Future RP Ideas

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BetaB17
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Re: Future RP Ideas

Post by BetaB17 »

-I vote for the title Supreme Steward of te Magpies whats-his-face

-Magpies, kek, what a silly name :roll:

-Where's meh whale oil fueled hoverboards?!

-Lets not forget players creatimg new bone charms. We've seen what happened in S&S and other, less moral RP runs. Expect looting and stealing. Your just tempting the bold at that point.
:
Better off just giving everyone thier powers(as you see fit) and let them deside where they wanna spend their marks.

Bonecharms tho? Sprinkle them around or as rewards as the RP progresses.. or as craftables(if someone really wants to). Hell, it may even add a bit of a meta game.. just.. how badly do you want that charm? Would you kill? Or, hope someone does it for you? Sure wouldnt be pretty for a charm hoarder.. I can tell ya that

But really, if you really wanna just add some flare. Maybe, let everyone get an option, a genuine option out of a selection of charms, where you only get one. Unless..

Unless someone wants to be greedy, and trade one(or two) marks for a 2nd charm, even a corrupted one(the boon may just be worth it)

But really, if it's real variety or flare you want. You can always have the option at the start, before the player even knows what power they're getting.. to trade 2 marks for some extra MAGPIES points, something to bring them from average.. to, above average. Makes you better all around at general skills, but severly handicaps you power wise. I mean, I personally wouldnt take that trade.. ya I could maybe swing a sword better but not everyone can turn into a shadow and rip you apart

And yes, btw, it wouldnt hurt for mark upgrades fo be more streamlined than they were in the game.. correction, the sequel. First game had a fairly simple system
-Idk, develop next-level irony
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Re: Future RP Ideas

Post by The-Shadow-One »

Part 2, Dishonored, Dishonored harder.
:
Yes A Dishonored roleplay by yours truly. Now sit down while I try to drop some knowledge like it's hot. (that's how the cool kids do it right?)

Sagguto: A City of Serkonos. Known for it's ornate bridges and it's labyrinthine waterways that carve through the entire city. This is the city in which you reside. The police force has been cracking down on 'improper' behaviour hard in the last months, a tale of a youth having their arm broken or their teeth chipped has not been uncommon. All the Baron can say is that such items are going appropriately according to the proper channels. Most of the travel throughout Sagguto is done via gondolas or trams should one see to bypass the labyrinth that is the waterway.
Baron Amerin: The one in charge of overseeing the entire city, a man who those in charge refer to, and who talks directly to the Duke's ears. Rumours are swirling about him, but despite all checking it out they seem to remain that, rumours. All polls show that he remains loved by all.
Commissioner McKinney: A stern woman, who's adherent fixation on the law could be called religious, or fervent. Whispers abound are about her actions with prisoners suggesting a lust to punish to the death.
Neil Marelory: The self professed Steelworks King. Neil Mareloy brought forth the industrial power that is steelworks to Sagguto, as such he is considered the local father of industry, and is afforded luxuries, parties are rampant at his house, the likes of which would make the most extravagant blush at the assortments on display. Even he is not without rumours around him for people speak of his dubious tastes, particularly of those in children...

Now all the boring parts are done lets' get to sheet making, first of all don't forget your MAGPIES
M - Mystic, governs your capability with bonecharm creation, void magicks and other such magical rituals
A - Agility, governs how well you can tranverse terrain like rooftops, flexibility and speed
G - Guile, governs how well your tongue sounds to other people, your capability to traverse the social ladders
P - Perception, governs how you look, how accurate your aim is
I - Intelligence, governs how expansive your knowledge is, guns and such like that could even be manufactured.
E - Endurance, governs your capability for punishment
S - Strength, governs the strength beneath your arms and legs.
You start with 0 points in each attribute, with 40 points to spend.
Now onto the Marks and Charms portion, at large I'll choose the powers your characters and such will get, the nature and status of them shall influence the powers I grant, at the least you can ask for powers, and control from what your powers stem from...
Spoiler:
Name:
Gender:
Age:
Appearance:
Background:
Stats:
M -
A -
G -
P -
I -
E -
S -
Personality:
Inventory:
Status: Are you a buzzing socialite or a grouchy street urchin?
How do the cool kids do it?:
Call me Rainbow Fox if you want
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Re: Future RP Ideas

