New stats HERE: All stats to be bought with CP. You have as much CP as you do XP, but it is spent seperately. These stats are to be used for NON-COMBAT RP, and alot more of it is coming. Primary Attributes: COMMAND: +attr [=] The command to set up and buy primary attributes is +attr. This should also be part of chargen for new characters. Lowest is 0, Max is 625 (level 25), cost per point is the same as the level you are in, so to go from 100 to 101 is 10CP, from 200 to 201 is 14CP. Needless to say primary attributes are expensive. |Ability Detail Social -----------+------------------------------- Body type|Strength Dexterity Appearance Mind type|Stamina Perception Intelligence Spirit type|Willpower Magery Charisma You start with 100 in each stats, and you select 2 categories, (body mind spirit) and (ability detail social) and you get +50 to each row and column you select. Attributes enhance specific rolls as staff may dictate in a TP, as well as specific rolls for using an attack in a non-combat fashion. Skills: COMMAND: +skill [/][=] To see a list of skills, look at +dex/skill. More information can be seen by doing +dex/skill . Lowest is 0, highest is 625 (L25). ALL of these can have subskills. The subskills are freeform but has to be placed under a skill and be relevant to the skill. Both skills and subskills cost 1CP. Subskills cant be raised above the skill they are being placed in. Subskills are added to the roll when being rolled when it is relevant. Each skill typically uses the main stat but for some rolls, it might be different, for example, Investigation/Analysis takes perception, but Investigation/Torture takes Willpower. To add points in skills, use +skill. List of skills: Skill Main stat Example subskills ---------------------------------------------------------------- Agriculture Intelligence Farming, Botany, Gardening Agility Dexterity Running, Climbing, Swimming Alchemy Intelligence Potion, Marijuana, PP-UP Alertness Perception Reactions, Discovery Animals Charisma Taming, Husbandry, Speech Artistry Dexterity Drawing, Painting, Pottery Brawl Strength Kickboxing, Karate, Boxing Business Intelligence Sales, Crafting Dexterity Pottery, Carpentey, Metallurgy Defense Stamina Brawl, Parry, Firearms Electronics Intelligence Repair, Rework, Understanding Etiquette Charisma Foreign, Diplomatic, Firearms Dexterity Folk-lore Intelligence H istory, Homekeeping Stamina Cooking, Cleaning, Decorating Investigation Perception Interrogation, Torture Knowledge Intelligence Language Appearance Poqmori, English, Tiamogian Mechanics Dexterity Machines, Vehicles, Electronics, Computers Medicine Intelligence Psychology, Surgery, Pharmology Melee Dexterity Sword, Katana, Military Intelligence Spying, Planning, Troops Occult Magery Astrology, Druidry, Spells Performance Appearance Dancing, Tantric, Singing Politics Willpower Leadership, Diplomacy Ranged Dexterity Archery, Trebuchet Riding Stamina Ponyta, Lapras, Chocoboes Science Intelligence Physics, Astronomy, Biology Security Willpower Locks, Lockpicking, Barrier Sorcery Magery Cure, Typecasting, , Subterfuge Perception Lies, Hiding, Sneak Survival Stamina Forest, Hunting, Nukes Technology Intelligence Hacking, Programming, Pokedex Vehicle Dexterity Boat, Car, Airplane, Starship Checking skills: COMMAND: +check [+[+|][+]][+][:] To do a skill check, you use +check. At the very minimum, an attribute is checked, but usually you check an attribute, skill and/or subskill, seperating the three with plus signs. The following values are added up to find your roll level: Your level: You get 1 point per character level. Your primary attributes: You get 1 point per point in the attribute you use. Your equipment: You get 1 point per point in your equipment. Your skill: You get 1.5 point per skill point. Your subskill: You get 2 points per subskill point Your attack: You get 2 point per attack Staff specified modifier: If staff specifies a modifier in a scene, this will add or remove points. Note that you can specify either a subskill or an attack, you cannot specify both. All these values are added together to create the roll value. The first stage is to beat the success odds. Every point offers a 0.1% increase in the odds, the points are rolled against 1d1000 with a minimum of 5% (a roll of 50 or below always succeeds) and a maximum of 95% (a roll of 950 or above always fails) chance of success. There is a 2% chance of botching (980-1000) and a 2% chance of critical success (1-20). Lower values are better. There is also the perfect success, which is what you get if your points add up to exactly your roll. If you succeed in the roll, the level of your success is determined, the difference between your points and the roll you made is determined, and the level of this difference is determined. You then roll the number of dice in the level of the difference as d12s. Every 1 takes away a success, 9-11 counts adds a success, and every 12 counts as 2 successes. The difficulty can be adjusted which can change how high a roll needs to be to get a success. If you got a critical success, the successes you earn here are doubled. If you get a perfect success, they are quadrupled.