NOTE:
This RP is currently CLOSED for entries. There are zero (0) slots available.
Come back at a later time or PM me to be notified when a slot opens.
***********************************
RP is now live!
Only By a Margin RP thread
***********************************
Only by a Margin.
Chapter 1 – The Dungeon.
Plot
-Chapter 1-
You awake inside a small rather damp cave, only a single tunnel leading out. You don’t remember how you got here or who took you here. You clearly remember what you were doing before and now, but nothing in between. Strangely enough you still have all your gear; weapons, items the works. But the ever important questions still remains:
How did you get there, and who brought you there and why?
----------
The RP will start with all of you standing in this cave, will you escape?
I (the GM) have a map, so you won't be loafing about randomly
This is marked Chapter 1, reason for this is logical; there are several other chapters and should one survive this one you will keep your level, stuff and skills in the next one. So, if you end up at level 16 and wield a magic sword, you are allowed to use the char with the stated items in Chapter 2.
Info
This RP is not like every other, this RP is GM run. That means that you state what you wish your character to do, and I as the Game Master (GM) will roll some dice according to your stats and probability, and I will post the outcome.
Note that this means you will not state the result of your post, if you hit/miss or damage.
If unsure, consider it like a turn based game like Final Fantasy. You choose the option on the menu and the game makes it happen or fail.
As it is stat based you will have a set of Hit Points which means that you can in fact die.
Death
When/if your character dies, you might not die per se and you might instead be KO'ed. This means that for the remainder of that fight you are unconscious.
After the battle the survivors can knock some sense in your body, awake you from your slumber and heal you. Or drag you to a healer to get you fully fixed.
In other words; if your HP goes to 0 or lower you are KO'ed from that battle, but are 'revived' after the fight with minimal HP. (1-3)
However if you manage to get negative hit points equal to -10 you are dead-dead, and have to be resurrected. If resurrection is not possible you will have to be dragged along by the rest until they gain the ability, or permanently die.
In the case of death you are allowed to reroll a new character, but be aware that you will start at level 1. (Some special cases might allow different, but consider this baseline)
Stats
Some stats like HP and MP are based on other stats.
HP is based on the END (Endurance) stat, and MP is based on the INT (intelligence) stat. The higher the stat the higher the pool.
The rolls that make up things will not be displayed and sometimes not even mentioned.
For attack rolls, it will look something like this.
*Dice check: Hit.. Damage: normal*
The ‘to hit’ roll test will alter depending.
If the target knows about your attack, it will be an STR/DEX vs AGI test; if the target is unaware it will be vs a PER test.
Know that some spells will require a ranged attack with DEX, some might need STR but some need INT, more details in the individual spells.
Also be aware that certain skills will tie both damage and success chance to a stat, like certain rogue skills will be DEX related, whereas most mage spells will be INT related.
The formula is simple, [stat]+D20 vs [stat]+D20.
Damage
Unless the skill states different, melee weapons will take damage from STR, ranged from DEX and spells from INT. Some weapons/classes will have exceptions.
Every weapon will have a damage modifier by itself, this is added to your melee damage.
For example read in the weapon types below.
Skill costs/Energy
Most skills and abilities have a cost linked to them. Different classes might share the same system.
-For the spell caster this is called MP, or Mana. It will drain depending on which skill used. This does not have a natural regeneration but can be regenerated by focusing on it outside combat, but its base amount increase depending on the INT stat.
-For the warrior this is different. The Warrior uses an energy pool named Adrenaline (AD), and instead of starting out at 100% as MP can do it starts out at zero. It increases per round in battle and depending on what actions are done. Abilities need a set amount of AD. Instead of having this increase along a stat the max amount is always 100, and skills will use up a set amount depending on the strength of it.
-For the rogue class there is Energy (EN). As the Warrior’s AD its max amount is always 100. This starts out at 100%, and certain abilities consume different amounts of energy. It recharges every round at a set rate, as well as depending on certain conditions.
Leveling
As you gain enough XP you will gain another level. At this point you will get +1 to every attribute, as well as 2 points that you can place wherever you like. Your MP, HP, EN and AD will also be put to full. This includes the Warrior’s AD which normally starts out at 0, at the time of a leveling (if the combat goes on) it will be filled to 100%.
