Subject to Revision
RPG Mode:
To be used for :Missions, Adventures, Quests, specialized sparing, RPG mode will be reserved for certain rooms/zones only. RPG mode dose not interfere with regular RP-ing. Those who come into contact with individuals that have purchased character points will RP- as they always do. Only when two or more characters that have purchased character points come into contact will a new turn base style of RP be proposed by activation from an administrator.
Character points: An attribute that can be bought for $500 to allow your character to have stats and level up when amassing feats of significance. From that point on you will start at level “0” and an experience bar will be added to your character wherein certain actions in RP will award you points to achieve a level. Once you gain a level you will be given more character points to attribute to your stats, else the choice to save up and “buy” slots for inventory, abilities or weapons with your character points.
Ability points:
As a first level character you may begin to focus on attributes concerning physical or mental development, thus allowing for accumulation of status values, which can implement modifiers to your normal roll values: POW, SPD, LIF, IQ
POW: The equivalent of your strength level, used as a modifier for melee type dmg or buffs.
SPD: the equivalent of your dexterity or ability to move about. Used as a modifier for ranged attacks, and reflex based defensive capabilities. This stat also is important for determining AP modification, and REF bonus.
LIF: life, to be precise, your hit points bar. The higher this number the larger the increase directly correlated into your life bar is. This modifier represents your FORT bonus
IQ: This number is a generic strength intelligence wise, the associated modifier will increase your MID save and or allow you access to certain abilities/spells etc .
Table (ability scores modifiers):
1 = -5
2 = -4
3 = -4
4-5 = -3
6-7 = -2
8-9 = -1
10-11 = 0
12-13 = +1
14-15 = +2
16 -17 = +3
18- 19 = +4
Status/saves:
You will also have the ability to avoid certain types of damage via “saving”
MID, REF, FORT
MID: Mind or will based attacks focused on you can be negated or decreased if you make this save. Ex. Mind reading, confusion,
REF: Reflex, or speed based motor skills effected attacks focused on you can be negated or decreased if successful. (Attacks that need to be physically dodged)
FORT: Fortitude, or life-force threatening attacks focused on your character can be negated or decreased if successful. (Fatigue, fatalities, testing on the body.)
Levels and Experience:
0- 0 EXP
1- 1,000
2- 3,000
3- 7,000
4- 15,000
5- 35,000
6- 80,000
7- 125,000
8- 300,000
9- 700,000
10-1,500,000
Encounters:
During encounters with monsters there will be situations where you will need to pause the RP situation for a moment and think more intone with turn based movement. While you’ll still be using Para RP, and T1 for battles consider the three most basic maneuvers within the given scenario: Attacking, Defending, and Running away, depending on the situation, the better end of your character’s life could be completely dependent on what you choose at that given moment.
Before reaching level 1, that character must decide if they are to be an “Ability/magic”, “Weapon/skill user” or a mix of the two. Certain conditions apply which place limits on specific variations.
RPG Classes:
Basic:
“Castor” Ability/Magic user:
Starting: 2HP/5AP
-Maximum number of weapon slots = 0 (0 primary, 0 hidden) *only one can be used at a time, must be equipped to use.
-Maximum number of ability/magic slots = 5 Support 5 Offensive.
-Inventory= 1
“Fighter” Weapon/Skill user:
Starting: 5HP/2AP
-Maximum number of weapon slots = 3 (2 primary, 1 hidden) *only one can be used at a time, must be equipped to use.
-Maximum number of skill slots – 5 Support 5 Offensive, maximum of 10.
-Inventory= 1
Advanced:
“Specialist” (Combination of Weapon/ Ability)
Start boost: + 5HP +10AP
Prerequisite: Must have been either a Castor or a fighter for at least three levels*
-Maximum number of weapon slots = 2 (1 Primary 1 Hidden) * only one can be used at a time, must be equipped to use.
-Maximum number of ability slots = 3 Support 3 Offensive, maximum of 9.
Elitist (Combination of Magic/Weapon
Prerequisite: Must have been either a Castor or a fighter for at least three levels*
-Maximum number of weapon slots = 2 (2 Primary 0 Hidden) * only one can be used at a time, must be equipped to use.
