Post by ☾ αятємιѕ ☽ on Dec 16, 2017 22:13:20 GMT -5
The Pitch:
A multi-clan rp in which players rely on chance to determine whether their character’s actions are successful. Like D&D, you will roll (virtual) dice (we will keep track using rollz.org). For example, if your character is in a battle, you will roll to determine if their attacks land. Dice rolls will also be used when your character is attempting to lie about something, hunt down prey, or even scan the area for potential threats. Yes i know it’s like the adventure games, but, like… it’s different……….
Interested? Keep reading!
Table of contents:
Post 1:
i. How it works
ii. Skill Checks (AKA When to Use the Dice)
iii. Gameplay (With Examples)
Post 2:
i. Making your Character
ii. Character Form
iii. Personality Traits
iv. Special Abilities
Post 3:
i. The Story
Post 4:
i. Prey Stats
ii. Predator Stats
Rules
Respect the Dice - If you roll a 7 and the other guy rolls an 8, suck it up and lose. Don’t get me wrong, you can joke about it, but in the end just let it go. This game is partially left up to chance, and when you enter combat, a hunting session, a persuasive conversation, or explore, you better be prepared to to take the risk of getting hurt or losing. But if you win, be nice to the person with the lower roll.
Be Kind - Please be nice to everyone here. No god-modding or power-playing, no Mary or Gary Sues, and please no inappropriate behavior because that is just so uncomfortable and against the rules. The only drama we need is the drama in the rp, but if you feel uncomfortable feel free to PM us or contact one of the admins. :3
Activity - It would be great if we could always be in cat-world, but I get that you guys have lives outside of this feline dimension. Try to be on at least once a week, just so you don’t miss anything and the flow of the rp isn’t interrupted.
OCC - Separate your text chat from your rp chat by using (), [], {}, or anything else your brain can conjure.
Literacy - This is a semi-literate rp, but we’re pretty lenient about this. I’m going to recommend that for a typical scene of hunting, fighting, talking, or whatever you just do a paragraph or two, just because giant posts are hard to respond to and one-liners are boring. You won’t get kicked out if you do this stuff though.
Plots - Artemis and will usually be random cats who give you occasional vague prophecies or hand you basic set-ups, but it is completely up to your characters to move it along most of the time. If you’ve ever played Dungeons & Dragons, then you’ll see that Art and I are the Dungeon Masters. We set up a world with rules, and you decide how you survive, die, or excel.
Joining - Have fun with this! Feel free to make characters with cool backstories and conflicted feelings, or make the guys who are there to support them and help. I’m going to ask though, that you don’t start with a kit, and you keep these guys realistic. No cats with special powers. Developing cats and discovering their flaws is the best part!
Death - Your cats can die in this. If your health reaches 0, you have to make a save roll with a d20, and you are going to have to know what you’re doing when you start a fight.
Post 1:
i. How it works
ii. Skill Checks (AKA When to Use the Dice)
iii. Gameplay (With Examples)
Post 2:
i. Making your Character
ii. Character Form
iii. Personality Traits
iv. Special Abilities
Post 3:
i. The Story
Post 4:
i. Prey Stats
ii. Predator Stats
Rules
Respect the Dice - If you roll a 7 and the other guy rolls an 8, suck it up and lose. Don’t get me wrong, you can joke about it, but in the end just let it go. This game is partially left up to chance, and when you enter combat, a hunting session, a persuasive conversation, or explore, you better be prepared to to take the risk of getting hurt or losing. But if you win, be nice to the person with the lower roll.
Be Kind - Please be nice to everyone here. No god-modding or power-playing, no Mary or Gary Sues, and please no inappropriate behavior because that is just so uncomfortable and against the rules. The only drama we need is the drama in the rp, but if you feel uncomfortable feel free to PM us or contact one of the admins. :3
Activity - It would be great if we could always be in cat-world, but I get that you guys have lives outside of this feline dimension. Try to be on at least once a week, just so you don’t miss anything and the flow of the rp isn’t interrupted.
