Warrior Cats: A RPG

NEWS: January's Gathering is open!

Weather: Leaf-bare is here, and all the Clans are feeling the chill! There are occasional snow showers throughout the forest.

January Contests:

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Elmo

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Dec 28 2017, 04:01 PM
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<div class="rcc-header">
<div class="rcc-logo"></div>
<div class="rcc-title">
Raiders' Pack
<div class="rcc-subtitle">the canine corps</div>
</div>
</div>

<div class="rcc-side-table">
<div class="rcc-side-title">Always Loyal</div>
<div class="rcc-side-content">Quote from pack leader here. TBA.</div>
<br/>
<div class="rcc-side-title">Pack Census</div>
<div class="rcc-side-content">
<b><u>Commandant</u></b><br/>Joshua Raider - a black muzzled New Guinea Singing Dog with near-black eyes.
<br/><br/>
<b><u>General</u></b><br/>TBA - Appearance
<br/><br/>
<b><u>Master Sergeant</u></b><br/>TBA - Appearance
<br/><br/><br/>
<b><u>Sergeant</u></b><br/>
<a href="http://warriorcatsarpg.com/index.php?showuser=1053">Lavender</a> - A Mudi with blue merle fur and dark brown eyes.<br/>
<a href="http://warriorcatsarpg.com/index.php?showuser=1085">Novadean</a> - A white Miniature Bull Terrier with dark eyes.<br/>
<a href="http://warriorcatsarpg.com/index.php?showuser=1090">Amber</a> - A black and red Beauceron with chocolate eyes.
<br/><br/><br/>
<b><u>Private First Class</u></b><br/>TBA - Appearance
<br/><br/><br/>
<b><u>Pups</u></b><br/>TBA - Appearance
<br/><br/><br/>
<b><u>Private</u></b><br/>TBA - Appearance
</div>
</div>

