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[ The Stat System ] Using and applying stats to B'alam Goto Page: 1 2 [>] [»|]

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[ Radical Dreamer ]
Vice Captain

Omnipresent Noob

PostPosted: Mon Oct 12, 2015 8:43 pm
This is still a work in progress, Magus spell and FC traits are not compleated.  
PostPosted: Tue Jan 19, 2016 2:34 pm
The reason for the use of Stats in Realm of B'alam

This really started out as something I, Dreamer wanted to use to give my roleplays a bit more unpredictability. Also as a way to settle conflicts in a more 'fair' way when it came to a battle.

However, as it started to come together, I found out more peeps where interested, and here we are.

The system, is loosely based off of a table-top style of stat set-up and execution. I don't get around Gaia much, as I enjoy my little sand boxes, so as fair as I know-I have not seen as simple as a system used. (Or used any to reference off of)

This style of rp, is only for fun-and not something that is required to rp, but as stated before to help give some resolve to large meta conflicts or minor ones , help determine random conflicts, and as well as offer some unquie character building opportunities.

I hope you enjoy

-Dreamer  

[ Radical Dreamer ]
Vice Captain

Omnipresent Noob


[ Radical Dreamer ]
Vice Captain

Omnipresent Noob

PostPosted: Tue Jan 19, 2016 2:43 pm
How to give stats to your b'alam:

Don't sweat that small stuff! It's important to realize that 1 point for stats isn't necessarily going to be crippling to a character, however it is still important to keep in mind that 99 cents still doesn't make a dollar.


The skeleton: This is just what the secret formula for scaling b'alam and their base stats looks like for our stat system. This is mostly for those that are familiar with a table-top creation set up. Don't worry too much about it, unless you want to try and doing it on your own. However Dreamer was kind enough to leave a chart for each b'alam's stage of life. (Experience stats are not calculated, of course)



Base stats include:

  • Hp: (str + con)
  • Strength:
  • Constitution:
  • Dexterity:
  • Wisdom/Intelligence:
  • Charisma:


All B'alam Base starting stats:

  • Idol: 1
  • Cub: 2
  • Adult: 6
  • Magus: 10
  • Shop starting Arch Magus: 20


Tribe perks:
((These perks are calculated in addition to the base stats))
  • Earth: two points to spend in what ever skill(s)
  • Fire: +2 Strength
  • Wind: +1 Dex +1 Charisma
  • Dark: +1 Strength +1 Wisdom
  • Ice: +1 Strength +1 Constitution
  • Light: +1 Wisdom +1 Constitution
  • Water: +2 Wisdom


Cub perk:
This is a perk that means their base stats will follow them through life, meaning that the base stats a cub starts with, will be with them as they become adult and magus. Because they have lived longer then a woven adult, they naturally have more experience as they have gone though the hard ships of cub life. (+2 to the base stat) So keep in mind while building a b'alam that they apply the +2 to their stats if they where once a idol or cub.

The 'Hp Stat' (Hit point): is calculated by b'alam's Attack and Constitution being added together.
Example: B'alam has a Strenght of 5 and a Constitution of 5 their Hit point is: 10. This is the 'life force' of the b'alam.


The breakdown of Tribe traits and your b'alam's base stats:


Still find figuring out the stats for your b'alam confusing? Don't worry! Below each category there is spoiler has what a b'alam's base stats will be based on their tribe. Just be sure to remember any base stats gained through rp are not calculated. That Dreamer has to leave up to you!

Idol:

Idols are easy as all idol's base stats is always '1'. Easy right?


Cubs:
Cubs all have a base stat of '2', without their tribe trait applied. It is important to remember that 'experience stats' are not included in the example. Just be sure to add that to the b'alam after it's base stats is determined. **You do not loose any 'experience stats that has been gained, those are the b'alams forever as they were earned though hard work!



