## Earthbound RP #### Initial game pitch *Let me know if this is too complicated or something and give some suggestions if you have better ideas! Also, I'm always open to answering questions to clear up any confusion!* ### Story Startere is a sleepy, all-American town situated in the middle of Nowhere. There are no paved roads in and out of the town, and there's just desert all around--temperate desert, but a wasteland all the same. Along the main road, there's the general store, mostly stocked with local woodwork from tables and chairs to toys though it sometimes has some factory-made things when a rare shipment comes in; there's the farm stalls once a week where everyone trades the fruits *(and vegetables and eggs and other farm things)* of their labor; and a bunch of other useful things like the tailor, a diner, and the big, elaborate Town Hall building. Most of the time, most people are found just milling around this main street, but they're always sure to get their work done. For the past couple of weeks, the residents of Startere have been complaining about loud noises and bright, colorful lights coming from the sky at night. A few people have stayed out at night to see what was causing it, but the sound was so loud and the lights were so bright that they couldn't actually see what was causing it. Rumors about aliens started going around, and a general unease settled on the town. But the mayor finally had enough. Just last night, he went out shooting blindly into the night with his shotgun when the lights showed up again, and after a few shots, the lights began to flicker and the noise shifted, closely followed by a fiery explosion out to the south of town. Now a small group is gearing up to go check out the crash site... ### Gameplay #### General This is just like any other RP except that there are battles. You can walk around and do what you like and manage your reactions and go where you please, but let the GM describe the locations and places you go. If you keep it within reason, you can decide to go somewhere completely different! Like if you're in a forest, you can "investigate the cave" even when it hasn't been pointed out/expected by the GM. We want to focus on world and character building while pushing the adventure forward. #### Fighting The battles are not random--just like in Earthbound/Mother you can see your enemies and decide if you want to fight or avoid them, though your chances of avoiding the enemies depends upon where you are (i.e. is it an open space with lots of room to walk around or a narrow hallway) and often upon the roll of a die (6-sided - the GM will decide what you need, typically 4 or higher). Each battle is turn-based, and the order of the turns depends on your character's Speed stat. When your turn comes, announce what you would like to do *first*, and then roll a 6-sided die (a digital die will be provided for all your die-rolling needs) and write your result. The higher your roll, the more successful your action, with a 6 being a SMAAAAAAAAASH for attacks or a highly effective healing PSI move. The opposite is true as well, with a 1 being anything from a miss to a backfire. Based on your roll, write your action's outcome. Be fair, ok? The GM(s) will roll for the enemies and will follow the same rules. To best emulate Earthbound's rolling HP counter, there will be no HP. Just be fair and know when you've died. If it's clear that a fatal blow has been dealt (and the GM should always say if it is), the GM(s) will probably announce your death the next time the enemy's turn comes around. Within that time, however, a healer can heal a party member with PSI or items and keep them from dying. There's no easy way to do this in this format, so just be fair, OK? The same goes for special attacks, particularly PSI attacks. There is no PSI amount to keep track of, but they must be used within reason. Let your character "run out" of PSI or energy once in a while. Don't just spam the same attack unless it actually seems reasonable. During battles, you can talk/do "free actions" out of turn, but don't do anything that influences the battle unless it's your turn. An exception is non-actively-fighting characters in the immediate vicinity. For example, once per turn, a character like that can, say, "throw a rock" or "tell to be careful". If those characters intend to do damage or defend a player, they will need to follow the action rules above. #### Pockets (Inventory) Details to come, but a basic explanation is below. ### Characters Use the following template and allot 10 skill points to the stats of your choice. In addition to the stats listed below, you can also give your character *up to* 3 custom stats! It can be anything to help fill out your character. For instance, it can be "Cooking" or "Cow Tipping" or whatever. You will still need to distribute your skill points across them from the same pool of 10 points, so be careful! **Suggestion:** Let your stat distribution influence how you describe and act as your character. Interpret that suggestion as you please. You can also pick 3 special attacks/skills to use in (or outside of) battle. Let what you choose be influenced by your character's "Quality" (see below). Also, describe what your skills do. Be creative! Because there's no HP, just describe what it does (i.e. heals a party member a lot/heals all party members a little). **Note:** You don't need to have PSI attacks! You can just use general skills like "Focus" or "Wild Swing" if you want. **Name:** **Quality:** **Description:** **Main Weapon/Fighting Style:** **Skills:** **Stats:** - Speed: 4 (influences your turn in a fight and how fast you can avoid things outside of battle) - Strength: 1 (influences how much damage your attacks do and how much you can lift outside of battle) - Guts: 2 (influences how many hits you can take and how long you can stay alive) - Wits: 3 (influences how perceptive you are (how much information you can gather from a certain situation), i.e. how an enemy is described so you can find a weak spot or if you can find a hidden trapdoor) - **Pockets (10 items max):**