useful bits of information in its field of knowledge or to recognize a clue related to it. You can also use such a skill to identify certain objects related to the Skill, mystical orbs: Arcana, Chemical compounds: Science, ancient manuscripts by famous authors: History, a specific plant or animal: Nature, or a religion icon or symbol of a specific god: Religion.

The check Difficulty Class increases based on the specific topic and how common the knowledge is. Some types of knowledge might only be available to characters that are trained in the appropriate Skill.

Skill Descriptions

The first line of a skill description shows the name of the skill, followed by the key ability for that skill. You use the ability modifier for that ability score to figure out your base skill check bonus. For skills based on Strength, Constitution, and Dexterity, the description includes a reminder that your armor check penalty applies to that skill.

The skill description explains the different ways you can use the skill and provide typical DCs. Each description also specifies what kind of action is required to use the skill.




Acrobatics (Dexterity)
Spoiler:


Arcana (Intelligence)
Spoiler:


Athletics (Strength)
Spoiler:


Bluff (Charisma)
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Diplomacy (Charisma)
Spoiler:


Endurance (Constitution)
Spoiler:



Heal (Wisdom)
Spoiler:



History (Intelligence)
Spoiler:



Insight (Wisdom)
Spoiler:



Intimidate (Charisma)
Spoiler:



Nature (Wisdom)
Spoiler:



Perception (Wisdom)
Spoiler:



Religion (Intelligence)
Spoiler:


Science (Intelligence)
Spoiler:



Stealth (Dexterity)
Spoiler:



Streetwise (Charisma)
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Thievery (Dexterity)
Spoiler:


Xenology (Wisdom)
Spoiler:





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The Dice Rules Beta Draft Empty Combat

Post by TheDeceiverGod 1/29/2011, 12:54 am

Under Construction
Combat Vocabulary
Attack: Attack refers to a character's chance to hit their target. Attack Rolls are measured against one of their target's four Defenses, if the Roll is greater than the Defense the Attack hits and deals damage (if its a damage-dealing attack).

Damage: Damage refers to the amount of harm dealt to a target. Damage is only dealt upon successful Attack Rolls, and is not mitigated by Defense.

Defense: Defense refers to a character's four Defense Types. The four types are Armor Class, Reflex, Will, and Fortitude.

Armor Class: Armor Class refers to the strength of a character's armament. Attacks vs Armor Class are primarily Strength attacks, such as swinging one's fist, wielding a hammer, or other 'blunt or brutish' attack.

Reflex Defense: Reflex Defense refers to a character's ability to react quickly. Attacks vs Reflex are primarily Dexterity attacks that cannot be blocked by traditional means, such as throwing a weapon, using a firearm, or using many powers.

Will Defense: Will Defense refers to a character's strength of mind. Attacks vs Will are commonly psychic or telepathic attacks, however illusions hallucination and other mind-altering effects may also be required to roll against a character's Will Defense in order to effect them.

Fortitude Defense: Fortitude Defense refers to a character's strength of body. Poisons, diseases, and other aliments will be required to roll against a character's Fortitude in order to effect them.

Basic Combat

Basic Attack
Level 0

Bam! Pow!
Martial-Melee
Attack: Strength Vs Armor Class
Range: Melee
Damage: 1D20 + Strength Modifier
You punch or kick the target empty handed.


Above is described the bare bottom basic attack available to all characters from their conception. This also displays the basic format for all Attack Powers.

Attacking

Attack: Lists the Ability Modifier and Defense score used to determine the successfulness of the attack utilizing the Power. In this case it is Strength Modifier Vs Armor Class. Meaning that in order to be successful in the use of this Power, the total of the Attack Roll calculated by the equation; 1D20 +1/2 attacking character's level + the attacking character's Strength Modifier, would have to be greater than the Defending Character's Armor Class.

Example: A level 6 character with 16 Strength attacks a character with 19 Armor Class.
Attack Roll: 1D20+ 3 (one half level) + 3 (Strength Modifier)
Dice Value: 12 (Generated by the Dice Roll)
Total: 12 +3 +3= 18
Defending Character's Armor Class: 19
Attack Roll (18) < Armor Class (19)
Attack Fails
No Damage is Dealt.

This is the basic break down for all combat. No matter what Power is being used, no matter what manner of Attack is being performed, ultimately everything will always come down to comparing an Attack Roll's Total to a Defense Score.

To perform an attack simply call out which Attack you are using, (selecting them from Attack Powers available to your character) and call out the Attack Type and Keywords.

Attacking Character wrote:



Basic Attack: Strength Vs AC
Attack Roll: 1D20 +(3) +(3)


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The Dice Rules Beta Draft Empty *Under Construction*

Post by TheDeceiverGod 1/29/2011, 12:55 am

January
Spoiler:
February
Spoiler:
March
Spoiler:
April
Spoiler:
May
Spoiler:
June
Spoiler:
July
Spoiler:
August
Spoiler:
September
Spoiler:
October
Spoiler:
November
Spoiler:
December
Spoiler:


Last edited by TheDeceiverGod on 2/2/2011, 3:53 pm; edited 1 time in total
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The Dice Rules Beta Draft Empty Standard Play

Post by TheDeceiverGod 1/29/2011, 12:59 am

Standard Posts
Example Post wrote:
1January 21st 300:00-00:05
4Health: 100/100 5Stamina: 100/100

6He looked down on the festive streets from high above them. Far above the chaotic revelry of the city citizens celebrating the passing of one year into the next. Such a scowl so firmly affixed to his face that his mentor would be proud. Robin crossed his arms over his chest and set one foot against the back of a looming gargoyle, keeping careful eye on the festivities bellow, ever vigilant for the slightest disturbance, the slightest break from pattern. It had been another year. Another year since the Brotherhood fell, another year since the greatest challenge they'd faced had crumbled away. There were always criminals to catch, there would always be criminals to catch, but since the fall of the Brotherhood of Evil the Titans had, well, more free time. Robin had even begun returning to Gotham on occasion, not that he was considering going back to work with, him, but Jump was quiet these days, five heroes was almost too many to keep rounding up the stray villains that would wander through, and Gotham always needed help, it probably always would.
7

8Perception Check: (1D20) + 3 9(Wisdom Modifier)


The basics of posting haven't changed. You post what your character is doing, and then the next player or any associated players post what their characters are doing. The difference come in a few things which we need to keep track of in order for things to work.

  1. Month.
    This is one of the most static things we'll be keeping track of. This is the in game month in which the post is taking place. This is so that we can relate back to the Weather Calendar and the weather effects there in. It's also so that the players can keep track of when events happened, adding a more temporal component to the game, we can keep track of exactly how long it's been since Beast Boy kissed Raven, or Starfire left for Tameran, but mostly this is just for the sake of keeping track of the weather.
  2. Day.
    A little more fluid than the Month but serves virtually the same purpose. This lets players keep track of what day things are happening on. Really all play should be taking place on the same day, but again this is mostly just for the sake of keeping track of the Weather, though it may come into effect in other arenas, such as if say. Raven has been suffering from a Status effect and it only lasts a maximum of five (5) days. Five days after she is afflicted with it, it's removed, unless something specific says otherwise.
  3. Time.
    More important than Day or Month by leaps and bounds. We'll be keeping track of Time by using Military Time. I have a Chart available for those unfamiliar with it. Time will be required to be posted in a Start Time-End Time fashion so that we can know how much time is passing during a given post. The minimum amount of time we'll measure is one minute, if the action in your post takes less than one minute the Start Time and End Time of your post should be the same.
    However to insure that Time flies like an arrow, each post is restricted to a minimum of five (5) seconds. This means that every twelve (12) posts if the time hasn't advanced, than on the thirteenth (13th) post the time must advance one (1) minute.
  4. Health.
    A simple number that will require careful attention. This is the Health of the character posting written as Current Health/Maximum Health. Health is depleted whenever a character receives damage, and may be restored through a variety of methods. When a character's Current Health reaches 50% of their Maximum Health they are considered Bloodied (see Bloodied). When a character's Current Health reaches 0 (zero) they fall unconscious unless something(a Power) allows them not to, after a character's Current Health reaches zero it continues to drop, written as -### (ex: -10/100). When a character's Current Health reaches negative 50% (ex: -50/100) they are considered Dead, unless something(a Power) allows them not to.
  5. Mana/Stamina.
    Physical characters (IE: Robin, Cyborg, Beast Boy) will have Stamina, while non-physical characters (IE: Raven, Jinx, Mumbo Jumbo) will have Mana. Players will display whichever the character posting possesses even if they posses both. Written as Current/Maximum. Mana/Stamina is depleted whenever a character uses a Power with a Mana/Stamina cost, and is recovered through various means. When a character's Mana/Stamina reaches 0 (zero) they are considered Fatigued (see Fatigued).
  6. Body.
    The Body of your post, this is the most basic thing. This is where you type up what your character is doing, thinking, feeling, where they are, etcetera, etcetera. You get to do whatever you want with this part so go crazy.