Post by The-Shadow-One »

One roleplay that's easy world building, one that's hard to work on. Witness InFAMOUS: Blackout Riot
Image
RECORD OF PERSON OR PERSONS UNDER SUSPICION OF THE D.U.P
Name:
Age:
Appearance:
Gender:

--- THIS IS FULLY CONFIDENTAL UNDER THE ORDER OF THE D.U.P ---
--- HEALTH CHECK BY YOUR LOCAL MEDICAL EXPERT ---
--- RESULTS OF A GENETIC BLOOD TEST ---


Bio-Terrorist: Y/N
Known Bio-Terrorist Power:

--- STRIKE FROM THE RECORD ---


Personality:
Background:
Occupation:
Current Residence:
Items upon Persons:
Known Associates: (NPCs / PCs)
Hidden:

Code: Select all

[center][img]https://vignette.wikia.nocookie.net/infamous/images/a/a8/DUP_6d.png/revision/latest/scale-to-width-down/270?cb=20151015232238[/img]
[b][color=#FF0000]RECORD OF PERSON OR PERSONS UNDER SUSPICION OF THE D.U.P[/color][/b]
[b]Name:[/b]
[b]Age:[/b]
[b]Appearance[/b]
[b]Gender:[/b]

[i]--- THIS IS FULLY CONFIDENTAL UNDER THE ORDER OF THE D.U.P ---
--- HEALTH CHECK BY YOUR LOCAL BIO-TERRORIST MEDICAL EXPERT ---
--- RESULTS OF A GENETIC BLOOD TEST ---[/i]

[b]Bio-Terrorist: Y/N[/b]
[b]Known Bio-Terrorist Power:[/b]

[i]--- STRIKE FROM THE RECORD ---[/i]
[b]Personality:[/b]
[b]Background:[/b]
[b]Occupation:[/b]
[b]Current Residence:[/b]
[b]Items upon Persons:[/b]
[b]Known Associates: (NPCSs / PCs)[/b]
[/center]
This is going to be based in St. Louis, so I can ruin Union's fave hockey team.
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Re: Future RP Ideas

Post by Hissien »

I like it.
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Re: Future RP Ideas

Post by Kerr »

Here the crunchy game system stuff for Delta Green. I'll post the fluffy story stuff another time. But what do people think? Does it look okay?

If you're wondering why your code name can't be Rory, Ryan or Riley it's because there's already agents with those names. Even if two start the RP dead.
Spoiler:
Game System:


CASPIE
Hidden:
Think of CASPIE as Fallout's SPECIAL without luck. You get 1 point in every CASPIE and then 29 points to spend in what attributes you want. All stats are capped at 10 or 1.

C= Charisma
A= Agility
S= Strength
P= Perception
I= Intelligence
E= Endurance

Charisma= A combination of appearance and charm.

Agility= Coordination and the ability to move quickly.

Strength= Raw physical strength.

Perception= The ability to see, hear, taste and notice things others may miss.

Intelligence= Knowledge, wisdom and the ability to think quickly.

Endurance= Stamina and physical toughness.

1 Very Bad
2 Bad
3 Poor
4 Fair
5 Average
6 Good
7 Very Good
8 Great
9 Excellent
10 Heroic

For the majority of people all their CASPIE stats would be between 3 and 8 inclusive. You would need a good reason to have 2 or 9. Basically nobody should have 1 or 10 and I would prefer you avoid having either when creating a character. I don't want to see min-maxing for character creation purposes, have stats that make sense in relation to your character rather than putting points into stats you think are the best.
Specialization
Hidden:
It's best to think of your specialization as a bonus to your base abilities rather than a strict class of what you're good at. You're still competent at the other skills, having past experience or basic training in various things required of you as a Delta Green agent. So for example, people without the Combat specialization can still use firearms, but long distance marksmanship is probably going to be a problem. Your specialization is what your character is very skilled at, skills outside your specialization what your character is competent at.

