[center][u][b]THE DARK STAR Glossary & Information[/center][/u][/b] [url=https://docs.google.com/spreadsheets/d/1X6Ig69oeRM0poWSd7w9g_SuOnq7n2jBKMl-X8V1TqV0/edit?usp=sharing]Base Character Sheet[/url] (Work In Progress) [u][b]Character Creation[/u][/b] [hider=Character Creation] When you complete the Character Skeleton presented in the OP by MercuryHg34, I'll make a copy of the spreadsheet linked above for your individual character that you'll be able to view (but not edit) at any time. Then you'll be able to decide what type of build to create for your character. [u][i]Deciding Parameters[/i][/u] Every parameter begins at 10, but before your character is "play-ready" you'll be able to edit these values to better reflect what you want your character to BE. Using a "point-buy" system, you can buy and sell parameter points. Every +1 to a parameter above 10 costs the resulting score minus 10 in Point-Buy points. So increasing from 10 to 11 costs 1, increasing to 12 costs an additional 2, increasing to 13 costs an additional 3, and so on. Every -1 to a parameter score under 10 earns you 1 Point-Buy point. So going from 10 to 9 earns you 1 point to spend on increasing another score, going from 9 to 8 gives you an additional score, and so on. Scores are not allowed to be lowered to 2. A parameter score of 3 is the minimum possible score for character creation. Scores that are between 0 and 2 represent different ailments/conditions that (severely) negatively impact your character. For example, a character with less than 3 Intelligence but more than 0 cannot speak or understand any language, and acts only on animal instinct. Returning a score towards 10 undoes any points spent or gained from changing it. A character's parameter initial scores are legal when the final balance of Point-Buy points is exactly zero. [hider2=Parameter "Point-Buy" Costs] The costs on this chart are to change a Parameter of 10 to the score on the left. No values on this chart stack in any way. The Breakdown on the right shows how the cost of that score are calculated. [img=http://i39.servimg.com/u/f39/18/68/00/63/captur18.png] [/hider2] [u][i]Starting Equipment/Inventory[/i][/u] The items and equipment your character starts with will probably match whatever your CS says. However, the statistics on said items will be decided by the GMs, and anything we decide is too powerful of an item/weapon/etc for your character to begin with won't be allowed in your character's starting inventory. Such items will probably be found by/awarded to your character later on in their journey. [u][i]Skills/Spells[/i][/u] Individual abilities, perks, maneuvers, and spells that your character can learn and perform are represented as skills on one of 6 skill trees: Core, Combat, Weapon, Magic, Craft and Personal. On every level up, a character gains 6 skill points with which to allocate into any skills they have access to, including 1st level. This allocation can be done at any time. [u]Core[/u] - Core skills represent the very center of your character's being. The most basic and general abilities go here, as well as specific abilities that don't fit elsewhere. [u]Combat[/u] - Combat skills represent tricks, general attacks, and special maneuvers that can be used during battle. They are more generalized abilities but still retain a focus on fighting. This tree also contains general magical abilities that aren't specific to a school of magic. [u]Weapon[/u] - Weapon skills represent specializations in specific types of weaponry. These skills grant bonuses, and allow special actions or attacks when using the appropriate weapon. There are even stances and styles that are specialized in specific weaponry. [u]Magic[/u] - Magic skills represent specialized abilities and individual spells for each school of magic. The effectiveness of each school of magic is concerned separately from one another, allowing the character to focus on one school or divide their talents into many. [u]Craft[/u] - Craft skills represent creations and enhancements that are beyond the mundane and ordinary. These skills focus on creating and improving mostly for means in combat, but can still have other uses. More generalized and simplistic crafting is something assumed to be made by even common folk. [u]Personal[/u] - Personal skills represent an individual's ability to have unique and special abilities. These skills are unique to the character, and are usually centered around a special gimmick or ability the character has developed or was born with. Additionally, a character's ability to use an Exotic Weapon is kept in the Personal Skills section. [/hider] [u][b]Parameters[/u][/b] [hider=Parameters] Pretty much all of your character's stats, abilities, skills/spells they can learn, armor/weapons they can use, are influenced or determined by your parameters. Parameters are the very core of your character, other than equipment, spells and skills, they are the only thing you will have direct control over, and altering them will then change the rest of your character's statistics. Parameters begin at 10, can be altered a bit at character creation, and range from 1 to 99, but because of how character creation will work, the lowest possible Parameter score possible will be 3 while keeping the character in stable condition. Outside of statistics and combat, your score in a particular Parameter might vaguely influence the result of an action