    Only Required If Your Character Is Performing A Dice Roll
  7. Hard Rule.
    Generated by using the {hr} code. This is just to keep things neat and separate the body of the player's post from the gritty of it.
  8. Check.
    If your character is using a Skill or a Power or rolling a die then this is where you claim that. In the example Robin is using the Perception Skill to attempt to detect criminal activity or "the slightest disturbance, the slightest break from pattern." Perception Skill Checks are One D20 plus relevant modifiers, so he claims as much. This is so that everyone is clear on what's going on and there aren't any questions about who's doing what.
  9. Check Modifier.
    Since our Dice mechanism doesn't allow us to add or subtract to the roll itself, we'll have to post the Modifiers manually. In the example Robin is making a Perception Skill Check, Perception is a Skill linked to the Wisdom Ability Score, so he adds his Wisdom Ability Modifier to it. Now since his Ability Modifier is decided by his Ability Score, which is listed on his Character sheet, and we don't want people to be jumping back to everyone's character sheets every time they make a Check just to make sure they're not cheating. We're just going to go ahead and say that you have to say what it is, and how much it is whenever you're using it.

    Note: The result of your roll will be posted by the root Admin, however the actual value of the Check is that number Plus/Minus any Modifiers you claimed. If you didn't claim a modifier, you don't get the bonus, regardless of whether or not you should, so remember those Modifiers ladies and gentlemen, they'll make your lives easier.



Month/Date/Time

Month and date refer to the Weather Calendar based upon the the Month and Date, certain different weather effects may be in effect. Weather will tend to have a subtle influence on the game, a casual rainstorm might lower visibility and inflict damage on characters with a significant weakness to water, such as the electrical being Overload, while in addition to it's named effects, it is the weather for that date and time in-game. Characters can call out such simple effects like, rain puddles on the ground, slick streets, stormy shores, etcetera. Allowing characters to actively interact with the world around them, and have it act back.

This is really the only major effect of Month and Date, however Time may come into effect in a variety of situations. Not only does having an active time allow characters to actively keep track of what time it is. Allowing them to accurately state how long something took, how long they have been waiting, what time they will try to meet up, whether they're late, or early, etcetera. But it also allows character Powers and Effects to last a specific amount of time. In addition characters may only perform a certain number of actions per a certain amount of time. Some actions, perhaps even some powers, may require a certain amount of time to be performed. For example; Raven's meditating, Cyborg repairing his car, or any character taking a nap. For these characters more time is occupied by their action than for the characters who are no performing a lengthy action. I would like to caution people not to do this without significant forethought as if one character performs a lengthy action and then posts as the action is complete, they are required to act after the full length of time the action took. Meaning that one character may end up several hours ahead of the rest of the characters, making it difficult/impossible for them to interact with the mainstream of the Role Play.

For this reason I would advise that no character who has begun a lengthy action post not to post again until the main-stream time line has caught up to them, unless they intend to interrupt their action, at which point the Start Time would be whenever they're character began the action, and the End Time is when that action is interrupted.

Note that for the purposes of actions that have effects based upon how long they were performed, the character is considered to have been performing the action from the Start Time of the post they began it, to the End Time of the post it was interrupted.



Health, Stamina/Mana, Experience

The four most important numbers in the game are Health, Stamina, Mana, and Experience. Most characters will only possess three of these counts, however, all of significant importance.

Health
Health represents a character's beating life force. All characters have health. As long as a character has health points remaining, they are considered alive, (or at very least not-dead). Health is depleted by taking damage, if you take ten (10) damage, then you are depleted of ten (10) health points. Health is recovered by rejuvenating effects, such as medical attention, sleep, or recovery Powers. Additionally all characters recover one (1) health point every five (5) minutes of game time, this is known as Standard Regeneration. All characters have Standard Regeneration unless otherwise stated. Standard Regeneration does not stack with other regenerative effects, unless otherwise stated. This means that if a character is recovering one (1) health point every one (1) minute due to a Power or effect, they recover five (5) health points every five (5) minutes, not six (6).

When a character depleted 50% of their maximum health, they become Bloodied. Characters who are Bloodied receive 50% less Standard Regeneration, recovering one (1) health point every ten (10) minutes of game time. Bloodied characters are considered to be suffering some sort of wound in-game, the nature and severity of the wound is up to the player's imagination. Characters may recover from being Bloodied by recovering their Health equal to 75% of their maximum. IE: a character with 100 Health points would become Bloodied when they have 50/100 and recover from being Bloodied when they have 75/100.

Characters who completely deplete their Health become Unconscious. Unconscious characters may not perform Actions, may not speak, may not move and may not use a Power under their own power, unless otherwise specified. In addition, Unconscious characters receive a -10 penalty to Reflex Defense, a -5 penalty to Will Defense, and a +5 bonus to Fortitude Defense. Unconscious characters are not considered asleep for purposes of advanced regeneration. All characters who are rendered Unconscious by taking damage must first become Bloodied, thus if your character is rendered Unconscious as a result of damage, you are considered both Unconscious and Bloodied. To recovered from being Unconscious, you must reach positive 10 Health. (10/###)

Characters continue to take damage after depleting their Health. This is measured by negative health (-#), when a character's health reaches negative 50% of their maximum health (-50/100) they are considered Dead. Dead characters are no longer alive. They may not perform actions, speak, move, or use a Power, unless otherwise specified. They do not regenerate Health Stamina or Mana, they may not perform Checks, they may not gain Experience, they are cured of any Stats Effects, such as Fatigued or Bloodied, unless otherwise specified. Dead characters may only be returned from the Dead by an active character's Power. The specifics of their resurrection depends on the Power used.

Stamina
Stamina represents a character's physical energy. Most characters have Stamina. Stamina points are depleted whenever a character uses a Power requiring them, if a character uses a Power with a Stamina Cost of ten (10) their Stamina Points are depleted by ten (10). When a character spends their last Stamina point, they are considered Fatigued. Fatigued characters receive 50% less natural Stamina/Mana regeneration. Non-Fatigued characters naturally recover one (1) point of Stamina per one (1) minute of game time. Fatigued characters recover one (1) point of Stamina per two (2) minutes of game time. Characters recover from being Fatigued by recovering 100% of their Stamina points. IE: A character with 100 Stamina points would become Fatigued when they have 0/100 and recover from being Fatigued when they have 100/100.