Earth Cub:

(Two points to spend in whatever stat. It's important to remember this is the only tribe that will have a different result for a cub's base stats because of all the different combinations.)
((Earth tribe trait was applied to Strength and Constitution))

Base stats:
  • Hp: 6 (str + con)
  • Strength: 3
  • Constitution: 3
  • Dexterity: 2
  • Wisdom/Intelligence: 2
  • Charisma: 2



Water Cub:

((+2 Wisdom/Intelligence))
Base stats include:
  • Hp: 4 (str + con)
  • Strength: 2
  • Constitution: 2
  • Dexterity: 2
  • Wisdom/Intelligence: 4
  • Charisma: 2



Fire Cub:

((+2 Strength))
Base stats include:
  • Hp: 6 (str + con)
  • Strength: 4
  • Constitution: 2
  • Dexterity: 2
  • Wisdom/Intelligence: 2
  • Charisma: 2



Ice Cub:

((+1 str, +1 con))
Base stats include:
  • Hp: 6 (str + con)
  • Strength: 3
  • Constitution: 3
  • Dexterity: 2
  • Wisdom/Intelligence: 2
  • Charisma: 2



Wind Cub:

((+1 Dex +1 Charisma ))
Base stats include:
  • Hp: 4 (str + con)
  • Strength: 2
  • Constitution: 2
  • Dexterity: 3
  • Wisdom/Intelligence: 2
  • Charisma: 3



Dark Cub:

((+1 Strenght +1 Wisdom ))
Base stats include:
  • Hp: 5 (str + con)
  • Strength: 3
  • Constitution: 2
  • Dexterity: 2
  • Wisdom/Intelligence: 3
  • Charisma: 2



Light Cub:

((+1 wisdom +1 Constitution))
Base stats include:
  • Hp: 5 (str + con)
  • Strength: 2
  • Constitution: 3
  • Dexterity: 2
  • Wisdom/Intelligence: 3
  • Charisma: 2


Adults: All Adult's base stats without a 'Cub perk' is '6'. So if you had the adult that started out as a cub or idol, it's base stat actually a '8'. It is important to remember that 'experience stats' are not included in the example. Just be sure to add that to the b'alam after it's base stats is determined. **You do not loose any 'experience stats that has been gained, those are the b'alams forever as they were earned though hard work!



Earth Adult with 'Cub perk' (+2 to all stats):
(Two points to spend in whatever stat. It's important to remember this is the only tribe that will have a different result for a cub's base stats because of all the different combinations.)
((Earth tribe trait was applied to Strength and Constitution))

Base stats:
  • Hp: 18 (str + con)
  • Strength: 9
  • Constitution: 9
  • Dexterity: 8
  • Wisdom/Intelligence:8
  • Charisma: 8


Earth Adult No 'Cub perk':
(Two points to spend in whatever stat. It's important to remember this is the only tribe that will have a different result for a cub's base stats because of all the different combinations.)
((Earth tribe trait was applied to Strength and Constitution))

Base stats:
  • Hp: 14 (str + con)
  • Strength: 7
  • Constitution: 7
  • Dexterity: 6
  • Wisdom/Intelligence: 6
  • Charisma: 6



Water Adult no 'cub perk':

((+2 Wisdom/Intelligence))
Base stats include:
  • Hp: 12 (str + con)
  • Strength: 6
  • Constitution: 6
  • Dexterity: 6
  • Wisdom/Intelligence: 8
  • Charisma: 6




Water Adult with 'Cub perk' (+2 to all stats):

((+2 Wisdom/Intelligence))
Base stats include:
  • Hp: 16 (str + con)
  • Strength: 8
  • Constitution: 8
  • Dexterity: 8
  • Wisdom/Intelligence: 10
  • Charisma: 8



Fire Adult no 'Cub perk':

((+2 Strength))
Base stats include:
  • Hp: 14 (str + con)
  • Strength: 8
  • Constitution: 6
  • Dexterity: 6
  • Wisdom/Intelligence: 6
  • Charisma: 6



Fire adult with 'cub perk' (+2 to all stats):

