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NoobX
Undefeatable Hero
Now, this is a paradox...
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posted March 02, 2021 08:30 AM |
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Well, I can't wrap my head around all these new terms, like this "rating". And how many build points do I get in total.
I mean, I can just go and post my DnD sheet and ask Lith to transcribe it into his system, so that might work.
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Ghost said: Door knob resembles anus tap.
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Lith-Maethor
Honorable
Legendary Hero
paid in Coin and Cleavage
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posted March 02, 2021 08:46 AM |
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yup...
NoobX said: I can just go and post my DnD sheet and ask Lith to transcribe it into his system, so that might work.
For now, go with that. I will post more info when I am able. RL pulled a sneaky on me again.
Geny said: However, since this RP is going to be free-form, i.e. no dice rolling, I don't think it really matters what system the sheet is based on.
And that.
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You are suffering from delusions of adequacy.
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CountBezuhoff
Supreme Hero
Nihil sub sole novum
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posted March 02, 2021 09:53 AM |
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Could you post the blank sheets here? Thanks.
The Count
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Galatea
Supreme Hero
Well, I'm Ceres!
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posted March 02, 2021 11:33 AM |
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Hmm... both happy and sad without the dice rolling mechanic!
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And she told you, laughing down to her core, so she would not cry, as she lay on your lap,
"Nobody here can live forever, quiet in the grasp of dusk and summer."
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Lith-Maethor
Honorable
Legendary Hero
paid in Coin and Cleavage
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posted March 02, 2021 01:09 PM |
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No.
CountBezuhoff said: Could you post the blank sheets here? Thanks
Pages: 1 - 2
Hopefully this helps a bit (there's extra stuff we won't be using): Creation guide
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You are suffering from delusions of adequacy.
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CountBezuhoff
Supreme Hero
Nihil sub sole novum
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posted March 04, 2021 06:54 PM |
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Now that I see them I am not certain what to write down. Eh, I'll cram in some numbers here and there so that it looks proper, the skills I am clueless about.
The Count
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NoobX
Undefeatable Hero
Now, this is a paradox...
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posted March 04, 2021 09:31 PM |
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Lith-Maethor said: Creation guide
I got error 404.
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Ghost said: Door knob resembles anus tap.
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Lith-Maethor
Honorable
Legendary Hero
paid in Coin and Cleavage
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posted March 04, 2021 11:20 PM |
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NoobX said: I got error 404.
My bad. Apparently I need to make the repository public for others to see files.
Let's try something different instead:Discord server
Galatea said: Are you saying that the RP will be full of sexy chicks? Damn! If I knew, I should have chosen a sexier portrait! I don't want to be left behind. I thought it's a wholesome RP since NubX started a wholesome character!
Some parts of the setting are much more wholesome than RL will ever be. Some... not so much.
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You are suffering from delusions of adequacy.
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Galatea
Supreme Hero
Well, I'm Ceres!
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posted March 05, 2021 09:53 AM |
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I like the not so much part.
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And she told you, laughing down to her core, so she would not cry, as she lay on your lap,
"Nobody here can live forever, quiet in the grasp of dusk and summer."
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Lith-Maethor
Honorable
Legendary Hero
paid in Coin and Cleavage
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posted March 05, 2021 10:46 AM |
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Shame...
I'm pretty sure most of them would break CoC, so I'll have to allude to them rather than outright show.
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You are suffering from delusions of adequacy.
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Galatea
Supreme Hero
Well, I'm Ceres!
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posted March 05, 2021 11:35 AM |
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There's a way! The mods wont even notice it! It can be concealed... by making them look wholesome!
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And she told you, laughing down to her core, so she would not cry, as she lay on your lap,
"Nobody here can live forever, quiet in the grasp of dusk and summer."
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Geny
Responsible
Undefeatable Hero
What if Elvin was female?
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posted March 05, 2021 11:49 AM |
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It's ok, Lith, no mods look into the Glade anymore.