Mana
Mana represents a character's mental, mystical, or mechanical energy force. Most character will not have Mana. Mana points are depleted whenever a character uses a Power requiring them, if a character uses a Power with a Mana Cost of ten (10) their Mana points are depleted by ten (10). When a character spends their last Mana point, they are considered Fatigued. Fatigued characters receive 50% less natural Stamina/Mana regeneration. Non-Fatigued characters naturally recover one (1) point of Mana per one (1) minute of game time. Fatigued Characters recover one (1) point of Mana per two (2) minute of game time. Characters recover from being Fatigued by recovering 100% of their Mana points. IE: A character with 100 Mana points would be come Fatigued when they have 0/100 and recover from being Fatigued when they have 100/100.

Some characters may have both a Stamina and a Mana count. Naturally characters are only allowed a Stamina count or a Mana count. However Powers exist that allow characters to gain either a Stamina or a Mana count, (which ever they do not have naturally). These are mixed blessings, while these Powers allow their owners to spend Mana on some Powers, and Stamina on others, should either of their counts become completely depleted, they will become Fatigued, and once Fatigued, the regeneration of both their counts suffer. In addition Characters with both counts must recover completely recover both counts, in order to recover from being Fatigued.

Experience
Experience represents the knowledge a character has accumulated from their actions over time. All characters have Experience. Experience is not listed in every post. Experience is only depleted in rare, specific, cases. Experience is gained every time a character performs a roll, the Experience gained depends on the roll result. A character gains Experience from a roll regardless of whether or not it was successful. Example: A Stealth Check: (1D20) + Dexterity Modifier, with a result of 16 + 3 would yield 16 Experience points regardless of whether or not it was successful.

Players are required to keep track of their character's Experience values. Characters will gain Levels based upon their Experience values, and gain access to new Powers, and increase their Ability Scores, based upon their Level. Whenever a character gains a level, they are required to announce it, to insure that everyone is on the same page. Keeping track of Experience is probably the most important thing in the game. Health Stamina and Mana are all kept track of from post to post, and will be dealing with relatively small numbers in comparison to Experience, which will not be kept track of from a post to post base, and will be accumulating in small amounts to add up to large numbers. Players are encouraged to keep tally of their character's Experience somewhere and add to it every time they make a roll.



Making Checks

Checks are used for virtually everything. The origin of the term is based in the fact that Checks are used to 'check' something. Skill Checks are used to check whether or not a character has the 'skill' to perform a given action. Attack Rolls are used to 'check' whether or not a character hits another.

A standard Check is a roll of 1D20 plus relevant modifiers. Relevant modifiers depend on the sort of check being performed. For example, if a character is making a Knowledge Check, they might include a bonus for having access to relevant data, books, scrolls, texts, the internet, or other sources of information. A Character's Attack Roll might receive a bonus from that Character using a power, or a penalty from Weather effects, the targeted character's Powers or something else.

All checks are basically the same thing. The Roll of a D20, and the addition/subtraction of relevant modifiers. There is a reason however for the use of the word relevant. Some modifiers may not be relevant to some checks. For example if a character possesses a passive Power that provides them with a Bonus to Stealth Rolls, they receive this bonus only to Stealth Rolls, however their Stealth Rolls continue to receive their Dexterity Bonus in addition to their Power bonus.

Other examples of Relevant Modifiers would be say, if a character had a Power or Item that made them resistant or vulnerable to one particularly type of damage they might take a bonus or penalty to their defense rolls against an attack utilizing that type of damage, qualified by the presence of the appropriate Keyword, or they might just receive more or less damage upon a successful attack possessing the appropriate Keyword.


Actions

Each character is restricted to performing a certain number of actions in a certain period of time. Not all actions require Rolls, an action can consist of anything from drawing a weapon, attacking, using a power, even things such as looking something up in a book, anything that takes concentration/focus is an action.

Actions are divided into two types, Standard Actions, and Minor Actions. Characters are restricted to five (5) Standard Actions per five (5) seconds of game time. Standard Actions are, as one might expect, the standard action. Most Active Powers, spells, attacks, special moves, are Standard Actions, however running, teleporting, jumping, performing Acrobatic Stunts, or even using certain Skills can also be Standard Actions.

Minor Actions are actions that require less focus than Standard Actions. Examples of Minor Actions are, discarding something, pressing a button (however pressing multiple buttons in a sequence would require more focus and be a Standard Action), picking something up something that was in plain sight, opening a door, letting go of a grabbed enemy speaking a few sentences, or even using certain Skills. There is no limit on how many Minor Actions a character may perform.

As a general thing-outside of combat-we shouldn't have to worry too much about Actions. A post occupying one (1) minute of game time is enough for the character to perform sixty (60) Standard Actions.

Some Actions can have Cumulative effects, positive or negative. This means that taking this action more than once per post can effect the subsequent actions. For Example all Firearm weapons have the "-2 Attack Cumulative" effect, which means that if a Character performs one attack with that weapon their Attack Roll suffers no penalty, however if they attack twice in one post, the second Attack Roll does suffer the -2 penalty. If they attack three times with the same Firearm weapon in one post the first Attack Roll suffers no penalty, the second Attack Roll suffers -2, and the third suffers -4. The effect is Cumulative.

Other Actions may require a certain amount of time to perform, such as applying medical attention, resting, or repairing or constructing an object, and interrupting that action may cause a penalty. To begin a lengthy action, simply post that your character is beginning that action, and for the 'time' of that post state the time you're beginning the action as the Start Time, and the time you expect to finish the action as the End Time.

You or anyone else, may interrupt your action anytime between the Start Time and End Time of this post. If the action is interrupted by you, or anyone else, you may suffer a penalty.



Sleeping

People need sleep, it's a glorious fact of the universe. What this means for us is that, in sticking with as much realism as we can manage, each individual character requires eighteen (18) hours of sleep every three days, (72 hours) or else they become Fatigued (see Fatigued), unless something (a Power) allows them not to. This means that for every day (24 hours) your average character needs at least six (6) hours of sleep.

While asleep characters regenerate Health Mana & Stamina at three times (x3) their normal rate. This means that a character who regenerated one (1) Health per five (5) minutes and one (1) Stamina per minute normally, would regenerate three (3) Health every five (5) minutes, and three (3) stamina every minute they are asleep.

However in addition to the positive benefits of sleeping, there are negative ones. Predominately all sleeping characters are considered to be taking Passive Checks for their Perception skill, making them easier to sneak up on, a sleep character receives a -5 Penalty to their Will and Reflex Defenses, making them easier to strike and enchant.

There are two methods of waking up from sleeping. The first is simply to let the sleep time expire. When a character beings sleeping they post the Start/End Time of their post as if their character sleep soundly throughout the entire time. They would then not post again until the mainstream roll play catches up to them. This shouldn't take very long particularly if characters take naps at the same time.

However in the event that something (combat) is stretching out the time a character has decided to be asleep, the character may roll an Waking Roll to wake up any time during their rest. Roll a Waking Roll and if the result is ten or greater (10<) than in your next post your character may wake up. It's my suggestion that for the post where you're making the roll simply make a small post regarding the character being asleep. However when a character wakes up part way through their sleep, they receive only half the total healing benefit for the time they did sleep. If your character slept 4 hours and 46 minutes, a total of 286 minutes, calculate their heal as if they had spent 143 minutes asleep. Which would be roughly equal to 429 points of Mana/Stamina (for an average regeneration) and 85 points of Health (for an average regeneration).

Characters are not considered asleep once they succeed at a Waking Roll, and do not receive any advanced regeneration there after.

