merkros
CHYOA Guru
"It all happened without warning. Strange lights appeared in the sky. They swirled and grew brighter until an innumerable number of planets appeared in the sky. The ground quaked and more lights busted out of the ground at a startling pace until all was blinded.
When you came to, the world was not as it was. You looked down upon the city ahead and see a strange confluence of past, present, and future. There were things that you could never have imagined and creatures that you have never seen before... All in Ruins. "
So for my xth attempt at an RPG, I thought that I would try something a little bit different. I've been wanting to do some kind of Post-Apocalypse RP for a while now and it's taken me a bit to decide exactly how I want to set things up. Convergence takes place in a world where many possible Earths have collided. Some of them are modern, some of them are fantasy, and some of them are futuristic. You can more or less be whatever or whoever you want (even something fanfiction-y if you wanted).
There are going to be some survival elements such as the need to search for food and building materials and possibly other resources later, but these elements generally exist to keep the players active so they don't just wallow in a hole somewhere and wait for the encounters to come to them. We're not doing a Slice of Life RPG here.
Considering the large variety of possible characters one could make I was thinking of trying to do something a little different with the character creation. I'd like to try a system that I used in the past on a different site for another RPG. Overall it's pretty simple and not very complex at all. Instead of creating a large, complicated character sheet, we're going to make character cards. Instead of having all sorts of stats and equipment and things like that, your stats are essentially going to be boiled down to three mechanics: Attack, Defense, and Health. You can also have other abilities that either help in combat, or with survival situations. So let's take a look at one from the old RPG that I did.
This is Bealurch:
Bealurch is a big, grumpy wolfman with an Attack of +5 and a Defense of +3. So what do these numbers mean? They're pretty simple. When he attacks an enemy, he rolls 1d20 and then adds 5 to the resulting roll. His opponent will do the same thing and roll 1d20, but instead add their def bonus to the roll. The difference between these attacks then comes out of HP. When HP reaches zero, then the opponent is defeated. So Let's see what this looks like in action.
Bealurch is walking through the forest and meets an Evil Bealurch clone.
This combat is very much a simplification as most encounters are probably going to involve multiple people on either side. One thing to keep in mind is that combat is very much a closed deal. It's important to know who's around you when in potentially dangerous scenarios. There isn't much chance at getting reinforcements unless help is right in the next room over, or outside the door. Other players may hear the combat and arrive to help prevent whatever not-good thing is happening to the losers, but won't be able to actually join in the fight.
Keep in mind that Player Characters aren't likely to die in combat. They're more likely to be capture or lewded depending on the circumstances. Abilities such as Bealurch's are more of an NPC vs NPC effect.
Also HP is more of a "will to fight" than physical health. Any effect that would damage that does damage to ones HP. Due to the mechanics of the world, physical injury or permanent mental damage doesn't start until after HP reaches 0...Although random Mooks will pretty much always die. Only the ones that are potentially relevant or have names has this special protection.
So how do these characters get made?
In a way, it's not too different from most of the RPG's here.
Name:
Gender:
Sexual Orientation:
Age:
Level: All characters will start at level 1. Each time you win a fight, you'll get 1 experience. The amount of experience that you need to increase in level is equal to your current level. So, at level 1 you need to win 1 combats to gain a level. At level 2 you need to win 2 combats. It'll mean fast early leveling and slower later leveling.
Stats: You will get 6 points to distribute how you wish between your three stats. A point into Attack and Defense will increase that stat by 1. A point into HP will increase that stat by 5. You start with 20 HP. Each time you gain a level, you'll get 2 more points to distribute.
Abilities: You can choose to start with an ability. If you choose not to have a starting ability, then you get another 2 points to put into your stats. Abilties can range from a combat ability to something more utilitarian. The world is really your oyster in this matter. Every 5 levels, you can choose to gain another ability, or 2 extra stat points.
Equipment: Equipment is largely for cosmetic and roleplay purposes.Your starting stats already factor in any kind of bonus effects that you might get from them. You may be able to find improved equipment that will give you secondary bonuses to your stats. This is pretty important, because this is a world where technically High-tech stuff and tribal primitives exist in the same space. Enemies still feel the effects of these weapons in the form of HP damage, but you aren't going to be vaporizing an entire village with a single shot of your laser cannon.