OCC - Separate your text chat from your rp chat by using (), [], {}, or anything else your brain can conjure.
Literacy - This is a semi-literate rp, but we’re pretty lenient about this. I’m going to recommend that for a typical scene of hunting, fighting, talking, or whatever you just do a paragraph or two, just because giant posts are hard to respond to and one-liners are boring. You won’t get kicked out if you do this stuff though.
Plots - Artemis and will usually be random cats who give you occasional vague prophecies or hand you basic set-ups, but it is completely up to your characters to move it along most of the time. If you’ve ever played Dungeons & Dragons, then you’ll see that Art and I are the Dungeon Masters. We set up a world with rules, and you decide how you survive, die, or excel.
Joining - Have fun with this! Feel free to make characters with cool backstories and conflicted feelings, or make the guys who are there to support them and help. I’m going to ask though, that you don’t start with a kit, and you keep these guys realistic. No cats with special powers. Developing cats and discovering their flaws is the best part!
Death - Your cats can die in this. If your health reaches 0, you have to make a save roll with a d20, and you are going to have to know what you’re doing when you start a fight.
How it Works:
Dice Rolls:
1-3 = failure (rolling a 1 means something especially bad happens)
4-7 = mixed result (you succeed but there is a consequence, e.g. catching prey
but causing a disturbance that scares other prey away)
8-10 = success (rolling a 10 means you do it SUPER GOOD… like it’s really
cool.)
Rolz.org:
Rolz.org has chatrooms that allow you to roll dice and record your rolls, so that we will have an easy way to make sure everyone is being honest about what they roll.
You will need to register an account (no personal information required, not even
an e-mail)
Join the WCRP chatroom
We will mainly be using the d10. To use it in the chatroom, type in #1d10
To add a bonus or a penalty, type in #1d10+1 or #1d10-1
We will use other dice occasionally. For example, if you were to roll 2d6, you would type in #2d6.
Health Points:
In this RP, characters will have health points. If your character reaches 0 HP, you will roll a d20 to see if they survive. A 10 or higher means they live, while a 9 or lower means they die. This is final, so you will have to be especially careful about your character’s health.
In order to regain health points, you must see a medicine cat or rest.
1 hour of rest = + 5 HP
Skills:
Your cat will have skill points that can give them bonuses on certain rolls. You can distribute these skill points when you create your character, and you will have the opportunity to earn more skill points during the RP, so the longer you stick with a character, the more skilled they become.
Bonuses/Penalties:
Your character will have bonuses and penalties to add or subtract from their dice rolls. These depend on the personality/body type traits you pick from the list. They will be listed on your character form so you can keep track of them.
If you pick two traits that cancel out each other’s bonuses or penalties, they have no effect. For example, + 1 Strength and - 1 Strength means + 0 Strength.
Abilities
Your character can have special abilities that can only be used once per day. More abilities can be earned through training.
Dice Rolls:
1-3 = failure (rolling a 1 means something especially bad happens)
4-7 = mixed result (you succeed but there is a consequence, e.g. catching prey
but causing a disturbance that scares other prey away)
8-10 = success (rolling a 10 means you do it SUPER GOOD… like it’s really
cool.)
Rolz.org:
Rolz.org has chatrooms that allow you to roll dice and record your rolls, so that we will have an easy way to make sure everyone is being honest about what they roll.
You will need to register an account (no personal information required, not even
an e-mail)
Join the WCRP chatroom
We will mainly be using the d10. To use it in the chatroom, type in #1d10
To add a bonus or a penalty, type in #1d10+1 or #1d10-1
We will use other dice occasionally. For example, if you were to roll 2d6, you would type in #2d6.