Combat: The combat specialization relates to knowledge of skills like firearms, explosives, melee combat, athletics, first-aid, vehicle usage and maintenance. Generally knowledge of and use of weaponry.
Espionage: The espionage specialization relates to skills like athletics, stealth, deception, lockpicking, hacking, disguise and tracking. Generally knowledge of how to remain unseen, access places and information and track people.
Investigation: The investigation specialization relates to skills like persuasion, medicine, repair, science, academia, economics, computers and analysis. Generally knowledge which allows one to make deductions during investigations, talk with others and realize leads.

Things aren't always rolled for. In fact, the majority of the time I don't roll for skills you have knowledge of when the task is trivial, something like driving a car in casual conditions doesn't require me to test your driving skill while a car chase would. But when things do need to be rolled I will be using two D10 dice to create a percentage. So that percentage could be anywhere between 0% (Two 0s) or 99% (Two 9s.) There will be no set measurement of damage however when people are hurt it will be described. CASPIE, Specialisation and Stress all impact your chance of success.
Stress
Hidden:
Stress works like simplified version of SAN common in Call of Cthulhu roleplaying games (including Delta Green.) At low stress tasks are slightly more difficult but still doable. However under high stress tasks become much more difficult, this is intended to systematize fear, making it harder to act when you're afraid and more tempting to turn tail and run. Stress is gained when your character feels disturbed, uneasy or in fear of their life.

5 Ranks of Stress:
Low Stress:
1 - Calm - No deduction from roll.
2 - Anxious -5% from rolls.
3 - Disturbed -10% from rolls.

High Stress:
4 - Panicked - 20% from rolls
5 - Hysterical! - 30% from rolls
Character Creation
Hidden:

Code: Select all

[b]Name:[/b]
[b]Code Name:[/b] (Has to start with R, can't be Rory, Ryan or Riley.)
[b]Age: [/b] (Must be 20-50 inclusive)
[b]Gender:[/b]
[b]Experience:[/b] (You must be suited to being a Delta Green agent. Best examples would be something like law enforcement, organised crime, medicine, investigative journalism or time in the military. You don't [i]need[/i] any of these things. But you should be playing a character qualified for the job.)
[b]Residence:[/b] (Where in the contiguous United States did your character live before joining Delta Green)
[b]Appearance:[/b]
[b]Background:[/b]
[b]Personality:[/b]
[b]Specialization:[/b]
[b]C:[/b]
[b]A:[/b]
[b]S:[/b]
[b]P:[/b]
[b]I:[/b]
[b]E:[/b]
[b]Other Details that don't fit into existing categories:[/b]
[b]NPCs. Contacts, Family, friends, etc:[/b]

So we have come to solve every squabble in the village personally?
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Re: Future RP Ideas

Post by BetaB17 »

That stress system tho.. gonna be a real game changer
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Re: Future RP Ideas

Post by Kerr »

That's what I'm hoping. But the system all looks grand, yeah?
So we have come to solve every squabble in the village personally?
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Re: Future RP Ideas

Post by Hissien »

That sounds very fun, imagine running silent hill with that system ;)
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Re: Future RP Ideas

Post by BetaB17 »

I have no where else to put it, but since i was mentioning it in Discord. Might as well copy it here(bc I actually am very shameless)
also, steampunk worlds are just generally great
Ya know, I still got alot of the drafts for the RP I had originally planned to do eyes

Like, I even had some seriously cool ideas
--
Like, Alchemy and steam having a real big influence on industry. Or a world mostly desolate from eons of struggle. Clockwork machine beings powered by the souls of long dead gods, or the plague of shadowy beasts beneath the sand and ash. Humanity not just comprising of man, but of humunculi, lesser chimera, and souls bounded to bodies of clay, stone, mtal, cloth, ect.. lots of cool stuff. Even tossing around real world words with mythical or religious significance, like Lilith/Adam/Eve or Djinn or Aesir n so on..