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DON'T BE A NOOB, JOIN A.D.V.E.N.T.U.R.E.
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CountBezuhoff
Supreme Hero
Nihil sub sole novum
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posted March 05, 2021 11:53 AM |
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Omega posted this month, so I don't know about that. Currently only Maurice seems to be missing from the Squad.
The Count
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Geny
Responsible
Undefeatable Hero
What if Elvin was female?
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posted March 05, 2021 12:40 PM |
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Did Omega post in the Glade? No? Didn't think so.
Lith himself is probably the closest thing to a mod we have here. So party all you want.
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DON'T BE A NOOB, JOIN A.D.V.E.N.T.U.R.E.
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Galatea
Supreme Hero
Well, I'm Ceres!
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posted March 05, 2021 12:51 PM |
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Geny said: It's ok, Lith, no mods look into the Glade anymore.
lol
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Lith-Maethor
Honorable
Legendary Hero
paid in Coin and Cleavage
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posted March 05, 2021 01:15 PM |
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Well...
Geny said: Lith himself is probably the closest thing to a mod we have here. So party all you want.
I'm an ex-mod of the Glade and the one that asked Val to make it, so I guess it's close enough?
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You are suffering from delusions of adequacy.
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CountBezuhoff
Supreme Hero
Nihil sub sole novum
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posted March 05, 2021 01:31 PM |
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This is the RP board, so let me RP as Lith's assistant for a bit
Lith-Maethor said:
Character Creation
What follows is an explanation of what the various traits and stats mean, the way they are calculated, as well as their cost in Build Points and Experience.
Starting-level Characters are given a set number of points which they can distribute among the available traits and stats in order to represent their abilities.
In agreement with the StoryTeller, it is possible to also create more experienced Characters. In that case, the character is given Build Points - the amount is decided by the ST.
Once the game has started, any modifications to the sheet can only be done either by the ST, or by using experience points to improve an appropriate trait or stat.
General Information
These Character traits cannot be put in numbers but are an integral part of the Character and how they interact with the world. There is no cost for these traits, with notable exceptions.
Player: This is the name by which the Character's Player is known to the Storyteller. Real names are not required.
Name: The Character's main alias or full name, to the degree it is applicable, depending on race and culture.
Concept: A couple of words or a short phrase describing the character, it can be as simple as “mousy scholar” or as complicated as “Indiana Jones wannabe who likes carnations”.
Species: The Character's species. In the case of a Crossbreed between members of the same species, only one needs to be written.
Race: The Character's race, one of the 5 for each Species. In case the Character is a Crossbreed, the second race is noted under the second species, where applicable.
Aspect: The main set of skills the Character focuses in. Only one of the five available can be taken, two if the Character takes Dual Aspect.
Persona: One of eight core personality types, each associated and giving a bonus to a different attribute. Possible to have two if the Character takes Dual Persona.
Bearing: One of the four ways the Character interacts with the world and those around them. Possible to have two if the Character takes Dual Bearing.
NB: The traits that are based on the Player’s choices confer certain bonuses and drawbacks that are detailed further in this document.
Species
These represent the general type of being the Character is. They are separated into broader groups, depending on their nature. Inter-species crossbreeds are possible, but not common.
See the relevant documents for more information on the available options.
Races
There are five available choices for every Species and each grants the Character different Attribute modifiers, Qualities, and Weaknesses. At the ST's discretion, players are allowed to switch out one Quality and one Weakness for others of the same ranking.
See the relevant documents for more information on the available options.
Aspects
These represent the skillset the Character focuses in and has spent their life honing or is in training for. Each Aspect grants discount to specific skills, access to specific Qualities, or additional abilities and powers.
Scholar: Scientists, researchers, scholars, they receive a bonus in the number of Knowledge points at creation. (Intellect + Wits x3 instead of x2).
Socialite: Diplomats, performers, spies, politicians, and the like. They get a discount for the respective skills and access to Socialite-only Qualities.