Health Points:
In this RP, characters will have health points. If your character reaches 0 HP, you will roll a d20 to see if they survive. A 10 or higher means they live, while a 9 or lower means they die. This is final, so you will have to be especially careful about your character’s health.
In order to regain health points, you must see a medicine cat or rest.
1 hour of rest = + 5 HP
Skills:
Your cat will have skill points that can give them bonuses on certain rolls. You can distribute these skill points when you create your character, and you will have the opportunity to earn more skill points during the RP, so the longer you stick with a character, the more skilled they become.
Bonuses/Penalties:
Your character will have bonuses and penalties to add or subtract from their dice rolls. These depend on the personality/body type traits you pick from the list. They will be listed on your character form so you can keep track of them.
If you pick two traits that cancel out each other’s bonuses or penalties, they have no effect. For example, + 1 Strength and - 1 Strength means + 0 Strength.
Abilities
Your character can have special abilities that can only be used once per day. More abilities can be earned through training.
Skill Checks (AKA When to Use the Dice)
Acrobatics - When your character tries to jump, climb, or perform any difficult maneuver.
Charisma - Your ability to deliver speeches, hold someone’s attention, and charm somebody. (Not just for casual conversations unless you want your cat to risk being really awkward at any moment).
Constitution - If you ingest something toxic/bad tasting, this skill determines your ability to handle it.
Healing - Your knowledge and ability to use medicinal herbs and treat injuries/illnesses
Insight - Your ability to see through lie or figure out someone’s true intentions. If someone rolled an 8-10 on a persuasion roll, you cannot roll insight to see through their lie.
Intelligence - If you choose to train with someone, roll intelligence to see what you gain from the training. (see training for more information)
Nature - Anything that has to do with survival, building shelters, identifying toxic plants, and recognizing predators.
Perception - This will probably be the most used skill. You will use it to scan for predators, prey, enemy cats, past scent trails, and to explore new areas. If someone rolls a 10 on a stealth check, your perception check fails against that person. However, you can still discover other members of their group if they are not traveling alone.
Persuasion - Your ability to persuade someone/lie convincingly. They can attempt to see through a lie with an insight check, unless you roll a 8-10.
StarClan - If you are attempting to communicate with Starclan, this skill determines the clarity of the message you recieve. Tag Artemis and Scartail48 and one of us will give you the message depending on your dice roll.
Stealth - Your ability to pass through an area undetected by prey/predators/enemy cats. NOTE: These rolls are balanced differently, so make sure you check the numbers.
Acrobatics - When your character tries to jump, climb, or perform any difficult maneuver.
1-3 = Your cat gets injured.
4-7 = You barely make it and you look like a fool/get a bruise or something.
8-10 = Success! I With a 10, you do a backflip and everyone is super impressed.
4-7 = You barely make it and you look like a fool/get a bruise or something.
8-10 = Success! I With a 10, you do a backflip and everyone is super impressed.
Charisma - Your ability to deliver speeches, hold someone’s attention, and charm somebody. (Not just for casual conversations unless you want your cat to risk being really awkward at any moment).
1-3 = That was a very awkward conversation. Good try though.
4-7 = You didn’t embarrass yourself, but you didn’t make an impact.
8-10 = The other cat likes you better now/your audience is captivated.
10 = They can’t decide if they love you or if they want to be you?
4-7 = You didn’t embarrass yourself, but you didn’t make an impact.
8-10 = The other cat likes you better now/your audience is captivated.
10 = They can’t decide if they love you or if they want to be you?
Constitution - If you ingest something toxic/bad tasting, this skill determines your ability to handle it.
1-3 = You lose health AND get a temporary disadvantage on future rolls.
4-7 = You feel sick and either lose health OR get a disadvantage on future rolls.
8-10 = Nothing bad happens. Weird.
10 = You feel better somehow……...
4-7 = You feel sick and either lose health OR get a disadvantage on future rolls.
8-10 = Nothing bad happens. Weird.
10 = You feel better somehow……...