Example:
STR, INT, AGI, DEX, END will get +1. And you decide to put the bonus in DEX, which means that in a sense, DEX gets +3 and the other +1.
This will raise your base MP and HP.
It might also give you access to a new skill/ability/spell.
The skill trees will differ from the classes and they will allow the player to obtain new skills, or upgrade the power for already owned skills.
Classes
In this RP you will need a class to define what skills you get.
Multiple users of the same class IS allowed, but it might get boring in the length if you are to argue over who gets that sword or that fancy whip.
Feel free to make up your own, just run it through me first.
Class/Race bonuses
These will be filled by the GM, and will be decided according to the class and race chosen.
So a warrior will not get a + in INT, nor will a mage get a + in STR.
Every class will get +1 to two stats or 2 in one stat.
The same goes for the Race.
Melee weapons
Melee weapons will rely on STR to hit and damage. Fomula is as follows
To hit: STR +D20 vs. AGI/PER+D20
Damage: (STR + weapon bonus + weapon preference) *2
The crit table is a flat D20 where the following is used.
1-5 - 50% (half)
6-17 - 100% (normal)
18-20 - 200% (double)
Some skills and abilities might modify this.
If you have 5 in STR, a +2 sword and preference (+2) in it.
(5+2+2)*2 ~ 9*2 = 18
Adding the crit roll you can do as high as 32, as low as 9 but most likely you will do 18.
Ranged weapons
Ranged weapons will rely on DEX to hit and damage. Fomula is as follows
To hit: DEX+D20 vs. AGI/PER+D20
Damage: (DEX + weapon bonus + weapon preference) *2
Note that without using certain skills or abilities, ranged attacks cannot critically hit.
For damage calculation example, see Melee weapons. Substitute STR for DEX.
Armor
Armor will give you a flat bonus to your AGI, for the sake of simplicity.
Some might have other bonuses.
Items/Backpack
Every player has a small bag when they wake. This bag has 10 slots.
Every item takes up 1 slot regardless, just to keep it simple. Only exception is certain small items (pebbles?) might stack in one slot to a certain point.
Equipped items take no slots, as you can only have one set of [item]equipped anyway. This goes for weapons and the like.
Know that if you dual-wield without being trained in it, you will suffer penalties.
GM posts
All GM posts will be a single post containing all info; they will be ‘parted’ with named dividers such as this one.
==================
++++Other/GM Note++++
==================
Named accordingly to what it displays.
GM Hints and Tips
Note that you will not get a map, you will not be told how much HP your enemy have.
So when you beat a creature of certain types and “levels”, I urge you to jot this down for yourself if you wish to keep detail. There are easy ways of creating improvised maps based on the turns you take as well as the things you meet.
The GM posts might detail how much damage you do so you can calculate a rough HP for your enemy.
Rules (see next post for version):
-THINGS ARE PRONE TO CHANGE Just be aware that certain damage modifiers and things like how some things are calculated can happen even DURING game play. This is to balance out things as I don’t have too much play testing with this system yet. Check the rule version to see when stuff have changed. (this will also be mentioned in a GM post)
-In GM notes some special things might be stated, like a post order. If things are stated you have to follow them.
-Every player can state out what they wish to do. But GM decides if it hits, or fails.
-NPC & Monsters are controlled by GM.
-A basic skill set of what one can do, will be appointed to you, as the character class has been accepted.
-The GM will be using die generator, so don't nag about things.
-The Hits and damages are based on your stats + die rolls, so don’t complain.
-ONE character per person, NO NPC's controlled by you. If you have a combat pet this will also be played out by GM.
-XP will be given based on the Actions you take during combat, or during special events. The XP is also shared among the other players provided they are within “range”.
|-Leveling will be there, a player will be given a set of points, to improve the stats.
|-This happens after every kill, sometimes outside of combat if someone has earned it.
-Though there can be multiple characters of the same class, know that some classes like the Rogue will allow for different focuses; for example Assassination and Thievery. These will be very different in skills and stats you gain.
|-Unique ones are allowed, but will have to be worked out with the GM.
-Some information, like where one person in particular sees, if the others do not see it it will be delivered via PM.
-Depending on the type of character, place your points accordingly. One can be a wizard, with high strength or endurance but it might not really aid you in the long run.
