Character Rules
Mar 17, 2019 14:32:52 GMT -5
Post by Nature Boy on Mar 17, 2019 14:32:52 GMT -5
CHARACTER CREATION
To create a character, a post must be put in the Character Creation Thread. The post must contain the character's stats, skills, background, age, and race, along with 50 starting gold. Characters are given 300 points to distribute between each stat. Each stat can start at a maximum of 90, and a minimum of 1. Characters also have 10 Skill Points: these are to determine which skills the Character will take. Each skill has a number beside it in the Skills section regarding how many Skill Points it is worth. Characters are also given a Background Trait to boost themselves.. A character's age and race have no mechanical impact on the game and is for flavor and role playing purposes only.
Name:
300 Stat Points (Stat cap off at 90) (Lead-Str-Int-Stwd-Cha)
10 Skill Points
Background Trait
Race
Age
50 Starting Gold
STATISTICS
Stats determine your character's aptitude in various categories - from physical strength to mental prowess, they are the backbone of the character. The higher the stat is, the better your character will perform actions that use said stat.
Leadership (Lead) - The ability to command troops in battle. Directly affects how many men you can lead in a unit and how much damage is dealt. Also used in multiple battle tactics and training troops.
Strength (Str) - A character’s physical prowess and health. Determines damage in battle and is the primary stat in duels. Used in multiple battle tactics and Personal Turn actions.
Intelligence (Int) - How smart a character is. Used primarily for tactics in battle and espionage actions.
Stewardship (Stwd) - The ability to govern and manage time well. Used mainly in administrative actions. Directly affects AP in personal turns.
Charisma (Cha) - The measure of a character’s personality and ability to lead. Also correlates to looks. Used primarily in personnel actions.
RACES
The land of Baden is filled with various humanoid races. While humans are the majority race, there are still plenty of others, such as Dwarves, Gnomes, Elves, and Orcs. Below is a list of races available to play. A description of each race will be posted with the lore of Baden.
Human - The primary and most populous race in Baden. Heavily varied appearance.
Elf - The proud remnants of the Symbearn Evles. Tall, handsome, and fair haired.
Dwarf - Mountain Dwarves that have integrated with the people of Baden. Short, stout and dark haired.
Orc - The youngest race in Baden. Green or grey skin, muscular and similar height to a human.
Half-Orc - Generally a mix between an Orc and human. Physically similar to a full-blooded Orc, but not quite as large.
Half-Elf - Generally a mix between an Elf and human. Shorter than normal elves, but still handsome and fair haired.
BACKGROUND TRAITS
Background Traits are an added bonus for your character to start the game.
Family Heirloom - Start with an item of choice with +2 to chosen stat and a chosen bonus from the list in the items section.
Follower - Start with an NPC companion (250 Stat points and 6 Skill Points)
Highly Educated - Start with 25 extra Stat Points and increase the signup stat cap to 95
Regiment - Start with 100 (60) Troops
Skilled - Start with 4 extra Skill Points
Wealthy - Start with 250 extra gold
Well Versed - Start with 15 extra Stat Points and 2 extra Skill Points
SKILLS
Skills indicate what your character excels at, and provides bonuses or extra effects to tactics in the Personal, Kingdom, and/or Battle Turns.
Administrator (2; Stwd) - Increase Levy gains by 20%.
Aid (1; Int) - Increase the range of the Aid battle tactic by 2 spaces.
Arson (1; Int) - Allows use of the Arson KT action.
Artillery (2; N/a) - Allows the use of Catapults and Rams in battle.
Blacksmith (2; Str) - Can craft weapons and armor and certain armaments in the Personal Turn. Can use Strength to create Crafting Points in the Personal Turn.
Breeder (2; Lead) - Can craft horses (Item and Arms) in the personal turn. Can use Leadership to create Crafting Points in the Personal Turn
Cavalryman (2; N/a) - Increase damage dealt when commanding cavalry units in battle by 15%.
Charge (2; Lead/Str) - Remove enemy counter attack upon a successful Charge battle tactic.
Confuse (2; Int) - Increase the range and duration of the Confuse battle tactic by 1 each.
Counter Attack (1; N/a) - Gain a counter attack when attacked by a ranged unit when commanding a ranged unit.
Craftsman (2; N/a) - Increase Create Crafting Points PT action by 10%
Delay (1; Int) - Increase the range of the Delay battle tactic by 2 spaces.
Double Attack (2; Str) - Increase the damage of a successful Double Attack’s second attack to normal damage.
Drill (1; Lead) - Increase Train KT and PT output by 20%.
Duelist (2; Str) - Increase Initiative, AP and HP in duels by 15 each.
Engineer (1; Int) - Increase Develop Infrastructure gains by 20%.
