CHARACTER SHEET BUILDER
Name:
Character Description: What kind of monster are you? Give a full description of your character and relevant personal details.
Initial Path: This is a one or two word summery of your character capabilities, around which your character conceptually operates and excels. Example - Ambush: You are quick, you are unseen. Sudden force and high mobility allow you to bleed your foes. They never saw you coming... and they cannot keep you from coming again, and again, and again.
Ideal: Choose an '
Ideal' around which your magical and technical progression will begin. Each ideal will give you access to different spells and abilities around which the character will be designed. (Fire, Ice, Dominion, Blood, Ect..)
Body Type: Choose a body type. Each type has its advantages and disadvantages. (Humaniod, Reptiliod, Avian, Other[describe], ect...)
Operational Philosophy: This will be a description of how you envision your character's body type, Ideal, and Path working together with your minds set in achieving your goals.
Efficiency Ratings: You will have 15 points which can be spent in any of the 4 areas. Each one affects activity rolls related to each of the four adding the points to the rolls in order to increase your chances of success.
Intellectual Pursuit – Scholarship
Combat Proficiency – Combat
Sensory Dedication – Hiding and Tracking
Arcane Manipulation – Magic use
Ability Modifiers: You are allowed to create 3 abilities which are always on which affect how your character interacts with the world and can cause changes to rolls which you participate in accordingly. All abilities must be listed as an offensive, defensive or tactical adaptation. Here are 3 examples of such modifiers.
Burn Cutter – Offensive – causes cutting surfaces on your body to burn and cauterize their way though surfaces which you attack
Dynamic Armour – Defense – every attack received from a target causes the outer layers of your skin to rearrange itself to better defend against the next strike.
Infiltrators eyes – Tactical – Creates a secondary processor which handles identifying how to best proceed though an environment with minimal physical impact allowing far more efficiency in stealth.
Spells: You are also allowed to create 1 spell which your character can freely use, it must relate to your Ideal. Spells open up additional options of exploitation which can add to rolls being made and allow you options otherwise unavailable in your environment.
GAMEPLAY AND GOALS
This game is somewhere between an RP Council and a Civ game. Initially there will be a number of players ( Max 8 ) who will participate directly in the affairs of the Pack. The goal of this game being to make the entire concept of 'Pack grouping' a successful one. As such each player can take a Personal Action marked with a [P], and all comers can make votes on a Pack action [X]. Each update will encompass a month's worth of activity.
You are playing as a Vorid, a biomechanical being and a natural mage capable of actively adapting your body and evolving as you compete with other beings in your environment, itself a biomechanical jungle of insane hostility, but there is hope for success in all forms, all looks, all type, all paths. Humaniod, Draconic, Insectile, flying jellyfish, shaggoth, diplomat, mind bender, stealth hunter, living power station. You are capable of being almost anything you can think of. Private actions are also allowed by sending me your instructions away from the prying eyes of your fellow packmates. Political intrigues, resources wars, and contact with the world outside of Garden... there will be much to do.
There are 3 main type of resources which will be absolutely necessary for the survival of your clan. Biometal, Cores, and Blood metal.
Biometal is the flesh of the Vorid, around which all Vorid technologies are based. As such each week barring injury your Vorids will make use of collected biometal in minor repairs. It can also be used in making upgrades in character size and physical capabilities as well as in the creation of progeny, shelters, ect so long as the a Vorid has the relevant skills for manipulating it.
Cores are the heart of the Vorid, in more ways than one. Each core is a reactor capable of great feats of power generation from cold fusion. But they are limited in time of operation and need to be recharged ever so often to continue high output uses, such as intelligent thought. Cores are also used by most Vorid as a kind of storage facility for their design ethic, the path which they took to create their current form and the reasonings behind the changes at every level, as well as a chart of their growth decisions. Cores contain both the seeds of continuation and improvement at the mental scale. Secrets of Magic are also sometimes stored on them.
Blood metal is rare resource, but a potent one. A single shard of blood metal can double the operational power of magic utilized by a being at the cost of both physical and mental damage. All the races of the world are hungry for it, for it is the easy path to be coming a powerful mage, and its effects of despair of debilitation can easily be weaponized. Vorids do not feel despair, at least not to a crippling degree, and thus are massively resistant to the mentally corruptive aspects of the Blood metal. It is ALWAYS useful for trade and can be used for quick boosts in untenable situations.
The roll table I blatantly stole from Chibi-Reaper's Oni civ game... I might also steal Chibi's Dice rolls... be warned.
>Any Doubles: YOU WIN, RAWR. SO STRONG.
>101+: You win twice (Take your stupid success and DOUBLE IT!)
>90-100: Stupidly Successful
>60-90: Successful
>40-60: Neutral
>10-40: Not So Good
>1-10: Terrible (Actively horrible things will happen to you)
Further information on this game is Available
Here, and
Here