Silent Equestria: An Experimental RP [Signup Only]
Nov 29, 2014 7:25:55 GMT -6
Post by featherbook on Nov 29, 2014 7:25:55 GMT -6
Kabuto asked me to put this game together. It's a more traditional dice based RP, but edited to our style of RP here. If you want to know more, it's based on the Cortex role playing rule set.
This first thread is for character sheets only. Please send all questions and requests to play to me via a PM.
Story:
It's been one hundred years since the world Ended. The last survivors of Equestria lived in small, isolated communities. Over time new nations formed and banded together to protect themselves from the horrors that lay in the old dead lands. You were born in one of these communities. In the town once known as Ponyville, a fort town lying in the shadows of the old city of Cantalot and the dark depths of the Everfree Forest. Outside the town walls great monsters roam the land, each carrying the disease that wiped away the old world. Now a wealthy merchant from a town up the Everfree River has arrived with bags full of bits and looking for adventurers to go outside the walls into the Dead World, and you want to go.
The Dice:
The game uses a d2, d4, d6, d8, d10, d12, d14 and a d16 dice. (d6 means a six sided dice) You can randomly role a dice using the little dice picture on the reply box. Put the range of the dice to be from 1 to the d value of the dice. You role dice to determine your chances of success with an action, for example attacking someone, sneaking past them or trying to run away.
Everyone starts with 42 Attribute Points and 62 Skill points. Add these points to your attributes and skills when creating a character. Each point represents a dice, so you can only have 2, 4, 6, 7, 10 or 12 points in a option at a time. You can get a 14 or a 16 in a skill after the game start.
The Character sheets:
The character sheet is what holds all the information about your characters. It is to be done in this format:
Name: Your Character's name
Race: Your Character's Race
Description: A option short description of your character.
Attributes (Descriptions are from the official rule book)
Agility: Represents your character’s grace, quickness, kinesthetic sense, and hand-eye coordination. A high Agility gives him an edge with most skills that involve movement,fine control, aiming, and so on.
Strength: This is your character’s physical brawn. High Strength lets your character deal more damage with hand weapons, carry and the like.
Vitality: This is a measure of your character’s health and fitness. A higher Vitality keeps him from catching colds, helps him avoid getting tired, and lets him resist poisons.
Alertness: Indicates how aware your character is, whether it’s of somebody’s body language, the environment, or a hidden clue. A high Alertness tells him when someone up on him.
Intelligence: This represents the ability of your character to work out puzzles, think clearly, or understand things. A high Intelligence lets him figure out the answer to difficult riddles, win chess games, and crack codes.
Willpower: This is the strength of your character’s psyche—his personal drive, inner fire, and determination. A high Willpower lets your character live when he should die, persuade others with the sheer force of his personality, and resist intimidation or fear.
Derived Attributes
Life Points: Vitality + Willpower. Determines how much damage you can take.
Initiative: Agility + Alertness. Determines how fast you are to act in combat.
Endurance: Vitality + Willpower. How much you can put up with stuff.
Resistance: Vitality + Vitality. How resistant you are to diseases and toxins.
Skills These are your skills. Only put the ones down that you're putting points into. Ones with a * next to them need to be specialised. Specialisations are simply when you are trained well in a particular subject. For example you can have good Ranged Weapons, but you're specialised in longbows. Specialties can only be bought when you have a base skill of 6 in a skill. A specialty costs a extra 2, 4 or 6 points to make 8, 10 or 12 in total.
Animals: How good you are with animals.
Artistry: How good you are at drawing, painting, acting, singing.
Athletics: How good you are at running, climbing, dodging etc...
Covert: How good you are at hiding, sneaking, pick-pocketing etc...
Craft: How good you are at woodwork, carpentry, blacksmithing, architecture etc...
Discipline: How good you are at resisting temptations, concentrating and disciplining others.
Heavy Weapons*: How good you are with cannons, explosives and siege equipment.
Influence: How good you are a bartering, making friends and convincing others to do things or with lies.
Knowledge: Academic knowledge such as history, cultures, arts, geograph etc.
Mechanic*: How good you are at repairing and building machines.
Medicine*: How good you are with first aid, dentistry, forensics, diagnosis, surgery etc...
Melee Weapons: Swords, spears, shields and stuff.
Perception: How good you are at seeing and hearing things. Specialities can include reading lips and body language better then anyone else.
Performance: How good you are with improvised singing, dancing, acting and playing instruments.
Ranged Weapons: Bows, javelins, slingshots, crossbows...
Science*: Chemistry, Physics, mathematics, etc...
Survival: How good you are at tracking, trapping and surviving in the wild with no equipment.
Unarmed Combat: How good you are at punching, kicking, grabbing, etc...
Attributes These traits are split into assets and complications. For every 1 point in a complication you have you gain 1 point to spend on a asset. These make up your charater's personality and can be both beneficial and harmful but assets are normally good and complications are normally bad. Below are some examples.
Assets:
d4 Loyal Companion: you have a pet dog that can sniff out stuff and alerts you to danger. It will fight for you in combat.
d4 Photographic Memory: you can memorise up to the maximum score of a role of a intelligence dice.
d8 Talented: You are talented with the sword. Whenever rolling a sword based skill, add a d8 dice.
Complications:
d4 Addiction: you are an alcoholic.
d4: Gullible: You believe others, even if you don't have reason to turst them.
d8 Duty: You are devoted to protecting Princess Celestia and will carry out her orders without question. You will always put yourself in harms way to protect her.
Weapons: This will be explained later.
Armour: This will be explained later.
Gear: This will be explained later.