-Characters can "jump in" or "jump out" as they wish to, but when not there they will not be given XP, share of loot, or any things like this.
-If there is ANY discussions, or other things. In the end the GM decides.
Gameplay specific rules
In the following box, more rules that are not needed to understand the gameplay, but is nice to know will be added.
----------------------
------------------------------
Player list:
**-Member name – Character name(with link) – Class **
-Red Fox – GM/NPC’s
- Skyy - Syrua Silverkin - Red Mage
- Shenorai - Sporuus Sopp - Plant mage
- Tipsynaruto - Lyrnya - Samurai
- Cedi - Garthal Spiketail - Vanguard
- CassinoChips - Gennaen Lifegrip - Dark Monk
- Izanagi - G'rogllrognol'disiasdra - Figher Tank
Pending (still taking PM test)
---
This RP is currently CLOSED for entries. There are zero (0) slots available.
Come back at a later time or PM me to be notified when a slot opens.
***********************************
RP is now live!
Only By a Margin RP thread
***********************************
Only by a Margin.
Chapter 1 – The Dungeon.
Plot
-Chapter 1-
You awake inside a small rather damp cave, only a single tunnel leading out. You don’t remember how you got here or who took you here. You clearly remember what you were doing before and now, but nothing in between. Strangely enough you still have all your gear; weapons, items the works. But the ever important questions still remains:
How did you get there, and who brought you there and why?
----------
The RP will start with all of you standing in this cave, will you escape?
I (the GM) have a map, so you won't be loafing about randomly
This is marked Chapter 1, reason for this is logical; there are several other chapters and should one survive this one you will keep your level, stuff and skills in the next one. So, if you end up at level 16 and wield a magic sword, you are allowed to use the char with the stated items in Chapter 2.
Info
This RP is not like every other, this RP is GM run. That means that you state what you wish your character to do, and I as the Game Master (GM) will roll some dice according to your stats and probability, and I will post the outcome.
Note that this means you will not state the result of your post, if you hit/miss or damage.
If unsure, consider it like a turn based game like Final Fantasy. You choose the option on the menu and the game makes it happen or fail.
As it is stat based you will have a set of Hit Points which means that you can in fact die.
Death
When/if your character dies, you might not die per se and you might instead be KO'ed. This means that for the remainder of that fight you are unconscious.
After the battle the survivors can knock some sense in your body, awake you from your slumber and heal you. Or drag you to a healer to get you fully fixed.
In other words; if your HP goes to 0 or lower you are KO'ed from that battle, but are 'revived' after the fight with minimal HP. (1-3)
However if you manage to get negative hit points equal to -10 you are dead-dead, and have to be resurrected. If resurrection is not possible you will have to be dragged along by the rest until they gain the ability, or permanently die.
In the case of death you are allowed to reroll a new character, but be aware that you will start at level 1. (Some special cases might allow different, but consider this baseline)
Stats
Some stats like HP and MP are based on other stats.
HP is based on the END (Endurance) stat, and MP is based on the INT (intelligence) stat. The higher the stat the higher the pool.
The rolls that make up things will not be displayed and sometimes not even mentioned.
For attack rolls, it will look something like this.
*Dice check: Hit.. Damage: normal*
The ‘to hit’ roll test will alter depending.
If the target knows about your attack, it will be an STR/DEX vs AGI test; if the target is unaware it will be vs a PER test.
Know that some spells will require a ranged attack with DEX, some might need STR but some need INT, more details in the individual spells.
Also be aware that certain skills will tie both damage and success chance to a stat, like certain rogue skills will be DEX related, whereas most mage spells will be INT related.
The formula is simple, [stat]+D20 vs [stat]+D20.
Damage
Unless the skill states different, melee weapons will take damage from STR, ranged from DEX and spells from INT. Some weapons/classes will have exceptions.
Every weapon will have a damage modifier by itself, this is added to your melee damage.
For example read in the weapon types below.
Skill costs/Energy
Most skills and abilities have a cost linked to them. Different classes might share the same system.
-For the spell caster this is called MP, or Mana. It will drain depending on which skill used. This does not have a natural regeneration but can be regenerated by focusing on it outside combat, but its base amount increase depending on the INT stat.