Sleeping Post wrote:
January 1st 00:00-06:00
Health: 10/100 Mana: 0/100 "Bloodied' 'Fatigued'

It was late. It was very late, much later and it would start being early, and unlike her teammate, Raven intended to be in bed before the sun came up. The dark girl stepped beyond the veil of her room, letting the slide of the door mask her exhausted sigh. Her whole body was sore, her muscles ached, she could feel the deeds of the day in her bones, and after discarding her cloak to is proper place on the hanger beside her door, it was all she could manage to make the half a dozen steps from there to fall face first into her mattress, curling up in her sheets for a nice long sleep.
Note: Even Bloodied and/or Fatigued characters regenerate at three times their regular rate during Sleep.
Interrupt Post wrote:
January 1st 00:00-4:46
Health: 95/100 Mana:100/100

Raven laid there, twisted about in her sheets, eyes closed, chest slowly rising with each slight breath. It was a dreamless sleep, but a good one. She felt better, refreshed, rolling over onto her side, tugging deftly on her sheets, still asleep, even as she kicked her feet about.


Waking Roll: (1D20)
After Post wrote:
January 1st 04:46-04:51
Health 96/100 Mana 100/100

She tossed and turned in her sheets, twisting them up around her before throwing herself out onto her back and staring up into the dark of her room. Raven couldn't sleep, or at least not for very long. She would nod off and get a couple minutes sleep at a time, but there was nothing to be done for it, she simply couldn't sleep. And after a couple hours of trying, she decided enough was enough. The dark Titan slid her legs over the side of her bed and hopped to her feat, grabbing her cloak from the rack beside her the door and wrapping it over her shoulders on the way out.


Last edited by TheDeceiverGod on 4/8/2011, 7:57 pm; edited 16 times in total
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The Dice Rules Beta Draft Empty Status Effects

Post by TheDeceiverGod 1/29/2011, 1:00 am

Under Construction
Diseases & Ailments
Diseases and Ailments are typically biological in origin, either stemming from an infection by a virus or bacteria, naturally occurring or manufactured, or a type of poison. All Diseases & Aliments will have at least three (3) levels of severity progressing from relatively minor to relatively severe. Characters who contract a Disease or Ailment will begin suffering the effects of the Initial State, usually the median value (second of three, third of five, forth of seven) and will progress through the levels as they improve or worsen respectively. Characters suffering from a Disease or Ailment only suffer the effects of one level of a given Disease or Ailment at a time, Level one (1) or Level two (2) not Level one (1) and Level two (2). However characters may be afflicted with multiple Diseases or Ailments at a time, one level of each.

Each Disease or Ailment posses three Difficulty Checks, one to improve one (1) level, one to remain on the same level, and one to worsen one (1) level. Characters progress through a the levels by making Endurance Checks, correlating to the Difficulty Checks of the Disease or Ailment they are suffering from.







Other Effects








States of Being
States of Beings are conditions a character is currently suffering from, examples are wounded (Bloodied), Fatigued, Blinded, Deafened, or similar effect. States of Being may have many different causes, including special circumstances, specific Diseases or Ailments, Other Effects or even as a result of a Character's Power. States of being will have one or more effects, a Character currently suffering a specific State suffers all the effects of that State simultaneously. All States will have one or more Cures, different states will have different cures, once a character suffering a State had met the requirements for that State's cure, they are no longer considered to be in that State, and suffer no effects of that State. However if characters are suffering a State as a result of another Effect, IE they are Fatigued as a result of a Disease or Ailment, they remain Fatigued until they are cured of the Disease,
even if they meet the results of the Cure for the Fatigued State.



  • Afraid
    Effect 1: The Character's Wisdom receives a -4 penalty.
    Effect 2: The Character's Strength receives a -2 penalty.
    Effect 3: The Character's Attack Rolls receive a -4 penalty.
    Effect 4: The Character's Defense Rolls receive a +2 bonus.
    Cure: The Character passes a Charisma Check DC 1/2 their level.

  • Blind
    Effect 1: Perception Checks the Character performs receive a -20 penalty.
    Effect 2: Insight Checks the Character performs receive a -5 penalty.
    Effect 3: The Character's Reflex Defense receive a -5 penalty.
    Effect 4: Attack Rolls the Character perform receive a -10 penalty.
    Effect 5: The Character gains Resistance 20 Radiant.
    Cure: The Character passes a Heal Check DC 10 +1/2 their level.

  • Bloodied
    Cause: A character's Health reaches 50% of their maximum or less.
    Effect 1: The Character regenerates Health at half speed.
    Effect 2: Athletics & Acrobatics Checks the Character performs receive a -2 penalty.
    Effect 3: The Character's Fortitude Defense receives a -2 penalty.
    Cure: The character's Health reaches 75% of their maximum or more.

  • Deaf
    Effect 1: Perception Checks the Character performs receive a -5 penalty.
    Effect 2: Insight Checks the Character performs receive a -10 penalty.
    Effect 3: The Character's Reflex Defense receives a -2 penalty.
    Effect 4: The Character gains Resistance 20 Sonic.
    Cure: The Character passes a Heal Check DC 10 +1/2 their level.

  • Fatigued
    Cause: A character's Stamina or Mana reaches zero (0) or less.
    Effect 1:The Character regenerates Stamina & Mana at half speed.
    Effect 2: Athletics, Acrobatics & Endurance Checks the Character performs receive a -2 penalty.
    Effect 3: The Character's Will Defense receives a -2 penalty.
    Cure: The character's Stamina & Mana reaches 100% of their maximum or more.

  • Immobilized
    Effect 1:

  • Suffocating
    Cause: A character fails an Endurance Check in an airless environment.
    Effect 1: The Character takes 10% or their maximum Health as damage every one (1) minute of Game Time.
    Equivalent to .83% per every five (5) seconds of Game Time. (Multiply Maximum Health by 0.0083 to find the amount of Health you lose per 5 seconds)
    Cure: The character renters an air-filled or otherwise breathable environment.

  • Unconscious
    Cause: A character's health reaches zero (0) or less.
    Effect 1: The character may not perform Defense Rolls.
    Effect 2: The character may not perform Attack Rolls.
    Effect 3: The character may not perform Skill Checks.
    Effect 4: The character may not use Powers. Unless otherwise specified
    Cure: The character's health reaches 5% of their maximum or greater.





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The Dice Rules Beta Draft Empty Pre-made Characters

Post by TheDeceiverGod 1/29/2011, 1:00 am

Under Intensive Construction

The Jewel of Trigon
Name- Rachel Arella Roth
Age-17
Alias-Raven
Alignment-Lawful Neutral
Level- 5
Experience: 6,500
Next Level: 10,500

Appearance
Hair-Violet
Height- 5' 5''
Weight-110lbs
Dress
Casual-A long blue hooded robe, with a red jewel clasp, a long sleeved legless skintight leotard, with blue boots, a gold & red jewel belt, & blue jeweled fingerless gloves.
Eyes-Violet
Skin-Type II: Von Luschan's Chromatic Scale
General-
The Dice Rules Beta Draft Draven10
Health & Mana
Health:110
Mana:160

Ability Scores

Strength:10
Constitution:11
Dexterity:12
Intelligence:14
Wisdom:16
Charisma:13

Ability Modifiers
(Score-10)/2 Round Down
Str:+0
Con:+0
Dex:+1
Int:+2
Wis:+3
Cha:+1

Defense
10 + one-half your level
Armor Class (Light):12 +0 Armor bonus +1 Dex Modifier
Fortitude Defense:12 +0 Con Modifier
Reflex Defense:12 +2 Int Modifier
Will Defense:12 +3 Wis Modifier
add any additional Modifiers

Skills
Trained Skills
Trained Skills receive an automatic +5 bonus to all Checks
#1:Arcana #2:Insight #3:History #4:Religion
SkillAbilitySkillAbility
AcrobaticsDexterityIntimidateCharisma
ArcanaIntelligenceNatureWisdom
AthleticsStrengthPerceptionWisdom
BluffCharismaReligionIntelligence
DiplomacyCharismaScienceIntelligence
EnduranceConstitutionStealthDexterity
HealWisdomStreetwiseCharisma
HistoryIntelligenceThieveryDexterity
InsightWisdomXenologyWisdom

Powers
Spoiler:


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The Dice Rules Beta Draft Empty Character Construction

Post by TheDeceiverGod 2/7/2011, 9:31 pm

Under Construction

Once you have decided upon a name, age, and alias for your character the final step to creating a character sheet is deciding upon the Alignment for the character.