Healing - Your knowledge and ability to use medicinal herbs and treat injuries/illnesses
1-3 = You make the situation worse. Your patient loses health. Roll 1d4 to determine how much they lose.
4-7 = Roll 1d6 to determine how much health your patient gains. They must gain the remaining health points through rest.
8-10 = Roll 2d6 to determine how much health your patient gains. They must gain the remaining health points through rest.
10 = Roll 2d8 to determine how much health your patient gains. They must gain the remaining health points through rest.
4-7 = Roll 1d6 to determine how much health your patient gains. They must gain the remaining health points through rest.
8-10 = Roll 2d6 to determine how much health your patient gains. They must gain the remaining health points through rest.
10 = Roll 2d8 to determine how much health your patient gains. They must gain the remaining health points through rest.
Insight - Your ability to see through lie or figure out someone’s true intentions. If someone rolled an 8-10 on a persuasion roll, you cannot roll insight to see through their lie.
1-3 = You suspect nothing!!!
4-7 = You suspect SOMETHING, but you’re not sure what it is.
8-10 = You know whether someone is lying to you.
4-7 = You suspect SOMETHING, but you’re not sure what it is.
8-10 = You know whether someone is lying to you.
Intelligence - If you choose to train with someone, roll intelligence to see what you gain from the training. (see training for more information)
1-3 = You had fun?
4-7 = You get a +1 on any future roll; it can ONLY be used ONCE.
8-10 = You learn a special ability (see abilities below)
10 = You get both a +1 on a future roll that can only be used once AND an ability (see below).
Intimidation - If you successfully intimidate someone, they get a -1 disadvantage on their next action against you (e.g. an attack or an insight/persuasion check).4-7 = You get a +1 on any future roll; it can ONLY be used ONCE.
8-10 = You learn a special ability (see abilities below)
10 = You get both a +1 on a future roll that can only be used once AND an ability (see below).
1-3 = You make a fool of yourself and your embarrassment causes the -1 disadvantage to be inflicted on you rather than your opponent.
4-7 = You made the situation unpleasant, but your opponent doesn’t get a disadvantage.
8-10 = You did it! Your opponent gets a -1 disadvantage.
10 = I just peed my pants. Your opponent gets a -2 disadvantage.
4-7 = You made the situation unpleasant, but your opponent doesn’t get a disadvantage.
8-10 = You did it! Your opponent gets a -1 disadvantage.
10 = I just peed my pants. Your opponent gets a -2 disadvantage.
Nature - Anything that has to do with survival, building shelters, identifying toxic plants, and recognizing predators.
1-3 = This is . . . a forest???
4-7 = You have mixed results; if you are building a shelter, it will last the night but isn’t especially stable. You recognize that those red berries CAN be dangerous, but you don’t remember if they’re the dangerous ones exactly. You know what the predator is, but you don’t remember much about it.
8-10 = You succeed.
10 = You are an expert.
4-7 = You have mixed results; if you are building a shelter, it will last the night but isn’t especially stable. You recognize that those red berries CAN be dangerous, but you don’t remember if they’re the dangerous ones exactly. You know what the predator is, but you don’t remember much about it.
8-10 = You succeed.
10 = You are an expert.
Perception - This will probably be the most used skill. You will use it to scan for predators, prey, enemy cats, past scent trails, and to explore new areas. If someone rolls a 10 on a stealth check, your perception check fails against that person. However, you can still discover other members of their group if they are not traveling alone.
1-3 = You think you’re in some kind of wilderness, but that’s about all you know.
4-7 = You are able sense some of your surroundings. If there are other players nearby who are trying to remain hidden, you sense cats nearby but you’re not sure who they are or exactly where they are, or when they were here. You are able to find nearby prey/pick up on predators. If you are exploring a new area, tag Artemis or Scartail48 and one of us will tell you what you find.
