Thorn_
CHYOA Guru
Character Name:
Appearance Image/description:
Affiliation: Silver Foxes initially, but whether players leave or join different factions, is possible, though they will still likely be the initial faction due to the general (Slightly sociopathic)neutrality allowing them to fit pretty much anywhere.
Zodiac Sign: While Hellenism is largely discredited religion, the use and beliefs surrounding constellations and birthsigns still remains. While nothing really prevents anyone from mastering any forms of magic, it is true, that according to studies in magic theory that certain individuals born under specific signs seem to pick up certain aspects much better to the respective god associated with it. whether or not this is truly some supernatural power, or circumstantial, or possibly just a self fulfilling prophecy, remains to be seen.
Additionally, some signs are naturally more compatible. than others allowing Bond Levels to increase faster.
Combat stats:
This is a bit different from the standard formula. How well this will or won't work, I'm not sure of just yet.
120 points between 8 stats. 20 is an average score, while 50 is the peak of human performance. Beyond that is supernatural. I can fill it out myself if people need me to as long as I know what the intended spread is.
Skill is unique in that since this is specifically how you fare in combat, it would be defined as skill in a specific weapon style. Bows, Swords, spears, staves, ect. There's no limit to the amount of weapon types someone can have as skill, by they still track individually, meaning you probably wouldn't want more than two at most. This would also apply to someone's ability to tap into magic in the place of conventional weapons.
Resolve reflects your ability to stay calm and makes you less likely to succumb to panic, and resist indirect magical and mental influencing effects. Reputation is how well known you are, by both your side and your enemies. This can be pretty double edged, but a warrior with a higher reputation has a better time trying to rally allies or cause fear in their enemies just by being there.
Bond Levels: If any. How to do this is still a complicated debate. I'm thinking that (with exceptions depending on the relationship) player characters would start at one for each other from being in the same mercenary outfit, but likely not having been personally close, though that's not a hard line rule.
I was thinking to allow at least 2 characters at 3(roughly what they'd consider life long friends) and one character at 6(Family they're on good terms with, a mentor, or something along those lines.)
Background:
I'm still unsure of how to handle magic as a stat, but I feel that system is fine enough to keep it as a subset of skill, mainly just swapping out the ability to use more standard weapons. I did debate having emotional effects play a bigger role, but I think I'm opting out of doing that part, at least until maybe I can think of how to retool it.
Appearance Image/description:
Affiliation: Silver Foxes initially, but whether players leave or join different factions, is possible, though they will still likely be the initial faction due to the general (Slightly sociopathic)neutrality allowing them to fit pretty much anywhere.
Zodiac Sign: While Hellenism is largely discredited religion, the use and beliefs surrounding constellations and birthsigns still remains. While nothing really prevents anyone from mastering any forms of magic, it is true, that according to studies in magic theory that certain individuals born under specific signs seem to pick up certain aspects much better to the respective god associated with it. whether or not this is truly some supernatural power, or circumstantial, or possibly just a self fulfilling prophecy, remains to be seen.
Additionally, some signs are naturally more compatible. than others allowing Bond Levels to increase faster.
Fire:
Aries: Ares, God of war and violence.
Leo: Apollo, Sun god of music and poetry
Sagittarius: Hephaestus, god of fire and smithing
Earth:
Taurus: Hades, god of death
Virgo: Demeter, Goddess of harvest and seasons
Capricorn: Artemis, goddess of the hunt and fertility
Air:
Gemini: Aphrodite, god of love and sex
Libra: Dionysus, god of wine and debauchery
Aquarius: Zeus, god of sky and thunder
Water:
Cancer: Athena, goddess of war and strategy
Scorpio: Hermes, god of thieves, cunning, and luck
Pisces: Poseidon, god of sea and earthquakes
Aries: Ares, God of war and violence.
Leo: Apollo, Sun god of music and poetry
Sagittarius: Hephaestus, god of fire and smithing
Earth:
Taurus: Hades, god of death
Virgo: Demeter, Goddess of harvest and seasons
Capricorn: Artemis, goddess of the hunt and fertility
Air:
Gemini: Aphrodite, god of love and sex
Libra: Dionysus, god of wine and debauchery
Aquarius: Zeus, god of sky and thunder
Water:
Cancer: Athena, goddess of war and strategy
Scorpio: Hermes, god of thieves, cunning, and luck
Pisces: Poseidon, god of sea and earthquakes
Combat stats:
This is a bit different from the standard formula. How well this will or won't work, I'm not sure of just yet.
120 points between 8 stats. 20 is an average score, while 50 is the peak of human performance. Beyond that is supernatural. I can fill it out myself if people need me to as long as I know what the intended spread is.
Skill is unique in that since this is specifically how you fare in combat, it would be defined as skill in a specific weapon style. Bows, Swords, spears, staves, ect. There's no limit to the amount of weapon types someone can have as skill, by they still track individually, meaning you probably wouldn't want more than two at most. This would also apply to someone's ability to tap into magic in the place of conventional weapons.
Resolve reflects your ability to stay calm and makes you less likely to succumb to panic, and resist indirect magical and mental influencing effects. Reputation is how well known you are, by both your side and your enemies. This can be pretty double edged, but a warrior with a higher reputation has a better time trying to rally allies or cause fear in their enemies just by being there.
Bond Levels: If any. How to do this is still a complicated debate. I'm thinking that (with exceptions depending on the relationship) player characters would start at one for each other from being in the same mercenary outfit, but likely not having been personally close, though that's not a hard line rule.
I was thinking to allow at least 2 characters at 3(roughly what they'd consider life long friends) and one character at 6(Family they're on good terms with, a mentor, or something along those lines.)
Background:
I'm still unsure of how to handle magic as a stat, but I feel that system is fine enough to keep it as a subset of skill, mainly just swapping out the ability to use more standard weapons. I did debate having emotional effects play a bigger role, but I think I'm opting out of doing that part, at least until maybe I can think of how to retool it.

