(Thank you to Zander and Hyper for all the setup stuff and to the mods that let me...set up)ProlougeAre we all set? Yes? Then without further adieu. Ladies and gents, welcome to The Game. Lemme just run through the basic rules...Please, do we really? Its only been a century since the last one.I hope itsss not somewhere sssandy again...Lets go alreadyAlright alright. I guess we can skip to character selection... Ok so, take your pick, ya got a whole cruise ship to choose from.
So far its been a relaxing cruise. Its your third day out of seven now, traveling around the Gulf of Mexico. On board with you are a whole slew of tourists, a bunch of businessmen, a few pets, and possibly a stowaway or two. Even though it was somewhat crowded it was all in all, a great ride. That movie you watched last night in the theater was pretty cool and the food was adequate (hey, you can't complain when its all you can eat, open 24/7). Your sitting or standing somewhere on the deck, playing in the pool, looking out at the sea, or just chilling on a lawn chair under one of those over sized umbrellas. It was basically picture perfect. Well, there was that kid who keeps squirting you with with a water gun every time he passes by but besides that, perfect.
A hour passed and the sky grew darker (which was weird because it was only eleven), Clouds passed over the sun, even the air seemed to get chillier. Drops of rain started pelting the people on deck. Murmurs of annoyance spread through the crowd as some took that as a signal to go back inside. But not you. What's a little rain gonna do to dampen your day? Suddenly the ship started rocking back and forth atop the undulating sea (and that kids, is why the railing is there). A high pitch screech came out of one of the speakers near you as it turned on. "Attention passengers. Please stay calm and quickly return to your rooms. We will inform you when the storm has passed."
Some of the waves were now sweeping onto the deck. This would be where you run to safety. Despite the captain's insistent message to "Stay calm", not surprisingly, people weren't, pushing past you, trying to get inside. "Again, I repeat, please stay calm and return to your rooms in an orderly fashion. Stay, ca-"
And that was it. The world seemed to disappear around you. All you remember was feeling something that resembled a hard slap in the face. Except a lot colder...and to your whole body (not just your face). The infinite blackness seemed to swallow you up as you drifted into nothingness.Intro
Welcome to Terra Ridge, an old steampunk(ish) themed society inhabited by various animals that resemble the anatomy of those in the HP universe (where you guys came from). For some strange reason it always seems to be dark, a world illuminated by electric lights and torches (yay for watches). If you look up you can see the pitless abyss of black that always hangs above those who reside in this world. Hardened dirt and stone always seem to be under your pads and various towns and places are all strangely connectd by long natural tunnels. Its a moderately cool climate, one of the only indications of time (excluding clocks and watches) was that it got warmer in the morning and progressively colder as the evening swung by. Gameplay
Win Conditions: Survive Terra Ridge and find a way back to your world
Everyone will have a “Health”, “Hunger”, “Thirst” and “Stamina” meter, the status of these meters will be reflected through a number ranging from 1 to 100 (100 for stamina and health is good, 100 for hunger and thirst is...not so good)
Health Meter - Refers to the wellness of your character. Health is replenished by resting when the Hunger and Thrist meters are not in the Danger level (75-100 = Danger level). It is actively decreased when any other meters enter negative levels, when the character is harmed and various other health detrimental effects such as chills, sickness and poison. When your health reaches 0, you collapse and if not rescued by 2 hours, you lose the game. After being rescued, if care is not given within 2 hours of the rescue, you lose the game. After 6 hours of care, you are restored to 25% health.
Hunger Meter - Refers to the fullness of the character. Hunger is decreased by eating and it increases by time.
Thirst Meter - Refers to the hydration of the character. Hydration is replenished by drinking water, juices, soup and some other forms of liquids. Thrist increases with time.
Stamina Meter - Refers to the available energy of the character. Stamina is replenished by resting when the Hunger and thirst meters are not in the Danger level (75-100) And replenishes slower in the Caution level (50-75). It is actively decreased by performing actions, with the decrease varying with the action performed.
Social Status: Fame and infamy will be scored based on certain actions a player takes. It will begin at neutral 0 and will move up or down from then on. This is how the general public of the game will see the character and will determine events and NPC interactions further in the game
---------------(These meters will be adjusted loosely every 3-5 turns)-------------------
Moving on to Action Modifiers
Most actions performed during the RP are directly influenced by the stat points allocated to their corresponding stats. These actions are rolled with a 20 sided die and the result is added to the success modifier provided by your stat allocation as given by the following table:
|Points | Modifier
|6 -7__|__+1_ |
|8 - 9_ |__+3_ |
The total is then compared to the next table denoting the result of your character’s action.
1 ≥ - Catastrophic Failure
2 - 4 - Complete Failure
5 - 9 - Salvageable Mistake
10 - Nothing Happens
11- 15 - Minimally Successful
16-19 - Expected Result
20 ≤ - Overly Successful
Do note however that there are certain actions that will be fulfilled no matter how unsuccessful the roll is, it’s the overall effect that the “success” denotes. There are also actions that will be impossible to fulfill (trying to fly and such) , the dice roll determining the consequence of the action
(Wonder where i got that idea from... hmm...)
Over the course of the RP players will be faced with a bunch of choices, some seeming inconsequential, some that are pretty major. But all of those small choices (even ones that seem really meaningless and small, carries some weight in the overall gameplay of this RP.