Escape Artist (1; N/a) - Gain a +3 Bonus on all escape rolls.
Farmer (1; Stwd) - Increase Develop Agriculture gains by 20%
Harass (2; N/a) - Passively allows a unit to move, attack and then move again in battle. Does not reset movement, can be used in conjunction with a battle tactic.
Infantryman (2; N/a) - Increase damage dealt when commanding infantry units in battle by 15%.
Inspire (1; Cha) - Increase the duration of Battle Cry effects by 2 turns.
Iron Willed (2; N/a) - Opponents using a battle tactic against you receive a -2 on the tactics roll.
Jeer (2; Cha) - Give the Demoralized condition on a successful Jeer for a turn.
Keen Mind (2; N/a) - Gain a +2 modifier on all battle tactics.
Leader (2; N/a) - Increase max troop count by 100.
Logistics (1; N/a) - Decrease food consumption by 50% and gain +1 Movement in battles.
Marksman (2; N/a) - Increase damage dealt when commanding ranged units in battle by 15%.
Medic (3; Int) - Gain the use of the Heal battle tactic.
Merchant (1; Stwd) - Increase Develop Commerce gains by 20%
Musketeer (2; N/a) - Allows the use of Musketmen in battle.
Rally (2; Cha) - Remove negative conditions on successful Rally.
Raid (3; Lead/Int) - Cause a Confused condition on successful Raid.
Recruiter (3; Cha) - Increase Draft gains by 20% and gain a +3 modifier when recruiting NPCs.
Riot (3; Int/Cha) - Allows the use of the Riot KT action and increases Morale damage when using the Riot battle action by 10%.
Rumor (2; Cha) - Allows the use of the Rumor KT action.
Scholar (2; Int/Stwd) - Can craft Books and Maps in the Personal Turn. Can use Intelligence or Stewardship to create Crafting Points in the Personal Turn.
Spy (1; Int) - Allows the use of the Spy KT action.
Stealth (1; N/a) - Gain a +3 modifier on espionage actions and allows use of Steal KT action. (Arson, Riot, Rumor, Spy, Steal).
Study (2; N/a) - Increase amount of experience points gained by 20% when using the Train PT action.
Tactician (1; N/a) - Gain an extra 40 AP in battle.
Tailor (2; Cha) - Can craft clothes and jewelry in the Personal Turn. Can use Charisma to create Crafting Points in the Personal Turn.
Taskmaster (2; N/a) - Increase Personal NPC Limit by 3.
Taunt (2; Cha) - Gain a +2 modifier when attempting a Taunt battle action and increase range by 1.
Thrust (2; Str) - On a successful Thrust battle action, an enemy can be pushed into another, dealing damage to both.
Valor (2; N/a) - Remove extra damage when attacked when flanked.
Volley (3; Lead) - Remove the chance for friendly fire when using the Volley battle action.
Weapon Master (2; Str) - Unlock extra duel tactics when in a duel. Please refer to the Dueling Rules for which tactics are unlocked.
INJURY RULES
Whether through battle, duels, or random events, a character can suffer a ranging variety of injuries. When an injury occurs, 1 d100 will be rolled. Depending on the roll will determine the severity of the injury. If a character reaches under 20 Strength, chances for death increases.
1-60 Minor Injury - 1d6%
61-75 Moderate Injury - 1d6+6%
76-95 Severe Injury - 1d6+12%
96-99 Mortal Injury - 1d6+18%
100 Death
A character will naturally heal 3% injury every month.
IMPRISONED CHARACTERS
Personal characters can find themselves in situations that lead to them being imprisoned by another player. When this occurs, the imprisoned character cannot perform any personal turn actions or kingdom turn actions until they are released or escape. Each turn a character may make an attempt to escape but must pass an Escape Roll. To attempt an escape roll, the player must notify an Admin, and they will make the roll. If they succeed the roll, the character is set free, if the roll fails the character is once again captured and his fate is up to the captor.
Escape Roll - (((Str + Int)/10) - ((Safety + Training)/10)) + Escape Artist Bonus > 15
EXPERIENCE RULES
A character’s stats can increase as the game progresses by gaining Experience Points (exp) for the specific stats. On top of experience gained from training in the Personal Turn, Exp can also be gained when performing Personal Turn, Kingdom Turn, or Battle actions. Each task rewards 30 Exp total, split among the stats used to perform the action. Whichever stat is listed as the action’s relevant stat(s) is the one that gains experience. It requires 100 Exp to boost a stat by 1.
LATE SIGN-UP BONUS
For each turn after the start of the game a character is created, the character will receive a bonus of 100 experience points to distribute among their stats. A character may trade in 150 experience points to gain additional Skill Points (150 exp = 1 SP). Distribution will be posted in the Character Creation Thread before approval.
