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The Hell Am I Doing Oh God Why Do I Have No Shame - The RPG


Smokefish

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=Sheet & Stuff=​
=SHEET=
Being: Species, Sex, Role

Life: (Vigor*2)
Mana: (Brain*2)

Might: 4
Vigor: 4
Brain: 4
Guile: 4
Charm: 4

-Rolls-
Power: X(Melee, Might/2), X(Ranged, Guile/2), X(Sneak, Guile/2), X(Magic, Brain/2)
Attack: +X(Melee, Might*1), +X(Ranged, Guile*1), +X(Sneak, Guile*1), +X(Magic, Brain*1)
Evasion: +X(Physical, Guile*1), +X(Magical, Brain*1)
Sex: +X(Penetrative, Might/2+Charm/2), +X(Foreplay, Guile/2+Charm/2), +X(Resist, Brain/2+Charm/2)
Grapple: +X(Grapple, Might*1), +X(Escape, Might/2+Guile/2)

-Spells-

-Skills-

-Inventory-
=Vague Stat Information=​
Life: Physical reserves, unconscious or slain when reaching 0
Mana: Mental reserves, unconscious or mindbroken when reaching 0

Might: Strength, Physical Prowess
Vigor: Endurance, Stamina
Brain: Mental/Magical Prowess & Resilience
Guile: Cunning, Agility, Dexterity
Charm: Persuasiveness, Attractiveness, Sexual Prowess
=Character Creation=​
There are different kinds of characters that needs to be made, from the Protagonist(Usually of Lord status), to her closest followers(Usually of Special status), and then their regular followers(Minion Status). All attributes have a base value of 4, with 14 extra to spend on a 1:1 ratio, with a max limit of 10 during creation.

After spending the attribute points for the character, you get to pick a 'Role', kinda like Class, which gives a few multiplier bonus, the special thing about this Role Multiplier Bonus is that it stack with Skill Multiplier Bonuses of identical type.

You also get to pick Skills for your character, which results in Multiplier Bonuses. You can not make multiple identical skills. For example, you can make a skill that gives Melee Damage From Might multiplier bonus, and while you can't give it a second time to the same character, you could give it a Melee Damage From Guile multiplier bonus for a similiar, but not the same, bonus.

-Character Types-
Lord/Villain/Hero(Double all Base Multipliers)(Gets 3 Skills)
Advisor/Special(Double all Non-Damage Base Multipliers)(Gets 2 Skills)
Minion/Regular(Gets 1 Skill)

-Role Bonuses-
Soldier(+1 Life-from-Vigor Multiplier)(+1 Melee Attack-from-Might Multiplier)
Hunter(+1 Stealth-from-Guile Multiplier)(+1 Ranged Attack-from-Guile Multiplier)
Assassin(+1 Stealth-from-Guile Multiplier)(+.5 Sneak Damage-from-Guile Multiplier)
Magician(+1 Mana-from-Brain Multiplier)(+1 Magic Attack-from-Brain Multiplier)

-Skills-
Skills are made up by the player, and approved by the GM, and while there may be special cases, most of them give a simple Multiplier Bonus to certain aspects of the character, be it Life, Mana, Damage, certain Dice Rolls such as Attacking, Dodging, Stealthing or Seducing. A skill consists of two parts:
1) What recieves the bonus?
2) What Attribute is the bonuis based on?
For example, "Melee Damage-From-Might" would be a legit Skill, "Melee Damage-From-Melee Damage" would not be a legit skill.

All Non-Damage Skills give a +1 Multiplier Bonus
Damage Skills give a +0.5 Multiplier Bonus
=Vague Magic Information=​
Magic come in a variety of shapes, forms and styles, and while there no doubt are more kinds of magic out there than what I will explain here, these are the basic variants.

A common trait of all variant magics, is that all of them are capable of creating damaging, empowering and weakening spells. Any one character can know an amount of spells equal to (Brain/2)+X. +1 for Minions, +3 for Advisors, +5 for Lords.

-Arcane Magic-
+Unrestricted use of elements and themes
-Can't use Healing Magic
Arcane Magic is the way of the Sorcerer or Sorceress, as they freely shape magic to suit their purposes, be it through force of will or rigorous studies. Magic is chaotic however, and so they can not mend or create life.

-Old Magic-
+Can Summon Creatures
-Restricted to the use of 1-2 Non-Opposite Elements
Old Magic is the art of conjuration, capable of molding the magical elements into living beings, be it servant or equal, but to pursue old magic, one must find ones elements, and devote oneself to them entirely.

-Faith Magic-
+Can use Healing Magic
+Can utilize 'Prayer' to request aid from their Deity
-Restricted to the use of 2-3 elements/themes, limited by the nature of their Deity
Respect and servitude to beings of powerful stature, be they divine or demonic, fey or otherwise, often come with great boons. A staple of divine magic is the ability to mend wounds, for no deity wish for the demise of their loyal followers.

-Ego Magic-
+Can use Healing Magic
+Can Summon Creatures
-Restricted to the use of 2-3 elements/themes
Ego is a powerful thing in the worlds of Lords, for they are greater than ordinary men or women, and by willpower or prowess unequalled they are capable of breaking the rules of magic, to shape it as they see fit, albeit in a limited fashion, and akin to the great deities they can allow their followers to do the same. For to them, the Lord is their God.
=Vague Equipment/Item Information=​
Equipment and Items are procured by spending currency for, be it Copper, Silver, Gold or even Lifeforce.

-Equipment-
Weapon(1s)(+1d6 Power)(Melee or Ranged)
"A simple tool for combatants of all sorts to perform their trade with"
Staff(2s)(+1d6 Power)(Magic)
"A simple staff for spellcasters to perform their art with, be it healing or harming"
Exotic Weapon(3s)(+1d6 Power)(+1d4 Power)(d6 Bonus can be Melee or Ranged, d4 Bonus can be Melee, Ranged or Magic)
"A customized weapon, that comes in endless variety of form and function, capable of performing multiple uses."
Heartstone(1g)(1 Use/Day)(User regains Life equal to 1d6+4+Vigor)
"A crimson crystal in the shape of a heart, blessed by a goddess of life and healing."
 
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