Err... ok, here's an example. Your trying to get into some kinda building right? But there's a guard in your way (for some reason Skyrim pops into my mind when i think of this). There's an infinite amount of options. Sneaking around him, attacking him, bribe, persuasion. Lets say you attacked him. You won, got the stuff you needed and left. And say you just knocked him out right? If you were to go back to that place you'd find it more guarded, people around the vicinity will talk about it for a few days and if the guy catches your face you might see it plastered on a wanted posterboard( etc etc etc).
Each choice a player makes in the game will have ripple effects. So yeah...Careful wat yeh do( and hopefully i can keep up with all this stuff...) Inventory
Characters will be able to carry 20 item [ ]'s on their person and an additional item per hand while certain “container items” like backpacks would increase the player’s total carrying capacity. The clothes currently worn by the character and personal items do not count towards the inventory.
Item Block: An item block is a standard unit of measure used to define how much space/capacity a certain item takes. Small items take up few blocks while large items take up more
Small items: Will be grouped in 10's. (10) of an item will fill up a single block.
Large Items: A single large item will fill up a single block
Key Items: Key items will not take up any blocks. Key items include personal effects as well as obtained unique items.
Having an item “on hand” penalizes the character on reflex checks that involves the use of the hands although he/she may choose to drop the item in the course of the action, the dropped item may suffer consequences that result from it being dropped.
Passing items from one character to another involves offering the item to the other character. The recipient must then accept the item in his/her post before the item is legally passed.
Weight of items will also be a factor, decreasing the players stats and increasing stamina depletion Posting Rules and In-Game Time
With the above said (Action Modifiers), please leave your posts open ended in events where an action (such as moving a rock, checking under a rock, catching a flying rock) is performed such as with the following example.
A post of at least once a day is requested but not required. However, if you fall behind in posting, time will continue to run its course and being absent from the RP for a long period of time will cause your character to be at a disadvantage. Take note that time will run by how time is spent and not by the number of posts. Conversations will take very little time while traveling would eat up time very quickly.
While there is no post rotation, not posting for 72 hours while it's your turn would put you in an "inactive" status.
The player is them regarded as missing and may be replaced by another player who is willing to control the character.
There will be a limit of 5 posts per individual in a group of character before they must wait for others to catch up / post
Rests will always take up one (1) hour and groupings will be split if a member does not agree to resting when another member proposes it.
In-game Daytime is 6:00 AM - 9:00 PM.NPCs
There will be a number of NPCs that players can interact with. All will be controlled by me. NPCs won't have visible meters but each will have unique personalities and histories. As time moves along and based on players progress through the game, NPCs locations will change throughout the day. (If the NPCs is not affected by an event his/her scheduled locations will not change. For example if he/she is outside a house at 3:00 P.M. and at a tavern at 6;00, they will keep within their routine until something changes it.) Progress in the story can determine the viewpoint of certain NPCs towards a character.
And Finally! Character Creation
Its highly advised that your party be as diverse as possible (it would make for the most success in the game) so if say someone has lots o strength, itd be best to stray from that...Name:
<Your character’s name>Species:
<Your character’s species, this will slightly affect the RP>Specialization:
<Your character’s specialized field of interest,if any (can range from medicine to cooking and anything in between)>Appearance:
<What does your character look like? This includes your starting clothes. Pics are acceptable too>Personality:
<Your character's general view towards life, likes dislikes, the usual attitude stuff>History/Background
<Your character's past and any notable info of the character's background>Strengths and Weaknesses
<Stuff your character is good at handling (fishing, speaking, etc etc) and stuff your character does not handle well (spiders, water, lifting heavy objects)>Morality(moar ME stuff):
<Paragon, Neutral, Renegade. Just to get an idea of where you stand. Their not meant to be extremes. Renegade would just mean your more prone to be alittle more rebellious or somewhat self centered. In the end, interpretation is all up to youColor
<All that cool dialogue stuff>
The SPECIAL system would be used in this SRP and players are given 42 points in making their characters. The minimum allocation for a stat is 1 and the maximum is 10 with 5 being the “average” character capability.
A shallow explanation for the stats ~
Strength - Determines the capability of the character in performing physical tasks. Strength affects the checks on physical tasks.
Perception - Determines the prowess of the character in observation. Perception affects the checks on search or detection.
Endurance - Determines the fitness of the character. Capacities of Health, Hunger, Hydration and Energy meters are affected by this stat.
Charisma - Determines the charm of the character. The charisma stat would determine the results of interactions with NPCs.
Intelligence - Determines the cunning of the character. Depending on the allocation to this stat, certain inventions/innovations would be available, and crafting an object that would require intelligences higher than you possess would result in the creation being defective.
Agility - Determines the quickness of the character. Agility affects the checks that involves reflexes.
Luck - Determines how lucky the character is. Has various effects throughout the course of the RPOther Notes
So, yeah... What else...
The player cap on this here SRP is gonna be 6 as the max and we need at least four to start
Note that there will be moderate violence and possible deaths but descriptions and graphics will be kept under the PG-13 rating
Questions, Comments, Concern, Clarifications or Typos? Please post or PM and I will try to clear things up.
So thats it...basically. If your interested, reserve a spot and if I get enough people I can get this SRP up and running. Thanks
Spots so Far:
serence ice fox
Max of 2 spot(s)left.