To create a character, a post must be put in the Character Creation Thread. The post must contain the character's stats, skills, background, age, and race, along with 50 starting gold. Characters are given 300 points to distribute between each stat. Each stat can start at a maximum of 90, and a minimum of 1. Characters also have 10 Skill Points: these are to determine which skills the Character will take. Each skill has a number beside it in the Skills section regarding how many Skill Points it is worth. Characters are also given a Background Trait to boost themselves.. A character's age and race have no mechanical impact on the game and is for flavor and role playing purposes only.
Name:
300 Stat Points (Stat cap off at 90) (Lead-Str-Int-Stwd-Cha)
10 Skill Points
Background Trait
Race
Age
50 Starting Gold
STATISTICS
Stats determine your character's aptitude in various categories - from physical strength to mental prowess, they are the backbone of the character. The higher the stat is, the better your character will perform actions that use said stat.
Leadership (Lead) - The ability to command troops in battle. Directly affects how many men you can lead in a unit and how much damage is dealt. Also used in multiple battle tactics and training troops.
Strength (Str) - A character’s physical prowess and health. Determines damage in battle and is the primary stat in duels. Used in multiple battle tactics and Personal Turn actions.
Intelligence (Int) - How smart a character is. Used primarily for tactics in battle and espionage actions.
Stewardship (Stwd) - The ability to govern and manage time well. Used mainly in administrative actions. Directly affects AP in personal turns.
Charisma (Cha) - The measure of a character’s personality and ability to lead. Also correlates to looks. Used primarily in personnel actions.
RACES
The land of Baden is filled with various humanoid races. While humans are the majority race, there are still plenty of others, such as Dwarves, Gnomes, Elves, and Orcs. Below is a list of races available to play. A description of each race will be posted with the lore of Baden.
Human - The primary and most populous race in Baden. Heavily varied appearance.
Elf - The proud remnants of the Symbearn Evles. Tall, handsome, and fair haired.
Dwarf - Mountain Dwarves that have integrated with the people of Baden. Short, stout and dark haired.
Orc - The youngest race in Baden. Green or grey skin, muscular and similar height to a human.
Half-Orc - Generally a mix between an Orc and human. Physically similar to a full-blooded Orc, but not quite as large.
Half-Elf - Generally a mix between an Elf and human. Shorter than normal elves, but still handsome and fair haired.
BACKGROUND TRAITS
Background Traits are an added bonus for your character to start the game.
Family Heirloom - Start with an item of choice with +2 to chosen stat and a chosen bonus from the list in the items section.
Follower - Start with an NPC companion (250 Stat points and 6 Skill Points)
Highly Educated - Start with 25 extra Stat Points and increase the signup stat cap to 95
Regiment - Start with 100 (60) Troops
Skilled - Start with 4 extra Skill Points
Wealthy - Start with 250 extra gold
Well Versed - Start with 15 extra Stat Points and 2 extra Skill Points
SKILLS
Skills indicate what your character excels at, and provides bonuses or extra effects to tactics in the Personal, Kingdom, and/or Battle Turns.
Administrator (2; Stwd) - Increase Levy gains by 20%.
Aid (1; Int) - Increase the range of the Aid battle tactic by 2 spaces.
Arson (1; Int) - Allows use of the Arson KT action.
Artillery (2; N/a) - Allows the use of Catapults and Rams in battle.
Blacksmith (2; Str) - Can craft weapons and armor and certain armaments in the Personal Turn. Can use Strength to create Crafting Points in the Personal Turn.
Breeder (2; Lead) - Can craft horses (Item and Arms) in the personal turn. Can use Leadership to create Crafting Points in the Personal Turn
Cavalryman (2; N/a) - Increase damage dealt when commanding cavalry units in battle by 15%.
Charge (2; Lead/Str) - Remove enemy counter attack upon a successful Charge battle tactic.
Confuse (2; Int) - Increase the range and duration of the Confuse battle tactic by 1 each.
Counter Attack (1; N/a) - Gain a counter attack when attacked by a ranged unit when commanding a ranged unit.
Craftsman (2; N/a) - Increase Create Crafting Points PT action by 10%
Delay (1; Int) - Increase the range of the Delay battle tactic by 2 spaces.
Double Attack (2; Str) - Increase the damage of a successful Double Attack’s second attack to normal damage.
Drill (1; Lead) - Increase Train KT and PT output by 20%.
Duelist (2; Str) - Increase Initiative, AP and HP in duels by 15 each.
Engineer (1; Int) - Increase Develop Infrastructure gains by 20%.
Escape Artist (1; N/a) - Gain a +3 Bonus on all escape rolls.