8-10 = You are able to identify who or what is in the area, and when they were here/if they’re still nearby, unless they rolled a 8-10 on a stealth check. If you are exploring a new area, tag Artemis or Scartail48 and one of us will tell you what you find.
4-7 = You are able sense some of your surroundings. If there are other players nearby who are trying to remain hidden, you sense cats nearby but you’re not sure who they are or exactly where they are, or when they were here. You are able to find nearby prey/pick up on predators. If you are exploring a new area, tag Artemis or Scartail48 and one of us will tell you what you find.
8-10 = You are able to identify who or what is in the area, and when they were here/if they’re still nearby, unless they rolled a 8-10 on a stealth check. If you are exploring a new area, tag Artemis or Scartail48 and one of us will tell you what you find.
Persuasion - Your ability to persuade someone/lie convincingly. They can attempt to see through a lie with an insight check, unless you roll a 8-10.
1-3 = You fail. With a 1, you accidentally reveal what you were trying to hide.
4-7 = You successfully persuade/lie to them, but they can still roll insight to try to see through it.
8-10 = They believe you.
10 = You seem very trustworthy.
4-7 = You successfully persuade/lie to them, but they can still roll insight to try to see through it.
8-10 = They believe you.
10 = You seem very trustworthy.
Speed - Speed.
1-3 = You trip and fall on your face.
4-7 = You run at an average pace.
8-10 = You run VERY FAST.
10 = If you both roll a 10, you roll again.
4-7 = You run at an average pace.
8-10 = You run VERY FAST.
10 = If you both roll a 10, you roll again.
StarClan - If you are attempting to communicate with Starclan, this skill determines the clarity of the message you recieve. Tag Artemis and Scartail48 and one of us will give you the message depending on your dice roll.
1 = You get no response.
2-3 = You get a very vague response.
4-7 = You get a vision that is left up for interpretation.
8-10 = You speak to a Starclan cat face to face.
2-3 = You get a very vague response.
4-7 = You get a vision that is left up for interpretation.
8-10 = You speak to a Starclan cat face to face.
Stealth - Your ability to pass through an area undetected by prey/predators/enemy cats. NOTE: These rolls are balanced differently, so make sure you check the numbers.
1-3 = You make a big ruckus. Everyone and their mother heard you.
4-7 = You go undetected unless someone succeeds on a perception check to find you.
8-10 = You go undetected, even against a successful perception roll.
Strength - This one is obvious. Any time you are attempting to overpower someone, move a heavy object, or any action that requires strength, use this skill. Otherwise, use the numbers below to determine the results:4-7 = You go undetected unless someone succeeds on a perception check to find you.
8-10 = You go undetected, even against a successful perception roll.
1-3 = Failure. You hurt yourself in the process.
4-7 = You succeed, but you pull a muscle or suffer a small injury.
8-10 = You succeed.
Wisdom - You can use this skill and tag Artemis and Scartail48 to determine your gut feeling about a situation. If you are successful, we will give you a clue about whether or not you’re in danger.4-7 = You succeed, but you pull a muscle or suffer a small injury.
8-10 = You succeed.
1-3 = You sense nothing wrong.
4-10 = You sense something. Tag Artemis and Scartail48 to discover what it is.
4-10 = You sense something. Tag Artemis and Scartail48 to discover what it is.
Gameplay (With examples)
Hunting
Art by Scartail48
Step 1: Roll for perception to detect prey in the area. You must roll higher than your prey’s stealth stat.
Step 2: Roll for stealth to sneak up on your prey. You must roll higher than your prey’s perception stat.
Step 3: Roll for speed to pounce/chase down your prey. You must roll higher than your prey’s speed stat.
To see your prey’s stats, check the prey list below.
If you fail on any of these checks, you have to start over. A critical failure (rolling a 1) means you scare all the prey in area away and you/your patrol have to move somewhere else.
Example:
Combat
Art by Scartail48
For a basic attack, roll a d10 to determine whether it is successful.
