STATS & ROLLING
Stats are where your character excels at as a person. They help with roleplays and determining how well you succeed in an action.
STR- Strength: This is how strong your character is physically.
DEX- Dexterity: This is how quick/dexterous your character is.
INT- Intelligence: Your character's academic/problem-solving ability.
SOC- Social: How charismatic or intimidating a character is.
Each character starts with 8 points to distribute between each stat.
These points will determine ‘bonuses’ for rolls during events, activities, and roleplays; depending on the action.
Example:
Your character is tasked with pushing a large cart in front of a door to block anyone from entering, you must roll 1d20 + STR number.
Dice rolling works in a basic d20 system:
01: critical fail (Utter failure! You do the exact opposite of what you wanted)
02 - 07: failure (You fail, causing some unwanted effect/impediment)
08 - 13: mixed result (You get close to the desired effect, but with some downside)
14 - 19: success (You solidly achieve your goal.)
20+: critical success (Amazing! You went above and beyond what you meant to do)
Combat:
Ranged Weapons - All weapons use DEX when firing or when thrown
Melee Weapons - All weapons use STR when swung or used in close quarters
Damage - The amount of health damage done upon a successful hit
STR- Strength: This is how strong your character is physically.
DEX- Dexterity: This is how quick/dexterous your character is.
INT- Intelligence: Your character's academic/problem-solving ability.
SOC- Social: How charismatic or intimidating a character is.
Each character starts with 8 points to distribute between each stat.
These points will determine ‘bonuses’ for rolls during events, activities, and roleplays; depending on the action.
Example:
Your character is tasked with pushing a large cart in front of a door to block anyone from entering, you must roll 1d20 + STR number.
Dice rolling works in a basic d20 system:
01: critical fail (Utter failure! You do the exact opposite of what you wanted)
02 - 07: failure (You fail, causing some unwanted effect/impediment)
08 - 13: mixed result (You get close to the desired effect, but with some downside)
14 - 19: success (You solidly achieve your goal.)
20+: critical success (Amazing! You went above and beyond what you meant to do)
Combat:
Ranged Weapons - All weapons use DEX when firing or when thrown
Melee Weapons - All weapons use STR when swung or used in close quarters
Damage - The amount of health damage done upon a successful hit
XP
XP is earned through events and side missions. It's used to buy Stat Points.
You may buy up to one Stat Point a month.
You may buy up to one Stat Point a month.
HP
You can lose health points from fights, rolling critical/partial failures, or during personal RPs
(however ask permission from other player before doing so).
Your character starts off with 8 HP points; however they can get up to 12 total using armor items.
Once your character reaches 0 HP, they are considered dead and will no longer be playable.
(You will get a new character for free to replace the deceased one).
If the cause of ‘death’ is via zombie bite, you may purchase a shop item to save your character ONCE.
---
There is a limit to ONE medkit per character during an event. This will instantly heal your character during events, and you may bring in as many OTHER healing items your character can hold in their inventory.
Example:
Valentine gets shot in an event and now has 5 out of 8 HP; if he uses his medkit he will go back to 8 health instantly.
However, for the rest of the event he cannot use another medkit from his own inventory OR another player.
If Valentine gets hurt again and he is holding 1 bandage, then he is able to use that to heal.
HP Cooling Time
When it comes to unmoderated rps/events; characters will have a cooling period to their healing. For every HP lost you will have to wait a day IC/OOC to get +1 HP back. This will be tracked using a timer when healing items are used in the # logging-room
Example:
Valentine has been beaten up pretty badly by Chuckles.
Valentine is now down to 1 HP Valentine decides to use a medkit to gain back 7 HP!
Valentine logs his medkit in the logging-room.
Mods will then tell our tatsu bot to remind us when 7 days have passed for him to go back to full health.
Once the 7 days have passed, Valentine will be up to 8 health again!
But what if Valentine gets hurt during his healing process?
On day 3 Valentine is back to 4 HP but oh no! Val is still in his natural healing process and Chuckles isn't finished with him.
Chuckles punches Val with +1 DMG therefore his medkit healing cancels and he is down to 3 HP; forcing him to start his healing process all over again with a new medkit.
(however ask permission from other player before doing so).
Your character starts off with 8 HP points; however they can get up to 12 total using armor items.
Once your character reaches 0 HP, they are considered dead and will no longer be playable.
(You will get a new character for free to replace the deceased one).
If the cause of ‘death’ is via zombie bite, you may purchase a shop item to save your character ONCE.
---
There is a limit to ONE medkit per character during an event. This will instantly heal your character during events, and you may bring in as many OTHER healing items your character can hold in their inventory.
Example:
Valentine gets shot in an event and now has 5 out of 8 HP; if he uses his medkit he will go back to 8 health instantly.
However, for the rest of the event he cannot use another medkit from his own inventory OR another player.
If Valentine gets hurt again and he is holding 1 bandage, then he is able to use that to heal.
HP Cooling Time
When it comes to unmoderated rps/events; characters will have a cooling period to their healing. For every HP lost you will have to wait a day IC/OOC to get +1 HP back. This will be tracked using a timer when healing items are used in the # logging-room
Example:
Valentine has been beaten up pretty badly by Chuckles.
Valentine is now down to 1 HP Valentine decides to use a medkit to gain back 7 HP!
Valentine logs his medkit in the logging-room.
Mods will then tell our tatsu bot to remind us when 7 days have passed for him to go back to full health.
Once the 7 days have passed, Valentine will be up to 8 health again!
But what if Valentine gets hurt during his healing process?
On day 3 Valentine is back to 4 HP but oh no! Val is still in his natural healing process and Chuckles isn't finished with him.
Chuckles punches Val with +1 DMG therefore his medkit healing cancels and he is down to 3 HP; forcing him to start his healing process all over again with a new medkit.