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Post by Kizmet on Jun 14, 2011 0:02:43 GMT -5
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Post by Kizmet on Jun 14, 2011 0:03:22 GMT -5
If you want to randomly create your character, use this system to find the eye color and hair color. Roll one 12 sided Die. Whatever number comes up, the color below that corresponds to it is your Hair Color. Roll the Die again. The color that corresponds to this second number is your eye color.
Hair/Eye Color Chart
1 - Brown 2 - Yellow 3 - Black 4 - Pink 5 - Green 6 - Red 7 - Blue 8 - Purple 9 - Amber 10 - White 11 - Gray 12 - Orange
To use the Dice to choose your characters race, roll an 8 sided dice. Use the chart below to determine which race the number corresponds to.
Race Chart
1 - Nisga'l'Haidan 2 - Messinian 3 - Ivera'l'Haidan 4 - Aquilosian 5 - Ahatna'l'Haidan 6 - Shinohin 7 - Yakima'l'Haidan 8 - Akadian
Beyond this, you have to come up with your own information for you character, at least for now.
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Post by Kizmet on Jun 14, 2011 0:04:07 GMT -5
This part is neccesary for all characters. It determines your stats that are used to play the game for battles and what not. The different stats are Stamina, Agility, & Magick. To determine these Stats, roll two 6 sided dice. Than add 25 to this number. If you rolled two sixes, roll one of the die again and add that number. This is your Stamina. Your Stamina is essentially your hit points. When you are attacked in battle, it is your Stamina that is subtracted from. When this number reaches 0, you either die or are near death and must be healed. Which one it is depends on the rules of the roleplay you are playing on. If you are not dead, you must find a healer before you can fight again. And one cannot just randomnly pop up. You must travel to a town or city to find one, unless a mage or someone with healing powers is in your party, and until you find a healer you cannot battle. Next, roll two 6 sided dice again. Than add 10 to this number. If you rolled two sixes, roll one of the dice again and add that number as well. This number is your agility. You agility helps you to do physical feats, such as swimming long distances or jumping over chasms. When you come to an obstacle, it will have a number assigned to it. If your agility is higher than that number, you can pass. If your number is lower, you roll one 6 sided dice. If you roll a 5 or 6, you pass unharmed. If you roll a 4 or lower, than you may pass but you have to subtract 5 from your stamina. Next, roll two 6 sided dice again. Add 25 to this number. If you roll 2 sixes, roll one dice again and add that in as well. This is your Magick stat. It determines how much magick you are able to cast, with all spells costing a certain amount. As the Mage becomes stronger, the amount a spell costs is reduced. Adepts are the only Mages who do not need to use this stat. Magick also pertains to healing in general, and the clergy. Anyone who is not a Mage must cut this stat in half after rolling for it, including the Clergy and Healers. Clergy and Healers add 10 to their halved stat to account for the study and effort they put in.
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Post by Kizmet on Jun 14, 2011 0:05:13 GMT -5
Every Monster, everything in this game you can battle will be assigned Stats. This affects how strong it is and how it battles. Most will battle with physical attacks, using their Stamina. Others will battle with their Magick power. These latter are mostly for Mage duels, and are usually used to increase the level of Mage Characters. For physical attacks, you roll two 6 sided dice. You subtract this number from your enemies' Stamina. You than roll two dice for the enemy, and subtract the resulting amount from your own Stamina. The first to reach 0 loses, either by dying or by passing out. Magick Duels are a little different. Choose a spell you know, and instead of rolling the dice, flip a coin. If it is heads, the spell is effective. Subtract however much the spell was worth from your magick and your opponents Stamina. Than repeat this process to see how your enemy does. If the coin lands on tails, your spell is either ineffective or backfires. To see which, flip the coin again. Heads, it is ineffective. Tails, you must subtract the damage of the spell from your own Stamina.
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Post by Kizmet on Jun 14, 2011 0:05:52 GMT -5
The dice are also used for Training. Training is used predominately in schools, and is used to increase one of your stats. Training is done by facing a foe that is stronger than yourself and likewise difficult to defeat to a degree. The combat is done the way any other combat is, using dice and coins until either the player or opponent's stamina reaches 0. After these battles the player is automatically healed. If the player wins, they roll one 6 sided dice. 1-2 and the stat they were training is raised by 1, 3-4, the stat is raised by 2, 5-6 and the stat is raised by 3. Agility and Stamina are raised through normal combat duels, while the Magick stat is only raised through Magickal duels. Training Duels must be paid for, either w/ currency or bartering. While most training is done through the schools, certain training is also offered at Monasteries and by Healers. Lastly, other players with high stats may offer Training in exchange for currency or bartering if they so choose as well. The higher the stats a player has, the more it will cost them to train.
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