PrologueQuick Jump wrote:
It had been an uneventful flight as with every flight on the trans-Atlantic route. On board the flight were mostly families though there was the occasional suit mixed in. The on-board light turned off, though a few personal lamps remained on. Passengers tucked into their blankets after their good nights to their acquaintances. The moon shone brightly in the cloudless high-altitude skies, the silence only challenged by the high-pitched hum of the jet engines. An hour passed, then two but as the third approached it became completely silent. A passenger up near the wing paged an attendant, then whispered a question. The attendant went to the front and asked the pilots through a phone. The attendant returned to the passenger, “Everything’s alright.” came as a reply. Seconds after, everything was blank.
A lurch to the back woke you up, you are in a plane and the air was too cold for comfort. The cloud cover made it impossible to see very far, but the trace of what seems to be the world’s end was lit up by the plane’s emergency lights. Up front, the view of a tree made it evident that the cockpit was missing. Around you were others, still passed out like you were just seconds ago. The fuselage lurched back again and survival instincts kicked in, and the next thing you know you were outside. Looking behind you, the place was gone save for a path of destruction on the ground where it used to lie on.
Setting Introduction
Welcome to Aecros Hydris, a legendary floating island in the sky. Covered by a large nimbostratus cloud, Aecros is invisible to satellite or radar. It wanders at a survivable altitude although the low air pressure does make work more strenuous than it would on normal land. Visibility is poor in Aecros due to the constant cloud cover and temperatures ranges from 25°C to 15°C in the morning but it can plummet down to -23°C (-9.4°F) at night.
Game Mechanics
Win Conditions: Survive and escape form Aecros Hydris.
Everyone will have a “Health”, “Hunger”, “Hydration” and “Energy” meter, the status of these meters will be reflected as Fine, Caution, or Danger.
Health Meter - Refers to the wellness of your character. Health is replenished by resting when the Hunger and Hydration meters are not in the 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 replenished by eating and it decreases by time.
Hydration Meter - Refers to the hydration of the character. Hydration is replenished by drinking water, juices, soup and some other forms of liquids. Hydration decreases with time.
Energy Meter - Refers to the available energy of the character. Energy is replenished by resting when the Hunger and Hydration meters are not in the Danger level. It is actively decreased by performing actions, with the decrease varying with the action performed.
Character Creation
Name: <Your character’s name>
Species: <Your character’s species, this will slightly affect the RP>
Occupation: <Your character’s occupation, this will slightly affect the RP>
Appearance: <What does your character look like? This includes your starting clothes.>
Personality: <Not needed, you may choose to let others find out themselves.>
The SPECIAL system would be used in this SRP and players are given 43 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. Allocations for the Endurance stats that exceed 6 points will consume 2 points instead of one.
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 roleplay.
Success Checks
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
|1____|__-8__|
|2____|__-4__|
|3____|__-2__|
|4____|__-1__|
|5____|__±0_ |
|6 -7__|__+1_ |
|8 - 9_ |__+3_ |
|10___|__+5_ |
The total is then compared to the next table denoting the result of your character’s action.
Results:
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.
Posting Rules and In-Game Time
With the above said (Success Checks), 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.
Wondering what it was headed his way, the plusvier opened its maw and readied to chomp.
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 48 hour while it's your turn would put you in an "inactive" status.
While inactive, the EM may control your character and after being inactive for one week, the player is regarded as missing and may be replaced by another player who is willing to control the character.
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 - 6:00 PM.
Other notes
Map
The map of Aecros will be revealed along with the progression of the characters. Each division is roughly one kilometer and will take at least 15 minutes when walked.
Difficulty
Survival in Aecros will depend mainly on the actions of the characters. The initial difficulty is set at “easy” although several factors will affect it.
Inventory
- Characters will be able to carry 3 items 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 does not count towards the inventory.
- 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.
- Each character would be assigned a set of numbers.
- Disaster Signal - 1
- Roxanne - 2, 3, 4
- Scott - 5, 6, 7
- Torrid - 8, 9, 10
- Axel - 11, 12, 13
- Galadan - 14, 15, 16
- Drake - 17, 18, 19
- Boon Event - 20
- At a random time, a dice roll would determine the focus of the event, based on the list above.
- If a character is selected then it would take into consideration their luck in a following roll which would determine the event.
- If a 1 is rolled then a disaster might happen if the next random event roll turns up to be less than 10.
- If a 20 is rolled then something helpful to all the characters would happen. Although it may or may not be immediately.
- It will be limited to a maximum of one event per one real life day.
I will be controlling interactive NPCs throughout the game, these NPCs are capable of taking care of themselves and will not have meters like players. The list of NPCs are as follows:
Character List:Name: Rittel Stoller
Occupation: Engineer
Species: Alaskan Malamute
Appearance: Goes around in a red ski outfit.
Personality: Constantly hangs around the crash site during the night, disappears at daybreak.
1. Roxanna Diane (theblackcateyes)
2. Scott Baxter (Coatl_Ruu)
3. Torrid Sбnteлient (simple things)
4. Axel Canes (Mystic Wolf)
5. Galadan Yanev (The Moon Howler)
6. Drake Barkis (Tha Housefox)