A character's alignment is a guide to his basic moral and ethical attitudes toward others, society, good, evil and the forces of the universe in general. Use the chosen alignment as a guide to provide a clearer idea of how the character will handle moral dilemmas. Always consider alignment as a tool, not a straitjacket that restricts the character. Although alignment defines general attitudes, it certain doesn’t prevent a character from changing his beliefs, acting irrationally, or behaving out of character.

Alignment is divided into two sets of attitudes: Order and Chaos, and Good and Evil. By combining the different variations within the two sets, nine distinct alignments are created. These nine alignments serve well to define the attitudes of most people in the world.

Law, Neutrality, and Chaos

Attitudes toward order and chaos are divided into three opposing beliefs. Picture these beliefs as the points of a triangle, all pulling away from each other. The three beliefs are Law, Chaos, and Neutrality. One of these represents each character’s ethos—his understanding of society and relationships.

Characters who believe in law maintain that order, organization, and society are important, indeed vital, forces of the universe. The relationships between people and governments exist naturally. Lawful philosophers maintain that this order is not created by man but is a natural law of the universe. Although man does not create orderly structures, it is his obligation to function within them, lest the fabric of everything crumble. For less philosophical types, lawfulness manifests itself in the belief that laws should be made and followed, if only to have understandable rules for society. People should not pursue personal vendettas, for example, but should present their claims to the proper authorities. Strength comes through unity of action, as can be seen in guilds, empires, and powerful churches.

Those espousing neutrality tend to take a more balanced view of things. They hold that for every force in the universe there is an opposite force somewhere. Where there is lawfulness, there is also chaos; where there is neutrality, there is also partisanship. The same is true of good and evil, life and death. What is important is that all these forces remain in balance with each other. If one factor becomes ascendant over its opposite, the universe becomes unbalanced. If enough of these polarities go out of balance, the fabric of reality could pull itself apart. For example, if death became ascendant over life, the universe would become a barren wasteland.

Philosophers of neutrality not only presuppose the existence of opposites, but they also theorize that the universe would vanish should one opposite completely destroy the other (since nothing can exist without its opposite). Fortunately for these philosophers (and all sentient life), the universe seems to be efficient at regulating itself. Only when a powerful, unbalancing force appears (which almost never happens) need to defenders of neutrality become seriously concerned.

The believers in chaos hold that there is no preordained order or careful balance of forces in the universe. Instead they see the universe as a collection of things and events, some related to each other and others completely independent. They tend to hold that individual actions account for the differences in things and the events in one area do not alter the fabric of the universe halfway across the galaxy. Chaotic philosophers believe in the power of the individual over his own destiny and are fond of anarchistic nations. Being more pragmatic, non-philosophers recognize the function of society in protecting their individual rights. Chaotics can be hard to govern as a group, since they place their own needs and desires above those in society.

Good, Neutrality, and Evil

Like law and order, the second set of attitudes is also divided into three parts. These parts describe, more or less, a character’s moral outlook; they are his internal guideposts to what is right or wrong.

Good characters are just that. They try to be honest, charitable and forthright. People are not perfect, however, so few are good all the time. There are always occasional failings and weaknesses. A good person, however, worries about his errors and normally tries to correct any damage done.

Remember, however, that goodness has no absolute values. Although many things are commonly accepted as good (helping those in need, protecting the weak), different cultures impose their own interpretations on what is good and what is evil.

Those with a neutral moral stance often refrain from passing judgment on anything. They do not classify people, things, or events as good or evil; what is, is. In some cases, this is because the creature lacks the capacity to make a moral judgment (animals fall into this category). Few normal creatures do anything for good or evil reasons. They kill because they are hungry or threatened. They sleep where they find shelter. They do not worry about the moral consequences of their actions—their actions are instinctive.

Evil is the antithesis of good and appears in many ways, some overt and other quiet subtle. Only few people of evil nature actively seek to cause harm or destruction. Most simply do not recognize that what they do is destructive or disruptive. People and things that obstruct the evil character’s plans are mere hindrances that must be overcome. If someone is harmed in the process… well, that’s too bad. Remember that evil, like good, is interpreted differently in different societies.

Lawful Good
The Dice Rules Beta Draft Lawful10
Characters of this alignment believe that an orderly, strong society with a well-organized government can work to make life better for the majority of the people. To ensure the quality of life, laws must be created and obeyed. When people respect the laws and try to help one another, society as a whole prospers. Therefore, Lawful Good characters strive for those things that will bring the greatest benefit to the most people and cause the least harm. An honest and hardworking man, a kindly and wise ruler, or a stern but forthright minster of justice are all examples of lawful good people.

The following two lists detail common actions undertaken during "adventuring" that are considered honorable and dishonorable for the lawful good alignment. An honorable action is one that is in keeping with the spirit of this alignment, while dishonorable actions tend to be those which bring shame to the character in the eyes of his or her alignment peers. Note that an action which is considered honorable by one alignment may be considered dishonorable by another alignment and vice versa.
Spoiler:

Lawful Neutral
The Dice Rules Beta Draft Lawful11
Order and organization are of paramount importance to characters of this alignment. They believe in a strong, well-ordered government, whether that government is a tyranny or benevolent democracy. The benefit of organization and regimentation outweigh any more questions raised by their actions. An inquisitor determined to ferret out traitors at any cost or a soldier who never questions his orders are good examples of lawful neutral behavior.

The following two lists detail common actions undertaken during "adventuring" that are considered honorable and dishonorable for the lawful neutral alignment. An honorable action is one that is in keeping with the spirit of this alignment, while dishonorable actions tend to be those which bring shame to the character in the eyes of his or her alignment peers. Note that an action which is considered honorable by one alignment may be considered dishonorable by another alignment and vice versa.
Spoiler:
Lawful Evil
The Dice Rules Beta Draft Lawful12
These characters believe in using society and its laws to benefit themselves. Structure and organization elevate those who deserve to rule as well as provide a clearly defined hierarchy between master and servant. To this end, lawful evil characters support laws and societies that protect their own concerns. If someone is hurt or suffers because of a law that benefits Lawful Evil characters, too bad. Lawful Evil characters obey laws out of fear of punishment. Because they may be forced to honor an unfavorable contract or oath they have made, Lawful Evil characters are usually very careful about giving their word. Once given, they break their word only if they can find a way to do it legally, within the laws of the society. An iron-fisted tyrant, and a devious, greedy merchant are examples of Lawful Evil beings.

The following two lists detail common actions undertaken during "adventuring" that are considered honorable and dishonorable for the lawful evil alignment. An honorable action is one that is in keeping with the spirit of this alignment, while dishonorable actions tend to be those which bring shame to the character in the eyes of his or her alignment peers. Note that an action which is considered honorable by one alignment may be considered dishonorable by another alignment and vice versa.
Spoiler:

Neutral Good
The Dice Rules Beta Draft Neutra10
These characters believe that a balance of forces is important, but that the concerns of law and chaos do not moderate the need for good. Since the universe is vast and contains many creatures striving for different goals, a determined pursuit of good will not upset the balance; it may even maintain it. If fostering good means supporting an organized society, then that is what must be done. If good can only come about through the overthrow of existing social order, so be it. Social structure itself has no innate value to them. A baron who violates the orders of a king to destroy something he sees as evil is an example of a Neutral Good character.

