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Nov 20, 2009, 8:04pm



Since they had been established, the three packs lived in harmony until the forest territory of the Midnight Shade Shadows Pack was destroyed in a monstrous inferno. The entire pack fled, except for one of the Alpha’s female pups. That female lived on the territory alone for three years, waiting for wolves to join her pack of one. Over time, other wolves did come and the pack was restored. Soon, conflicts arose between all three packs, especially between the Midnight Shade Shadows Pack and the Fire Ashen Lands Pack. The Midnight Shade Shadows Pack turned to the Earthen Water Plains Pack for support, but none was given. After a year, the tensions cooled and peace once again returned. Sadly, this was not to last. An infectious disease spread throughout Astheria; its source was unknown to the wolves. Many succumbed to the sickness, leaving the packs with few members.

----

Harmony seems to have returned to Astheria, but unbeknownst to the wolves, a new threat is on the rise and for the first time in eight years, three packs will have to become one in order to survive.

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Astheria :: Rules and Information :: Rules and Codes of Conduct :: SARP- The Rules of Statistic-Assisted Roleplay
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 SARP- The Rules of Statistic-Assisted Roleplay
« Thread Started on Aug 23, 2008, 12:38pm »
[Quote]

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:

>Your reflexes+strength+speed+(hp÷4)=total points (TP)

>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
« Last Edit: Jun 7, 2009, 1:36pm by Shadow »Link to Post - Back to Top  IP: Logged
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