SARP- The Rules of Statistic-Assisted Roleplay « Thread Started on Aug 23, 2008, 12:38pm »
SARP OUTLINE: ~The four skills are Reflexes for defence, Strength for attack, Speed for running, and Endurance is for Health Points.
~We have a 20-sided die for the skill rolls.
~After rolling the die, you add the skill bonus you have for that action (e.g. for defence, you roll the dice and add Reflexes.) The exception to this is Endurance.
~If you put skill into endurance, one skill point=4 health points. You start with 10 automatic health points.
~When fighting, the two opponents take turns rolling the die for attack and defence. If the attack is higher, the difference between the attack and the defence divided by two is the number of health points taken off the attack.
~When more than one character gangs up on an opponent, then any amount of characters can attack at once (it depends on whether or not the opponent responds to the post before the other characters attack.) The opponent can roll a defence die for each attack, but can only attack one of the opponents at a time. Then they must wait for at least one of the attackers to respond before attacking again. (They can also attempt to run away)
~When running, every five points on your dice roll is an extra miles per hour. (We'll have to include a distance key in the territory maps.)
~You start with 10 skill points to split up between your four skills. Additional skill points are awarded for... (I have no suggestions. Maybe a good post, or having a certain amount of I.C. posts?)
~Your wolf has 3 "lives." When you reach 0 health points, if you have 1, 2, or 3 lives left your wolf falls unconcious. (If he is in a river, he drifts until the end and wakes up up the beach/on the bank of a lake, if he is knocked unconcious by an NPC something interrupts the NPC's killing stroke, same to if he is knocked unconcious by a player.) However, when your "life" count reaches 0, the next time your wolf is dealt a fatal blow, you have to make a new character. This includes statistics, relationships with other wolfs, pack status, and all other vital stats.
~You regain 1 health point per endurance bonus each (real time) day. If you put no points in endurance, you gain one health point a day. You cannot go above the maximum health point number.
~When you lose health points, a second number will be added next to your health point maximum. This are your current health points.
~No more than half of your total skill points may, at any given time, be put into Endurance.
Experience Points, Total Points, and Gaining Skill Points:
>If a character has a Special Skill (e.g. an owl's speed is special because it can fly) the corresponding skill is counted as double. (Taking the owl example, who's speed is normally 4, the TP value would be 8 because the owl can fly away instead of running)
>If the number is less than 1, it is rounded up to 1. Other than that, decimals remain.
>So when you fight something and kill it, you take your opponent's TP, divide it by your TP, and multiply it by a hundred. This is the XP you earn. This makes sure that you get points RELATIVE to your own stats and not just a base XP for everyone. (yourTP ÷ opponentTP) x 100 = XP
>If more than one player gangs up on an opponent, then the % of xp you get is divided according to the % of health points you took from the opponent.
Example: one of us- TP 12.5- kill a bear- T.P. 30. (30÷12.5)x100=240xp
On the other hand, if a cougar-35.25 T.P.- kills a bear, then (30÷35.25)x100=85xp