((+2 Strength))
Base stats include:
  • Hp: 18 (str + con)
  • Strength: 10
  • Constitution: 8
  • Dexterity: 8
  • Wisdom/Intelligence: 8
  • Charisma:8



Ice adult no 'Cub perk':

((+1 str, +1 con))
Base stats include:
  • Hp: 14 (str + con)
  • Strength: 7
  • Constitution: 7
  • Dexterity: 6
  • Wisdom/Intelligence: 6
  • Charisma: 6




Ice adult with 'Cub perk' (+2 to all stats):

((+1 str, +1 con))
Base stats include:
  • Hp: 18 (str + con)
  • Strength: 9
  • Constitution: 9
  • Dexterity: 8
  • Wisdom/Intelligence: 8
  • Charisma: 8




Wind adult no 'cub perk':

((+1 Dex +1 Charisma ))
Base stats include:
  • Hp: 12 (str + con)
  • Strength: 6
  • Constitution: 6
  • Dexterity: 7
  • Wisdom/Intelligence: 6
  • Charisma: 7




Wind adults with 'Cub perk' (+2 to all stats):

((+1 Dex +1 Charisma ))
Base stats include:
  • Hp: 16 (str + con)
  • Strength: 8
  • Constitution: 8
  • Dexterity: 9
  • Wisdom/Intelligence: 8
  • Charisma: 9




Dark adult no 'cub perk':

((+1 Strength +1 Wisdom ))
Base stats include:
  • Hp: 13 (str + con)
  • Strength: 7
  • Constitution: 6
  • Dexterity: 6
  • Wisdom/Intelligence: 7
  • Charisma: 6




Dark adult with 'cub perk' (+2 to all stats):

(( +1 Strength, +1 Wisdom ))
Base stats include:
  • Hp: 17 (str + con)
  • Strength: 9
  • Constitution: 8
  • Dexterity: 8
  • Wisdom/Intelligence: 9
  • Charisma: 8




Light adult no 'cub perk':

((+1 wisdom +1 Constitution))
Base stats include:
  • Hp: 13 (str + con)
  • Strength: 6
  • Constitution: 7
  • Dexterity: 6
  • Wisdom/Intelligence: 7
  • Charisma: 6




Light adult with 'cub perk' (+2 to all stats):

((+1 wisdom +1 Constitution))
Base stats include:
  • Hp: 17 (str + con)
  • Strength: 8
  • Constitution: 9
  • Dexterity: 8
  • Wisdom/Intelligence: 9
  • Charisma: 8




Magus:
An Awaken Adult b'alam will get +4 to all their adult base stats. ((*Shop staff Arch magus will all start at a base stat of 15)) It is important to remember that 'experience stats' are not included in the example. Just be sure to add that to the b'alam after it's base stats is determined. **You do not loose any 'experience stats that has been gained, those are the b'alams forever as they were earned though hard work!


Earth Magus with 'Cub perk' (+2 to all stats):
(Two points to spend in whatever stat. It's important to remember this is the only tribe that will have a different result for a cub's base stats because of all the different combinations.)
((Earth tribe trait was applied to Strength and Constitution))

Base stats:
  • Hp: 26 (str + con)
  • Strength: 13
  • Constitution: 13
  • Dexterity: 12
  • Wisdom/Intelligence:12
  • Charisma: 12


Earth Magus No 'Cub perk':
(Two points to spend in whatever stat. It's important to remember this is the only tribe that will have a different result for a cub's base stats because of all the different combinations.)
((Earth tribe trait was applied to Strength and Constitution))

Base stats:
  • Hp: 22 (str + con)
  • Strength: 11
  • Constitution: 11
  • Dexterity: 10
  • Wisdom/Intelligence: 10
  • Charisma: 10



Water Magus no 'cub perk':

((+2 Wisdom/Intelligence))
Base Magus include:
  • Hp: 20 (str + con)
  • Strength: 10
  • Constitution: 10
  • Dexterity: 10
  • Wisdom/Intelligence: 12
  • Charisma: 10




