Hidden 8 yrs ago 8 yrs ago Post by Hellis
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Game Mechanics and Clarifications.


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 segment of the character creation in the post.

Skills: Skills are your talents and powers and points of expertise. These can range from training in a specific type of firearms to survival skills from living your entire life on the road. Keep them to the point and do not make them to all encompassing. Think in terms of your Archtype and character. There is a list of generic skills if you need some inspiration.

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"

Mage Archtype:
Unique Skill: Magic (The ability to cast spells) Spiritualism (Knowledge of how crystals effect humans)
Subtype Examples: Combat Mage, Fire Adept, Elementalist, Crystal Priest

The Mage Archtype is the only one capable of magic. Limited in its use of the Crystal fueled technology, a Mage cannot utilize things such as Kinetik Magic guns or Lightning Spears due to their own personal crystal. Mages need focus and benefit the most from Mind related skills. In general, many Mages are deeply spiritual, having gotten their training trough varius sects and religious institutions. There are mages who are more physical and favor simple and mechanical weapons over mastery. These "combat mages" can be really scary and generally belong to the more aggressive, less pleasant sects.

Engineer Archtype:
Unique Skill: Builder (The ality to create new things) / Inventor (The ability to create new technology)
Subtype Examples: Combat Engineer, Magiweapon Engineer, Restorer, Mechanic

The world fell to ruin in such a short time, and with it we lost a lot of our knowledge. But we also managed to rebuilt. And this is where the Engineer archtype comes in. Engineers are masters of the technical. Be they a more military minded Combat Engineer or Pioneer out to build new settlements, the engineer is the backbone of society. The Engineers Archtype is the only one capable of properly understanding, repairing and constructing new technology. They come from all walks of life and specialize in many different areas. Some are known as restorers; looking for pre-Fall technology in attempt to restore them to working order. Engineers tend to also be the best drivers and pilots.

Soldier Archtype:
Unique Skills: Soldiery: (Better at maintaining weapons, can use any weapon.), Combat Experience (Handles firefights and human conflict a lot better)
Subtype Example: Arbiter, Caravan Guard, Mercenary, Ex-Raider, Syndicate Thug

In a world so harsh and unforgiving, the Soldier is never without work. This archtype focuses mostly on being able to fight properly and without equal. The soldier archtype is required to operate many of the heavier guns and has access to tactical knowledge the others may lack. Arbiters per example, are the peacekeepers and defacto police of the East Coast. Meanwhile, a Raider who decided to throw in with the cities is a brutal ally to keep, who has alot of unique experience dealing with gangs and their way of combat.

Hunter Archtype:
Unique Skills: Slayer (Knowledge of fighting beasts) /
Tamer (Knowledge of how to tame beasts)
Subtype Example:
Stalker, Giant Slayer, Exterminator, Beast Tamer.


The many beasts and creatures that now room our world are in general very dangerous. It is a special kind of person who decide to hunt them down. Enter the Hunter Archtype, a mix of survival skills and combat. Hunters are used to fight beasts, not humans and as such they are less apt at killing men and utilizing combat strategies then a soldier. While some may prefer to hang back with a really powerfull rifle, some hunters make it a pointto sneak up on their pray. Others only hunt the biggest, meanest beasts. Due to varied nature of their quarries, hunters weapons are extremely specified and generally a whole lot less effective when dealing will full on man to man combat. From "Giant Killers" who hunt only the biggest, most massive creatures, to the hunters that exterminate nests of giant insects, their tools are built for specific purposes.


Explorer Archtype:
Unique Skills: Inner Compass (Explorers don't get lost) /
Keen Senses (Able to spot things others miss)
Subtype Example:
Scavenger, Pioneer, Frontiersman, Pathfinder,
Forward Scout.


It is a brave new world out there, and the Explorers are the ones leading the charge out into the great unknown. Capable men and women with keen eyes and a sense for direction and survival, the explorer is never stuck in one place. Instead they are Scavengers looking for salvage in the ruins of the old world. Or they are Frontiersmen who brave the new flora and terrain to map and pave the way for settlers and others. Perhaps you are the Forward Scout for a group of soldiers or a pathfinder for a merchant
expedition. Whatever your employ, your tenacity and survival instincs are second only to your ability to
navigate the world like nobody else.


Skill assignment

Each player is given a number of skills dependent on their archtype. They can range from everything from driving to sneaking to athleticism. You might want to pick up a weapon or combat skill as engineer or a explorer. Or you might want to pick up first aid as a soldier. It's up to you.

Skills are what you are good at. A soldier has knowledge about weapons and as such starts with the knowledge of two types of weapons. When a skill says (Any) such as "Weapon (any)", replace the parenthesis with the specialization of your choice.

Example Weapon (any) -> Weapon (Spears)

Skill growth.
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.





CHARACTER SHEET.

Name;
Age;
Appearance;Pictures have to have text accompanying them.
Personality:
Biography;
Archtype;
Specialization: I.E Mercenary for Soldier, Scavenger for explorer.

Skills;I leave you guys to come up with 7 skills. See the list in the character tab for generic examples
Weapons;
Equipment and Gear;


-----------------


Examples of Skills:

  • Specialities

    • Stealth
    • Lock picking
    • Hacking
    • Diplomacy
    • Critical Thinking

  • Knowledge Skills

    • New World Religion
    • Old/New World Geography
    • Ambrosian Politics
    • Crime: Smuggle Routes
    • Beast Lore


  • Combat Skills

    • Weapons (Any)
    • Hand to Hand Combat
    • Sharpshooting
    • Urban Combat
    • Quick Reload
    • Explosives


  • Craft Skills

    • Leather Working
    • Crystal Cutting
    • Metal Working
    • Gunsmith (Magi Tech)
    • Gunsmith (Conventional)
    • Engineering (Any)
    • Weapon Restoration


____________________________________________Friendly NPC LIST _________________________________________










































____________________________________________Hostile NPC LIST _________________________________________






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