Post by Mascarenhas on Mar 8, 2015 23:48:27 GMT
So I'll begin episode 2 tomorrow night and there will be a new intake:
- If you survived the first episode then you will carry on with your characters.
- If you died and would like to participate in Episode 2 then you can assume the role of a prison guard.
For those being prison guards:
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:
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.
- If you survived the first episode then you will carry on with your characters.
- If you died and would like to participate in Episode 2 then you can assume the role of a prison guard.
For those being prison guards:
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
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.
Prison Guards
The Softy:
Perk: Infinite Charisma
Drawback: No more than 4 points of strength.
The Watch Tower:
Perk: Unremovable Tranq Rifle with unlimited ammo
Drawback: Tranq rifle does no damage, only makes unconscious.
The Bruiser:
Perk: Carries unremovable baton that adds +10 to any attack
Drawback: Always leaves enemy with 1 health (cant kill).
The Softy:
Perk: Infinite Charisma
Drawback: No more than 4 points of strength.
The Watch Tower:
Perk: Unremovable Tranq Rifle with unlimited ammo
Drawback: Tranq rifle does no damage, only makes unconscious.
The Bruiser:
Perk: Carries unremovable baton that adds +10 to any attack
Drawback: Always leaves enemy with 1 health (cant kill).