I want to try out a [url=http://cogentroleplay.com]free roleplay system[/url] I found that I think would work really well on a forum like this. I'll post enemy CSs and, assuming that no one meta games with it or cheats by rolling until things go like they want, you can roll for both sides. I'll declare what they want to do at the beginning of each round and you can write out how it went for them. Basic rules of the system: 1) Rolls are three dice + number of dice in a skill or proficiency. For combat rolls you also add your stat points. For skills you also add the stat it's based on. 4,5,and 6 are successes, 1,2, and 3 are fails. If you get more success than your opponent you win that round, if you get more successes than the challenge level then you win a skill check. 2) Skills can be assisted with up to one other skill or vocation. This is narrative based, so it has to make sense with what you are doing. Ex: Your character rolls to get behind cover. This could assist a stealth or dodge roll by using acrobatics or a gymnast vocation. 3) Destiny points can be used to add an extra success to any roll that helps you meet your destiny/goals. This includes surviving, as everyone needs to survive to fulfill their goals. You earn destiny points my moving closer to your ultimate goal, at GM discretion. 4) Commerce points are a simplified money system. Roughly speaking, one point means you have a modern $10 worth of purchasing power, 2 means you have $100, etc, with each level 10x larger than the one before. If you buy something worth all of your points, your number of points goes down by 2. If you purchase something worth 1 below the number of points, it goes down by 1. Things that cost less than that don't effect it unless you buy a lot of them. ex: a rich character buying a sword wouldn't lose any, but if he bought enough for the army, it would. 5) Injuries take their value in dice off of combat rolls. You get them by rolling fewer successes than your opponent in combat. A level 1 is a minor wound, a level two is serious, a level 3 will be fatal if not treated in an hour of so, a level 4 is fatal if not treated within minutes, and a level 5 is instantly fatal. You can use you strength to ignore damage when it's taken at 1 point per level of injury (say to step down the severity of an injury), but only up to a total of your strength. 6) Zero points in a stat is average, one point in a stat is professional level, two points is Olympic/elite level. You can take a -1 in a stat if you want to be below average and use that point in another stat. Stats are limited to 2 unless there is an in universe reason (magic, tech, mutation, cybernetics, drugs, etc) for it to go beyond that. 7) Rolling for a disabling characteristic (d20) will get you 2 extra points to put in skills, vocations, or proficiencies (combat skills), but you can choose them for 1 extra point. 8) Sometimes I'll roll a "destiny die" to randomize events, with 11-20 being in the characters favor and 1-10 being bad for them. 1 is the worst that can happen, 20 is the best. I might also use this to move through situations faster if the players don't mind (ex: watching a battle unfold). [hider=Character Sheet:] Name: Age: Race: Height: Body type: Character Disposition: Disabling characteristics: Attributes: (total of 2, +1 if you have magic or a racial trait that helps it) Strength: Reflex: Intelligence: Skills: (up to four in any skill) (15 points for skills, vocations, and proficiencies) Perception: (+str, ref, and int on roll) Athletics: (+str on roll) Grapple: (+str on roll) Swim: (+str on roll) Aim/Throw: (+str on roll) Acrobatics: (+Ref on roll) Ride/pilot: (+Ref on roll) Slight of hand: (+Ref on roll) Stealth: (+Ref on roll) Deception: (+int on roll) Persuasion: (+int on roll) Infiltration: (+int on roll) Survival: (+int on roll) Vocations: (up to 4 points in each) Proficiencies: (combat skills, up to two points in each) Destiny points: (start with 3) (add stuff here) Commerce points: (I'll tell you based on the rest of the CS.) (add stuff here) Injuries/penalties: (add stuff here) History: Beliefs/Morality: Goals/Aspirations: Inventory/Equipment: Notes: [/hider] Now for the RP Idea. [HIDER=MAP IDEA] If anyone is good at drawing I'd love a picture for here. In the center of the map is the Everstorm, a hurricane that has persisted since its discovery over 200 years ago. It weakens in the winter and strengthens in the summer for collisions from other storms, but never goes away. Five hundred miles to the west is the Old Kingdom, a continent the size of our world's Africa, and five hundred miles to the east is the New lands, the size of our world's south america. 