[center][b][h2][color=mediumslateblue]Leveling Up, Combat System, and Items[/color][/h2][/b][/center] [center][img]http://i.imgur.com/s9x0cos.gif[/img][/center] [center][i][h3][color=darkgray]"People are a collection of blood-filled sacks and floppy limbs, one second away from being stretched out and twisted like so much skin-taffy."[/color][/h3][/i][/center] [center][h2][color=skyblue]Leveling Up[/color][/h2][/center] [color=sandybrown] For most of your journey, experience points will be given to you through post activity and defeating enemies. I will be initiating the experience points and I would like for you to please update your characters' level bar. This is so your character is given what he deserves and levels up accordingly. Fighting enemies will be a group effort. An enemy's experience points will be split through the team. A party member must be present in order to gain the points. Word count will vary the experience points gained as well. Here's a simple estimation for experience points. [center]Word Count/Experience Points: 200 words- 1 point 300 words- 2 points 500 words- 3 points 1000 words- 5 points[/center] [/color] [center][h2][color=skyblue]Combat System[/color][/h2][/center] [color=sandybrown] The combat system will generally be written in role play format. There will be times when I will dice roll to determine the amount of damage an enemy inflicts or how much damage your character deals. [/color] [center][h2][color=skyblue]Items[/color][/h2][/center] [color=sandybrown] There will be dice rolls after enemies are defeated to present possible item drops. I will also be committing to these rolls during gambles and treasure chests. The rarity of an item will also be rolled. Your character along with the entire party share the same inventory regarding curatives. You and your group fight or decide who gets what weapon or armor. [/color]