Rules and Limitations

Character Rules

First off, this RPG is just that. A 'role playing' game. We're not necessarily strictly all about having to type out three lines for every single action your character does, since I've established from experience that people dislike the ideas of strictly paragraph roleplay. What I hate even more is when people don't even play their character properly. I'm pretty sure Resuki would never turn around to Nightwatcher and say 'how do u roll dice lol'. Rule number one is keep all OOC during RP Sessions to a minimum, and to be said in brackets.

Second, try to keep your character in character, which essentially means he must act like how you described him in his profile to begin with. If your character changes as things go along for a reason, like I dunno, he falls in love with someone during our sessions, that would be an acceptable reason and the profile would be edited to note that change without erasing what was already there. But if you've described him as a heartless killing machine that wants to destroy the world, and suddenly he's all hugs and kisses, just no.

And thirdly, your character must be original. They cannot be characters from any other fandom, from Gina's fic and ESPECIALLY not SEGA characters. I just know I'm going to get all sorts of e-mails like 'OMG U SUK I WANTED 2 B SHADOW'. This isn't a Sonic RPG...it's a RPG based on a fanfic which is MILDLY based on Sonic. There is no 'Shadow' because he hasn't appeared in Gina's story, and from what I've heard, probably never will. Get over it. All characters involved in Gina's story will be played by either Akiro or Gina herself as NPCs.

ATTRIBUTES

This section is explained in brief in the join form itself, but just to avoid any messed up forms, I'll explain in more detail in this section. There are six main attributes which members will have to decide on for themselves in order for them to play. They are listed below.

STR - Strength, this shows your character's physical power, STR is used during battle to measure physical attack damage, and is used to perform physical tasks, such as lifting a barbell.
AGL - Agility, this shows your character's Speed and nimbleness, AGL is used during battle to flee, and to evade a attack, outside of battle, it measures your top running speed, and is used to perform tasks requiring nimbleness, such as dancing on a DDR machine.
CON - Constitution, this shows your character's ability to withstand damage, it is your primary attribute for HP, and it is used outside of battle in tasks that involve endurance, such as lifting a stone above your head and keeping it there.
INT - Intelligence, this shows your character's mental prowess, it is mainly used outside of battle, to perform tasks that require brains to conquer, such as hacking a computer.
WIL - Willpower, this shows your character's mental endurance, it is a seconsdary stat for HP, and it determines your FP, it is mainly used outside of battle in tasks of mental endurance, such as conquering fears.
PER - Perception, this shows your character's attention to detail, it is used outside of battles to complete tasks requiring PER.

The limits you can choose for each attribute is from 1 to 10, their values are shown here.
1: Pathetic
2: Very Poor
3: Poor
4: Below Average (this is the highest you can reach at generation)
5: Average
6: Above Average
7: Great
8: Awesome
9: Legendary
10: Godlike
You begin with a 1 in all attributes, but during generation, you have 10 points to distribute among the 6 attributes, but you cannot raise a attribute higher than below average (4) this way. otherwise, you have the freedom to customise your attributes as you see fit.

STATS

HP - Health Points, CON x WIL + CL, your character's health, should you take damage, you will lose HP, should it ever reach 0, you will fall unconsious, and be unable to do any actions until the start of the next week.

EP - Energy Points, INT + CL, Your character's Energy, EP is used to perform attacks that no normal being could do, it will drain as you use these moves, and unless you have sufficient EP, you cannot perform these moves.

CP - Control Points, WIL x 30, Your character's mental stability, CP will flucturate depending on the situation, and will decrease during battle, should it ever reach 0, you will go FLIPSIDE, and therefore be unable to control yourself.

CL - Combat level, Your character's experience in battle, every 100 XP you earn, your CL will go up by 1, it is used to learn new abilities, and adds to your health and energy points.

XP - Experience, Your character's experience in battle shown on a smaller scale, you earn XP by winning battles, should it reach 100, your CL goes up by 1 and XP resets to 0.

BASIC RULES OF CONFLICT

Eventually, every person will have to fight one way or another, and this is done in a AIM chatroom, this is how combat is performed.

When we say roll a dice, you can do this by using //roll-dice*-sides*, so for a 1d10, or one 10 sided dice, it would be //roll-dice1-sides10.

1) The participant with the highest AGL gets inititive, and goes first, in case of equal AGL, a roll of 1d100 is made. Highest claims inititive.

2) On your turn, you may perform a Basic attack, use a ability, Transform, use a item, or attempt to flee, but only one action, to perform a action, describe it, speaking during battle does not count as a action.

3) If you are making a attack, you must see if it will land home, you must make a Accuracy roll of 1d20, an your opponent does the same, only he will be trying to evade the attack, add your AGL to your roll to show your accuracy total, your opponent will also had his AGL score to his evade roll, should this exceed your opponent's roll, the attack has hit, should it be lower, your attack will miss, and your turn ends. a natural roll of 1 would mean you critically missed, and your attack will be turned against you, a natural roll of 20 would mean a critical hit, and your damage roll will be doubled before applying attributes.

4) If a attack hits, you roll whatever dice roll you have on the attack, for example, punch would be 1d3, then you would add STR if the attack was physical, and INT if the attack wasn't physical, subtract this total from your opponent's HP,

5) If you decide to transform, you must make a roll of 1dCP MAX, for example, if Cloud had 150 CP MAX, he would make a roll of 1d150, if the roll is lower than your current CP, you will transform Succsessfully, but should it be higher, you will fail to transform, and lose 20 CP, if you roll your CP MAX, your transformation fails horribly, and you will go FLIPSIDE, but roll a 1, and your transformation will be flawless, and as such, you will gain 20 CP.

6) If you decide to use a item, apply the item's effects, and thats it.