<div class="rcc-main-table">
<div class="rcc-main-title">Pack News</div>
<div class="rcc-main-content">
<b>December • 28 • 2017</b><br/>
The pack has never had a need for a healer. In their short time as a pack their health has been well. But a sickness spreads among them that rest alone is not curing and last night one of those stricken with the illness did not awaken. Leaving the pack with an eerie, fearful air as the remaining sick dogs linger between life and death.
</div>
<br/><br/>
<div class="rcc-main-title">Rules & Regulations</div>
<div class="rcc-main-content">
Follow the chain of command in all things. From the lowest level of authority to the highest it is as follows: private > pups > private first class > sergeant > master sergeant > general > commandant.
<br/><br/>
Do not harm your fellow packmates in any fashion. As a unit we must be as one.
<br/><br/>
Non-domesticated canines are to be chased away from our territory. Their filth isn't to mingle with the pure blood of the corps.
<br/><br/>
To further that law, breeding with non-domesticated canines is forbidden. Should this happen and the knowledge be made known drastic punishments can and will be made. Banishment, abandoning the pups elsewhere, death, etc. depending on the current leaders mood and attitude.
<br/><br/>
Anything that isn't a canine is food, including anything humans toss out.
<br/><br/>
Humans are dangerous, be weary of them and their ropes.
<br/><br/>
The pups should always eat first, along with their mothers, after which the feeding order goes down from highest rank to lowest. Leaving the privates to always eat last.
<br/><br/>
Hybrids and wild-dogs will never be promoted outside of the private rank, forever shamed with the lowest ranking. A reminder of their dirty blood.
</div>
<br/><br/>
<div class="rcc-main-title">Rank Descriptions</div>
<div class="rcc-main-content">
<b>Commandant.</b> High position. The leader of the pack.
<br/><br/>
<b>General</b> High position. This dog is next in line to lead the pack. They help the commandant delegate duties, create patrols, hunting parties, etc. The only authority they don't have is to accept new members to the pack. If necessary they may kick a member out if the commandant isn't available to do so, and the member is a threat, and form raid/war parties (again, if necessary).
<br/><br/>
<b>Master Sergeant</b> Semi-High position. These are older members of the pack (no younger then 5 years) that have proven themselves skilled and loyal enough. They are often called to give council to the commandant and general but also hold the authority to enforce pack law, and preform any duties that the commandant/general has delegated down to them to oversee.
<br/><br/>
<b>Sergeant</b> This is the bulk of the pack, equivalent to a warrior in the clans. They hunt and patrol. A dog must be one year old to become a sergeant.
<br/><br/>
<b>Private First Class</b> These are dogs 6 months or older that are training to become sergeants. Though they are allowed on pack hunts, they are never allowed to enter combat situations. Often used as messengers between hunting/war parties.
<br/><br/>
<b>Pups.</b> Pups younger then 6 months. They are restricted to the den-site and can only leave with an escort and their guardians approval.
<br/><br/>
<b>Private.</b> The lowest ranking dogs within the pack. Those here are often newcomers who have yet to prove themselves worth enough to be called sergeants and are forced to eat last, work harder, and be the brunt of many jokes. But this is also a rank assigned to hybrids are non-domesticated canines who for one reason or another have been allowed to stay within the pack. Such canines are horrible shunned and ill-treated, since their dirty-blood is heavily looked down upon. Hybrids and non-domestics will never advance from this rank.
</div>
<br/><br/>
<div class="rcc-main-title">Pack Traditions</div>
<div class="rcc-main-content">
<b>Last Names.</b> Many of the separate families within the pack chose to identify themselves with a last name, a tradition that has stuck with the pack since its beginning.
<br/><br/>
<b>The choosing of a new General.</b> The pack is given a month to decide upon a new general, after the current on leaves the position (for whatever reason) because they employee a voting system.
<br/>During that first week each pack member must nominate a fellow packmate for the position.
<br/>The nominees are chosen on the beginning of the second week, giving the nominees three weeks to prove themselves worthy for the position.
<br/>After the four weeks have passed the pack must gather to vote which of the nominees will become their new general.
</div>
<br/><br/>
<div class="rcc-main-title">City Territory</div>
<div class="rcc-main-content">
Just along the outskirts of the city is an abandoned fair, left to rust and become overgrown with plants after a horrible flood destroyed that area a few years ago. Leaving not only the park to rot, but many of the surrounding homes as well. This area and the human-inhabited blocks surrounding it have since been claimed by the pack.
<br/><br/>
<a href="http://mag.metamythic.com/wp-content/upld/2012/09/pripyat-swing-boats-800x527.jpg">Reference picture</a><br/>
<a href="http://ww2.kqed.org/news/wp-content/uploads/sites/10/2016/08/MadisonPark1920-800x531.jpg">Reference picture</a><br/>
<a href="https://cbsnews2.cbsistatic.com/hub/i/r/2015/02/17/98beee7d-5db1-49f9-88b1-18be94b398ca/resize/620x465/c02ed67eba944331cf7b612aee4ee6fc/promo.jpg">Den-Site</a>
<br/><br/>
<b>Den-Site.</b> Not far from the abandoned fair equipment, this decaying, two-story home has been looted and broken. Though the roof and walls still stand, where the windows and doors do not. But it provides protection from the rain and snow, if not the winds. The basement was sealed by humans and isn't accessible. The ground floor is where the privates, private first classes, and sergeants sleep. While the second floor is for master sergeants, the general, as well as any pups and their mothers. The commandant sleeps is a small, attic room.
</div>
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[/dohtml]
Dec 25 2017, 03:09 PM
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<div class="elmos-post">
Does anyone from FF remember the two main dog packs?
I remember one was Arson's Pack, I had a fox babe there.
And in Massacres Pack I had a son of Russia, Fehler?

Anyways. I was wondering if anyone would be interested in having a pack of stray dogs. Presumably former domesticated animals that live in the city?

I was thinking of setting it up so that they hated non-domestic canines. Their hierarchy wouldn't be pack-like or clan-like, though I haven't given it much thought beyond that. This thought literally just came to me as I was going through my FF account looking for info on Rainlegs. XD
<br/><hr><br/>
<b>Dog Pack</b><br/>
--- Domestic dogs only<br/>
--- Domestic/Wild mixes of any kind are often heavily shunned, but can be allowed/accepted into the pack.<br/>
--- Ranks:commandant, general, master sergeant, sergeant, private first class, and private.
Ranks in a little more Detail

--- They won't have any healer as of yet, there hasn't been a need for this group to learn anything about it. However a good plot for them would to have a sickness come through the pack, forcing them to get help from one of the clans to learn about medicines. Leading up to them adding a healing rank of some kind.
</div>
[/dohtml]
Dec 6 2017, 11:30 AM
My activity had been spotty and I'm sorry about that. It's peak season at the company I work for and I've been moved around. Learning my new job and still keeping track of my employees.

But I've adjusted enough and altered my sleep schedule so I'll be on this Friday and Saturday nights, from now on, to post.

And until peak in over I won't be able to post any other day except Friday and Saturday. ^^;

Sorry again! But I'll be back this Friday to catch up with more important characters like Northpaw, Crowspirits kit, and my new Riverclanner. Those three need it, lol. And Saturday night I'll catch up with my other guys. http://i.imgur.com/j22inUE.png?1
Oct 19 2017, 06:55 PM
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<div class="elmos-post">
She didn't stop at the border, despite the heavily scented wall through the trees, she didn't care that she was trespassing. For moons she'd labored by herself to forage and seek the perfect shelter. Alone. Birthed a litter of brats and nursed them, until two had perished in the night. It had been a blessing to no longer hear their blasted coughing! It was only to bad the sickness hadn't taken her eldest.
<br/><br/>
Prone to long silences and defensive outbursts, the child had become to much of a nuisance for the loner. The black she-cat had thought of killing her son, because who would miss him, no one knew he even existed. But thought better of it, she was aware her offspring didn't trust her and was already big enough and maybe even strong enough to cost her to much effort in the task.
<br/><br/>
She'd thought of leaving him in the night, to fend for himself as all children had to do eventually, but tossed that idea out the window quickly enough as well. She'd seen the vengeful fire in his eyes, the color was the same emerald shades as hers. His pelt the same ebony shade. Sleek and slender. All angles and limbs and torso. It was often eerie to look upon him without seeing a younger, male version of herself.
<br/><br/>
And that was when she'd thought about his father. It seemed almost forever ago that she'd seen the RiverClan tom and she wasn't at all pleased that she was going to see him again. But saddling him with their vile offspring seemed the perfect revenge, short of killing him that is.
<br/><br/>
So without regard of their stupid clan rules or the safety of herself or her child, who followed in solemn silence, she burst into RiverClans camp. Her pretty face twisted in disdain and anger, her voice cold and clipped, <b>"where the hell is Eastcreek?!"</b>
</div>
[/dohtml]
Oct 10 2017, 06:51 PM
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<div class="chance-container">
<div class="chance-header">
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<div class="chance-color3"></div>
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<div class="chance-color6"></div>
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<div class="chance-color9"></div>
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<div class="chance-color9"></div>
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<div class="chance-name">The Chances</div>
<div class="chance-quote">"life's a gamble and i'm playing that game"</div>
<div class="chance-description">a d&d inspired, warrior themed system for anyone to use</div>
</div>

<div class="chance-tab-container">
<div class="chance-tab-group">
<input type="radio" id="chance-tab-1" name="chance-group-1" checked>
<label for="chance-tab-1">EXP & Lvling Up</label>
<div class="chance-tab-content">
This leveling system should look familiar to those who have played D&D, since it is the same, but to those new to the dice-rolling game of chance you'll want to read through each tab to better understand how to play your character accordingly with this system.<br/><br/>
As of right now the max level is 20.<br/>
Any characters you have pre-existing will begin anywhere between levels 1 and 5.<br/>
Newborns will begin at level 1.<br/><br/>
It takes a certain amount of experience points to level up each time and you can gain experience by doing a number of things. Successful hunts, fighting, training and practice are a few of those things. There are also missions and achievements available, which award higher amounts of experience.<br/><br/>
Of course the action you preformed, and weather it was successful, will determine the experience you get. Successful hunts and training/practice threads earn you 50 exp. While winning a fight will gain you 100 exp. Other actions will give you 25 exp. You can gain bonus experience by rolling the D20 six times, taking the largest three numbers and adding them together, the sum is your bonus experience.<br/><br/>
Failed actions do not yield experience, unless there was some progress made despite the failure. In this instance you will roll the D20 six times, take the three smaller numbers and add them together, the sum being the gained experience.
<table class="chance-exp">
<tr>
<td>Level 1 = <b>0</b></td>
<td>1 > 2 = <b>250</b></td>
<td>2 > 3 = <b>375</b></td>
<td>3 > 4 = <b>500</b></td>
</tr>
<tr>
<td>4 > 5 = <b>625</b></td>
<td>5 > 6 = <b>750</b></td>
<td>6 > 7 = <b>875</b></td>
<td>7 > 8 = <b>1,000</b></td>
</tr>
<tr>
<td>8 > 9 = <b>1,100</b></td>
<td>9 > 10 = <b>1,200</b></td>
<td>10 > 11 = <b>1,300</b></td>
<td>11 > 12 = <b>1,400</b></td>
</tr>
<tr>
<td>12 > 13 = <b>1,500</b></td>
<td>13 > 14 = <b>1,600</b></td>
<td>14 > 15 = <b>1,700</b></td>
<td>15 > 16 = <b>1,800</b></td>
</tr>
<tr>
<td>16 > 17 = <b>1,900</b></td>
<td>17 > 18 = <b>2,000</b></td>
<td>18 > 19 = <b>2,100</b></td>
<td>19 > 20 = <b>2,200</b></td>
</tr>
</table>
</div>
</div>
<div class="chance-tab-group">
<input type="radio" id="chance-tab-2" name="chance-group-1">
<label for="chance-tab-2">Attributes</label>
<div class="chance-tab-content">
There are seven attributes that will effect your characters actions, both physical or mental.<br/>
<ul class="chance-list">
<li>— Strength, the measure of their physical power.</li>
<li>— Dexterity, measuring agility.</li>
<li>— Constitution, the measure of endurance.</li>
<li>— Intelligence, measuring reason and memory.</li>
<li>— Wisdom, this measures their perception and insight.</li>
<li>— Charisma, measures the force of personality.</li>
<li>— Supernatural, an added attribute that measures their ability to control any store-bought powers.</li>
</ul>
Every one of these attributes has a score, which helps to define the measure of your characters ability in that particular set of skills. Encompassing their competence in all activities relating to that ability. You'll learn more about the actions related to each attribute in another tab.<br/><br/>
For now know that each attribute maxes out at level 20.<br/>
You can only earn a maximum of 70 attribute points.<br/>
Any of your pre-existing characters will start with 9 attribute points, to apply to the attributes in any way you wish.<br/>
Newborns are born without any attribute points.<br/>
Attribute points are earned by: every five levels (5, 10, 15, etc), completing missions, and fulfilling achievements.<br/><br/>
There are two rolls that will be used during your characters lives: ability check and attack roll. Both of which are affected by the attributes.<br/><br/>
<b>Ability check:</b> this checks a characters talent and training in an effort to complete an action. You will use an ability check when your character attempts an action (not an attack) and use the corresponding attribute. I will not cover attack rolls in this tab, that will be talked about later on.<br/><br/>
</div>
</div>
<div class="chance-tab-group">
<input type="radio" id="chance-tab-3" name="chance-group-1">
<label for="chance-tab-3">Ability Modifier</label>
<div class="chance-tab-content">
When preforming actions affected by an attribute that attributes level effects how well a cat will preform, and can improve or harm their chances of succeeding.<br/><br/>
After rolling the D20 you will always add any bonuses/penalties as well as the ability modifier. Below is a chart giving every attribute level a modifier, which is a number to add/subtract to your roll.<br/><br/>
For example: you roll an 8 to hunt a rabbit (you need a 10) and add your modifier on. But your dexterity (used for hunting) level is only level 4, meaning you subtract 3 which brings your total to 5!<br/><br/>
Your modifier won't always help you, but the higher your attributes the more successful your character can be. So remember to apply your attribute points where you know you'll need them and complete missions/achievements for more!
<table class="chance-exp">
<tr>
<td><b>Attribute Level</b></td>
<td><b>Modifier</b></td>
</tr>
<tr>
<td>1</td>
<td>-5</td>
</tr>
<tr>
<td>2 - 3</td>
<td>-4</td>
</tr>
<tr>
<td>4 - 5</td>
<td>-3</td>
</tr>
<tr>
<td>6 - 7</td>
<td>-2</td>
</tr>
<tr>
<td>8 - 9</td>
<td>-1</td>
</tr>
<tr>
<td>10 - 11</td>
<td>0</td>
</tr>
<tr>
<td>12 - 13</td>
<td>1</td>
</tr>
<tr>
<td>14 - 15</td>
<td>2</td>
</tr>
<tr>
<td>16 - 17</td>
<td>3</td>
</tr>
<tr>
<td>18 - 19</td>
<td>4</td>
</tr>
<tr>
<td>20</td>
<td>5</td>
</tr>
</table>
</div>
</div>
<div class="chance-tab-group">
<input type="radio" id="chance-tab-4" name="chance-group-1">
<label for="chance-tab-4">Dis / advantages</label>
<div class="chance-tab-content">
There are certain situations when some cats have an advantage over others while some struggle to keep up. The cause could be experience, difference in size or speed or species, even the setting could effect ones abilities. These disadvantages and advantages can effect your characters actions in different ways, either helping or harming their success.<br/><br/>
You add these bonuses or penalties to your D20 roll, along with your ability modifier.<br/><br/>
<table class="chance-exp">
<tr>
<td><b>Who</b></td>
<td><b>Situation</b></td>
<td><b>Bonus / Penalty</b></td>
</tr>
<tr>
<td>RiverClan Cats</td>
<td>Swimming</td>
<td>+3 in Strength</td>
</tr>
<tr>
<td>WindClan Cats</td>
<td>Running</td>
<td>+3 in Dexterity</td>
</tr>
<tr>
<td>ThunderClan</td>
<td>Climbing</td>
<td>+3 in Strength</td>
</tr>
<tr>
<td>ShadowClan</td>
<td>Stealth</td>
<td>+3 in Dexterity</td>
</tr>
<tr>
<td>SkyClan</td>
<td>Jumping</td>
<td>+3 in Strength</td>
</tr>
<tr>
<td>Wildcats</td>
<td>Fighting smallcats</td>
<td>+3 in Strength</td>
</tr>
</table>
</div>
</div>
<div class="chance-tab-group">
<input type="radio" id="chance-tab-5" name="chance-group-1">
<label for="chance-tab-5">Task Difficulty</label>
<div class="chance-tab-content">
You should know now how to make an ability check: roll the D20, add the relevant ability modifier, and any bonuses or penalties. But now your wondering, what total do I need to say weather the action was successful or not?<br/><br/>
First you must decide weather the task was easy or difficult for your character and the abilities they posses, and you must be very honest with yourself in this because there isn't a DM to dictate it for you. How difficult the task is will determine the minimal number you must get for it to be a success. The chart below is a nice visual on those numbers.
<table class="chance-exp">
<tr>
<td><b>Difficulty</b></td>
<td><b>Total</b></td>
</tr>
<tr>
<td>Very Easy</td>
<td>3</td>
</tr>
<tr>
<td>Easy</td>
<td>5</td>
</tr>
<tr>
<td>Normal</td>
<td>10</td>
</tr>
<tr>
<td>Hard</td>
<td>15</td>
</tr>
<tr>
<td>Very Hard</td>
<td>18</td>
</tr>
<tr>
<td>Nearly Impossible</td>
<td>25</td>
</tr>
</table>
</div>
</div>
<div class="chance-tab-group">
<input type="radio" id="chance-tab-6" name="chance-group-1">
<label for="chance-tab-6">Action Checks</label>
<div class="chance-tab-content chance-scroll">
Any action your character does will correspond to one of the seven attributes. When rolling for an ability check you will need to know the attribute your action stems from so that you can determine the level, which in turn helps determine the modifier. Below you'll find each of the attributes broken down with each action it reins over.<br/><br/>
<b>Constitution.</b> The measure of health, stamina, and vital force. It is uncommon that you would need to roll for this, as it is your character attempting to push themselves to their limits.
<ul class="chance-list">
<li>— Holding your breath.</li>
<li>— Train, hunt, or patrol for hours without rest.</li>
<li>— Going without sleep.</li>
<li>— Surviving without food or water, etc.</li>
</ul><br/>
<b>Supernatural.</b> The measure of restraint and ability your character shows in controlling and using any store-bought powers. The Sight, Supersenses, and character bond.
<ul class="chance-list">
<li>— The Sight and Supersenses, how well they can use and control these powers.</li>
<li>— Character Bond, the strength of the bond.</li>
</ul><br/>
<b>Strength.</b> This is an attempt to push, pull, lift or carry, breaking something, or just using brute strength. Some of the actions you would use the strength attribute for are:
<ul class="chance-list">
<li>— Attacking</li>
<li>— Climbing</li>
<li>— Jumping</li>
<li>— Swimming</li>
<li>— Push through a tunnel that is to small</li>
<li>— Tipping something over</li>
<li>— Pulling or pushing</li>
<li>— Lifting or carrying something</li>
</ul><br/>
<b>Dexterity.</b> This is the measure of a cats reflex, agility, and balance. Actions that are effected by this are:
<ul class="chance-list">
<li>— Running</li>
<li>— Moving nimbly, quickly, or quietly</li>
<li>— Keeping your balance to prevent falling or tripping, or to right yourself when you do.</li>
<li>— Concealing yourself</li>
<li>— Slink past guards, enemy lines, etc.</li>
<li>— Sneaking up on someone or something without being heard</li>
</ul><br/>
<b>Intelligence.</b> The measure of mental acuity, accuracy of recall, and ability to reason. Actions that rely on this are:
<ul class="chance-list">
<li>— Remembering information</li>
<li>— Retaining information</li>
<li>— Teaching</li>
<li>— Investigation</li>
<li>— Nature, recall lore about terrain, plants and animals, the weather, and natural cycles</li>
</ul><br/>
<b>Wisdom.</b> Measures how attuned you are to the world around you, as well as perceptiveness and intuition.
<ul class="chance-list">
<li>— Insight, reading the body language, speech habits, and and changes in mannerisms to better determine someones true intentions, such as tell if they are lying or happy, etc.</li>
<li>— Using herbs to heal the sick and wounded</li>
<li>— Tracking</li>
<li>— Perception, awareness of your surroundings and the keenness of the senses.</li>
<li>— Determining gut feelings</li>
</ul><br/>
<b>Charisma.</b> This measures your ability to interact more efficiently in different ways.
<ul class="chance-list">
<li>— Being deceptive by hiding the truth, misleading others, or telling lies.</li>
<li>— Using intimidation</li>
<li>— fast-talk a guard</li>
<li>— Disguise yourself</li>
<li>—Trying to puresaude someone</li>
<li>— Preforming or entertaining others, either with storytelling, dance, or music</li>
<li>— Blending into a crowd</li>
</ul><br/>
</div>
</div>
<div class="chance-tab-group">
<input type="radio" id="chance-tab-7" name="chance-group-1">
<label for="chance-tab-7">Attack Roll</label>
<div class="chance-tab-content">
This is strictly used for battle and will determine the amount of damage you inflect on your opponent. Below I will cover any battle situations you might find yourself in:<br/><br/>
<b>Fighting a character who is NOT using the D&D system.</b><br/>
