The character sheet: explained

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The character sheet: explained

Post by Admin on Sun Feb 19, 2017 8:51 pm

First off, for those who are curious/wanting inspiration, this system is an even more simplified version of the Magical Burst rpg found here. I highly suggest reading over it if you're unsure how something should work.

A word on honor: To simplify things, you each have full control of all the fields in your character sheet. Be honest, don't change them cause you need them to be different.

Now then, the character sheet! To access it, go to the about tab on your profile and click generate. There are several things for you to fill out:

Image management: You can attach a picture of your character here, using the image's URL. If you have trouble hosting it externally, you can upload it to the site from the gallery page.
Given name and family name: Pretty self explanatory.
Resolve: It should begin at 10/10. This is the amount of damage you can take before being forced out of your magical form. These replenish each in-game day.
Health: It should begin at 4/4. This is the amount of damage you can take in human form before dying. Regaining health requires some form of medical attention. When you lose health, consider what form this damage takes.
Elemental State: what elements you can assume the properties of.
Stats: Each character has four stats, assign them as you wish. Your stat points should add up to 8, and the maximum score is 4.
-Heart represents your self-confidence and compassion. Basically, your level of charity. It's used for skill checks to influence others, or to not have a breakdown, ect.
-Fury is your aggression and passion. It's used to make melee attacks, so you might imagine it also includes physical prowess.
-Magic is your magical talent. It's used to make ranged attacks and magic based skill checks.
-Reality is how connected with non-magical reality you are. It's used for skill checks that involve intellect, or real world problems.

How do skill checks work?:
How do skill checks work? Attacks, and any attempt to use one of your stats to accomplish something is a skill check. Each check is 2d6+stat bonus+other bonuses/penalties. In your post, describe what you're doing and the modifiers that will be added to your dice roll, then under the post in the dice roll section select d6 and set the number to 2. Two posts will be generated, one with your text and the other with your dice result. Feel free to modify your post to reflect the effectiveness of your skill check.
-7 or less is a failure with something bad happening; the situation gets worse, you get hurt, ect. The worse the roll, the more serious the failure.
-8-10 means you succeeded, but at a cost; you draw unwanted attention, ect.
-11+ is a perfect success.
-If you are transformed and using magic, rolling a 6 on either dice means your magic surged unexpectedly. Make a second post describing what happens, and roll another d6 for each 6 you got. If your roll totals 15 or more, you succeed with overkill; the surrounding area is affected, normal people notice, there are lingering unnatural phenomenon as a result, ect. Again, the higher the more serious the consequences. If it's an attack you also deal 1 extra damage.

Background: Tell us anything your character would like us to know. Try to include where you're from, and what motivates you.
Abilities: Describe your abilities here. This part is a bit tricky, because it's up to your imagination. Some abilities will just represent your heightened abilities in your magical form. Generally, a powerful ability should have some cost, either in Resolve or or Health. Try to come up with how your power works and why. Maybe overusing your powers causes you to begin losing control of them, ect.
Here are some sample ability types; you can use these as starting points to invent your own.
-Fly - Your magic lets you actually fly. You can fly short distances with ease, and you can take 1 resolve to fly a long distance. You can move twice as fast as other characters.
-Heal - You have the power to heal. In battle, as a Support Action you can take 1 resolve to restore up to 2 Health or 3 points of Resolve to yourself or someone else within a range of 0 -1.
-Magical Pet - You have a small magical pet. You can decide what it looks like. It is not capable of speech, but it has the
intelligence of a fairly smart animal. Normal people can’t see it. It can perform tasks for you, provided they are simple enough to convey in one short sentence.
-Power Strike - You are able to concentrate your power to make an individual attack have even more destructive power.
Outside of battle you can take 1 resolve to destroy an obstacle. In battle, after an attack hits, you can take 1 Resolve to cause an additional 2 damage to the target.
-Teleport - Teleportation allows you to instantly move from one place to another. Outside battle you can take 1 Resolve to teleport to another location within 100 meters or so. In battle, this is a Support Action.

How combat works:
How combat works:
Simply put, describe what you do.
More specifically, there are 3 distances you can be from someone: far, close, and engaged. If you are far, you will have to move to get to them before you can attack them, unless you've got some crazy long-range power. If you are close, you can use regular ranged attacks. If you are engaged, you can use melee attacks, but cannot use ranged ones.
Some of the sample powers above mentioned support actions. This is from the original game system, where you have one support action (like moving) and one main action (like attacking). We aren't going to define these, but it's important to think in these terms when considering how much your character can do in one post. When moving, consider what kind of terrain you're crossing, and how long it takes.

How do posting/turns work, anyway?
It's less pertinent outside combat, but in combat wait to post again until everyone has taken a turn by posting. The only exception to this rule is for the GM: there could be several enemies, and some enemies may get extra turns. If the latter is the case, mention in your post how many more turns you have.

Attacks and damage:
when you make a melee or ranged attack, you make the appropriate skill check, adding any bonuses/penalties from powers or circumstances, and see if you succeed. If you pass the check you hit, and deal 2 damage. Again, criticals (above a 15) deal 3 damage. Damage is dealt to resolve until the target has none left, then dealt to health, if the target has any (some monsters might not).

Lastly, there are three conditions you can be afflicted with in battle. These are cumulative:
-bleeding  - take 1 damage each time you post
-bound - move half as fast as others, attacks against you get +1 to hit
-dazed- you can only do half as much in a turn, and attacks against you get +1 to hit
You can make a magic skill check on your turn to recover from one of these. 11+ means you recover from all effects.
There is a condition bar to display what conditions you're afflicted by, for your and others' convenience. In the meantime, leave this set to fine.

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