Soldier: Military, police, mercenaries, thugs, and the like. They get a discount for the respective skills and access to Soldier-only Qualities.
Specialist: Thieves, survivalists, athletes, assassins and the like. They get a discount for the respective skills and access to Specialist-only Qualities.
Empowered: Able to channel the power of the Realms, they are feared and respected. They get access to special abilities and Empowered-only Qualities.
NB: The professions listed above are simply examples and not meant as an exhaustive list of what is capable under each Aspect. Specific Character concepts may be served better by taking the Dual Aspect Quality.
Personas
The true nature of a Character, the core of their personality. Each Persona is associated with an attribute and Characters aligned with a specific element receive a +1 bonus to the respective attribute.
Mercurial: Easygoing, fleeting, and flexible, characters with this Persona are often found where they should not be. They are associated with Agility.
Explorer: Observant, perceptive, but not necessarily connected to the world around them, these characters are a curious lot. They are associated to Awareness.
Hedonist: Passionate, vivid, and seeking attention, characters with this Persona burn bright but often for a brief period. They are associated with Charisma.
Leader: Focused, sharp, and precise, but often rigid and unyielding, those with this Persona are creatures of logic and reason. They are associated with Intellect.
Creator: Imaginative, with the fortitude necessary to see their visions to fruition, those with this persona rarely give up. They are associated with Resilience.
Hero: Ready to answer a cry for help, characters with this Persona often face insurmountable odds. They are associated with Strength.
Pragmatist: Stalwart, practical, slow to anger, and slow to forget, this Persona is for those willing to do whatever it takes to survive. They are associated with Vitality.
Schemer: Secretive, deceptive, and calculating, these characters see the big picture, often pulling the strings behind the scenes. They are associated with Wits.
NB: The choice of Persona and Bearing should be made based on the Character's personality, not necessarily the skills or Aspect they follow. The player should work with the ST in order to find the best combination.
Bearings
The path each Character has devoted themselves to, or are defined by, according to their actions. Each Bearing grants the Character a free Specialty in one of the skills associated with the respective Aspect.
Architect: With a strong sense of purpose and the need for structure, those that don this bearing are often seen as controlling. Most popular with Scholars.
Caregiver: Embracing this bearing means understanding society, and other people. Not always benign, they are often called infectious. Most popular with Socialites.
Champion: Pledging themselves to do what must be done, those following this bearing understand the need to harm in order to protect or survive. Most popular with Soldiers.
Rebel: Seeing opportunity at every turn and rules as guidelines, those that align with this bearing dance to their own tune. Most popular with Specialists.
NB: The Specialty granted by the Bearing requires a rating of 1 or higher in the respective skill in order to apply, just like normal ones.
Attributes
Primary
Starting at 1 and going up to 5, with 2 representing the average person. Ratings from 6 to 10 represent capabilities far beyond what is normal and require ST approval. This section is about the set of core traits that defines the Character at the most basic level and affects the Secondary ones found in the next.
Starting Characters get 15 points to distribute between them. The starting 1s do not count toward that total.
Agility: The higher this attribute is, the faster the character can move, and the more delicate and precise their movements can be.
Awareness: As the rating of this attribute gets higher, the easier it is for the Character to notice their surroundings and be alert.
Charisma: This dictates how much people are affected by the Character's presence around them. It has nothing to do with appearance.
Intellect: This attribute is all about, raw brainpower. The higher it goes, the easier a Character can understand and deduce things.
Resilience: Life can be harsh, and one needs the inner strength to keep pushing forward. This is precisely what this attribute represents.
Strength: More dots in this attribute give the Character a better chance at doing damage or lifting heavy objects and running.
Vitality: Taking damage and walking away is the purview of this attribute. It also defines how far someone can push their body.
Wits: When it comes to thinking fast, this is the attribute a Character needs to develop. It applies both to social and mental actions.