Farmer (1; Stwd) - Increase Develop Agriculture gains by 20%
Harass (2; N/a) - Passively allows a unit to move, attack and then move again in battle. Does not reset movement, can be used in conjunction with a battle tactic.
Infantryman (2; N/a) - Increase damage dealt when commanding infantry units in battle by 15%.
Inspire (1; Cha) - Increase the duration of Battle Cry effects by 2 turns.
Iron Willed (2; N/a) - Opponents using a battle tactic against you receive a -2 on the tactics roll.
Jeer (2; Cha) - Give the Demoralized condition on a successful Jeer for a turn.
Keen Mind (2; N/a) - Gain a +2 modifier on all battle tactics.
Leader (2; N/a) - Increase max troop count by 100.
Logistics (1; N/a) - Decrease food consumption by 50% and gain +1 Movement in battles.
Marksman (2; N/a) - Increase damage dealt when commanding ranged units in battle by 15%.
Medic (3; Int) - Gain the use of the Heal battle tactic.
Merchant (1; Stwd) - Increase Develop Commerce gains by 20%
Musketeer (2; N/a) - Allows the use of Musketmen in battle.
Rally (2; Cha) - Remove negative conditions on successful Rally.
Raid (3; Lead/Int) - Cause a Confused condition on successful Raid.
Recruiter (3; Cha) - Increase Draft gains by 20% and gain a +3 modifier when recruiting NPCs.
Riot (3; Int/Cha) - Allows the use of the Riot KT action and increases Morale damage when using the Riot battle action by 10%.
Rumor (2; Cha) - Allows the use of the Rumor KT action.
Scholar (2; Int/Stwd) - Can craft Books and Maps in the Personal Turn. Can use Intelligence or Stewardship to create Crafting Points in the Personal Turn.
Spy (1; Int) - Allows the use of the Spy KT action.
Stealth (1; N/a) - Gain a +3 modifier on espionage actions and allows use of Steal KT action. (Arson, Riot, Rumor, Spy, Steal).
Study (2; N/a) - Increase amount of experience points gained by 20% when using the Train PT action.
Tactician (1; N/a) - Gain an extra 40 AP in battle.
Tailor (2; Cha) - Can craft clothes and jewelry in the Personal Turn. Can use Charisma to create Crafting Points in the Personal Turn.
Taskmaster (2; N/a) - Increase Personal NPC Limit by 3.
Taunt (2; Cha) - Gain a +2 modifier when attempting a Taunt battle action and increase range by 1.
Thrust (2; Str) - On a successful Thrust battle action, an enemy can be pushed into another, dealing damage to both.
Valor (2; N/a) - Remove extra damage when attacked when flanked.
Volley (3; Lead) - Remove the chance for friendly fire when using the Volley battle action.
Weapon Master (2; Str) - Unlock extra duel tactics when in a duel. Please refer to the Dueling Rules for which tactics are unlocked.
INJURY RULES
Whether through battle, duels, or random events, a character can suffer a ranging variety of injuries. When an injury occurs, 1 d100 will be rolled. Depending on the roll will determine the severity of the injury. If a character reaches under 20 Strength, chances for death increases.
1-60 Minor Injury - 1d6%
61-75 Moderate Injury - 1d6+6%
76-95 Severe Injury - 1d6+12%
96-99 Mortal Injury - 1d6+18%
100 Death
A character will naturally heal 3% injury every month.
IMPRISONED CHARACTERS
Personal characters can find themselves in situations that lead to them being imprisoned by another player. When this occurs, the imprisoned character cannot perform any personal turn actions or kingdom turn actions until they are released or escape. Each turn a character may make an attempt to escape but must pass an Escape Roll. To attempt an escape roll, the player must notify an Admin, and they will make the roll. If they succeed the roll, the character is set free, if the roll fails the character is once again captured and his fate is up to the captor.
Escape Roll - (((Str + Int)/10) - ((Safety + Training)/10)) + Escape Artist Bonus > 15
EXPERIENCE RULES
A character’s stats can increase as the game progresses by gaining Experience Points (exp) for the specific stats. On top of experience gained from training in the Personal Turn, Exp can also be gained when performing Personal Turn, Kingdom Turn, or Battle actions. Each task rewards 30 Exp total, split among the stats used to perform the action. Whichever stat is listed as the action’s relevant stat(s) is the one that gains experience. It requires 100 Exp to boost a stat by 1.
LATE SIGN-UP BONUS
For each turn after the start of the game a character is created, the character will receive a bonus of 100 experience points to distribute among their stats. A character may trade in 150 experience points to gain additional Skill Points (150 exp = 1 SP). Distribution will be posted in the Character Creation Thread before approval.