Water Magus with 'Cub perk' (+2 to all stats):

((+2 Wisdom/Intelligence))
Base stats include:
  • Hp: 24 (str + con)
  • Strength: 12
  • Constitution: 12
  • Dexterity: 12
  • Wisdom/Intelligence: 14
  • Charisma: 8



Fire Magus no 'Cub perk':

((+2 Strength))
Base stats include:
  • Hp: 22 (str + con)
  • Strength: 12
  • Constitution: 10
  • Dexterity: 10
  • Wisdom/Intelligence: 10
  • Charisma: 10



Fire Magus with 'cub perk' (+2 to all stats):

((+2 Strength))
Base stats include:
  • Hp: 26 (str + con)
  • Strength: 14
  • Constitution: 12
  • Dexterity: 12
  • Wisdom/Intelligence: 12
  • Charisma: 12



Ice Magus no 'Cub perk':

((+1 str, +1 con))
Base stats include:
  • Hp: 22 (str + con)
  • Strength: 11
  • Constitution: 11
  • Dexterity: 10
  • Wisdom/Intelligence: 10
  • Charisma: 10




Ice Magus with 'Cub perk' (+2 to all stats):

((+1 str, +1 con))
Base stats include:
  • Hp: 26 (str + con)
  • Strength: 13
  • Constitution: 13
  • Dexterity: 10
  • Wisdom/Intelligence: 10
  • Charisma: 10




Wind Magus no 'cub perk':

((+1 Dex +1 Charisma ))
Base stats include:
  • Hp: 20 (str + con)
  • Strength: 10
  • Constitution: 10
  • Dexterity: 11
  • Wisdom/Intelligence: 10
  • Charisma: 11




Wind Magus with 'Cub perk' (+2 to all stats):

((+1 Dex +1 Charisma ))
Base stats include:
  • Hp: 24 (str + con)
  • Strength: 12
  • Constitution: 12
  • Dexterity: 13
  • Wisdom/Intelligence: 12
  • Charisma: 13




Dark Magus no 'cub perk':

Base stats include:
  • Hp: (str + con)
  • Strength: 11
  • Constitution: 10
  • Dexterity: 10
  • Wisdom/Intelligence: 11
  • Charisma: 10




Dark Magus with 'cub perk' (+2 to all stats):


Base stats include:
  • Hp: (str + con)
  • Strength: 13
  • Constitution: 12
  • Dexterity: 12
  • Wisdom/Intelligence: 13
  • Charisma: 12




Light Magus no 'cub perk':

((+1 wisdom +1 Constitution))
Base stats include:
  • Hp: 21 (str + con)
  • Strength: 10
  • Constitution: 11
  • Dexterity: 10
  • Wisdom/Intelligence: 11
  • Charisma: 11




Light Magus with 'cub perk' (+2 to all stats):

((+1 wisdom +1 Constitution))
Base stats include:
  • Hp: 25 (str + con)
  • Strength: 12
  • Constitution: 13
  • Dexterity: 12
  • Wisdom/Intelligence: 13
  • Charisma: 12

 
PostPosted: Tue Jan 19, 2016 3:02 pm
Leveling up a B'alam:
A b'alam can up their base stats through role play and word count. Much like how a character in a video game gains experience. The mehod for b'alam is though word count. We like to see story and effort put into one's character and also believe they should be rewarded. That and a stat system needs to have some kind of reward system/leveling up.

A b'alam can get another point to spend towards their base word count for every 2,000 words they make with that character and that character only! ((So it is important to clarify which character a person is posting for. I know that can be tricky with Srps))

So in short: 'Level up' at 2,000 words. 1 stat point to allocate (Hp, not included). To the players chooses.

Base stats include:

  • Strength:
  • Constitution:
  • Dexterity:
  • Wisdom/Intelligence:
  • Charisma:


**Remember Hp is based off of (Str + Con). So if you 'up' the b'alam's strength or Constitution, their Hit point goes up as well!