350 to 500 miles to the north and south of the Everstorm are chains of islands which were colonized over 1000 years ago but has only weak ties to the old kingdom. [/HIDER] We are pirates living in the Northern islands between the Old Kingdom and the New Lands. The King of the Old Kingdom is corrupt, and oppresses his subjects. The people of the New Lands fled from his rule, but he has followed and is demanding taxes. Most of the territories in the New Lands refuse to pay, which causes serious problems between the King's men stationed in those territories and the people that live there. We make our living hitting the King's ships as they sail East to the New Lands. We then sale what we don't need to the people in the New Lands. We are not exactly evil pirates, and will let them go if they meet our demands, but we're not above killing the kings men if they don't hand over their goods. After all, they work for a man that does worse to his own people. They don't really deserve better treatment. Magic exists, but only nobles may legally be mages and only clerics and paladins of the official religion may legally use holy magic. We will be ashore at a city in the New Lands when the RP starts, and we get a message from a prominent merchant in the area saying that he wants to hire us. [hider=sample CS] Name: Harris Derm Age: 28 Race: Human Height: 5'8" Body type: Slender Character Disposition: Hardworking Family man Disabling characteristics: Overconfident Attributes: The healing power which flows through his body guarantees that he can work longer, drink more, and has more resistance to disease or poison than the average person. Strength: 1 Reflex: 1 Intelligence: 1 Skills: (up to four in any skill) (15 points for skills, vocations, and proficiencies) Perception: 1(+str, ref, and int on roll) Athletics: (+str on roll) Grapple: (+str on roll) Swim: 1(+str on roll) Aim/Throw: 2(+str on roll) Acrobatics: (+Ref on roll) Ride/pilot: (+Ref on roll) Slight of hand: (+Ref on roll) Stealth: 1(+Ref on roll) Deception: (+int on roll) Persuasion: (+int on roll) Infiltration: (+int on roll) Survival: 2(+int on roll) Vocations: (up to 4 points in each) Farming: 2 Hunting: 3 Sailing: 1 Proficiencies: Firearms: 2 Knife combat: 1 Healing magic: 1 (Takes a minute to use, so not usable in combat. This will negate the number of successes worth of injury level, and will use my survival skill, which is the medicine in this system.) (combat skills, up to two points in each) Destiny points: 3(start with 3) Commerce points: 3(I'll tell you based on the rest of the CS.) Injuries/penalties: none yet. History: Born in the Northern part of the Kingdom, he was a simple farmer with a secret. His father, his father's mother, and he had the ability to, in desperation, heal the wounds of others. He would hunt during the late fall, winter, and early summer to bring in additional food and money for his wife and daughter. One day, however, when his wife was sick and he was out picking herbs to treat her, his daughter also showed that gift. The neighbors heard of her miraculous recovery and contacted the priests to test the family to see if they were using magic. Knowing that they would discover his and his daughter's secret, he gathered their things and ran. At a port city he sold his horse and cart and got passage on a ship headed for the New Lands, with his wife and him working to pay for their journey, he as a deck hand, her in the kitchen or cleaning. In the New Land they tried to start a new life, put there too the priesthood were in power, so he took a cargo ship to the only place he knew they would be free, the independent Northern Islands. He settled in the city of Saris and there he met the captain of a pirate ship. Knowing that it would be his best bet at providing for his family, and wanting to protect them from the Kingdom and its rules, he joined the crew of the pirate ship, eventually working his way up to first officer. Beliefs/Morality: He believes that the Kingdom is evil, and that the only way to be free of that evil is to fight it. That said, he won't kill anyone unless they are a threat. Goals/Aspirations: To see the people freed from the Kingdom and it's tyrannical rules. Inventory/Equipment: two hunting knives, percussion cap rifle, medicine bag, black clothes and hooded cowl Notes: I rolled a thirteen for a debilitating characteristic. This means I'm overconfident. I will recklessly assume that I will succeed at things that I try. I won't necessarily try things that I have no skill in, though. This gave me 2 more points for skills, proficiencies, and vocations. [/hider]