|
Stats in this realm follow the standard Zatrikion
guideline of [20, 17, 14, 11, 8, and 5]. The realm is situated around the
basic d20 for combat, skill use, and general rolling. This, however, is
where the similarities end.
There are
three core classes of stats. They are for
your character's Body Type, General Skills, and Combat Skills. The skills
are outlined below.
NOTE: Characters are
encouraged to work together, or contribute to a group. No one can do
everything, and lone wolves don't last.
-|-Body Type-|-
There are three body types in this realm: An
athletic body, a strong body, or an intellectual body. The body type is the
character's physical potential, and the stat chosen for that body type
reflects how well their body is trained in the pre-chosen body type. This
stat not only reflects In-Game situations, but it also reflects what sort
of tasks your character would, or would not, be able to perform. Your body
type has a very slight impact on combat. Players may choose only one Body
Type. This is to encourage the banding together of diverse character
types. The three Body Types are:
Strength
Strength is the measure of your character's brute strength and
physical endurance.
Athleticism Athleticism
reflects your character's speed, reflexes, and stamina.
Intellectual Intellectualism
focuses on pursuits of the mind, at cost of the body. Intellectuals
must have a base body stat of 20.
While each body type may hold some manner of relation to the
other, designating one body type reflects that your character is better at
lifting heavy items, rather than dodging arrows, or vice versa.
-|-General Skills-|- General Skills reflect non-combat
skills that your character possesses
to aid them in the new world. Players choosing the Strong or Athletic body
type may choose up to a maximum of three General Skills that their character is proficient with.
Players choosing the Intellectual body type may choose a
maximum of five General Skills.
Within General Skills, there are
base skills, and specializations for each base skill. Each base
skill, and each specialization count towards the maximum number of skills.
Upon creation, only one of these may be
designated as an 11 (or two 11s with the remainder of 14s and 17s in the
case of the Intellectual body type). These are only examples;
don't feel restricted by them. Feel free to get creative and
add base skills or specializations that aren't listed. Please memo Bishop or Cooper
for approval of new skills before applying.
| • Survival Skills |
(Fashioning shelter and small necessities
out of raw materials in the wild to sustain one's own life. Using
nature as your greatest ally in the wilderness.)
|
| -Foraging |
(The identification of healthy and
harmful plant-life and the ability to gather large
amounts of edible
foliage for a group of people. The ability to identify
and gather medicinal herbs.)
|
-Hunting
|
(The catching,
cleaning, and cooking of wild game or fish in abundant supply if
available.)
|
| • Medical
Knowledge |
(Basic first-aid. Diagnosing and treating
injuries and common ailments. Prescribing of common
medications.) |
| -Surgeon |
(The ability to perform invasive surgery procedures and administer
post-surgery care with minimal mortality rate. Can make
use of unconventional tools for the job.) |
| -Obstetrics |
(The specialized
healthcare of women during pregnancy, childbirth, and the
postnatal period. Invaluable in sustaining one of the most
vital resources in the modern world - the dwindling human
population.) |
|
-Pharmacology |
(The ability to find alternative
medicinal solutions in the face of dwindling supplies of drugs. May
refine medicinal herbs into more concentrated solutions to craft new
drugs.) |
-Veterinary
|
(The ability to treat disease and injury in
animals. Particularly valuable in maintaining livestock, vital to
the humans that depend on them for food and
resources.)
|
| • Craft
|
(The ability in working hands-on with
specialized tools to refine or combine materials
for a specific purpose. The Craft skill must have a specific
trade. ie: Craft - Weapons, Craft - Seamstress (Textiles),
Craft - Leatherworker.) |
|
|
| • Diplomacy |
(The gift of gab. Intimidating, lying,
persuading, and smooth-talking through nothing but words and
actions.) |
-Bartering
|
(The art of trading less for more. Getting more
bang for your buck in markets or from traveling
traders.)
|
| • Agriculture
|
(The cultivation of animals and plants for
food, fiber, and other resources vital to sustaining a human
population.) |
-Horse Breeder
|
(The trade of breeding, rearing, and training
the most valuable mode of transportation in the new world.
Specializes in training steeds to defend their riders, and not
to spook easily in the face of the undead.)
|
| • Construction |
(The creation and
maintenance of infrastructure and tools.)
|
| -Repair |
(The maintenance and
repair of broken machinery, buildings, tools, vehicles, etc. The
ability to seemingly make something out of nothing more than broken
bits and pieces.) |
-Engineering
|
(The application of
higher sciences to construction. The ability to create simple
bridges, engines, power sources, and refining solutions. Vital in
maintaining the solar power and water refinement of Hope
Center.)
|
| •
Stealing |
(Taking what doesn't
belong to you. Pickpocketing, stealing in plain sight, or using
sleight of hand to pilfer valuables. NOTE: Stealing is highly
frowned upon and punishable by death in Hope Center.) |
-Lockpicking
|
(Some doors out in the
world will be locked. When brute force can't remove the obstacle,
perhaps a bobby pin or two can?)
|
| •
Scavenging |
(The locating of, and
gathering of, surprisingly useful tools, materials, or
knick-knacks from areas that seem to have been otherwise stripped
bare.)
|
•
Stealth (Woodland/Urban) |
(The art of moving
unseen (and unheard). Different environments present different
challenges, and taking this skill entails that you must specify
whether your character is skilled at stealthing through Woodland or
Urban environments. Each environment counts as one of the maximum
three General Skill points.) |
| -Parkour |
(The art of getting
from Point A to Point B in the most efficient way possible - going
in, over, under, or around obstacles and remaining
unscathed.) |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
-|-Combat Skills-|-
Combat stats reflect your
character's ability to defend themselves in a high-tension situation.
Players choosing the Strong or Athletic body type may choose a maximum of two combat stats to
reflect their character's skills. Players choosing the Intellectual body type may choose one combat skill that must be left at a 14. For Strong and Athletic characters, only one of these stats
may be an 11 upon creation. The other, if any, is to be designated as a 14
or above.
|
•Improvised
Weapons
|
(The use of weapons born of
creative thinking. An example would be a sledgehammer made out of a
steel pipe, rebar, and some cinder blocks.)
|
•Melee
Weapons
|
(The maintenance and use of pre-made martial
weapons such as knives, bats, swords, lead pipes, hammers, etc.)
|
| •Hand-to-Hand |
(The use of various methods and
techniques to utilize the unarmed body's own strength and leverage
in grappling range combat.)
|
•Projectile
Weapons
|
(The maintenance and use of ranged,
non-firearm weapons such as sling, bows, throwing knives, etc.)
|
| •Firearms |
(The care and maintenance of firearms such
as pistols, rifles, and shotguns. With the miniscule supply of ammo,
this skill is generally residual rather than presently
learned. Unsuppressed firearms are known as "dinner bells".) |
| •Traps |
(The creation of snares, pitfalls, nets, or
any trap meant to main, disable, or kill. These can
be extremely useful when given time for preparation of an
incoming horde attack or when defending a position.) |
| •Explosives |
(The creation and use of explosive weaponry
such as molotov cocktails and timed charges. Incendiary devices are
often preferred over loud explosions.) |
|
|
|
|
|
|
|
|
-|-Example 1-|-
Athletic Body - 14
Medical Knowledge (Base
Skill)- 11 Survival Skills (Base Skill) - 14 Foraging
(Specialization)- 14
Projectile Weapons - 14 Traps -
17
-|-Example 2-|-
Intellectual Body - 20
Medical Knowledge (Base
Skill)- 11 Surgeon (Specialization) - 11 Survival (Base Skill) - 14 Foraging
(Specialization)- 11
Traps -
17
|