-For the warrior this is different. The Warrior uses an energy pool named Adrenaline (AD), and instead of starting out at 100% as MP can do it starts out at zero. It increases per round in battle and depending on what actions are done. Abilities need a set amount of AD. Instead of having this increase along a stat the max amount is always 100, and skills will use up a set amount depending on the strength of it.
-For the rogue class there is Energy (EN). As the Warrior’s AD its max amount is always 100. This starts out at 100%, and certain abilities consume different amounts of energy. It recharges every round at a set rate, as well as depending on certain conditions.
Leveling
As you gain enough XP you will gain another level. At this point you will get +1 to every attribute, as well as 2 points that you can place wherever you like. Your MP, HP, EN and AD will also be put to full. This includes the Warrior’s AD which normally starts out at 0, at the time of a leveling (if the combat goes on) it will be filled to 100%.
Example:
STR, INT, AGI, DEX, END will get +1. And you decide to put the bonus in DEX, which means that in a sense, DEX gets +3 and the other +1.
This will raise your base MP and HP.
It might also give you access to a new skill/ability/spell.
The skill trees will differ from the classes and they will allow the player to obtain new skills, or upgrade the power for already owned skills.
Classes
In this RP you will need a class to define what skills you get.
Multiple users of the same class IS allowed, but it might get boring in the length if you are to argue over who gets that sword or that fancy whip.
Feel free to make up your own, just run it through me first.
Class/Race bonuses
These will be filled by the GM, and will be decided according to the class and race chosen.
So a warrior will not get a + in INT, nor will a mage get a + in STR.
Every class will get +1 to two stats or 2 in one stat.
The same goes for the Race.
Melee weapons
Melee weapons will rely on STR to hit and damage. Fomula is as follows
To hit: STR +D20 vs. AGI/PER+D20
Damage: (STR + weapon bonus + weapon preference) *2
The crit table is a flat D20 where the following is used.
1-5 - 50% (half)
6-17 - 100% (normal)
18-20 - 200% (double)
Some skills and abilities might modify this.
If you have 5 in STR, a +2 sword and preference (+2) in it.
(5+2+2)*2 ~ 9*2 = 18
Adding the crit roll you can do as high as 32, as low as 9 but most likely you will do 18.
Ranged weapons
Ranged weapons will rely on DEX to hit and damage. Fomula is as follows
To hit: DEX+D20 vs. AGI/PER+D20
Damage: (DEX + weapon bonus + weapon preference) *2
Note that without using certain skills or abilities, ranged attacks cannot critically hit.
For damage calculation example, see Melee weapons. Substitute STR for DEX.
Armor
Armor will give you a flat bonus to your AGI, for the sake of simplicity.
Some might have other bonuses.
Items/Backpack
Every player has a small bag when they wake. This bag has 10 slots.
Every item takes up 1 slot regardless, just to keep it simple. Only exception is certain small items (pebbles?) might stack in one slot to a certain point.
Equipped items take no slots, as you can only have one set of [item]equipped anyway. This goes for weapons and the like.
Know that if you dual-wield without being trained in it, you will suffer penalties.
GM posts
All GM posts will be a single post containing all info; they will be ‘parted’ with named dividers such as this one.
==================
++++Other/GM Note++++
==================
Named accordingly to what it displays.
GM Hints and Tips
Note that you will not get a map, you will not be told how much HP your enemy have.
So when you beat a creature of certain types and “levels”, I urge you to jot this down for yourself if you wish to keep detail. There are easy ways of creating improvised maps based on the turns you take as well as the things you meet.
The GM posts might detail how much damage you do so you can calculate a rough HP for your enemy.
Rules (see next post for version):
-THINGS ARE PRONE TO CHANGE Just be aware that certain damage modifiers and things like how some things are calculated can happen even DURING game play. This is to balance out things as I don’t have too much play testing with this system yet. Check the rule version to see when stuff have changed. (this will also be mentioned in a GM post)
-In GM notes some special things might be stated, like a post order. If things are stated you have to follow them.
-Every player can state out what they wish to do. But GM decides if it hits, or fails.
-NPC & Monsters are controlled by GM.
-A basic skill set of what one can do, will be appointed to you, as the character class has been accepted.
-The GM will be using die generator, so don't nag about things.
-The Hits and damages are based on your stats + die rolls, so don’t complain.