Edit: like, look at some of my old notes >__< none of it plot or spoiler-ish
:
.
Magi: Pure Mage--Advanced Magic/+1Anima
Maverick: Pure Engineer --Mecha
Meister: Pure Fighter--Advanced Combat

Enchanter: Mage/Engineer --Golem/+2Anima
Spellsword: Mage/fighter --/+2Anima
Rogue: Fighter/Engineer --
Ace: Mage/Engineer/Fighter --All or Nothing
:
Book of Eden

Aether/Ether/Nether

Arcana--Pure Magicka(Aether)
Black Magic--Elemental+Destructive
White Magic--Elemental+Constructive
Kinesis--Non-Elemental
Abjuration--Healing
Illusion--Mental Manipulation
Evocation--Physical Manipulation
Anima--Spiritual Manipulation


Alchemy--Transmutation
'Unknown'--Negation+Absorption
Technomancy--???

Entropy--Final Element(Nether)
Abyssal--Elemental+Occult
Sanguinem--Blood Magic
Animancy--Curses+Dispel
Necromancy--Reanimation+Life/Death
Sacromancy--Flesh+Mutation
Golemancy--Infusion+Subjugation
Mysticism--Bindings+Enchantments
Conjuration--Summonings+Spiritual
:
World--Eden
City-states
1)Arcamas(Capital) - Noah - Imperial/Arcamas -
2)Syvren - Thanos - Imperial/Arcamas -
3)Déorroth - Zeref - Imperial/Arcamas -
4)Asterisk - (Main Setting) - Imperial/Arcamas -
5)Edola/Tower of Sura - Eibon - Wasteland Tribes
6)Minstrel - Eris - Forlorn Creed
7)Elysium - Auriel - Imperial/Arcamas -
8}Magnolia - Morganna - 4th Cult
9)Sanctum

Tribes
1)Aasimar
:
Ruling Class
Imperial Republic - Political/Legislative
Arcamas Order - Religious/Judicial
Occult Order - Religious/Judicial
Childs of Light/Aura - Religious/Judicial
Imperial Militia - Military/Security/Guilds
Arcane Academy - Magic Regulation

Upper Class
Noble Caste
Imperial Caste
Merchant Caste
Upper Caste

Lower Class
Working Caste
Imperial Commoner
Poverty Caste
Underworks Resident

Gangs
4th Cult - Followers of Morganna(Mademoiselle)
Nior - Mademoiselle's Personal Organization
Clockwork Rebels - Reform & Equality
Blackhearts -
Scarlet Blades -

Sub-Factions
Exterminators/Executioners - Private sector in Imperial Militia, associates to the Occult Order but dictated by the Republic
Temple Guard/Templar - Volunteer Knights in service to the Arcamas Order, supplement force to the Imperial Militia, equal merit to the Royal Guard & Vanguard
Temple Knights/Crusader - Warrior caste in the Arcamas Order, highest ranked member earns the title of Paladin
Temple Priesthood - Judicial & Religious caste within the Arcamas Order, varying degrees of ranks and responsibilities.

Militia Ranks
Royal Imperial Guard - Best of the best, both in merit and skill. Primarily used for defense of the Inner Walls. Regularly patrols Government zones
Imperial Vanguard - Special Unit and an Independent Guild formaly enlisted; friendly rivals to the Royal Guard. Primarily used for defense of the Outer Walls and rarely patrols in public domain
Imperial Alchemist/Warlock - Enlisted from the Arcane Academy. Often ranked as Officers or higher
Imperial Patrol Officer - Less so a soldier in the Militia, but rather a detective and enforcer of the law.
Imperial Officer - Often seen as the standard leadership within the Militia. Responsibilities differ depending on rank and division
Imperial Guard/Soldier- Standard infantry within the Militia. Regularly patrol the Outer Walls, with different tiers within the divisions. Variants range from Light, Medium, and Heavy.
Guild Mercenary - Regulated freelancer, often used for petty contracts or as a supplement to the Militia. Still subject to legal guidelines