at the GM's discretion for the purpose of role playing. CON, STR, DEX and AGI are physical parameters. ATT, INT, FTH, and PRC are mental parameters. VIT is both physical and mental, and is referred to as a universal parameter. [u]VIT[/u] - Vitality is the overall power of your character's life-force. This parameter is the dominant governor of your character's hit points, while every other parameter gives a small contribution to HP. Vitality refers to both your physical and mental health, and therefore also impacts your Stamina and Mana a bit, as well as some other stats. [u]CON[/u] - Constitution is your character's physical fortitude. It governs your Stamina, Equip Load, and a large portion of your physical defenses. [u]STR[/u] - Strength is the brute physical power your character possesses. Strength contributes to your Load, but not as much as CON does. It also amplifies the damage dealt with STR-based weaponry, such as Swords, Hammers, and Fists. [u]DEX[/u] - Dexterity is your character's ability to work with finesse and delicacy. Dexterity is needed to wield and amplifies damage for complex weaponry such as Daggers, Rapiers, Sickles, and Bows. [u]AGI[/u] - Agility is your character's mobility and it will influence your character's Initiative, Evasion and Speed. [u]ATT[/u] - Attunement dictates how in-tune your character is with their Mana, allowing for greater control of Mana in general. Attunement determines your Mana pool, and governs your magical resistances. [u]INT[/u] - Intelligence is the pool of knowledge your character has, and their ability to learn. It affects your character's ability to learn and wield Arcane Magic, and minutely aids in the staving off of Divine Magic. [u]FTH[/u] - Faith is your character's connection and favor with the gods. Faith affects your character's ability to learn and wield Divine Magic, and lends a small hand in resisting Arcane Magic. [u]PRC[/u] - Precision is the ability to focus and perform tasks precisely and accurately. It will determine your character's Perception and Accuracy. [/hider] [u][b]Character Stats[/u][/b] [hider=Character Stats] Character Stats are the values that are used in just about all situations in the game, especially combat. This section will discuss some of the core stats, but not all of them are meant to be explained. [u]LEVEL[/u] - Character level. Increases by 1 every time you level up. Each level up grants you 3 Parameter points and 6 Skill points to invest into your character. Any number of skill points can be invested into any skill, but only a maximum of 2 Parameter points can be put into any one Parameter per level-up. [u]EXP[/u] - Experience towards gaining another Character Level. Each time you collect the designated amount, you level up. [u]Health[/u] - Health (or Hit) Points. Represents how close a character is to death. A character with zero Health is dead. [u]Stamina/Mana[/u] - Stamina and Mana are your character's thresholds for performing strenuous physical and magical activities. Attacking, casting spells, and other actions will cost either or both as needed. [u]Equip Load[/u] - The amount of weight wearable by the character for Armor, Weapons and Accessories. Inventory items are not counted. Light, medium and heavy weight tiers influence mobility. [u]Initiative[/u] - Initiative is your character's ability to act before others. The higher the Initiative, the better chance of going first during a round in combat. [u]Perception[/u] - Perception determines how well your character notices things around them. It aids in picking up on things others wouldn't such as traps, hidden passages, loot, etc. [u]Accuracy[/u] - A modifier towards the chance of an attack or action hitting or succeeding. [u]Evasion[/u] - A modifier towards dodging an attack made by an opponent against you. [u]Speed[/u] - The character's overall mobility. Determines general fluidity of movement outside of combat, and in combat it is used when determining the amount of actions possible per turn. [u]Defense/Resistance[/u] - Defense and Resistance are the values that reduce incoming damage of every kind. They are modified by many things, especially the armor the character wears. [u]Conditional Threshold[/u] - Thresholds are a sort-of "build up meter" against special conditions. When a character takes enough damage of a special type to exceed that threshold, they suffer the effects of that condition. [/hider] [u][b]Magic[/u][/b] [hider=Magic] Each kind of magic (other than Dark) is a gift to the mortals by the four gods that created and decorated Earth, Ignis, Gaia, Luna and Aether. Each god has granted two forms of magic to the mortals to use: The god that a school of magic comes from is listed in parentheses after the magic. [b]Arcane Magic[/b] [i]Stacks with INT[/i] Fire (Ignis) Earth (Gaia) Water (Luna) Force (Aether) [b]Divine Magic[/b] [i]Stacks with FTH[/i] Light (Ignis) Fey (Gaia) Air (Luna) Ethereal (Aether) Dark is a very special kind of magic, it is shrouded in secret, its mysterious powers have yet to be unlocked... **Players cannot make characters able to use Dark Magic** [/hider] [u][b]Flow of Battle[/u][/b] [hider=Battle] Battle functions on a turn-by-turn basis, allowing characters to perform multiple actions in such a way that creates a fluid but organized flow. This section will breakdown the terminology and order of events during a round of battle. [u][i]Initiative[/u][/i] At the