The following two lists detail common actions undertaken during "adventuring" that are considered honorable and dishonorable for the neutral good alignment. An honorable action is one that is in keeping with the spirit of this alignment, while dishonorable actions tend to be those which bring shame to the character in the eyes of his or her alignment peers. Note that an action which is considered honorable by one alignment may be considered dishonorable by another alignment and vice versa.
Spoiler:
Neutral Neutral Or True Neutral
The Dice Rules Beta Draft Truene12
True Neutral characters believe in the ultimate balance of forces, and they refuse to see actions as either good or evil. Since the majority of people in the world make judgments, True Neutral characters are extremely rare. True Neutrals do their best to avoid siding with the forces of either good or evil, law or chaos. It is their duty to see that all of the forces remain in balanced contention.

True Neutral characters sometimes find themselves forced into rather peculiar alliances. TO a great extend, they are compelled to side with the underdog in any given situation sometimes even changing sides as the previous loser becomes the winner. A true neutral druid might join the local barony to put down a tribe of evil gnolls, only to drop out and switch sides when the gnolls were brought to the brink of destruction. He would seek to prevent either side from becoming too powerful. Clearly, there are very few True Neutral characters in the world.

The following two lists detail common actions undertaken during "adventuring" that are considered honorable and dishonorable for the true neutral alignment. An honorable action is one that is in keeping with the spirit of this alignment, while dishonorable actions tend to be those which bring shame to the character in the eyes of his or her alignment peers. Note that an action which is considered honorable by one alignment may be considered dishonorable by another alignment and vice versa.
Spoiler:
Neutral Evil
The Dice Rules Beta Draft Neutra12
Neutral Evil characters are primarily concerned with themselves and their own advancement. They have no particular objection to working with others, for that matter, going it on their own. Their only interest is in getting ahead. If there is a quick easy way to gain a profit, whether it be legal, questionable, or obviously illegal, they take advantage of it. Although Neutral Evil characters do not have the every-man-for-himself attitude of chaotic characters, they have no qualms about betraying their friend and companions for personal gain. They typically base their allegiance on power and money, which makes them quite receptive to bribes. An unscrupulous mercenary, a common thief, and a double-crossing informer who betrays people to the authorities to protect and advance himself are typical examples of Neutral Evil characters.

The following two lists detail common actions undertaken during "adventuring" that are considered honorable and dishonorable for the neutral evil alignment. An honorable action is one that is in keeping with the spirit of this alignment, while dishonorable actions tend to be those which bring shame to the character in the eyes of his or her alignment peers. Note that an action which is considered honorable by one alignment may be considered dishonorable by another alignment and vice versa.
Spoiler:
Chaotic Good
The Dice Rules Beta Draft Chaoti10
Chaotic Good characters are strong individualists marked by a streak of kindness and benevolence. They believe in all the virtues of goodness and right, but they have little use for laws and regulations. They have no use for people who “try to push folk around and tell them what to do.” Their actions are guided by their own moral compass which, although good, may not always be in perfect agreement with the rest of society. A brave frontiersman forever moving on as settlers follow in his wake is an example of a Chaotic Good character.

The following two lists detail common actions undertaken during "adventuring" that are considered honorable and dishonorable for the chaotic good alignment. An honorable action is one that is in keeping with the spirit of this alignment, while dishonorable actions tend to be those which bring shame to the character in the eyes of his or her alignment peers. Note that an action which is considered honorable by one alignment may be considered dishonorable by another alignment and vice versa.
Spoiler:
Chaotic Neutral
The Dice Rules Beta Draft Chaoti11
Chaotic Neutral characters believe that there is no order to anything, including their own actions. With this as a guiding principal, they tend to follow whatever whim strikes them at the moment. Good and evil are irrelevant when making a decision. Chaotic Neutral characters are extremely difficult to deal with. Such characters have been known to cheerfully and for no apparent reason gamble away everything they have on the outcome of a single hand of cards. They are almost totally unreliable. In fact, the only reliable thing about them is that they cannot be relied upon! This alignment is perhaps the most difficult to play. Lunatics and madmen tend toward Chaotic Neutral behavior.

The following two lists detail common actions undertaken during "adventuring" that are considered honorable and dishonorable for the chaotic neutral alignment. An honorable action is one that is in keeping with the spirit of this alignment, while dishonorable actions tend to be those which bring shame to the character in the eyes of his or her alignment peers. Note that an action which is considered honorable by one alignment may be considered dishonorable by another alignment and vice versa.
Spoiler:
Chaotic Evil
The Dice Rules Beta Draft Chaoti12
These characters are the bane of all that is good and organized. Chaotic evil characters are motivated by the desire for personal gain and pleasure. They see absolutely nothing wrong with taking whatever they want by whatever means possible. Laws and governments are the tools of weaklings unable to fend for themselves. The strong have the right to take what they want, and the weak are there to be exploited. When Chaotic Evil characters band together, they are not motivated by a desire to cooperate, but rather to oppose powerful enemies. Such a group can be held together only be a strong leader capable of bullying his underlings into obedience. Since leadership is based on raw power, a leader is likely to be replaced at the first sign of weakness by anyone who can take his position away from him by any method. Bloodthirsty buccaneers and monster of low intelligence are fine examples of chaotic evil personalities.

The following two lists detail common actions undertaken during "adventuring" that are considered honorable and dishonorable for the chaotic evil alignment. An honorable action is one that is in keeping with the spirit of this alignment, while dishonorable actions tend to be those which bring shame to the character in the eyes of his or her alignment peers. Note that an action which is considered honorable by one alignment may be considered dishonorable by another alignment and vice versa.
Spoiler:
More Information
For more information on individual Alignments as well as an Alignment Test to measure your Alignment, or if you answer the questions as you believe a character might, measuring their Alignment. Please visit Here.

Ability Scores
The Dice Rules Beta Draft Abilit10


Strength(Str)
Strength measures your character's physical power. It's important for most characters who fight hand-to-hand.

  • Melee basic attacks are based on Strength.
  • Clerics, Fighters, Paladins, Rangers, and Warlords have powers based on Strength.
  • Your Strength might contribute to your Fortitude defense.
  • Strength is the key ability for Athletics Skill Checks.

Constitution(Con)
Constitution represents your character's health, stamina, and vital force. All characters benefit from a high Constitution score.
  • Your Constitution score is added to your hit points at 1st level.
  • The number of healing surges your can use each day is influenced by your Constitution.
  • Your Constitution might contribute to your Fortitude defense.
  • Constitution is the key ability for Endurance skill checks.

Dexterity(Dex)
Dexterity measures hand-eye coordination, agility, reflexes, and balance. It's important for most acrobatic characters.
  • Ranged basic attacks are based on Dexterity.
  • Your Dexterity might contribute to your Reflex defense.
  • If you wear light armor, your Dexterity might contribute to your Armor Class.
  • Dexterity is the key ability for Acrobatics, Stealth, and Thievery skill checks.

Intelligence(Int)
Intelligence describes how well your character learns and reasons.
  • Your intelligence might contribute to your Reflex defense.
  • If you wear light armor, your Intelligence might contribute to your Armor Class.
  • Intelligence is the key ability for Arcana, History, and Religion skill checks.

Wisdom(Wis)
Wisdom measures your common sense, perception, self-discipline, and empathy. You use your Wisdom score to notice details, sense danger, and get a read on people.
  • Your Wisdom might contribute to your Will defense.
  • Wisdom is the key ability for Heal, Insight, Nature, and Perception Skill checks.