NB: Attributes can be enhanced in a number of ways, from equipment and modifications to attuned powers and mutations. The bonus from these enhancements is noted next to the base rating. The total can exceed the maximum rating of 5 for each attribute but can only go up to 10.
Secondary
This section is for the traits that are derived from creation choices or Primary Attributes.
Health
These traits dictate how much punishment a Character's form and mind can take before they collapse.
Body: This is the Character's form in the physical world and the Health Points are equal to 4 plus their Mass plus half of Vitality rounded up. Every 3 points of damage, the penalty to rolls is increased by 1 to a maximum of 6.
Will: This trait is consumed whenever the Character uses Empowered abilities or when they wish to push past their limit. The number is dependant on the Character's nature as follows:
Mundanes:Those untouched by the Realms have a Will rating of 10.
Infused: Those focusing their power inward, usually rely on their physicality and their Will rating is 10 plus their Vitality.
Attuned: Those focusing their power outward rely on their mental prowess and their Will rating is 10 plus triple their Intellect.
Combat
These traits dictate how the Character operates in a combat scenario.
Mass: This trait is an indicator of how much impact the Character's physical form leaves on the world around them. While dependent on size, density is also a factor. Most races have a mass of 5.
Defense: The rating of this trait dictates how easily the Character can avoid incoming attacks and environmental hazards. It is equal to half the sum of Agility and Wits, rounded up.
Actions: This trait determines the number of full actions that can be performed each round by the Character. Base value is 1.
Initiative: This trait can dictate the order of action during combat.
Physical: Agility + Wits
Astral: Wits x2
Movement
The following ratings dictate the distance the Character can cover on land or water. It is measured in metres per second.
Walking: Standard movement on land, equal to species modifier multiplied by half the sum of Strength and Agility, rounded up.
Running: Swift movement on land, equal to three times their walking speed.
Swimming: Standard movement in water, equal to their walking speed plus 2.
Jumping: The distance one can jump from a standing position, it is equal to 1.5 times the Character's Strength.
NB: Speed modifier is 1 for most species. For those Characters capable of flight, their Flight speed is the same as their Swimming speed.
Storyteller's Corner
This corner of the sheet is mostly for use by the Storyteller, since the traits found here deal with the game's logistics.
Build Points
Build Points: Spent Build Points are noted during creation. It's not possible to use Build Points after creation.
NB: At the ST's discretion, Characters can begin play with 25, 50, 75, or 100 Build Points, reflecting their experience so far.
Cost of Upgrades
The following costs are relevant only during character creation. Build Points cannot be used during play.
Attributes: 10 build points per rating
Skills: 7 build points per rating, 4 if discounted
Skill Specialties: 1 build point per Specialty
Knowledge: 2 build points per rating
Qualities: 5 build points per rating
Weaknesses: refund 5 build points per rating
Infused Abilities: 8 build points per rating
Attuned Paths: 10 build points per rating
Credits: 1 build points per 5000 credits
Experience
Experience: Spent Experience should be noted here over the course of play, starting at 0/0.
Cost of Upgrades
The following costs are relevant only over the course of a story and do not matter during character creation.
Attributes: 5 experience points per rating
Skills: 3 experience points per rating, 2 if discounted
Skill Specialties: 3 experience points per Specialty
Knowledge: 3 experience points per rating
Qualities: 2 experience points per rating
Infused Abilities: 4 experience points per rating
Attuned Paths: 5 experience points per rating
Quirk
Some people have odd interests that, on the surface, simply do not fit. Like a police detective that loves planting petunias. This is an optional part of the sheet, primarily used for roleplaying purposes. No cost is attached to it.
World Traits
This section is for traits that dictate how the Character interacts with their environment in an active or passive manner.
Boosters
<Not on sheet>
The following traits can be used to grant the player extra dice for the next roll and can only be used once per scene, up to a maximum of their rating per day.
Fame: This rating increases the more the Character performs heroic, heinous or otherwise impressive acts in a way that is noticeable.