-Maximum number of Magic slots = 3 Support 3 Offensive, maximum of 9.
Omni/ Prestige
“Master” (Combination of Weapon/Skill and Ability/ Magic)
Start boost: +15 HP +30 AP
Prerequisite: Must have been a specialist or elitist for five levels or more.*
-Maximum number of weapon slots = 3 (2 Primary 1 Hidden) * only one can be used at a time, must be equipped to use.
-Maximum number of Ability/Magic/Skill slots = 6 Support 6 Offensive divided as per maximum of 36.
All character awards/increases will be directly coordinated with a chosen administrator. This sheet will progress as players get further with their character.
Slot Purchase:
Weapon slots: (non upgradeable)
Primary 1 Slot (equipped): requires level 1 + (5 points)
Primary 2 Slot: requires level 2 + (10 points)
Hidden 1 Slot: requires level 3, Primary slot 1&2 + (25 points)
Ability/Magic Slots: (upgradeable)
-Primary 1 Slot: Requires level 0 + (5 points)
-Secondary 1 slot: Requires level 1, primary slot 1 + (10 points)
-Secondary 2 slot: Requires level 2, primary slot 1, Secondary slot 1 + (15 points)
-Secondary 3 slot: Requires level 3, primary slot 1, Secondary slot 2 + (15 points)
-Secondary 4 slot: Requires level 4, Primary slot 1, Secondary slot 3 + (20 points)
-Secondary 5 slot: Requires level 5, Primary slot 1, Secondary slot 4 + (20 points)
-Secondary 6 slot: Requires level 6, Primary slot 1, Secondary slot 5 + (30 Points)
**Upgrades increase the duration or damage of the Ability or Magic by the net of the formula amount invested in it. Some types cannot be upgraded.
Inventory slot: (expandable)
Inventory 1: requires level 0 +(10 points)
HP:
+1 : requires level 0 + (1 point)
Stamina:
+1: requires level 0 + (1point)
Note:
HP& stamina caps per level
0=10
1= 50
2=100
3=300
Weapons/abilities/magic:
-All weapons/abilities/magic use will be given an amount of damage/enhancement range and stamina usage as they are proposed form perspective users.
Food
Students with RPG mode have the opportunity to reap the benefits of miscellaneous food items to restore HP or AP.
EXP
Experience is extremely important to both monster and non monster players to increase their skills vs. one another. There are four distinctions of EXP for verification purposes Baseline, Gross, Net, and additional modifications.
Non monster-players: gain experience according to a base set of EXP (x) times a multiplier of the monster’s CR (modifier minimum is x1)
::Ex. Base exp of 3-5 paras: 15Exp, 15 x Monster CR of 2 = 30 Exp::
Non-monster character base:
1-2 para: 5 Exp
3-5 para: 15 Exp
6-8 para: 30 Exp
9+ para: 60 Exp
Monster based characters: gain experience according to the base set of EXP (x) (number of non –monster players at same level x lv) + (number of non player characters at higher lv x lv* if applical) = net multiplier
:: Ex. 3 lv 1’s: 3x1= “3” + 1 lv 3: 1x3= “3”: 3+3 = 6 net multiplier, base of 3-5 para: 15 Exp, 15x 6= 90 EXP::
Monster character base:
1-2 para: 5 Exp
3-5 para: 15 Exp
6-8 para: 30 Exp
9+ para: 60 Exp
Vanquish/banish monster base:
Monster CR:
0: 100
1-2: 200 Exp
3-4: 300 Exp
5-6: 400 Exp
7-8: 500 Exp
9-10: 600 Exp
11-12: 700 Exp
13-14: 800 Exp
15-17: 900 Exp
Treasure/other Multiplier Rewards:
In sub Lairs (owned by that monster) X2 Exp/Treasure
In Main lairs (owned by that monster) X3 Exp/Treasure
In case Sub lair is in a dark hall: (owned by that monster X4 Exp/Treasure
In case Main Lair is in dark hall: (owned by that monster X6 Exp/Treasure