Charisma(Cha)
Charisma measures your force of personality, persuasiveness, and leadership.
  • Your Charisma might contribute to your Will defense.
  • Charisma is the key ability for Bluff, Diplomacy, Intimidate, and Streetwise skills checks.


Each of your ability scores is a number that measures the power of that ability. A character with a 16 Strength is much stronger than a character with a 6 Strength. A score of 10 or 11 is the normal human average, but player characters are a cut above average in most abilities. As you advance in levels, your ability scores keep getting better.

To determine the Ability Scores for a level 1 character, rank the six Ability Scores in order from greatest to least in reference to your character. Then fill in the numbers 16, 14, 13, 12, 11, and 10 accordingly. You make remove one or more points from any of your character's Ability Scores to add them to another, however the total of a level 1 Character's Ability Scores must be 76.

Your ability score determines an ability modifier that you add to any attack, check, roll, or defense based on that ability. For instance, making a melee attack with a battle axe is a Strength attack, so you add the ability modifier for your Strength score to your attack rolls and damage rolls. If your score is 17 you're pretty strong; you add +3 to your attack rolls and damage rolls when you make that attack.

Ability Modifiers
Ability Score Ability Modifier Ability Score Ability Modifier
1 -5 16-17 +3
2-3 -4 18-19 +4
4-5 -3 20-21 +5
6-7 -2 22-23 +6
8-9 -1 24-25 +7
10-11 +0 26-27 +8
12-13 +1 28-29 +9
14-15 +2 and so on...

Your ability scores also influence your defenses, since you add your ability modifier to your defense score.
  • For Fortitude Defense, you add the higher of your Strength or Constitution ability modifiers.
  • For Reflex Defense, you add the higher of your Dexterity or Intelligence ability modifiers.
  • For Will Defense, you add the higher of your Wisdom or Charisma ability modifiers.
  • If you wear light armor or no armor, you also add the higher of your Dexterity or Intelligence ability modifiers to your Armor Class.




Skills

After you have determined your character's Ability Scores and used their Ability Modifiers, the next step is to determine their four "Trained Skills."

Training in a skill means that you have some combination of formal instruction, practical experience, and natural aptitude using that skill. When you select a skill to be trained in you gain a permanent +5 bonus to that skill. You can't gain training in a skill more than once. The table below shows the skills available in the game, the ability modifier you use when you make that kind of skill check.

SkillAbilitySkillAbility
AcrobaticsDexterityIntimidateCharisma
ArcanaIntelligenceNatureWisdom
AthleticsStrengthPerceptionWisdom
BluffCharismaReligionIntelligence
DiplomacyCharismaScienceIntelligence
EnduranceConstitutionStealthDexterity
HealWisdomStreetwiseCharisma
HistoryIntelligenceThieveryDexterity
InsightWisdomXenologyWisdom

Powers
Blank Power wrote:
1Power Name
2Power Level
3Flavor Text
4Keywords
5Power's description, AKA What it does, who it can target, what you have to do to use it etc.



  1. Power Name: This is the name of the power, knowing the names of all your character's powers is important for when you're calling out what power you're using in your post. For the most part I foresee us not having a huge problem with this, since most powers will have fairly simple names such as "Vanish" or "Silent Running".

  2. Power Level: This is possibly the most important part of the power to keep track of. This is the level at which the power may be used. If "Vanish" is a Level 5 Power, than character with this power can only use it when they are level 5 or above. This is a fairly simple set up, level 5 character can use level 5 or lower Powers. Note however that if you attempt to use a Power your character doesn't have the level for yet, you will be given a slight grace period, and then I will smite you.

  3. Flavor Text: Probably the Least important part of a Power, the flavor text of a Power is a brief little sentence about what occurs when a character utilize that power, or why they are able to utilize the Power.

  4. Keyword: These describe attributes about the power, such as whether they are melee attacks, ranged actions, magical or natural in nature, manipulate water, fire, air, lightning, rock, are used for healing, transformations or require a weapon to be utilized. All powers will have at least one Keyword to describe their 'Power Source.' The four Power Sources we will be dealing with for most Powers are Martial, Arcane, Primal, and Psychic.

  5. Power Description: The meat and potato of the power and probably the actually most important part, without this the power isn't a power. The Description is the area in which you describe what is special about a power. For example the power "Vanish" is can only be used when a character with it makes a Stealth Check, and the special property of this power is that it provides that check a direct +2 Bonus, in addition to their natural bonuses.


Keywords

Keywords are singular words which hold great meaning for the Power they are associated with. The purpose of Keywords is to describe the quality of the Power they are associated with, in a simplified uniform manner so that Powers which possess similar qualities may be grouped by Keyword. For example, if an active Power involves performing a Melee attack, punching, kicking, or striking someone or something, it will possess the Melee Keyword, where as if an active Power involves shooting, tossing or throwing someone or something, it will possess the Ranged Keyword. Certain passive Powers possessed by a given player may effect how other powers perform against them. For example if a character is a blob monster, they would naturally possess a resistance to physical attacks, such as being punched kicked, or struck with an object, regardless of the distance from which the attack is performed, thus they may possess a Power which reduces the Damage they receive from attacks or Powers possessing the Martial Keyword. The grouping of powers with Keywords, allows for other Powers to refer to specific situations with ease. Keywords are a means to easily describe Powers without lengthy introductions or descriptions.

Keywords are not to be taken literally, rather that they should be considered to imply the general effect of the Power. For example, Superman's 'Heat vision' may have the Fire Keyword, yet it doesn't necessarily involve fire. Rather that it shares commonalities with other Powers that would have the Fire Keyword in that, they deal with burning, heating, searing or boiling. Similarly if a specific Power possesses the Dark Keyword, it may not necessarily involve darkness, shadows or ebony, rather that it merely shares enough traits with Powers that do. IE a Power which throws condensed bolts of darkness, and a Power which utilizes shadows to teleport a character would both possess the Dark Keyword. (The dark bolts power would however also have the 'Ranged' Keyword, while the teleportation power would have the 'Teleportation keyword.)

Ultimately Keywords exist so that they may be called upon by other Powers or effects.

Keywords fall into three basic categories. Power Sources, Damage Types and Effect Types. All Powers will have at least one Power Source. Not all Powers will have a Damage Type, even Powers which do deal Damage may not necessarily have a Damage Type, while even Powers which do not deal Damage may have one or more Damage Types. Not all Powers will have an Effect Type, but most will have at least one.

Power Sources

Power Sources are quiet simply, the source of the Power in question. This is not to be taken in a literal sense as in that a Power's Power Source is that from which it draws energy, more that a Power's Power Source is the origin of that Power. There are four Power Sources that will be common among characters, Martial, Arcane, Primal, and Psychic however that is not to say that these are the only sources of powers out there. Merely that these are the four most common for the characters we shall be dealing with.

A single Power may possess more than one Power Source. There is no limit on how many Power Sources a single Power may use, however some Power Sources are opposed it is unlike that a Power will possess both of them. For example the Martial and Arcane Power Sources deal with physical and non-physical abilities respectively, though there may be an occasion where a Power possesses both, for example something that is equal parts Magic & Martial Art, the combination of these two would be unlikely.

Martial

Powers with the Martial Keyword are powers which are derived from physical training and/or exercise and/or skill. If a Power could be considered part of a Martial Art, it should have the Martial Keyword. If a power involves running, jumping, flipping, swimming, or performing other physical activity without the aid of supernatural energy, than it should have the Martial Keyword. There will of course be exceptions, for example any magical spell that would amplify a character's proficiency at a physical activity, such as running, jumping, or swimming, would not have the Martial Power Source in favor of the Arcane Power Source.

Active Powers with the Martial Keyword will almost invariably require Stamina points to be used.