Background: This is the background story of your character, a description of the world that your from, and pretty much everything else from before The convergence.
Personality: Who are you?
Character picture (Required): Since most of the characters are going to be represented in card form, I need something to actually be able to turn into 'said card. Normally I wouldn't press so hard for a character picture, but considering how I'm going to try and visualize combat...it would be helpful.
So that's my proposal for how i want the RPG to run.I wanted to do an RPG that plays a little differently than usual, but if the New System is a bit too much and overcomplicated and the majority of players agree, then I can concede and go back to a more standard RP system such as have been used in many other RPG's in the past. Including my most recent one.
Ideally, the more players the better. I don't really have an upper limit, but if we don't get more than a couple of players then it means that a lot of the play will involve NPC's which could theoretically complicate things for the worse.
When you came to, the world was not as it was. You looked down upon the city ahead and see a strange confluence of past, present, and future. There were things that you could never have imagined and creatures that you have never seen before... All in Ruins. "
So for my xth attempt at an RPG, I thought that I would try something a little bit different. I've been wanting to do some kind of Post-Apocalypse RP for a while now and it's taken me a bit to decide exactly how I want to set things up. Convergence takes place in a world where many possible Earths have collided. Some of them are modern, some of them are fantasy, and some of them are futuristic. You can more or less be whatever or whoever you want (even something fanfiction-y if you wanted).
There are going to be some survival elements such as the need to search for food and building materials and possibly other resources later, but these elements generally exist to keep the players active so they don't just wallow in a hole somewhere and wait for the encounters to come to them. We're not doing a Slice of Life RPG here.
Considering the large variety of possible characters one could make I was thinking of trying to do something a little different with the character creation. I'd like to try a system that I used in the past on a different site for another RPG. Overall it's pretty simple and not very complex at all. Instead of creating a large, complicated character sheet, we're going to make character cards. Instead of having all sorts of stats and equipment and things like that, your stats are essentially going to be boiled down to three mechanics: Attack, Defense, and Health. You can also have other abilities that either help in combat, or with survival situations. So let's take a look at one from the old RPG that I did.
This is Bealurch:
Bealurch is walking through the forest and meets an Evil Bealurch clone.
Bealurch initiates the combat and goes first and attacks. He rolls (1d20+5) = 25. He rolled a 20 and added 5 to the attack. Evil Bealurch also rolls 1d20, but he adds his def value instead so he rolls (1d20+3)=19. So Evil Bealurch takes 6 points of damage.
So Bealurch is now at 35 hp. Evil Bealurch is at 29 hp. Now it's Evil Bealurch's turn. He attacks Bealuch and rolls (1d20+5)= 20 and Bealurch rolls (1d20+3) = 14. Bealurch takes 6 Points of damage.
So funnily enough, now both Bealurch and Evil Bealurch is at 29.
Bealurch Attack Rolls (1d20+5) = 8
Evil Bealurch Defense rolls (1d20+3) = 18. In this scenario, The result is -10 points of damage to Bealurch. However, you can't take negative damage. You don't heal, so in this case Bealurch will have successfully defended against the attack.
Evil Bealurch Attack Rolls (1d20+5)= 25
Bealurch Defense Rolls (1d20+3) = 4.
Bealurch takes 21 points of damage.
Bealurch attack Rolls (1d20+5)=19
Evil Bealurch Defense Rolls (1d20+3)= 12
Evil Bealurch takes 8 points of damage.
Evil Bealurch attack rolls (1d20+5) = 21
Bealurch Defense rolls (1d20+3)= 8
So with that roll, Evil Bealurch manages to defeat the normal Bealurch. Now that he has done so and therefore won the combat, a few things could happen. He could capture Bealurch and drag him off to do who knows what, he could lewd the poor Bealurch, or he could just kill him. Now, Bealurch here has an ability that makes it more likely to kill enemies that he's defeated, so that's probably what would happen. Negative outcomes from combat doesn't start to happen until all of the enemies are defeated.