7) If you decide to flee, you must make a roll of 1d100, if you manage to roll under your AGL x 10, you will flee succsessfully, and end the battle, there are times you may be unable to flee however.

8) Your opponent takes his turn, and repeats the above from step 2, continue until either of you flee the battle, or reach 0 HP

Every passing turn in battle, you will lose 1 CP. And you cannot enter combat unless you have a reason, or have gone FLIPSIDE prior to combat.

TRANSFORMATION (STARLIGHT) HIDDEN CHAOS (MALAJIK) HIDDEN POTENTIAL (OTHER) Starlight Bios have the ability to asume a second form, while Malajik Bios can tap upon the chaos emerald embedded within them to increase their power, non-bios can unlock a hidden potential within them for a small period of time, all follow the same rule of transformation.

roll 1dCP MAX to see if it is succsessful, rolling under your current CP will result in the transformation being sucsessful, rolling higher will fail the transformation attempt and will lose you 20 CP, rolling your CP max will fail the attempt horribly, and force you into FLIPSIDE, regardless if you have any CP left, rolling a 1 makes the transformation perfect, and you will have better bonuses than regular transformation.

If transformation is succsessful, your current CP will be halfed down to the nearest number, however, you will gain +1 in all attributes (+2 if the transformation was perfect) and you may use abilities that require transformation.

GOING FLIPSIDE

Should you ever reach 0 CP, you will enter FLIPSIDE, a state in which you lose all control over yourself and attack anything relentlessly, you will gain the same bonuses during transformation, but your actions are random (you will need to use a dice roll of 1dx available actions to determine this), and you will be unable to flee, if you go FLIPSIDE outside of battle, you will automaticly enter battle with everyone in the current location, every turn in battle during FLIPSIDE, roll 1dWIL x 10, gain that many CP, should you regain all your CP, you will leave FLIPSIDE.

TASKS

Every now and then, a character will do a action that will test his skills, he will need to make a TASK ROLL to see if he is able to complete the action.

there are two types of tasks, simple and difficult, simple tasks, such as lifting a barbell, are much easier to do, roll 1d20, and double then add whatever attribute is required , in this case, STR, difficult tasks, like using one hand to lift the barbell, are done in the same way, only you do not double that attribute, to sum it down, simple = 1d20 + (attribute x 2) and difficult = 1d20 + attribute.

Should you roll a natural 20 on a task, the attribute used in the task will be raised by 1.

To show a example, lets say Cloud Had to cross a narrow beam over a waterfall as part of VR training, this would count as a simple AGL task, lets say cloud had a AGL of 3, he rolls for the task, and gets a 12, being a simple task, his AGL becomes 6, and the total becomes 18, and as such, he manages to get across..

Now Pyro Angelo has to do the same, but the beam is now covered in oil, turning it into a difficult task, Py has a AGL of 5, he rolls for the task, 4, which gives him 9, as he only ads the original AGL score, he slips on the oil and falls into the water...dont worry folks! its VR, he'l survive!

COMBAT REWARDS

You may decide to spar instead of battle, it ends when a participant reaches 10% of the HP or less, but if either participant goes FLIPSIDE, the spar will be treated as a regular battle.

Winning a spar earns you 10 XP, losing one only nets you 2 XP though.

Winning a Regular battle earns you 20 XP, and you may earn more XP depending on the battle. however lose a battle, and you gain no XP.

There are other ways to gain XP, mainly outside of a conflict.

before a spar or battle, either participant may bet money or items as they see fit.

You may only spar once a day, but you may battle as many times as you wish, as long as you have a reason, or have gone FLIPSIDE.

ABILITIES

everyone has their own skills and powers, and may use them in any situation, everyone will begin with Punch, Kick, and one other custom ability, as your character's journey unfolds, you may learn new abilities. if you have enough CL and pass the requirements for the ability, you may learn it. it takes a week - INT to learn a ability, and you cannot do any action except spar during that time. if your INT is 7, you will instantly learn that ability.

There are 3 types of abilities, Physical abilities, Energy Abilities, and Transformed abilities. Physical abilities ay be performed at no cost, Energy abilities cost EP, and Transformed abilities can only be used during transformation, and cost CP.

TRAITS

Everyone is different in every way, and some are better than others at specific tasks, there are two types of traits, QUALITIES and FLAWS, everyone begins with one of each, it can be anything you want, QUALITIES will give you positive boosts, and FLAWS, negative boosts.

For Example, Chaos may have the QUALITY of CHAOS CONTROL, this means that he is able to use abilites that require Chaos powers wihtout the drain, (not the time altering ability shadow possessed however) His FLAW could be ADVERSARY (MALAJIK) which means that he is unable to spar with anything loyal to malajik.

Additional traits can be gained and lost as you unveil your destiny.

MONEY

You will need money to purchase items, should you wish, the currency of money in FSRPG is dollars, or $.

MODIFICATIONS

If you have a weapon, you may go see someone who can modify it, or if you can yourself, do so.

you will need the items required to modify the weapon, for example, lets say Nightwatcher wished to add a scope to a rifle he recently purchased to give it better accuracy, he would need 2 metal tubes and 4 glass lens, if he had the skill, you may treat the modification process as learning a ability, but the duration will differ, in this case, it would take a few hours to add both mods, but if he had wanted to build a tank, it would take him lots of items, and weeks to build it, if you dont have the skill, you may visit someone who can, he will modify the weapon, for a price.....

each mod to a weapon will change it, such as changing the damage roll, the abilities done with the weapon, and it may even add on more requirements, so think before you mod the weapon.

Any further comments or questions contact supremelordtrigger@hotmail.com. or Krakatoah@hotmail.com

Thank you.

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