This is going off a honor system, but please keep in mind we have RP mangers that double check theses things, and enforce rules. A b'alam's Complete stats should be kept with their b'alam and their journal.  

[ Radical Dreamer ]
Vice Captain

Omnipresent Noob


[ Radical Dreamer ]
Vice Captain

Omnipresent Noob

PostPosted: Tue Jan 19, 2016 3:33 pm
â–„â–„â–„â–„â–„â–„â–„â–„â–„
Skills:
â–„â–„â–„â–„â–„â–„â–„â–„â–„

Skills are learned b'alam skills that could be applied in story content, and learned from Shop Featured Characters (FC). These Skills are mostly for Plot and Story uses. However Physical Skills maybe be applied to battle.

Each Skill will act as a 'modifier' to a Base stat.

Definition

Modifier: Is the amount of points that is applied in a skill.


Example: A balam has '2' in 'speech craft'. There modifier for speech craft is '2'

A modifier is used in addition to a roll.


Example: Base Stat + Modifier + roll = result. One base stat and modifier may only be used at a time. *In explanation, Though the Intimidation skill is supported by two base stats( Str and Chr) You may only use either Str of your b'alam or the Chr of your b'alam. Not both.

Roll example for a b'alam wanting to talk their way out of a situation and want to use 'speech craft' their roll would look like this:
(Chr stat: 5 Speech craft ( modifier ): 2 roll: 2)

5+2+2 =9

'9' is their result.


â–º Skill Saving throws:
In a situation where a b'alam is trying to 'save' against a attempt at a skill being used against them they will use the corresponding skill 'stat'.

Example: For speech craft, the stat attached to it is 'Cha' or 'int'. So, for a saving throw it would be: 'chr base stat' + 'modifier' (if applicable) + roll = saving throw.

What is a saving throw? A saving throw is what it is called to see if your b'alam can defend against another character's roll that is aimed toward your b'alam. Such as someone trying to use 'speak craft', ect to influence your character. At that point, your character may choose to make a saving throw to see if the speech craft has any influence on your character.



Skill list and their base stat influence:


â—˜ Perception: (Wis/Int)
â—˜ Speech Craft: (Chr/Int)
â—˜ Intimidation: (Str/Chr)
â—˜ Appraisal: (Chr/Wis/Int)
â—˜ Literacy: (Int/Wis)
â—˜ Diplomacy: (Chr/Int/Wis)
â—˜ Spirituality: (Wis/Int)
â—˜ Politics: (Chr/Wis/Int)
â—˜ Survival: (Con)
â—˜ Acrobatics: (Dex) (Maybe be used in battle with Dex Stat)
â—˜ Stealth: (Dex)
â—˜ Material Craft*: (Int/Wis/Str)
xx→ Scales:
xx→ Jewel:
xx→ Leather:
xx→ Stone:
xx→ Wood:
xx→ Iron:
xx→ Toy:
â—˜ Fine Arts*: (Int/Wis/Chr/Dex)
xx→ Dance:
xx→ Sculpture:
xx→ Poetry:
xx→ Music:
xx→ Painting:
xx→ Architecture:
xx→ Culinary
â—˜ Farming: (Str/Con)
â—˜ Hunting: (Str/Dex/Int/Wis)
â—˜ Familiar handling*: (Chr/Wis/Int)
xx→ Bork
xx→ Bolf
xx→ Wotter
xx→ Floofalo
xx→ Cowpacka
xx→ Parro
â—˜ Alchemy: (Int/Wis)
â—˜ Healing: (Int/Wis)
â—˜ Battle Craft*: (Dex/Str/Con)
(+ to combat roll)
xx→ Assault
xx→ Resistance
xx→ Agility

*Specialty crafts: Are indicated with '-' under a main skill. Specialty crafts are a craft in a skill that the b'alam specializes in as there is a lot of different skills that could pertained to things like: 'Material Craft'.

For every '2' skill points in a 'specialty craft' A main skill for that craft gets '1' point. But points can be applied to a roll, when apolitical.