Insight: This rating increases as the Character acts in a way that demonstrates their understanding of how the world in general works.
Vigor: This rating increases the more the Character pushes their own physical limits or explore what can be done with their bodies.
NB: The Storytellers are the final arbiters as to when and how those traits increase or decrease.
Social Standing
The following traits measure the impact the Character has socially, and the ties with others.
Factions: This is a list of the Status the Character holds in various groups, or how much good will they have gathered, as well as how well known they are among the members.
Affiliates: This is a list of established contacts and allies the Character has, with details regarding their ties to each of them and how loyal they are to the Character.
Companions: Every Character can have close companions, whether it is pets or retainers. This lists all their basic stats along with valuable skills and abilities.
Identities: This is a list of possible aliases and fake identities the Character maintains, along with the various lifestyles and licenses assigned to them.
Lifestyles: A lifestyle represents how the Character lives and usually depends on their primary living arrangements and monthly costs.
Skills
This section is for the various skills the Character possesses. Unlike Attributes, they must be learned so they start at 0.
Starting Characters get 20 points to distribute between them.
General Skillset
The following skills are not associated with any Aspect but instead represent skills that any person can easily possess.
Animals: Some people can understand animals better than others, husbandry and training also fall under this skill.
Artistry: From cooking to carving a statue, this skill represents aptitude for creating or assembling things.
Banter: Understanding the rules of trade and commerce or having a good eye for opportunity fall under this skill.
Driving: Whether it is a car, plane, carriage, horse, submarine or sand worm, this is the skill needed for it.
Inspection: It takes a keen eye and high rating in this skill for someone to become a successful detective.
Socialite Skillset
While the following skills are not exclusive to the Socialite Aspect, they are associated with it and cost less to those following it.
Deception: Lying through one's teeth can be handy, as can be misdirection and giving half-truths, this is the skill for it.
Empathy: The ability to understand what others feel is quite useful, as is the skill of reading their body language.
Intimidation: Glares, veiled threats, bending iron bars and flashing weapons all fall under this skill, scaring other people.
Performance: Acting, playing an instrument, singing and juggling all fall under this skill. Its rating dictates how good someone is at it.
Persuasion: If someone can talk you out of your skin, or your valuables, you know you have met a master of this skill.
Soldier Skillset
While the following skills are not exclusive to the Soldier Aspect, they are associated with it and cost less for those following it.
Firearms: Knowing how to shoot a gun as well as taking care of one is the purview of this skill, it also works for crossbows.
Melee: If you can beat someone to a coma with an umbrella, chances are your rating in this skill is fairly high.
Ranged: Ancient weapons like slings, blow darts, bows and crossbows depend on this skill to be used successfully.
Tactics: Knowing when to fight and how is an integral part of war, those skilled in tactics can outwit their opponents.
Unarmed: The ability to kick someone's teeth in falls under this skill, as does knowledge of more advanced fighting styles.
Specialist Skillset
While the following skills are not exclusive to the Specialist Aspect, they are associated with it and cost less for those following it.
Athletics: The ability of a Character to run, jump, climb or perform any intense physical act that requires skill.
Forgery: Sometimes you need a fake id chip or papers to get out of the country. Whatever your need is, this is the skill for such mischief.
Larceny: When it comes to lock-picking, safecracking or just taking things from other people, this is the skill that is needed.
Stealth: Hiding in a crowd and ducking out of sight depend on this skill. The higher the rating, the harder for one to be found.
Survival: Living in the wild or in harsh environments takes a special kind of people, those that posses a decent rating in this skill.
Knowledge
Fields in this section are usually the realm of those following the Scholar Aspect.
Starting Characters get double the sum of their Wits and Intellect for free.
Academics: This field indicates how well someone can use their book knowledge or remember their schooling.
Common Lore: This field measures how familiar one is with the stories, legends and general knowledge of their territory.