beginning of each round, all combatants must roll initiative to determine the order in which they will act. The roll is done by the GM's on a 20 sided die, referred to as a "d20." Each character rolls 1d20 and adds their initiative modifier. Characters act in the order of highest to lowest roll, after factoring modifiers. If multiple characters roll the same value, they act in the order of highest to lowest natural roll (the roll of the dice before adding modifiers). If the natural rolls are the same, then those characters must reroll initiative against each other. All characters involved in the initial tie act after those who rolled higher and before those who rolled lower. [u][i]Taking a turn[/u][/i] Taking a turn with a character is rather simple, there is a series of action types that can be taken, and just about any desirable action will fit into one of the categories of actions. Before a character acts, a GM will make a Speed check to determine the amount of each type of action a character can take during that individual turn. The character can perform their actions in any coherent order (meaning that one cannot perform physically impossible actions, such as attacking with their sword before it is drawn). [u][i]Replenishing Health, Stamina and Mana[/u][/i] At the beginning of a character's turn, he restores Health, Stamina and Mana equal to 5% of their maximum, each. This value can (and most likely will) be heavily augmented by skills and abilities later on in a character's progression. [u][i]Speed Check[/u][/i] Under normal circumstances, a character can perform one Standard, one Move, one Swift, and any number of Free actions during their turn, and can perform them in any order. A speed check is rolled on 1d100, or out of percent, and is compared to a calculated target roll needed to pass on multiple different levels. A character who passes the check will gain either an additional Swift action or an additional Standard action based on the roll. The Speed Check is made after Replenishment and before the character can make actions for their turn. [u]Standard Action[/u] - Standard actions are the most complex and time-consuming actions a character can take. The most common standard action is to attack an enemy, but other actions such as spell casting or performing specific skills can cost a standard action. Any action that costs a move or swift action can be performed as a standard action as well. [u]Move Action[/u] - The move action is dominantly used for moving across the battlefield, but can be used for other actions such as drawing an item can also cost a move action. Any action that costs a swift action can also be performed as a move action. A move action can be performed in place of a standard action, allowing for multiple move actions in one turn. [u]Swift Action[/u] - A swift action is one that takes little time to perform, but is still substantial, such as drawing a weapon. Common swift actions are activating certain abilities, but most swift actions are situational. A swift action can be performed in place of a standard or move action, allowing for multiple swift actions in one turn. [u]Free Action[/u] - Free actions take no time at all to perform, and a character can perform as many free actions in one turn as they wish. The two most common free actions are pivoting one's body to face in a different direction, and speaking. [u]Full-Round Action[/u] - A full-round action is one that consumes a character's entire turn to perform. The character sacrifices his Standard, Move and Swift action to perform the Full-Round action. He can still perform Free actions. Any extra action awarded by the Speed Check are not affected by use of a Full-Round action. [u]Immediate Action[/u] - An immediate action is an action that a character performs instantly, even if it is not their turn. This type of action is exceedingly situational, however. [u][i]Range[/u][/i] Range out of battle is completely negligible, determined only by role-play context. In battle, it still is not exact, but becomes subjective. There are multiple different terms that define range in relation from one character or object to another for the purpose of battle. These terms are used to outline where a character can move and attack. All weapons have their effective range listed individually, but a generalization is described here for ease. [u]Minimal[/u] - The closest range, Minimal is literally a "point-blank" range. Melee weapons such as swords and fists can touch a target at this range. [u]Short[/u] - Short range is just out of reach of close-quarters combat. Any ranged weaponry will have a minimum effective range of Short, and elongated melee weapons such as lances, halberds or whips can strike a foe at short range. [u]Medium/Middle[/u] - Medium range (also referred to as Middle, both names are used for ease of word-preference) is the common range for ranged weaponry that rely on manpower to be sent airborne. Most thrown weaponry and shots from a short-bow are effective at middle range, as well as most magic. [u]Long[/u] - Long range is where ranged weaponry truly shine. Most archery and gun-slinging combat is performed at long range, and some thrown weaponry is designed for this distance. [u]Remote[/u] - Remote range is extremely far from the character or object in question. The only forms of combat that is possible at remote range are select spells of magic, sniper-gunning, or