-ONE character per person, NO NPC's controlled by you. If you have a combat pet this will also be played out by GM.
-XP will be given based on the Actions you take during combat, or during special events. The XP is also shared among the other players provided they are within “range”.
|-Leveling will be there, a player will be given a set of points, to improve the stats.
|-This happens after every kill, sometimes outside of combat if someone has earned it.
-Though there can be multiple characters of the same class, know that some classes like the Rogue will allow for different focuses; for example Assassination and Thievery. These will be very different in skills and stats you gain.
|-Unique ones are allowed, but will have to be worked out with the GM.
-Some information, like where one person in particular sees, if the others do not see it it will be delivered via PM.
-Depending on the type of character, place your points accordingly. One can be a wizard, with high strength or endurance but it might not really aid you in the long run.
-Characters can "jump in" or "jump out" as they wish to, but when not there they will not be given XP, share of loot, or any things like this.
-If there is ANY discussions, or other things. In the end the GM decides.
Gameplay specific rules
In the following box, more rules that are not needed to understand the gameplay, but is nice to know will be added.
- Dual-wielding
Dual-wielding of one handed weapons are allowed, but due to logic it's harder to hit with them.
A flat 50% miss chance will be added to both attacks, this is calculated from your total.
**Example, let's assume melee: (STR+D20)/2. This will be rolled once for each attack.
However, the bonus of this is that if you do hit, you will be able to do double damage.
Should you focus on this, it will be possible to choose skills that lowers the miss percentage later on.
Dual-wielding of one handed weapons are allowed, but due to logic it's harder to hit with them.
A flat 50% miss chance will be added to both attacks, this is calculated from your total.
**Example, let's assume melee: (STR+D20)/2. This will be rolled once for each attack.
However, the bonus of this is that if you do hit, you will be able to do double damage.
Should you focus on this, it will be possible to choose skills that lowers the miss percentage later on.
----------------------
char sheet + hints said:** = Filled by GM.
~Human average is 5 in any given attribute.
- Name:
- Gender:
- Race:
|- Race bonus: **
- Class:
|- Class bonus: **
- Weapon Preference: [If you're a mage remove this line]
- Appearance:
Attributes (Max 10 each. 30 points total)[+race bonus**]
- Strength: [Physical strength and chance to hit with melee weapons]
- Dexterity: [Your change to hit/miss/dodge ranged attacks]
- Endurance: [Physical endurance ~ HP]
- Agility: [Your nimbleness when you are aware of something. AKA; dodge chance.]
- Intelligence: [Spell hit chance, spell damage & MP.]
- Perception: [Ability to note details, and the surrounding; how aware you are]
Magic
-Preferred element; [Choose one, you are not limited to it but your power will be better in it]
-Spells: **
-----------------
Hints:
--Note that tabs marked with ** are filled by the GM, which means you should leave them blank.
-More STR = more damage when in melee and easier to hit melee attacks.
-More INT = more mana (INT x 10 = MP) and stronger spells.
-More END = more HP (END x 3 = HP).
-Higher AGI = higher chance to dodge opponents.
-Higher DEX = Higher chance to succeed with ranged attacks and more damage doing ranged.
-You do NOT need to detail armor or weapons; everyone will be given a basic set based on their class and weapon preference.
-------------------------------To prove that you indeed know how to post, I will require a ‘test post’ PMed to me.
Your character for the test will be a warrior named Tal.
You have one skill named 'Power Attack', and you are wielding a 2 handed broadsword. You have enough AD to use it if you wish.
The goblin looks at you with piercing eyes, it grunts as it makes itself ready with its rusty dagger.
What do you do?
Use the information given to PM me how you would post your post, you will not be approved until this test post is accepted.
------------------------------
Player list:
**-Member name – Character name(with link) – Class **
-Red Fox – GM/NPC’s
- Skyy - Syrua Silverkin - Red Mage
- Shenorai - Sporuus Sopp - Plant mage
- Tipsynaruto - Lyrnya - Samurai
- Cedi - Garthal Spiketail - Vanguard
- CassinoChips - Gennaen Lifegrip - Dark Monk
- Izanagi - G'rogllrognol'disiasdra - Figher Tank
Pending (still taking PM test)
---
Last edited: