webnovel

Rules

RULES:

To start the game you need to first create a character. This can be done by following the following blank character sheet. * is a place for rolling a 20 sided dice to decide.

Name: "Social Status" Lv. (NPC/Player)

Race: Age:

Faction: ()

Class: 

Coins: (G-0)(S-0)(C-0)

HP: SP: 

sP: (E=)

REG: (HP:*,{})(SP:*,{})

(sP:,{})

ATK: DEF:

Str:* Ing:* 

Agi:* Dex:* 

Vit:* Con:* 

Sta:* End:* 

Int:* Wis:* 

Per:* Ins:*

Cha:* Luc:* 

Perks: Special Modifiers given 1 at start, potentially another through class or race, and can be gained from special situations on Game Masters Discretion. Gain also 1 at level 50, 100, 200, 300, 500, and 999

Skills: (0/5) Every 20 levels gives a skill slot past the initial 5. Choose one common Starting skill always. Skills Can be forgotten when needed.

Knowledge: Gained from another Npcs or by Game Master's choices. Can be used to allow Npcs to craft certain items or players if they gain knowledge. Can also just improve the quality of certain items crafting or use as well.

Genetics: 1/4 slots- awarded for background. Can be asked of your moderator to give you various statuses such as noble, orphan, Blaze family ect... for extra skills, stats, or powers. 1st is related to family status. 2Cd- family power. 3rd- family knowledge. 4th- new genetics. Unlocked at level 1, 100, 300, and 500. Check Traits Page to find particular ones or create your own.

Talent: Gain one every 75 levels. This increases a base value for all types of a particular weapon or limit breaks a skill.

Affinity: Gain one every 50 levels. This lowers the stamina cost of certain skills or actions. This includes all energy costs associated as well for things such as mana.

Gear: Various Items with various effects that you can gain in your game. Carrying capacity is Str + Wis.

Vault: Same as gear but without the limited capacity.

Background: Brief story on where your character came from and their goals for life.

Survival check for harvesting monsters this will work off of Dex/Luc. Luck increases the tier of the drop table while Dex bases how much you can harvest for each table. The dex part is also worked through the harvesting skill to increase gains. Without the skill it's considered using the skill at level 0.

Random encounters check for people who take a certain amount of time with harvesting different materials. This means larger corpses need longer to harvest and the harder it will to be gaining items.

Not every shop will buy any item a person wishes to sell. Just as if they were real people they will consider if the deal is truly worth it or not. And most importantly whether they can truly use it or sell it. Basically if you try to sell a sword to a boutique it won't work.

Once a character has experienced death there are a number of ways to revive them, but if these run out they can only be used as temporary summons. The first included is the three times free revival tool.

Each monster has a set type of drops that are level/variant specific. It is possible to memorize this or pay for this information through the Dungeon master observed by the most trust worthy person in the group. A game's only fun as long as people don't constantly break it just for their own amusement and hurt the experience for others.