How to Gain Skill Points:

There are a few ways to learn Skills, one is taught though rp with a 'Feature Character' an (FC) or a b'alam can self teach themselves skills. Both have a different rate of learning based on word count however.

â–ºFeature Character Taught: (A Rp with a FC b'alam)
For every 1 completed rp (1,000 words) With a FC character 1 skill point is rewarded. (Even if FC owner does not respond. This must be in one rp)

â–º Self taught:
For ever 2 competed (2,000 words) in one Srp (Self-Role play) the b'alam will gain 1 skill point. (this can be though meany different rps, however must be clarified and mention skill is being self taught for. )

xxâ—‹ Novice: 1 points
xxâ—‹ Apprentice: 4 points
xxâ—‹ Journeyman: 8 points
xxâ—‹ Master: 10 points
xxâ—‹ Grand Master: 20 points

â–º Experience Levels ||
→ A Novice:
This Character understands the basics of the Skill.

→ Apprentice:
This Character his a good understand of the skill
At Journeyman rank: This character has a firm understanding the skill and now can now pass on their skills to another

→ At Master:
This character can now be recognized by their craft in their clan/colony.

→ Grand Master:
This Character can now be recognized by their craft by other clans/colonies.
 
PostPosted: Tue Jan 19, 2016 3:34 pm
Featured Characters and their Known Skills:  

[ Radical Dreamer ]
Vice Captain

Omnipresent Noob


[ Radical Dreamer ]
Vice Captain

Omnipresent Noob

PostPosted: Tue Jan 19, 2016 3:35 pm
Magus powers:
Since its taxing on a b'alam to cause said powers: it cost hp to use one spell.
(Subject to change and to be adjusted when all magus powers are released....)  
PostPosted: Tue Jan 19, 2016 3:36 pm
Physical Combat:
Is a turn base system, unlike in Brawl. ( Example: First to attack has just a attack roll. Defending b'alam will have 'defending' roll and 'attack' roll. ) Conflicts happen in rp, though either the will or consequence of their character. It is important to be mindful of a b'alam's actions and if they are willing to pay repercussions of said actions. Good or Bad.


Starting a Engagement:
When Picking a fight with another b'alam it must be declared in the post with a roll (If the attacking b'alam is going for an attack). That and if the player is okay with the chance of 'death' happening. They must put 'Agreement of Death' or 'AOD' in their post, this can be done at any time in the battle.

Example: Riot is making a attack, AOD. (And add any wanted modifiers at this time as well, if they have any or they don't count!)


((Death will only happen if opponent(s) agrees and post the same at anytime in the engagement. If it is not posted, at the time of 'Bleed out' by either side, a automatic 'Saving Grace' is Declared. If it is posted or not. The downed b'alam must take a '-1' to their base stats automatically. However the b'alam is not killed and the victor b'alam MUST back off and have their b'alam leave. The means are up to the creativity of the respected writers.
A player can change their mind at anytime, but must declare it in their post))



On the receiving end of an engagement:
If your b'alam is on the defensive of an attack, they will get next post after the attack is made/edited in. At this time, the defending b'alam makes a defending roll and a attacking roll. So two four sided dice. The first dice rolled will always be the b'alam's defense.

Example: Riot is defending, AOD. (Add any defensive modifiers, if they have any. Or they don't count!)

Then edit post for the defense and any loss of HP if any. make a paragraph break and type 'Attack' and post for your b'alam's attack. So there is no confusion. There is always attack made after defense, if you forgot to included second roll, Just make a second post with the roll.


The Calculation:


When Attacking:
An attack is calculated by Applying the b'alam's 'strength' stat with any modifiers and their four-sided roll.

Example:

Riot's Strength is 5, he doesn't have any modifiers for combat, and he rolled a 3.

5+3 = 8

His attack is a '8'



When Defending:
The Defending b'alam uses their 'constitution' stat and must roll '2' four sided die a Defense and a Attack. (As this is a turn based system.) Your b'alam's first roll is always the 'defense' roll and the second roll is for the next attack.