1 = Critical failure. You end up hurting yourself. Roll 1d4 to determine the damage to yourself.
2-3 = Your attack misses.
4-7 = Your attack lands. Roll 1d6 to determine the damage.
8-9 = Your attack lands. Roll 1d6+1 to determine the damage.
10 = Critical success. Roll 2d6 to determine the damage.
If you attempt a special maneuver, refer to the list of skills. For example, if you:
Hold your opponent down, roll a strength check. Your opponent also rolls a strength check to try to overpower you.
Disengage by running away, roll a speed check. Your opponent can also roll a speed check to try to catch you if they wish.
Disengage by jumping or dodging, roll an acrobatics check. You can only use this to get away from a fight, not to dodge every attack. Your opponent can also roll acrobatics to try to catch you if they wish.
The dice rolls determine the statistics of your attacks, but it is up to you to fill in the blanks and describe how these rolls play out in your character’s actions.
Example (It's long, but it's kind of funny):
This is what it looks like on the forums:
Communication
Art by Scartail48
You won’t need to roll for every conversation your cat has, but some circumstances can call for a role to make the conversation more interesting. For example:
If you are attempting to lie, roll a persuasion check to see if you succeed.
If you are trying to see if you are being lied to, roll insight.
If you want to charm someone or deliver a speech, roll charisma.
If you want to intimidate someone, roll for intimidation.
Example:
Training
You can choose to train with another player for a chance to earn a temporary bonus or a special abilities.
You can act out the training scene however you’d like.
Once you’re done training, both of you roll an intelligence check to see what you gained. (see Skill Checks - Intelligence)
Hunting
Art by Scartail48
Step 1: Roll for perception to detect prey in the area. You must roll higher than your prey’s stealth stat.
Step 2: Roll for stealth to sneak up on your prey. You must roll higher than your prey’s perception stat.
Step 3: Roll for speed to pounce/chase down your prey. You must roll higher than your prey’s speed stat.
To see your prey’s stats, check the prey list below.
If you fail on any of these checks, you have to start over. A critical failure (rolling a 1) means you scare all the prey in area away and you/your patrol have to move somewhere else.
Example:
Combat
Art by Scartail48
For a basic attack, roll a d10 to determine whether it is successful.
1 = Critical failure. You end up hurting yourself. Roll 1d4 to determine the damage to yourself.
2-3 = Your attack misses.
4-7 = Your attack lands. Roll 1d6 to determine the damage.
8-9 = Your attack lands. Roll 1d6+1 to determine the damage.
10 = Critical success. Roll 2d6 to determine the damage.
If you attempt a special maneuver, refer to the list of skills. For example, if you:
Hold your opponent down, roll a strength check. Your opponent also rolls a strength check to try to overpower you.
Disengage by running away, roll a speed check. Your opponent can also roll a speed check to try to catch you if they wish.
Disengage by jumping or dodging, roll an acrobatics check. You can only use this to get away from a fight, not to dodge every attack. Your opponent can also roll acrobatics to try to catch you if they wish.
The dice rolls determine the statistics of your attacks, but it is up to you to fill in the blanks and describe how these rolls play out in your character’s actions.
Example (It's long, but it's kind of funny):
This is what it looks like on the forums:
Communication
Art by Scartail48
You won’t need to roll for every conversation your cat has, but some circumstances can call for a role to make the conversation more interesting. For example:
If you are attempting to lie, roll a persuasion check to see if you succeed.
If you are trying to see if you are being lied to, roll insight.
If you want to charm someone or deliver a speech, roll charisma.
If you want to intimidate someone, roll for intimidation.
Example:
Training
You can choose to train with another player for a chance to earn a temporary bonus or a special abilities.
You can act out the training scene however you’d like.
Once you’re done training, both of you roll an intelligence check to see what you gained. (see Skill Checks - Intelligence)