Etiquette: This is the field for knowing just the right words to say or the right gestures to make can keep someone alive.
Medicine: Patching someone up after an injury and performing surgery are both dependent on this field.
Occultism: Not all can be explained by science and there are many legends around, this field deals with those things.
Politics: A minefield that has gotten many killed, it is not for the slow or the squeamish and those with this field are neither.
Religion: With a myriad mythologies and just as many deviations, it takes this field for someone to be familiar with rite and ritual.
Science: Physics, chemistry, astronomy, this field measures how educated someone is in those and similar fields.
Technology: Only people with this field know how to operate advanced equipment like particle accelerators and remote controls.
[Empty Slot]: This spot is left empty, to account for any field of knowledge specific to a Character’s background, that is not covered by the ones above.
Skill Specialties: Each Character can have a Specialty or more in any Skill or Field they have at least 1 dot in. Specialties are focused versions of the Skill and grant 1 extra die when they are applicable. An example would be “singing” for Performance. At creation, each Character has three free Specialties to put wherever they wish.
Languages
All people speak at least one language, natively but can learn more through purchasing new ones as if they were Knowledge fields.
NB: Every Character starts with at least one language, native to their race. This can be altered by certain Qualities and it's common for Crossbreeds to have two.
Qualities
This section is for those special abilities and traits a Character has, that makes them unique from all the rest.
Starting Characters get 5 for free plus an additional number based on their nature, as follows:
Mundanes: 20 points
Infused: 15 points
Attuned: 10 points
All Qualities need to be approved by the ST.
General
General Qualities are focused on the non-combat aspect of the game. They can affect what the Character is or what they are able to do.
See the relevant documents for more information on the available options.
Weaknesses
Weaknesses help make a Character more interesting and not a Mary Sue. When a Weakness is overcome through roleplay, it can offer more XP to the Character.
See the relevant documents for more information on the available options.
Combat
This section is for a special kind of Qualities that are specific to combat situations. Most require some combat training from experts.
See the relevant documents for more information on the available options.
Fighting Styles: These are Quality chains that grant the Character access to various combat moves and abilities. Each rank requires knowledge of the previous one.
Maneuvers: These Qualities can compliment or enhance normal fighting skills as well as the more advanced Fighting Styles.
Empowered Abilities
This section is for Infused or Attuned Characters. Starting Characters get three dots to split between them. While some are innate, most require a teacher in order to learn them.
See the relevant documents for more information on the available options.
Infused Abilities: The abilities listed here are only available to Infused Characters.
Attunement Paths: The paths listed here are only available to Attuned Characters and represent mastery over different practices.
NB: The ST is the final arbiter in which Abilities and Paths the Character can learn and has the right to veto any chosen by the Player alone.
Alternate Forms
This section is for Characters with shapeshifting abilities, whose alternate forms can modify their base attributes and offer additional abilities.
Enhancements
The traits listed here represent modifications to the Character through technology or mutations.
See the relevant documents for more information on the available options.
Name: The name of each trait as, listed. Model name and Make in the case of technological enhancements.
Rating: The rating of the enhancement, as listed. This dictates how potent or rare the enhancement is.
Type: The type of the trait, depending on whether it is Equipment, Cyberware, Bioware, Mutation or otherwise.
Bleed: The bleed rating of the trait, as listed. Each trait causes a drain of will while it remains part of the Character's body.
Effects: A short description of what the trait offers the Character, as listed. Bonus effects should be described here.
<The rest is not on the sheet>
Resources and Equipment
This section lists the money and assets the Character possesses. Build Points can be exchanged for 5.000 credits each.
Combat Equipment
This section lists the various weapons and armour the Character owns, with detailed stats for each according to their respective lists.
Clothing and Armour: The items listed here can offer some protection against melee or ranged damage when worn. This can be cumulative.
Melee Weapons: The weapons listed here are meant for close combat and can be anything from archaic to futuristic. This includes fist weapons.