In this situation you won't be rolling to inflect damage or determine weather your attack lands or not. Rather you will roll your D20, taking into account the Difficulty of the task. If the result is a success then your character will manage to 'attempt' to attack, your opponent deciding weather it lands or not.. If a failure then your character will fail in their attempt, maybe tripping and falling instead.<br/><br/>
<b>Fighting a character who IS using the D&D system.</b><br/>
First. You and your opponent will roll a D20, for every separate attack. If the attackers roll is higher then the defenders then the attack is a success. Take the difference in the rolls, add the strength modifier and any bonuses/penalties, to figure out the damage dealt.<br/><br/>
Now if the defenders roll is higher then the attack fails and the defender will have a chance to counter-attack. The defender will roll the dice again, add the strength modifier and any bonuses/penalties, for their counter-attack damage.
</div>
</div>
<div class="chance-tab-group chance-underline-label">
<input type="radio" id="chance-tab-8" name="chance-group-1">
<label for="chance-tab-8">Hit Points</label>
<div class="chance-tab-content">
Your hit points are your health, your life force. If it ever hits zero your character dies. And between 100% and 0 are a few 'health milestones' that can really put your character in some bad places. So it is essential to keep an eye on how much damage you've taken, and if you have taken any be sure to visit your medicine cat for some TLC.<br/><br/>
At level 1 your character begins with 50 hit points. Gaining 50 more every five levels, so that by level 20 your character should have 250 hit points.<br/><br/>
Now here are some of those health milestones, which are certain side-effects that occur when your characters health hits certain low points.<br/>
<b>75% health.</b> You're character will be slowed by their wounds. Their pain will vary and it's a possibility they could be limping. Their strength and dexterity take a -3 penalty.<br/><br/>
<b>50% health.</b> Infection has set into the wounds. Your character most likely has a fever and is very getting sick. Their strength and dexterity take a harsh -6 penalty.<br/><br/>
<b>25% health.</b> In this stage your character is likely confined to the medicine cat den, or to sick to do much of anything wherever they are. Depending on the area of infection a limb might need to be removed. All of their attributes take a -6 penalty.
</div>
</div>
<div class="chance-tab-group">
<input type="radio" id="chance-tab-9" name="chance-group-1">
<label for="chance-tab-9">Character Sheet</label>
<div class="chance-tab-content">
Below is an example form of the character sheet. Feel free to add onto it or change the order or things around. This is just some of the basic stuff I plan on using for my own character sheets.<br/><br/>
<b>Name:</b> ---<br/>
<b>Gender:</b> fe/male<br/>
<b>Age:</b> ---<br/>
<b>Species:</b> ---<br/>
<b>Alliance:</b> ---<br/>
<b>Rank:</b> ---<br/>
<b>Hit Points:</b> ---<br/>
<b>Level:</b> ---<br/>
<b>Experience Points:</b> ---<br/>
<table class="chance-exp chance-attrib"><tr>For the attribute modifiers add any bonuses/penalties that permanently effect their attributes. Do not add temporary bonuses/penalties.</tr><tr><td><b>Attribute Levels:</b>
<ul class="chance-list">
<li><b>Strength</b> 3/20</li>
<li><b>Dexterity</b> 2/20</li>
<li><b>Constitution</b> 5/20</li>
<li><b>Intelligence</b> 1/20</li>
<li><b>Wisdom</b> 7/20</li>
<li><b>Charisma</b> 6/20</li>
<li><b>Supernatural</b> 10/20</li>
</ul></td>
<td><b>Attribute Modifiers:</b>
<ul class="chance-list chance-attrib">
<li><b>Strength:</b> -4</li>
<li><b>Dexterity</b> -4</li>
<li><b>Constitution</b> -3</li>
<li><b>Intelligence</b> -5</li>
<li><b>Wisdom</b> -2</li>
<li><b>Charisma</b> -2</li>
<li><b>Supernatural</b> 0</li>
</ul></td></tr></table>
<b>Personality Traits:</b> ---<br/>
<b>Ideals:</b> ---<br/>
<b>Bonds:</b> ---<br/>
<b>Flaws:</b> ---
</div>
</div>
</div>
</div>
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