Post by Mascarenhas on Feb 17, 2015 18:26:22 GMT
Criminal creation!
The basic stats that will determine what advantages and disadvantages your character has when trying to do things in the world:
Str - Strength. Used for natural athletic abilities and includes (possible) damage done in melee.
Dex - Dexterity. Used for agility based actions, reflexes, balance and poise. Ability to dodge attacks. Often also used for fine motor skill actions (like picking locks).
Hel - Health. Used to determine your max health, resistance to disease and poison and recovery rate from injury.
Int - Intelligence. Used for tasks that require mental acuity, recall, analytical skills.
Wis - Wisdom. Awareness of your environment, intuition, insight.
Cha - Charisma. Used for confidence, eloquence, leadership and for performance pieces.
San - Sanity. Determines the likely hood of you running into random encounters.
All characters will start with 0 and you choose, from a total of 75 points, how to distribute your stats with the skills you prefer is up to you. Points can be spent as follows:
Ability Score/ Modifier:
0-1 / −5
2–3 / −4
4–5 / −3
6–7 / −2
8–9 / −1
10–11 / +0
12–13 / +1
14–15 / +2
16–17 / +3
18–19 / +4
20 / +5
Obviously the bigger the stat is, the bigger the bonus it will confer to certain skills. Stats can be increased by levelling up by performing particular tasks, jobs or surviving difficult encounters.
Skill checks through the game require the use of certain stats and any bonuses or penalties being applied to the result. Which means anyone can attempt to (for example) jump over a horse, but if you have crap dexterity...it's likely not going to end well.
Criminal Type
Next up is to choose your criminal type. This is what got you landed in jail. Each criminal has a different perk and drawback:
Cannibal
Perk: Can use an extra (rolled) action per round. (Before other players in party)
Drawback: Sanity -1 per extra movement.
Animal Strangler
Perk: Has one extra minion slot.
Drawback: If one minion dies, all minions die.
Addict
Perk: Immune to poison and radiation, potions and herbs have double effect.
Drawback: Sanity -1 per potion/herb.
Prison Bitch
Perk: Claimed items cannot be contested or stolen.
Drawback: No minions.
Satanist
Perk: Can cast spell to +3 to any of own modifiers for 1 (rolled) action.
Drawback: Sanity -1 per spell performed.
White Collar Criminal
Perk: Can steal any players/NPC item without player/NPC needing to perform (rolled) movement.
Drawback: Prison rules - you'll likely get beat up.
The Mule
Perk: 3 extra item slots for females. 2 extra item slots (not saying where) for males +1 dexterity.
Drawback: Can only travel to 4 places per week.
NOTE: Current health and sanity do not have modifiers (in brackets). Only max health and sanity.
Name: John Doe
Criminal Class: Addict
Perk: Immune to poison and radiation, potions and herbs have double effect.
Drawback: Sanity -1 per potion/herb.
Stat / Score | Stat / Score | Equipment / Modifier | Minion / Name |
Str / 10 | Current Health / 12 | Sword / (+5) | Dog / (Name) |
Dex / 10 | Max Health / 12 (+1) | ||
Wis / 10 | Current Sanity / 13 | ||
Int / 10 | Max Sanity / 13 (+1) | ||
Cha / 10 |