Weapon Stats: Each weapon has set values for damage, armour piercing and maximum reach, as listed by the manufacturer.
Ranged Weapons and Firearms: The weapons listed here are meant for ranged combat and can be anything from archaic to futuristic.
Weapon Stats: Each weapon has set values for damage, armour piercing, ammo capacity and firing mode, as listed by the manufacturer.
Range Tiers: Each weapon has set ranges it can be effectively fired at, starting with short and going out to extreme.
Vehicles and Drones
This section lists all the vehicles and drones in the Character's possession, with detailed stats and armament for each.
Vehicle Stats: The following stats are unique to vehicles and drones and are listed by the manufacturer in their respective lists.
Combat:
Armour: The default armour the vehicle offers for driver and passengers.
Body: This is the vehicle's mass equivalent and determines its overall Structure.
Mounted Weapons: The weapons listed here are mounted versions of ranged or melee weapons and follow the same rules.
Digital:
Auto Pilot: The rating of the vehicle's default auto pilot software.
Firewall: The rating of the default firewall the vehicle's operating system has.
Sensors: The strength of the various default sensors available to the vehicle.
Signal: The signal strength for the vehicle's remote access system.
System: The rating of the default operating system the vehicle's computer runs.
Software: The following list is all the programs installed in the vehicle's computer.
Driving:
Acceleration: This trait indicates how fast the vehicle can increase or decrease speed.
Handling: This shows how easily the vehicle can be driven manually or remotely.
Response: This trait is a measure of how fast the vehicle can respond to the driver's wishes.
Speed: This is the top speed the vehicle can move at, under normal conditions.
General:
Modifications: The maximum number of modifications the vehicle can support.
Accessories: The following list is the various accessories installed in the vehicle.
NB: Melee mounted weapons are rare but available. When one is equipped, its reach is contact only.
Digital Equipment
The following sections deal with the digital side of the setting and everything the Character needs to interact with it.
Commlinks
The main form of access to the digital realm for most people. They range from simple smartphones to full immersion headsets.
Response: The average latency the commlink is capable of under normal circumstances.
Signal: The average signal strength the commlink is capable of by default.
Operating Systems: The default OS installed in each commlink by the manufacturer.
Firewall: The rating of the default firewall the commlink's operating system has.
System: The rating of the default operating system the commlink runs.
Eidolons
The digital version of the Character's form, with all its default stats that replace the base attributes.
Speed: The average connection speed the Eidolon is capable of by default.
Initiative: Speed x2
Signal: The average signal strength the Eidolon is capable of by default.
Security: The rating is an indicator of how well shielded the Eidolon is.
Health: Signal + Security
System: The rating of the system the Eidolon is made for.
Subscriptions: System x2
Hot Sim Capable: This shows whether the Eidolon is compatible with hot sims.
Software: The following list has all the programs attached to the Character's Eidolon, whether they are active or passive.
NB: Characters with the Prodigy Quality have stronger Eidolons, as they are able to interface with software better.
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Galatea
Supreme Hero
Well, I'm Ceres!
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posted March 05, 2021 04:15 PM |
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What a long post.
Something that I won't read
____________
And she told you, laughing down to her core, so she would not cry, as she lay on your lap,
"Nobody here can live forever, quiet in the grasp of dusk and summer."
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Lith-Maethor
Honorable
Legendary Hero
paid in Coin and Cleavage
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posted March 05, 2021 05:23 PM |
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Heh...
Galatea said: What a long post.
Something that I won't read
You remind me of my ex...
Before I forget...
The locale we'll be playing in celebrates the beginning of a year on March 1st, so expect festivities coming in. Some of you will be familiar with some of the customs.
____________
You are suffering from delusions of adequacy.
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CountBezuhoff
Supreme Hero
Nihil sub sole novum
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posted March 06, 2021 10:16 PM |
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Here, I am posting my almost finished character to boost morale:
Don't give up the RP, brothers (and sister)!
The Count
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