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Forum Warriors
 
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Popple



Joined: 30 Apr 2007
Posts: 14001

HP: 99 MP: 8 Lives: 10



PostPosted: Tue Aug 19, 2008 2:00 am   Reply with quote

I was working on this tonight and didn't get as much done as I hoped.

Don't *crag* get your hopes up, as if anyone will, I might not even finish it.

Forum Warriors: BETA

The Text Based Role Playing Game Developed Exclusively for Play on Forums Based on D&D

Things you will need.

1.A dice script in the forum or an off site program and an extreme sense of wavering trust in your fellow players.

2.A forum.

3.This guide.

4.Several people as *crag* up as you are.

Chapter 1: Creating Your Character


In games like this, the standard procedure is to roll dice of some sort to determine stats. We all know that people who use internet forums are sneaky little buggers though so I have developed a system to combat this. All characters start off with the same amount of stat points to spend on any skills, depending on what class you choose to play, these can be altered due to pluses or minuses that certain professions may convey. Due to this, it would be wise to pick a class before creating your character. You start off with 10 skills points to spend in seven categories. You may spread them out however you want, as long as you stay within the 10 point limit. All skills start off at zero with the exception of HP which starts off at 30 and AP that starts at 5. For every point you add to a skill it games a +1, adding to HP or AP grants a +5. Below is each skills set, and what each conveys to your character.

Health Points (HP): The stamina that your character has. When this reaches zero you are knocked out, more on this later in the guide.

Ability Points (AP): You expend these points to activate certain abilities and spells. Not all abilities require the use of AP, and this will normally be shown next to the skill description.

Strength (STR): This represents your ability to deal melee damage, as well as your ability to take it.

Magic (MAG): This represents your prowess in the magical arts, as well as your ability to block harmful spells.

Stealth (STL): Stealth determines how well you can sneak past enemies, and how well you can avoid attacks.

Cunning (CUN): How well you communicate with other NPCs, mostly used out of combat.

Perseverance (PER): A special skill that can be used in and out of combat. This particular skill is further elaborated on further in the guide.

A top of these there are several passive skills each Race and Proffesion receives. These normally add bonuses to different types of rolls such as when being poisoned or attempting to read a mysterious text.

And on that note let us move on to races. Race does not change base stats so much, though it does give you several passive abilities and also determines how well you get along with other races out of combat. Race is not as important as Class, so you may want to think more about who your character is than how you want to play them when deciding Race.

RACES:


Human

Humans are one of the more intelligent races in the world. Their advancements in science have accomplished feats many thought were only possible through magic. They have constructed monstrous buildings of hard stone, and marvelous machines capable of moving boulders weighing several tons. Through their perseverance they begin ushering in a new modern age of civilization. This has earned them many enemies though from the ancient races that used to dominate the entire earth with their wicked spells. The humans are a relatively new race, and it is hard telling whether or not they will last to see the dawn of their new world with these powerful sages taking every liberty to destroy them.

As a human you are extremely quick to act. Although some of your kind have been known has great scholars, very cautious and very weary of certain circumstances, for the most part you have no probably charging into an empty room without second thought. You are very adaptable to any environment, and for the most part communicate well with other races. You are fairly dependable in combat, though you are nowhere near as physical strong as a Orc or Dwarf.

Passive Abilities:
Persistence: When KO’d, add a +2 to your saving throw.
The Wonders of Science: Add +2 to attack rolls when using a mechanical weapon.
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Popple's Secret Hideout    
Psst...
Die4Less
Vampire


Joined: 02 Jul 2008
Posts: 3681

HP: 95 MP: 0 Lives: 2



PostPosted: Tue Aug 19, 2008 12:32 pm   Reply with quote

Well... If You Don't Finish It, I Will... awesome

I Really Like the Idea... In Fact, I'm Willing to Help You With It.
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Die4Less Corp.    
See?
Popple



Joined: 30 Apr 2007
Posts: 14001

HP: 99 MP: 8 Lives: 10



PostPosted: Tue Aug 19, 2008 8:51 pm   Reply with quote

Skorpio wrote:
Well... If You Don't Finish It, I Will... awesome

I Really Like the Idea... In Fact, I'm Willing to Help You With It.


Good, because I have to make a *crag* monster and item guide.
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