Wow, things exploded. @BlizzOkay so here is a response to your question "Character looks good but I just have one question, it states that arrow is a mad thinker, what do you mean?"
Mad thinker means that Arrow cannot help but think. At night, in zen take-it-easy moments, even while asleep she will be woken up by "Hey that's a great idea! I should write it down!" Likewise, it means a lot of questions, some of which are going to drive her nuts if there is no answer.
But you are right, I missed Mr. Rage. I was reading through his posts to make sure I wasn't missing anything before I listed him, and then *Pop*... totally forgot to include him.
Most of the rules are actually for GMs and not essential for players to know in order to run a game. The players content is anything contained in a box (with the exception of the character building templates located on the second page of "skills.") I have some more formatting to do, but the player content is about 5 pages if you want to get EVERYTHING down for a game. Real functionality is actually about 2 pages. The way I can pull this off is because I focused on getting things to be pretty self-explanatory.
For those who do not have time or access to read the rulesbook this is what it comes down to. -Roll 1D100 -Rolls are not binary (Binary: only success or failure) -You roll your stat to figure out if you do better or worse than your stat level and it will automatically tell you how you did. -Survive-ability in combat is based off of how well you portray your character out of combat (in other words you have made your character a main character instead of an extra.) -Combat (there's a bit more to it, but to sum it up...) You describe your combat sequence to collect awards and points by doing a good job, or loose them if you do a bad job, and then distribute these collected points into defense, attack, or damage as you see fit.
3< >6ish... that's enough to get an OOC thread going, I think. I'll give it until lunch to see if I have people bail by the droves. That, and I need a little time to compile my content.
The core rules are free and always will be free, so if you like the rules please snag a copy and use it however you like. All I ask is that you give me back some input if the game runs well or you hit any snags.
We will be building 12 skills and the rest of the template is located on the 2nd page of the "Skills" block. (Note to self... page numbers.)
I will post a link to the rules either tonight or early tomorrow. Right now I'm on my phone and editing PDFs is a little tricky. The concept behind the system is to utilize the already established principals of story telling like in movies and novels. I have basically quantified them, and made advancement and survivability off of the same principals. Most of these rules are ones we understand and acknowledge but have never actually had it told to us, so it is a super quick learn.
Life, real life, isn’t for the faint of heart, nor is it for those who have something to lose. If you are brave enough, lucky enough, or clever enough, you can grasp the wonders of the world... or at least that’s how everybody imagines it to be.
Premise: Your characters are the underdogs, the broken, the dreamers, and the fools that are willing to risk their lives to dawn the title of “adventurer.” Whereas a mercenary has one task (violence) an adventurer is a jack of all trades functioning as detectives, messengers, enforcers, paranormal investigators, daredevils, exorcists, privateers, spies, explorers, decoys, and treasure hunters. However, their true talent lies in getting killed. They sort of have a knack for doing that. Yah... suuuuuuper popular in adventurer organizations right now.
While this sort of work is what you would like to do in the long term (unless of course, your character is looking for suicide by hazardous profession,) tasks are not exactly prevalent. So....*dum da da duumm!* while juggling your full time labors to pay the bills, you are moonlighting as an adventurer in your free time!
Setting: This a blend of historic fantasy and classic fantasy. Freedom is really not a concept many people know the meaning of well. Most likely you are going to be a serf, peasant, or knight locked into servitude to some noble. You reside in the kingdom of Fortchanar, in or near the village of Chazwall.
Magic is extremely rare. In fact, magic is so rare that it is more of a myth than a reality. People encounter this maybe once a decade, so it is not impossible, however, the secrets are heavily guarded, and the potency never quite seems to live up to its reputation.
Good news though... your character’s story will encounter magic and gain options like being able to alter themselves into becoming mythological creatures, gain supernatural abilities, become flat out awesome, or even just find a new appreciation for normal.
Size: No fewer than 3 and no more than 6 players
Posting Frequency: About 3 times a week. Honestly frequency is better than length because it keeps the game moving.
Mood:
While the story is true and rational in and of itself, things are exaggerated or full of truisms and irony. Though dark scenarios can and will occur, there will always be a level of humor poked at everybody everywhere so as to avoid a macabre mood. Likewise, characters are welcome to have a sense of humor, but are not allowed to be intrinsically silly.
Rules:
We will be using my personally created universal system called “LLAMA.” I will make it available once we get some players interested. This is not a mechanical system (Like D&D) but still has considerable enough structure for things like combat, success, and advancement (in other words, the cool parts of structured roleplaying.) There is not much needed for players to learn of the system, and I can introduce the rules to you little by little as we go along. So don't be intimidated by a ton of reading.
Furthermore, there are going to be a few rules specific to this game and are listed as follows: -No one will start with magic but eventually the characters will encounter options to learn or utilize it. -All characters are human... right now. Oooooowaaaaaooooooo! (Ever wondered why dwarves, elves, and orcs all look human-ish?) -1 character per player (NPC’s need to be under GM control, if you have an NPC that shapes your character, work with me.) -Rated PG (About the level of Star Wars)
I’m here to roleplay because I’m super sick of being bored. I like roleplaying, I think it’s tons of fun. So, vacations, stress, and other things in my life actually make me want to play more, not less. I would hope it is the same for you. If you aren’t serious about actually playing, but just want to create a character or show your support, that’s nice and all, but I want to play! Won’t you play with me? So, please don’t jam up the application and make genuine players think that there isn’t any room left.
Appearance: -Nothing special to look at -Wears the common clothes of the area with nothing particularly flashy (considering that is all that she can afford.) Even so, she is able to wear the garments with a level of stylishness. -Dark brown hair -Hazel eyes -Darker skinned with freckles that you might find in a southern European. -She is a little tall for a woman and a little lanky -Flat chest -Has toned legs from a lot of walking
Personality: -Mad thinker -Weird -Mischievous -Contemplative -Doesn’t stand out even when she tries -Has a passion that runs deep and is not diverted by failure or obstacles -Loves challenges and thrives with opposition -A total futurist -Is innately curious and a devout learner of anything that tickles her fancy -Has lots of experience with street-smarts, avoiding dangerous situations of unwholesome environments. -While a thief, there is a moral code that she follows that is absolute. This has earned her the nickname “Straight Arrow” as a mockery, but her comfort with it has been turned to a term of respect and shortened to just “Arrow.”
Weapon: Arrow carries a long whip, but does not use it to kill.
Other: She has a long record of arrests and breaking and entering, however, nobody has ever been able to pin a crime on her other than being where she is not allowed.
The one crime that the thieves recognize her for, is the flawless caper of the theft of several sacred texts and books on magic from a noble by the name of Pravus. It was a story to be blown off as mere legend considering that the house and Pravus himself have no clue where to even start looking for suspects or improvement in security. However, witnesses claim that such texts are in Arrow’s possession though why she is not attempting to sell them is beyond the reasoning of most. This has earned her the respect of being some sort of mastermind.
@blizzDon't get too caught up in the details. We don't need a deluge of information to get things kicked off, just a taste of where you are going to lead us and where the borders of your story stop so that we avoid making characters that don't fit. The big blob of universe is only in case we can't think anything up.