_--__ [center][h2]Game Mechanics and Clarifications.[/h2][/center] For this RP, I have decided to implement a few mechanics as a GM that will help me add to the RP in a dynamic way. I have provided some tidbits on each.; Each character has a main attribute, this is either Mind or Body. Your main attribute determines where his fundamental weakness lies. If your main attribute is Body, you are weaker in Mind related things and vice versa. You also pick a sub attribute from each main catagory. They shown below and add specific character strengths, such as Intelligence or Dexterity. Aside from those, the player also chooses a unique attribute of their own creation. This Unique Attribute should be related to your concept in a way that helps him or her. [b]Example;[/b] Joseph is a engineer.  I choose his Main Attribute to be Mind; With intelligence being his mind sub, and Dexterity being his sub attribute for body. As enginer, I gave him a Unique Attribute called "Ingenuity" wich gives him bonuses when i comes to coming up new solutions on the fly. Mind [hider=Subattributes] Intelligence; Intelligence is the great divider. The reason humanity still stand. Highly essential if your intentions is to work with technology. Focus; The ability to stay focused in any situation. A very useful skill for both Hunters and Mages, who must stay on target when stalking a beast or not lose focus during spell casting. Mental Fortitude; A person of great mental fortitude is a person who can resist the mental strain of stressful situations and keep his calm. Some spells are easier resisted if you are of a resilient mind. [/hider] Body [hider=Subattributes] Strength; The physical strength of a person. This trait is for those who plan to carry a lot of heavy stuff, weapon or otherwise. Strength is important if you plan to swing any sort of melee weapon aswell. Dexterity: The flexibility and general ability to do things with finesse, speed and subtlety. Dexterity in usefull for everything from dagger and cloak activities to simply being able to work on complicated, delicate machinery Resilience: The ability to take a hit and keep going. Resilient characters can take more of a beating and easier survive poison and other forms of purely physical harm. [/hider] [i]Archtype provides the specialization of your character. Is he a adventurer or a monster hunter? IS he a mage or engineer. I have Provided you with Five different ones that give you a basic limitations. Such as Mage being unable to have any skills related Magitech (But instead having access to 'spells'). After you pick the archtype, you may specify your actual proffesion: Hunter, Explorer, Mercenary etc to further make it "your own"[/i] [hider=Archtypes] [center][img]http://i.imgur.com/KZwz7Eg.png[/img][/center] [/hider] [i][b]Skill growth.[/b][/i] A characters skills will grow under the course of this game, and to make this simple for me as a GM; I will abstract things a a bit. After specific objectives are completed, or missions undertaken to satisfactory effect, I as a GM will reward you with points to spend in both skills and attributes. You will also be able to spend a point to aquire a new skill when this happens, as to broaden your skill repertoire. [hider=Weapon Categories] There are a few categories to keep in mind when you look at weaponry. Magitech; The wonder of the new world, magictech utilize the magic of shards to different effect. A fire crystal can give you a safer, more reliable version of a flamethrower. Or it can coat your blade in white hot flames. A spear might be given the extra punch of a thousand volts of electricity gathered at its tip. Coventional: Conventional arms is the old world tech that relies on reliable things such as gunpowder, bullets and trigger discipline. While a lot of information was obviously lost in the fall and its massive decimation of the population, there is still a surplus of weapons for those that can find them. And the knowledge of how to construct them is not all lost either. Simple; Simple weapons are anything that's none mechanical; Swords, Bows, Spears etc Explosives; What the TNT box says. Explosives and bombs. While there are bound to be explosive stockpiles somewhere, you might want to be careful approaching those. [/hider] [hider=Magic and You] With the advent of Magitech, there are numerous uses for the crystals. One of the main ones is for fuel, either by steam engines using fire and water crystals or electric engines using lightning crystals. Machinery, both industrial or commercial exist that makes use of it. The machines that are cutting a swathe out of the new, very dense, Californian forest are mainly powered by magic. For military purposes, people have experimented with incorporating crystals into armor. But so far the results have been quite subpar. [b]Mages vs Magitech [/b] As covered before, there is a trick to using magic. One who uses raw magic has to be dedicated to it, and in complete control of himself. These magic users are rare simply because it is difficult and risky without any proper benefit compared to using Magitech. A Mage cannot use magitech weapons as their crystals would interfere with their connection to their own crystal. It is for this reason that the Mage archtype cannot be mixed up. You cannot 'dabble' in magic. As a handler of raw magic, it needs to be your life. That is not to say a mage cannot use a knife, or have survival skills. Your main skill has to be the magic, and your other skills will take a back seat somewhat. Not that a Mutant is better at handling the crystal, but more likely to become a shard head. Meanwhile, Magi-tech is reliably safe, but entirely dependent on technology to corral it. Weapons can be lost, broken or otherwise incapacitated. Not to mention Magic enhanced Armors still takes hits and the crystal could go critical. The main component for any sort of magic is the mysterious, crystalline ore. For common folk, they are simply referred to as Crystals. The power of a crystal varies depending on its size and purity. Most of it mined from clusters that can be found in different minor impact zones where the magic hasn't turned everything into a nightmare of beasts and overgrowth. However, the closer the location of a major impact zone such as LA, the more powerful the cluster you can mine. Depending on the area said cluster is found in, you get different types of magic. Crystal Clusters growing partially in water tend to be harnessing water for its magic. The magic is as varied as there is physical laws to defy it seems. Every element is represented: air, water, fire, earth. But also external forces such as Kinetic energy, electricity, magnetism. Not even time and space is entirely safe as there is known to be crystals that lets you speed yourself up or slow others. A crystal is not infinite in power however. They hold a spark of sorts, that machines and mages draw upon to use magic. That is why, after a time they turn into a dull grey. One can however, recharge a crystal by leaving it a element of your choosing for a extended time. Depending on the element of the crystal its charging speed is different. Putting a crystal in a lightning rod per example is a great way to get electromagic. Where water magic take a long time to regain its spark. On the other hand, Electric magic depletes the fastest, and water the slowest. Ambrosia has no shortage of water based magic crystals due its place at the coast. Being in the same state as the LA Impact zone, but far away enough to not be completely overwhelmed by its magic, they also have crystals of decent size and purity. [/hider] [quote][i][b]CHARACTER SHEET.[/b][/i] [b]Name;[/b] [b]Age;[/b] [b]Appearance;[/b][i][color=gray]Pictures have to have text accompanying them.[/color][/i] [b]Biography;[/b] [b]Archtype;[/b] [b]Specialization:[/b] [i][color=gray]I.E Mercenary for Soldier, Scavenger for explorer. You are free to come up with one of your own, aslong as it is marginally related to your archtype[/color][/i] [b]Main Attribute/Sub Attribute/Unique Attribute;[/b] [b]Skills;[/b][i][color=gray]I leave you guys to come up with 7 skills. See the list in the character tab for generic examples[/color][/i] [b]Weapons;[/b] [b]Equipment and Gear;[/b] [/quote]