Governing Ranks
Vice Roy -Imperial Republic- Elected official to rule and decide upon political matters
Chancellor of Nobles -Imperial Republic- Elected speaker of the House of Nobles
Chancellor of Commons -Imperial Republic- Elected speaker of the House of Commons
Minister of the Left/Right -Arcamas Order- Former Paladins, various responsibilities and acting advisers of the Vice Roy
High Priest -Arcamas Order- Ruler of the priesthood and common leader in religious and judicial matters
Surveyor -Arcamas Order- Internal leader of the temple, directly supervised by the Envoy(s), largely unheard of
Arcane Counselor -Arcane University- Serves in the Arcane Council and highest rank of an Arch-Magisterial
Imperial War Chief -Imperial Militia- Highest member in the militia, active military general and moderates the Guilds
Captain(s) of the Guard -Imperial Militia- Ranking member in the militia, charged with leading their Units within specified zones

Harbinger Subjects
Arbiters - Noah's chosen, former leaders of the 10 Lost Tribes
Envoy - Former Nephilim employed to rule Arcamas controlled cities
Guardians - Auriel's chosen, Elysium bound and fully independent
Oracles - Thanos's chosen, former Nephilim comparable to a Envoy
Enforcers - Thanos's chosen, former Nephilim comparable to high tier Seekers
Seekers - Employed to special tasks and enforcing Arcamas tenets
Sentry - Lower tier Seekers, city bound and referred to as "Noah's Eyes"

Cassum - Vessels created by Nephilim/Cambion to act as eternal servants. Degree of power and independence is subject to the master. Individuality, morality, and freedom can be stripped to the point of being no more a puppet than alive.
Spoiler:
Enemies/Infestations
Dark Spawn
Automaton (Human/Precursor)
The Forsaken
Daemon/Fiends
(Dark)Chimera
Undead Horde
Alchemical Abominations
.
:
Aesir
Spoilers :dur:

Dísir
More Spoilers :dur:

Alius/Human
Noah - Harbinger of Wisdom - 1st
Thanos - Harbinger of Order - 2nd
Zeref - Harbinger of Chaos- 3rd
Morganna - Harbinger of Death- 4th
Eibon - Harbinger of Life - 5th
Eris - Harbinger of Deceit - 6th
Auriel - Harbinger of Truth -7th.
:
.
Long before there were kingdoms and legends, time was but a child; brought into a realm of endless possibilities.. the void known simply as Alterum. As time grew, so too did the realm around her, bringing with it a multitude stars and worlds formed from the chaotic events of creation. Thus paradise was made, the world of Eden, and so through the eras events became history, history turns to legend, and legends turn to myth.. We seem all to content to forget were our origins date, but not all legends of this world are so easily understood. Sometimes to understand the how things came to be, we have to go back to the beginning...

Man, born from Lilith, was strong, wise and resourceful, but was brought into an unforgiving world. Sin, the darkness that reigned over Eden set it's sight upon man. Conflict arose, and the Children of Sin.. the Darkspawn sought to bring humanity's brief existence to an end, intend to return them to void from whence they came. However even in the most grim of times, light can illuminate even the darkest of nights. The Precursors, creators of all things in Eden took pity on man, and through their radiance gave them hope. Man was giving power beyond anything they could imagine, and it seemed with their aid the darkness could finally be repelled. That humanity finally stood a chance... but even the most brilliant of lights can flicker and die.. and so it is that all things must come to an end...