Example:
Riptide's Constitution is 4, he doesn't have any modifiers for combat, and he rolled a 3 and 2.

4+3 = 7

His defense is a '7'

At this time the play edits their post for the defense and makes a paragraph break for their attack. (See attack example, to calculate attack.)


Attack strength must be stronger then rolled defense, for any 'damange' to be made. The difference between the attack and defense is then applied to Hp. If the defense is higher then the attack there is no Hit Point loss.

Using the example above:
8 (Riots Attack: ) - 7 (Riptide's defense) = 1

-1 hp is deducted from the defending player Riptide's health. His 'Hp"


Another options is that the defending play can choose to use their speed stat in place of defense. However, if their roll does not beat the attacker's attack, the difference between their base defense and the attacker roll will be deducted from their hp. If the defender wants to use their speed stat it -must- be declared in the post with the roll, or their constitution stat will be applied.

Example: attacker roll: 10 defender rolled 8 with speed stat with a base defense of 5.

Attacker still won, defense looses -5 hp.


Conclusion of battle:
There a lot of ways to end a battle, a few are listed below and how to execute them. The means to ending a battle are left vague as there is a lot of ways in plot to stop a battle as well.


Escaping in battle:

To escape in battle, the retreating b'alam rolls a four sided die and adds it to their speed stat. The opposition must do the same. If the chasing speed +roll is greater then the 'escaping' b'alam's roll, the battle continues. And if the chasing b'alam base attack is greater then the retreating base defense, the difference is taken from Hp. The price of a failed retreat



Injuries:

If a b'alam manages to escape a battle alive or are left alone, they must do a injury roll: which will be determined with the help of a die. You take the remaining hp, (0 to negative) and what the roll from a 4 sided die is.

-hp + die roll (Numbers are to be calculated in the negative):
1-4= Scar
5-10 = missing member
11+ = Crippled in some fashion.

Death:
Yes, Death can happen....But it must first be agreed upon by all party members and stated before the battle starts. (If death is not agreed upon, death can not happen. To abide with the shop rules, it must first be 'okay' with the owner. It is just respectfully asked, that this is not overly abused. In such, if this is a concern conflict is best to avoided, if you do not want your b'alam to die. )

If a b'alam's hp reaches '0' their physical body is taxed and can no longer move. If a b'alam's hp reaches negative their max hp, (*Like they had a base hp stat of 10 and the reach -10) the b'alam is dead, and has 'bleed out'. No excuses. No saving throw.

'Saving Grace':

B'alam can escape a conflict, automatically by taking a psychical blow to their base stats. Which on the first incursion would be a -1 to all the b'alam's base stats. However it will increased, by one for each time this 'saving grace' is declared. (Again, this is based on a honor system) This is here for someone that doesn't want to loose their b'alam, but also to make sure that it is used only in necessity.

To declare a 'Saving grace' it must be posted in the thread, and a 'escape' post should be made, And they -must- do a injury roll. The opposition -must -let the other b'alam leave. It is up to the writers at this point on how the conflicted is settled.

Events:
Random events in story can happen, that require a b'alam to act in a certain individual way. Such as trying to climb up a cliff, or running from a floofloo hurd and trying not to be trampled, or even trying to wake a 'sleeping' father that fell from said cliff after he failed a 'save'.

These Random events and their out come can help be decided with the stat system. How a b'alam skills or stats can be used is up to the creativity of the player, as well as the the event.

Example:

Jack the ice of the frozen pound breaks under his paws...

The writer at this point can determine, how difficult the event needs to be and what the player needs to beat in their save at the top of their post. (This is a Honor based system. Remember to be within reason, especially if determining for another player)

Jack needs Combined roll of 7 or more

Player rolls and uses there chosen stat to help advoid conflict-which stat/skill they use is up to them-provided they can explain why it was used and how it works.  