So Bealurch is now at 35 hp. Evil Bealurch is at 29 hp. Now it's Evil Bealurch's turn. He attacks Bealuch and rolls (1d20+5)= 20 and Bealurch rolls (1d20+3) = 14. Bealurch takes 6 Points of damage.
So funnily enough, now both Bealurch and Evil Bealurch is at 29.
Bealurch Attack Rolls (1d20+5) = 8
Evil Bealurch Defense rolls (1d20+3) = 18. In this scenario, The result is -10 points of damage to Bealurch. However, you can't take negative damage. You don't heal, so in this case Bealurch will have successfully defended against the attack.
Evil Bealurch Attack Rolls (1d20+5)= 25
Bealurch Defense Rolls (1d20+3) = 4.
Bealurch takes 21 points of damage.
Bealurch attack Rolls (1d20+5)=19
Evil Bealurch Defense Rolls (1d20+3)= 12
Evil Bealurch takes 8 points of damage.
Evil Bealurch attack rolls (1d20+5) = 21
Bealurch Defense rolls (1d20+3)= 8
So with that roll, Evil Bealurch manages to defeat the normal Bealurch. Now that he has done so and therefore won the combat, a few things could happen. He could capture Bealurch and drag him off to do who knows what, he could lewd the poor Bealurch, or he could just kill him. Now, Bealurch here has an ability that makes it more likely to kill enemies that he's defeated, so that's probably what would happen. Negative outcomes from combat doesn't start to happen until all of the enemies are defeated.
Keep in mind that Player Characters aren't likely to die in combat. They're more likely to be capture or lewded depending on the circumstances. Abilities such as Bealurch's are more of an NPC vs NPC effect.
Also HP is more of a "will to fight" than physical health. Any effect that would damage that does damage to ones HP. Due to the mechanics of the world, physical injury or permanent mental damage doesn't start until after HP reaches 0...Although random Mooks will pretty much always die. Only the ones that are potentially relevant or have names has this special protection.
So how do these characters get made?
In a way, it's not too different from most of the RPG's here.
Name:
Gender:
Sexual Orientation:
Age:
Level: All characters will start at level 1. Each time you win a fight, you'll get 1 experience. The amount of experience that you need to increase in level is equal to your current level. So, at level 1 you need to win 1 combats to gain a level. At level 2 you need to win 2 combats. It'll mean fast early leveling and slower later leveling.
Stats: You will get 6 points to distribute how you wish between your three stats. A point into Attack and Defense will increase that stat by 1. A point into HP will increase that stat by 5. You start with 20 HP. Each time you gain a level, you'll get 2 more points to distribute.
Abilities: You can choose to start with an ability. If you choose not to have a starting ability, then you get another 2 points to put into your stats. Abilties can range from a combat ability to something more utilitarian. The world is really your oyster in this matter. Every 5 levels, you can choose to gain another ability, or 2 extra stat points.
Equipment: Equipment is largely for cosmetic and roleplay purposes.Your starting stats already factor in any kind of bonus effects that you might get from them. You may be able to find improved equipment that will give you secondary bonuses to your stats. This is pretty important, because this is a world where technically High-tech stuff and tribal primitives exist in the same space. Enemies still feel the effects of these weapons in the form of HP damage, but you aren't going to be vaporizing an entire village with a single shot of your laser cannon.
Background: This is the background story of your character, a description of the world that your from, and pretty much everything else from before The convergence.
Personality: Who are you?
Character picture (Required): Since most of the characters are going to be represented in card form, I need something to actually be able to turn into 'said card. Normally I wouldn't press so hard for a character picture, but considering how I'm going to try and visualize combat...it would be helpful.
So that's my proposal for how i want the RPG to run.I wanted to do an RPG that plays a little differently than usual, but if the New System is a bit too much and overcomplicated and the majority of players agree, then I can concede and go back to a more standard RP system such as have been used in many other RPG's in the past. Including my most recent one.
Ideally, the more players the better. I don't really have an upper limit, but if we don't get more than a couple of players then it means that a lot of the play will involve NPC's which could theoretically complicate things for the worse.