The Precursors, new found gods to humanity, no longer could walk among us in this world of Eden. It was never told why this is so, but in their absence the champions of man stood up and were chosen to act on their behalf. Sin, so bitter to bring ruin, tempted champions of its own, to sway humanity into it's own demise. So they came to be known, the 7 Harbingers of Man, blessed and cursed alike they lead the tribes of men upon an untold future. On the dawn of this New Era; Noah, the first born of Lilith and chosen prophet of the gods, spoke across the land "The Precursors have not abandoned us, and we shall greet them upon their return!" It seemed not even the petty wars below could end this reign of unity, but sometimes.. legends aren't always what they seem to be.. and it is then that humanity will have to face it's greatest challenge....

"Know this young one.. there will be no victors in this land of yours.. So go, build your walls, raise your armies, but a time will come were darkness will reclaim Paradise.. that all hope will be lost.. and so your ill demise shall be granted.. Not even your 'Gods' delay fate..." ~Eve
Gosh, my notes look so jumbled and confusing >__< Justice Knight could agree <_< (And that wasnt all of it ;-;)
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Re: Future RP Ideas

Post by Kerr »

Delta Green

Okay so I'm on the fence between these two options, class-based and classless. Personally I prefer classless when possible because it allows greater variety in how you can build your character but I think both could work really well. So I thought I'd put it here and ask yous what yous think.

For the classless, it uses a skill system a lot of Fallout however Melee/Survival have been combined, as have Repair/Lockpick and Markmanship/Explosives reducing the total number of skills to from 10 to a mere 7. You pick 3 tag skills so you'll still be able to cover a lot of your bases in character creation. Classless is what I'm leaning towards at the moment, but if you have any thoughts let me know.

Class-based:
Spoiler:
Game System:


CASPIE
Hidden:
Think of CASPIE as Fallout's SPECIAL without luck. You get 1 point in every CASPIE and then 29 points to spend in what attributes you want. All stats are capped at 10 or 1.

C= Charisma
A= Agility
S= Strength
P= Perception
I= Intelligence
E= Endurance

Charisma= A combination of appearance and charm.

Agility= Coordination and the ability to move quickly.

Strength= Raw physical strength.

Perception= The ability to see, hear, taste and notice things others may miss.

Intelligence= Knowledge, wisdom and the ability to think quickly.

Endurance= Stamina and physical toughness.

1 Very Bad
2 Bad
3 Poor
4 Fair
5 Average
6 Good
7 Very Good
8 Great
9 Excellent
10 Heroic

For the majority of people all their CASPIE stats would be between 3 and 8 inclusive. You would need a good reason to have 2 or 9. Basically nobody should have 1 or 10 and I would prefer you avoid having either when creating a character. I don't want to see min-maxing for character creation purposes, have stats that make sense in relation to your character rather than putting points into stats you think are the best.
Specialization
Hidden:
It's best to think of your specialization as a bonus to your base abilities rather than a strict class of what you're good at. You're still competent at the other skills, having past experience or basic training in various things required of you as a Delta Green agent. So for example, people without the Combat specialization can still use firearms, but long distance marksmanship is probably going to be a problem. Your specialization is what your character is very skilled at, skills outside your specialization what your character is competent at.

Combat: The combat specialization relates to knowledge of skills like firearms, explosives, melee combat, athletics, first-aid, vehicle usage and maintenance. Generally knowledge of and use of weaponry.
Espionage: The espionage specialization relates to skills like athletics, stealth, deception, lockpicking, hacking, disguise and tracking. Generally knowledge of how to remain unseen, access places and information and track people.
Investigation: The investigation specialization relates to skills like persuasion, medicine, repair, science, academia, economics, computers and analysis. Generally knowledge which allows one to make deductions during investigations, talk with others and realize leads.

Things aren't always rolled for. In fact, the majority of the time I don't roll for skills you have knowledge of when the task is trivial, something like driving a car in casual conditions doesn't require me to test your driving skill while a car chase would. But when things do need to be rolled I will be using two D10 dice to create a percentage. So that percentage could be anywhere between 0% (Two 0s) or 99% (Two 9s.) There will be no set measurement of damage however when people are hurt it will be described. CASPIE, Specialisation and Stress all impact your chance of success.