[ Radical Dreamer ]
Vice Captain

Omnipresent Noob


[ Radical Dreamer ]
Vice Captain

Omnipresent Noob

PostPosted: Tue Jan 19, 2016 3:37 pm
Things to Keep In Mind While Using The Realm of B'alam Stat System:


This relies heavily on a 'honor system':
So be fair and honest, the dice is a cruel mistress/master as it is fair and pleasant. It is important to remember we do have RP Mangers that do read over rps and that do keep track of word counts.

A Four side die always used. Always:
We are trying to keep this system as simple as possible, while keeping some diversity. Little numbers makes things easier in the long run of things. Especially when working with a heavily experience b'alam with a huge over all word count.


No Hidden stats!

Stats do not count if they are not first declared in Rp....((Might best logged up in in the first post were word count is favored to be. So that all participants can see ))

Deceleration!
Nothing counts unless it is first declared at the top of the post with roll. If a b'alam is making a action toward another character they must state.

Example: Riot is making an 'attack roll'. (The play then uses 'the dice' option in the form and rolls one '4 side' die'. Any 'modifiers' that the player wishes to use, must also be decelerated at that time.

Example: Riot is making an attack roll, with his 'combat' skill.

After the roll has been seen, the play then edit's their post to include their action with the post.

Don't be afraid to ask for help!:

Stat systems can be confusing. Dreamer knows and understands that. They are doing their best to try and make things as easily explained as possible. If you need help don't be timid to shoot [ Radical Dreamer ] a quote or a Pm. They are more then happy to help.  
PostPosted: Wed Jan 20, 2016 9:39 am
Examples:

Cub to Magus:
User Image


2 full rps, (2,000 words) = 1 Skill point
61 full total rps. (61,000 words)
-Prof of rps
Skill points to spend = 30

Earth Magus(10 Starting Base Stat) with 'Cub perk' (+2 to all stats):
((Earth tribe trait was applied to Strength and Constitution))
((No Skill points applied))

Base stats:
  • Hp: 26 (str + con)
  • Strength: 13
  • Constitution: 13
  • Dexterity: 12
  • Wisdom/Intelligence:12
  • Charisma: 12


((Skill Points Applied))
Base stats:
  • Hp: 41 (str + con)
  • Strength: 21 ( +9 )
  • Constitution: 20 ( +8 )
  • Dexterity: 16 ( +4 )
  • Wisdom/Intelligence:16 ( +4)
  • Charisma: 17 ( +5 )


Adult With Rp Count
User Image


Fire Adult no 'Cub perk':

((+2 Strength))
Base stats include:
  • Hp: 14 (str + con)
  • Strength: 8
  • Constitution: 6
  • Dexterity: 6
  • Wisdom/Intelligence: 6
  • Charisma: 6


((Skill points applied )) (8 Completed rps = 4 Stat points to spend )


Fire Adult no 'Cub perk':

((+2 Strength))
Base stats include:
  • Hp: 16 (str + con)
  • Strength: 10 (+2)
  • Constitution: 6
  • Dexterity: 8 (+2)
  • Wisdom/Intelligence: 6
  • Charisma: 6


Cub with Rp count:

Ajax: ((3 Completed rps = 1 stat point to spend))

Fire Cub:
((+2 Strength))
Base stats include:
  • Hp: 6 (str + con)
  • Strength: 5 (+1)
  • Constitution: 2
  • Dexterity: 2
  • Wisdom/Intelligence: 2
  • Charisma: 2
 

Gabriel Dracul Belmont
Crew

Noble Vampire


Gabriel Dracul Belmont
Crew

Noble Vampire

PostPosted: Wed Jan 20, 2016 9:41 am
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PostPosted: Wed Jan 20, 2016 9:42 am
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Gabriel Dracul Belmont
Crew

Noble Vampire


Gabriel Dracul Belmont
Crew

Noble Vampire

PostPosted: Wed Jan 20, 2016 9:45 am
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PostPosted: Wed Jan 20, 2016 9:51 am
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Gabriel Dracul Belmont
Crew

Noble Vampire

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