siege-engine warfare. [u][i]Taking Action[/u][/i] Taking an action, or all the actions of your turn, is as simple as stating what you wish to do. You will be told at the start of your turn if you are awarded any extra actions from your speed check, so that you are better able to plan your turn before you do anything. You are not restricted to the actions below, you are able to come up with your own actions, and the GMs will decide what type of action it would cost to perform. Anything commonly performed will be added to this list of common actions: *Any action that is dependent on your Accuracy and the target's Evasion can be assumed to automatically hit if the target wills it so. This way, the target of a healing spell does not need to worry about "accidentally dodging" the spell. [u]Attack[/u] - Attacking a foe costs a standard action. When you attack, the base accuracy of the attack is modified by your Accuracy and the target's Evasion, and then 1d100 is rolled to determine if the attack hits. Upon hit, damage is dealt against the target. [u]Cast Magic[/u] - Casting a spell is most commonly a standard action, but individual spells can cost differently, as well as applying skills that alter the casting speed of a spell. When a spell is targeted at a target, the base accuracy of the spell is modified by your Accuracy and the target's Evasion, and then 1d100 is rolled to determine if the spell hits. Upon hit, the spell's effects manifest unto the target. You must have either a free hand to cast magic or be wielding a catalyst. [u]Use Item[/u] - Using an item is most commonly a standard action, but this can chance depending on the individual item. Additionally, the use of an item can call for a percent change of success or other rolls needed for the item's effect to function. [u]Move[/u] - Moving across the battlefield is a move action. When moving, specify a prominent feature on the battlefield at a known range, possibly an object or creature, and describe your movement about this target: towards, away from, strafing around, etc. Moving one range towards or one range away from a target costs one move action. For the purpose of movement, characters and objects can be described in estimates of ft. in relation to each other, as well as Range titles. [u]Draw Item[/u] - Drawing an item from a stowed position on your person can be either a move or swift action, depending on where it is stowed on you. Generally, it will cost a swift action to draw an item from a pocket or frontal pouch, and a move action to draw it from your backpack, satchel, or rear pouch. [u]Draw Weapon[/u] - Drawing your weapon from a stowed position on your person is a swift action. If both of your hands are free, you can draw your weapon directly into a two-handed position at no additional cost. [u]Stow Item/Weapon[/u] - Putting your weapon or item away is a move action. [u]One/Two-Handing[/u] - Switching between one-handed and two-handed on a weapon is a swift action. You must have a free hand in order to grip your weapon with both hands. Releasing your weapon with your second hand makes that hand free. [u]Drop[/u] - Dropping anything you are currently holding is a free action. If the item is fragile, or the distance dropped is great, the item risks damage and potentially breakage upon hitting the ground. [u]Pivot[/u] - Turning your body to face any direction is a free action. [u]Speech[/u] - Talking, yelling, whispering, or performing any vocal action is a free action, unless the vocal action is used in tandem with a skill or ability, in which case, it is considered part of that skill or ability for the purpose of acting during battle. [/hider] [u][b]Formulas[/u][/b] [hider=Formulas] All calculations round down to the nearest whole number, unless specified otherwise by the individual formula. [u][i]Legend[/u][/i] [hider2=Legend] [i]Base[/i] - Base accuracy of an action. [i]Acc[/i] - Accuracy modifier of the character performing the action. [i]Eva[/i] - Evasion modifier of the target of the action. [i]Attk[/i] - Attack value of the attacker's weapon, spell or other action. [i]Def[/i] - Defense or Resistance value of the target. [i]P.Spd[/i] - Speed of the individual making the Speed Check. [i]A.Spd[/i] - Average Speed of every combatant other than the individual making the Speed Check. [i]+ - * /[/i] - Add, subtract, multiply, divide. [/hider2] [u][i]Calculations[/u][/i] [hider2=Calculations] [u]Hit[/u] Base*(Acc/Eva)=% [u]Damage[/u] Because most weapons deal multiple types of damage, most types of damage are calculated against the defender's respective defense or resistance stat separately. The exceptions are the stats listed under a defender's "Physical Defenses." The Physical attack stat of a weapon deals combinations of Normal, Slash, Pierce and Crush damage at the same time, depending on the combination of the weapon's attack types, in which case, the defender averages all relevant physical defenses and defends with this new value. Attk-Def=Damage [u]Speed Check[/u] Speed check produces a value in % that a 1d100 must match or roll under to pass. If the roll matches or passes by more than half of this calculated value, the character making the check gains one additional Swift action for this turn. If the roll is half of the target or lower, the character gains an extra Standard action instead of Swift. [(P.Spd/A.Spd) / ((P.Spd/A.Spd)+1)] * 100 = % [/hider2] [/hider]