Classless:
Spoiler:
Game System:


CASPIE
Hidden:
Think of CASPIE as Fallout's SPECIAL without luck. You get 1 point in every CASPIE and then 29 points to spend in what attributes you want. All stats are capped at 10 or 1.

C= Charisma
A= Agility
S= Strength
P= Perception
I= Intelligence
E= Endurance

Charisma= A combination of appearance and charm.

Agility= Coordination and the ability to move quickly.

Strength= Raw physical strength.

Perception= The ability to see, hear, taste and notice things others may miss.

Intelligence= Knowledge, wisdom and the ability to think quickly.

Endurance= Stamina and physical toughness.

1 Very Bad
2 Bad
3 Poor
4 Fair
5 Average
6 Good
7 Very Good
8 Great
9 Excellent
10 Heroic

For the majority of people all their CASPIE stats would be between 3 and 8 inclusive. You would need a good reason to have 2 or 9. Basically nobody should have 1 or 10 and I would prefer you avoid having either when creating a character. I don't want to see min-maxing for character creation purposes, have stats that make sense in relation to your character rather than putting points into stats you think are the best.
Skills
Hidden:
When making your character you pick 3 Tag Skills which your character is very proficient with. These are by no means the only skills your character has, only where they excel. You can mention other skills your character possess in your character sheet but they won't be as good at them. Every skill is derived from a CASPIE attribute. Skills follow along with descriptions of what the skills are:

Charisma:

Speech = Skill at persuading, seducing, deceiving and overall manipulating people by talking to them.

Agility:

Sneak = Skill at remaining unseen, moving unheard and stealing.

Strength:

Orienteering = Skill at engaging in combat with your bare fists and with melee weapons like knives, clubs, axes, etc. As well as practical knowledge of the outdoors, knowledge of tracking and the ability to live off the land.

Perception:

Weaponry = Skill at using and knowledge of various firearms, bows and a wide range of explosives.
Deft Hands= Skill at picking locks, electronic and otherwise as well as disarming traps, hotwiring a car, cracking safes and operate and repair equipment, vechicles and machinery.

Intelligence:

Academia= One's knowledge of skills such as computers, geology, science, occult, history, economics, sociology, etc.
Medicine = Impacts one's skill at treating wounds, understanding of the human body, performing examinations of bodies, etc.

Endurance:
N/A

Things aren't always rolled for. In fact, the majority of the time I don't roll for skills you have knowledge of when the task is trivial, something like driving a car in casual conditions doesn't require me to test your driving skill while a car chase would. But when things do need to be rolled I will be using two D10 dice to create a percentage. So that percentage could be anywhere between 0% (Two 0s) or 99% (Two 9s.) There will be no set measurement of damage however when people are hurt it will be described. CASPIE, Skill and Stress all impact your chance of success.
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BetaB17
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Re: Future RP Ideas

Post by BetaB17 »

Personally, I prefer the class system. It's less so a definitive class, like a mage or thief, since by all means everybody will be competent at basic skills i.e everybody in Delta Green should at least know how to fire a standard issue gun, preform simple first aid, and know how to deesculate a situation.. ya know, stuff a goverment agent or military personel would all have

Specializations are just that.. a bonus.. more so... a focus on playstyle than actual classes. With CASPIE and stress being the real deciding factors. And with only three to choose rather than multiple, individual skills.. things are alot more uniform, your less likely to see repeating/dominate trends.

Also at least someone in the team will have a big sign over their head saying "Let me handle it when shtf" or "I can save your life" or "I will find what we need" i.e it promotes a closer and necessary teamwork.. but with alot more 'middle ground' between players as compared to SfU
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Re: Future RP Ideas

Post by Aarah »

I think I like the Class-based the best.
I like the fact that the skills are put into three main groups, rather than picking three individual tag skills.
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Re: Future RP Ideas

Post by Unionhack »

I only like the class idea more because it makes the org seem more departmentalized. This is our combat expert, yadda yadda, that kinda thing.

I'd be fine with either though.
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Re: Future RP Ideas

Post by MARS »

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