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@tadcfnaf Absolutely
@abelAdieu
Yeah, instant killing punches are restricted by the point and dice system. Also, I'm hoping the players won't be the type to want that anyway.
@abel OOC please
Name: Evan Stanley
Age: 18


Background: He grew up with an abusive alcoholic father, a mother with a compromised immune system, and three siblings who easily fell into alcohol and drugs. Evan was the only child of the family who aspired to have a professional career and escape poverty. He always wanted to work with animals. One day his father disappeared and he had to work to take care of his mother. Despite his high grades and dedication to schooling, his poor background and responsibility to his mother prevented him from being able to attend University. One day a businessman approached him with a proposal to help him and his mother...

HP: 40

Combat
Karate (Kickboxing): 4
Throwing: 4
Knives (Bladed): 2

Support
First Aid: 5
Animals: 3
Stealth: 2

Items:
Black Hoodie
Stealth +2 in dark areas

$0
Let me make lists for each skill tree. I'm open to suggestions for more.

Combat Skills

Whatever skill you use to fight or injured/kill someone or something







Support Skills

Skills generally used outside of combat, though you could improve in combat. Not to harm.











Magic is currently a mystery to your characters that will be revealed over time, so I will keep it a mystery to the players as well.
I've started. I'm working on a skill list

roleplayerguild.com/topics/198075-the…
Character sheets are a lot like those in other RPs

Name:
Age:
Appearance:
Background: Please at least say why you signed on
HP: Starting out its 20 then + whatever physical skills x2.

Then there are skills. There will be three categories.

Combat: Nothing magic, but anything you would fight with. Could be
Boxing: 5
Knives: 5

Support: Nothing magic here either. Could be anything from culinary skills to engineering. Could be
First Aid: 5
Repair: 5

Magic: This is what you will get later. At the start you are a muggle. Magic could reinforce your other skills.

Equipment: Weapons and armor or clothing that might have some kind of stat buff.

Items: Notable items.
Money: Self explanatory.
Next I want to talk about a dice system I made for this game. It's not any traditional system like D&D, but it does involve dice.

The system is based on d20 rolls and skill points. Your HP is 20 plus 2x any athletic skills (martial arts, parkour, weight lifting, etc). If HP falls to zero, you don't die, but you suffer consequences such as an injury or losing items. If the whole party loses all HP, the game doesn't end, but the plot takes a bad turn and everyone suffers greater consequences.

MP instead of spell slots, since this is a magic heavy game. You start with no magic or MP, but learn and increase MP as you study, practice, and use magic.

You play as a normal human, at least at first, so things that cause a lot of damage in real life will hurt you bad in the game, like getting stabbed, shot, or beaten unconscious. You're in the right place if you want to fix this, however, as harnessing magical energy can strengthen your flesh, making you stronger, faster, and more resilient. There is a trade off, however, as the more you use magic for this, the less you can use it for other things.

I will post a list of skills and magic you can choose from, and I will be open to other ideas. You get 10 skill points for Combat Skills and 10 skill points for Support Skills. You can pick whatever skills and distribute the points among them. You won't be a total expert at the beginning, and will have to choose your battles wisely.

No traditional attribute system. Instead of you must roll for something, the result is d20 result + related skill. For example if you need to do a strength check to break down a door, and one of your skills is 3 in weight lifting, then it's whatever you roll on d20 plus 3. Weight lifting also helps with endurance rolls and possibly intimidation.
A little update. I will go over the dice system and the character sheets next


I'm sure you had your reasons for blindly trusting and signing on with Maniacles Corporation. They only approach the unwanted and desperate, after all. Whatever they promised you, you agreed to play along in one of their "experiments." This one in particular mainly employed young people (18-25) though Maniacles may make exceptions just to make it interesting. And how exciting, after all. You're around college aged and you're about to get a similar experience with no cost to you. No monetary cost, anyway.

But what exactly do they have you in school for? The company isn't really offering to...pay off your debt, clear your record, or get you out of prison just to turn you into a lawyer or businessman. They're not sending you to Hogwarts, magic isn't real, right? But the things they keep mentioning are just odd to you. Manipulating energies? Psionics? And why must this happen on some secluded, frozen island near Alaska?








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