Arcane

Powers with the Arcane Keyword are powers which are derived from magical energies, unique training in the mystical arts, or raw mastery of the chaotic void. If a Power could be considered a spell, ritual, curse, hex, charm, enchantment, it should have the Arcane Keyword. If a power involves throwing fire, turning invisible, channeling spirits, conjuring demons or performing other mystical activity without the aid of dark or divine entities it should have the Arcane Keyword. I can't currently think of any convincing exceptions, but I am none the less sure that there will be some.

Active Powers with the Arcane Keyword will almost invariably require Mana points to be used.

Primal

Powers with the Primal Keyword are powers which are derived from natural ability, unique organs, genetic mutations, chemical acceleration or chemical imbalance. If a power could be considered a mutation, a genetic augmentation, or other inhuman-attribute such an alien biology, it should have the Primal Keyword. If a power involves alien physiology, inhuman-anatomy, genetic mutation, unique organs, or chemical enhancements, without the aid of rigorous training or mystical forces, it should have the Primal Keyword. There will be exceptions.

Active Powers with the Primal Keyword will generally take Stamina points to be used.

Psychic

Powers with the Psychic Keyword are powers which are derived from a greater level of thought. If a Power involves the reading, projecting, or sensing of thought, or the manipulation of the the physical plane through the projection of mental energies, it should have the Psychic Keyword. Powers with the Psychic Power Source may have additional Power Sources, for example 'Martian Telepathy' would possess both the Psychic, and Primal Power Source, as it is derived both from a greater level of thought, and natural ability of the species.

Active Powers with the Psychic Keyword will generally take Mana points to be used.

Damage Types

Some attack powers will deal specific types of damage, while other powers may give certain characters certain resistances of vulnerabilities to certain types of damage. For example, Martian physiology is extremely susceptible to high temperatures, so their 'Martian Physiology' Power, in addition to its positive effects, may give a vulnerability to Powers with the Fire Keyword, while a heat resistant suit, or an enchanted rod, may provide a bonus to Defense Rolls when opposing Powers with the Fire Keyword, or a bonus to Attacks Rolls when utilizing a Power with the Fire Keyword.

Damage Type Keywords are simply quick easy ways to describe the sort of damage being dealt by a Power, so that it may be called out by other Powers or effects. However they should be kept in mind for problem solving options as well. For example if you possess a Power that has the Cold Keyword, it deals with ice crystals, arctic air, or frigid liquid, and while it may primarily be used as an attack, because it has the Cold Keyword it may be applied anywhere a 'cold' effect is required. Freezing a body of water, cooling a reactor or other warm bodied entity that may not be in the strictest sense, a character, or possess Health or Defenses.


  • Acid: Dealing with corrosive liquids, gases, sprays, or gelatinous forms.
    The word to remember here is corrosive if you have a spray or a breath that makes iron rust faster, that's corrosion, and should have the Acid Keyword. What it corrodes is up to debate, if it corrodes, acid is the word you're looking for.

  • Cold: Dealing with ice crystals, arctic air, or frigid liquid.
    The word to remember here is cold, if your power chills, freezes, or just lowers the temperature in virtually anyway, it should have the Cold Keyword.

  • Fire: Dealing with explosives bursts, fiery rays, or simple ignition.
    The word to remember here is heat, if your power burns, melts, or just raises the temperature in virtually anyway, it should have the Fire Keyword.

  • Force: Dealing with kinetic energy without a solid body or physical origin behind it.
    The word to remember here is force, if your power knocks, lifts, moves, dents, or otherwise applies force to something, it should have the Force Keyword.

  • Lightning: Dealing with electrical energy.
    The word to remember here is electrical, if your powers shocks, stuns, or electrocutes, it should have the Lightning Keyword.

  • Necrotic: Dealing with dark soul-sucking life draining energy.
    The word to remember here is dark, if your powers involve dark energy of virtually any kind, they should have the Necrotic Keyword.

  • Poison: Dealing with narcotics, toxins, or other chemical substances.
    The word to remember here is chemical, if you happen to secrete rattlesnake venom, if you happen to have a deadly gas, then they should have the Poison Keyword.

  • Radiant: Dealing with luminance, lasers, or other light based substances.
    The word to remember here is light, if your power uses light in anyway, reflecting it, focusing it, condensing it, or otherwise manipulating it, it should have the Radiant Keyword.

  • Sonic: Dealing with shock waves and deafening sounds.
    The word to remember here is sound, if your power creates a sonic boom, if it's a super powerful bird call, it should have the Sonic Keyword.


Effect Types

Keywords dealing with Types of Effect refer to effects generated by the Power. They are used to describe qualities about the Power's effect. For example the Keyword Illusion refers to a hallucinatory or false sensory effect designed to deceive, but not exclusive a visual one, the Illusion keyword would be applied to Powers ranging from holographic projections to throwing your voice, or creating another sensory effect designed to deceive. Like all Keywords Effect Type Keywords exist so that they may be called out by other Powers or Effects.


  • Blast: Dealing with the projection of an effect to all sides.

  • Burst: Dealing with the projection of an effect in one direction.

  • Charm: Dealing with mental effects chat control of influence the subject's actions.

  • Conjuration: Dealing with the creation of objects, energies, or other effects.

  • Fear: Dealing with the inspiration or installment of fright or terror.

  • Healing: Dealing with the restoration of Health Points, Stamina Points, Mana Points, or the removal of Status Effects.

  • Illusion: Dealing with the deception of the senses or the mind.

  • Implement: Requiring the use of a specific or generic Implement.

  • Poison: Dealing with substances that hamper or impede a health.

  • Polymorph: Dealing with the alteration of a physical appearance or form.

  • Resurrection: Dealing with the return of a character from the Dead.

  • Ritual: Dealing with the performance of a ritual or ceremony.

  • Sleep: Dealing with the causing or installment of sleep or unconsciousness.

  • Stance: A Stance Power lasts for five (5) minutes, or until you use another Stance Power.

  • Teleportation: Dealing with the transportation of characters or objects instantaneously from one location to another.

  • Vision: Dealing with the modification improvement or adjustment of standard sight.

  • Weapon: Requiring the use of a specific or genetic Weapon.

  • Zone: Dealing with the creation of lingering effects that extend over an area.


If no keyword is listed, than the Power is considered to deal basic damage.

Descriptions

The Descriptions of Powers is the most informative part. It is also the most variable part of a Power.

This is the technical information of a Power, the more complicated the power the longer the Description must be. This area is where the Power's effects on the game are described, not what the Power does. If a Power creates a cloud of mist, this is the area where the area and size of the cloud, and more specifically the numeric value of how well it conceals those in it (providing a penalty to Perception Checks).

Somethings to be include in the Description of Powers when applicable are;
  • Area: The area effected by the Power.
  • Attack: The Ability Modifier and Defense Score are used to calculate success/failure.
  • Burst: The area around the target that is also effected by the Power.
  • Burst Damage: The damage taken by characters not targeted by the power, but within the Burst area. Characters targeted by the power are considered within the burst area, but do not take additional damage from the burst.
  • Damage: The Dice, Ability Modifier, used to calculate damage and Damage Type(s) dealt.
  • Mana Cost How much Mana it costs to use the power.
  • Range: The minimum or maximum distance a target of the power
  • Stamina Cost: How much Stamina it costs to use the power.
  • Sustain Cost: The cost, Mana or Stamina, it takes to continue the effects of the Power beyond a certain point.
  • Targets: What or who may be targeted by the Power.
  • Triggers: What circumstances trigger the use of the Power.
    Note: Powers with Triggers may or may not be able to be activated without the circumstances of the Trigger being met, but when the circumstances are met, the Character will always have the option to activate the Power.
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