Plot Points: Plot points are special points that you can spend to help you out in a situation. You can also use them to level up a skill. Everyone starts with 8 and you can't have more then 12.
Advancement Points: These are gained though playing and can be spent to improve your skills, attributes or traits.
This first thread is for character sheets only. Please send all questions and requests to play to me via a PM.
Story:
It's been one hundred years since the world Ended. The last survivors of Equestria lived in small, isolated communities. Over time new nations formed and banded together to protect themselves from the horrors that lay in the old dead lands. You were born in one of these communities. In the town once known as Ponyville, a fort town lying in the shadows of the old city of Cantalot and the dark depths of the Everfree Forest. Outside the town walls great monsters roam the land, each carrying the disease that wiped away the old world. Now a wealthy merchant from a town up the Everfree River has arrived with bags full of bits and looking for adventurers to go outside the walls into the Dead World, and you want to go.
The Dice:
The game uses a d2, d4, d6, d8, d10, d12, d14 and a d16 dice. (d6 means a six sided dice) You can randomly role a dice using the little dice picture on the reply box. Put the range of the dice to be from 1 to the d value of the dice. You role dice to determine your chances of success with an action, for example attacking someone, sneaking past them or trying to run away.
Everyone starts with 42 Attribute Points and 62 Skill points. Add these points to your attributes and skills when creating a character. Each point represents a dice, so you can only have 2, 4, 6, 7, 10 or 12 points in a option at a time. You can get a 14 or a 16 in a skill after the game start.
The Character sheets:
The character sheet is what holds all the information about your characters. It is to be done in this format:
Name: Your Character's name
Race: Your Character's Race
Description: A option short description of your character.
Attributes (Descriptions are from the official rule book)
Agility: Represents your character’s grace, quickness, kinesthetic sense, and hand-eye coordination. A high Agility gives him an edge with most skills that involve movement,fine control, aiming, and so on.
Strength: This is your character’s physical brawn. High Strength lets your character deal more damage with hand weapons, carry and the like.
Vitality: This is a measure of your character’s health and fitness. A higher Vitality keeps him from catching colds, helps him avoid getting tired, and lets him resist poisons.
Alertness: Indicates how aware your character is, whether it’s of somebody’s body language, the environment, or a hidden clue. A high Alertness tells him when someone up on him.
Intelligence: This represents the ability of your character to work out puzzles, think clearly, or understand things. A high Intelligence lets him figure out the answer to difficult riddles, win chess games, and crack codes.
Willpower: This is the strength of your character’s psyche—his personal drive, inner fire, and determination. A high Willpower lets your character live when he should die, persuade others with the sheer force of his personality, and resist intimidation or fear.
Derived Attributes
Life Points: Vitality + Willpower. Determines how much damage you can take.
Initiative: Agility + Alertness. Determines how fast you are to act in combat.
Endurance: Vitality + Willpower. How much you can put up with stuff.
Resistance: Vitality + Vitality. How resistant you are to diseases and toxins.
Skills These are your skills. Only put the ones down that you're putting points into. Ones with a * next to them need to be specialised. Specialisations are simply when you are trained well in a particular subject. For example you can have good Ranged Weapons, but you're specialised in longbows. Specialties can only be bought when you have a base skill of 6 in a skill. A specialty costs a extra 2, 4 or 6 points to make 8, 10 or 12 in total.
Animals: How good you are with animals.
Artistry: How good you are at drawing, painting, acting, singing.
Athletics: How good you are at running, climbing, dodging etc...
Covert: How good you are at hiding, sneaking, pick-pocketing etc...
Craft: How good you are at woodwork, carpentry, blacksmithing, architecture etc...
Discipline: How good you are at resisting temptations, concentrating and disciplining others.
Heavy Weapons*: How good you are with cannons, explosives and siege equipment.
Influence: How good you are a bartering, making friends and convincing others to do things or with lies.
Knowledge: Academic knowledge such as history, cultures, arts, geograph etc.
Mechanic*: How good you are at repairing and building machines.
Medicine*: How good you are with first aid, dentistry, forensics, diagnosis, surgery etc...
Melee Weapons: Swords, spears, shields and stuff.
Perception: How good you are at seeing and hearing things. Specialities can include reading lips and body language better then anyone else.
Performance: How good you are with improvised singing, dancing, acting and playing instruments.
Ranged Weapons: Bows, javelins, slingshots, crossbows...
Science*: Chemistry, Physics, mathematics, etc...
Survival: How good you are at tracking, trapping and surviving in the wild with no equipment.
Unarmed Combat: How good you are at punching, kicking, grabbing, etc...
Attributes These traits are split into assets and complications. For every 1 point in a complication you have you gain 1 point to spend on a asset. These make up your charater's personality and can be both beneficial and harmful but assets are normally good and complications are normally bad. Below are some examples.
Assets:
d4 Loyal Companion: you have a pet dog that can sniff out stuff and alerts you to danger. It will fight for you in combat.
d4 Photographic Memory: you can memorise up to the maximum score of a role of a intelligence dice.
d8 Talented: You are talented with the sword. Whenever rolling a sword based skill, add a d8 dice.
Complications:
d4 Addiction: you are an alcoholic.
d4: Gullible: You believe others, even if you don't have reason to turst them.
d8 Duty: You are devoted to protecting Princess Celestia and will carry out her orders without question. You will always put yourself in harms way to protect her.
Weapons: This will be explained later.
Armour: This will be explained later.
Gear: This will be explained later.
Plot Points: Plot points are special points that you can spend to help you out in a situation. You can also use them to level up a skill. Everyone starts with 8 and you can't have more then 12.
Advancement Points: These are gained though playing and can be spent to improve your skills, attributes or traits.