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Forums » Looking for RP » Arklen (Semi-Realistic) (closed)

This Looking For RP topic is marked as closed, meaning it is no longer seeking new players.

Arklen is a Fictional Island placed in the middle of Europe and North America (North Atlantic Ocean)
Arklen is the home of many towns and 2 Major Cities, Capsville & Yellow Razor.
The island mostly consists of Plains & Tundras, the occasional Mountains and barely any Forests.

There's not much history of the land, but every town has it's own story.

If you are interested then please fill out this Character Profile (Some are optional like Name and Age) (Also if you'd like, add notes)

Name:
Gender:
Race:
Age:
Size:
Body Type:
Height:
Weight:
Complexion:
Hair:
Eyes:
Handedness:
Personality:
Default Magic:
Default Tech.:
Magical Abilities:
Always Carries:
Fashion Sense:
Skills/Talents:
Occupation:
(Yes this is based off the Character Profile but with some small Edits)

Dice Uses:
Fights/Duels (Max amount of people in a fight can only be 4)
Event Actions
Interaction Actions
General Actions
And Finally, Magic Spells.
All Dice will be used from 1-20

Combat
In a Fight/Duel, the Dice can be used for different things (Note Attackers must use Agility,Strength,Dexterity,Perception,& Luck during their turn whilst The Attacked must use Defending, Agility, & Luck before their "Official" move)

Move Types
Attacking: You attempt to aggrieve your target, An Official Move
Defending: You attempt to avoid the attack, An Unofficial Move
Official Move: The Move that actually does damage/significant actions
Unofficial Move: The Move that is done after an Official Move, this gives the Victim the chance to defend/abscond

Combat Factors:
[*] Agility, this determines how fast one moves or reacts to certain things, it also determines the chance of hitting things.
[*] Strength, this determines how much Damage one can do to a person or what certain Strength based moves a person can do, it can also effect how far something is thrown.
[*] Dexterity, this effects a variety of things to Melee & Range Weapons, from reloading/hammering of rifles to just how fast one can swing their weapon.
[*] Perception, this effects the probability of hitting a target while using ranged weapons.
[*] Luck, this effects the chance of dealing an extra bruising & the probability of things jamming/breaking/failing, it may also effect the chances of hitting something or being hit
[*] Defense, this determines the chance of blocking an attacker's attack/damage, Combat and Equipment may be involved as factors.

Combat Probabilities

Strength
Unarmed Examples:
1-5 Weak A simple Smack
6-10 Normal A good pounding to the target
11-14 Great A painful punch
15 Re-roll
16-18 Major You're literally whaling on them
19-20 Wrecking, Just demolishing hits
Factors:
Size:
Dwarfish: -4
Small -2
Large +2
Gigantic +4
Build:
Frail: -2
Toned: +2
Buff: +4
Skills: Depend on you
Agility
1-5 Fail
6-10 Lesser Chance
11-14 Re-Roll
15-18 Greater Chance
19-20 Success
Factors:
Dwarfish: +5
Small: +2
Large: -1
Gigantic: -4
Skills: Depends on you

Dexterity
Gun Examples
1-10 Slow Reload
11-14 Re-Roll
15-20 Quick Reload
Unarmed Examples
1-5 Sluggish
6-10 Average
11-14 Above Average
15 Re-Roll
16-18 Quick (-1 Agility)
19-20 Swiftly (-2 Agility)
Factors:
Dwarfish: +4
Small: +2
Large: -2
Gigantic: -5
Skills: Depends on you

Perception
Pistol Examples
1-3 Fail
4-7 Low Chance
8-14 Re-Roll
15-17 High Chance
18-20 Success
Factors:
Blind: -13 (Blind People can shoot you know)
Poor Eyesight/Near Sighted: -4
Good Eyesight: +2
Skills: Depends on you

Luck(When using Luck Dice, please choose one of these luck options)
Being Hit:
1-14 No Effect
15 Re-Roll
16-20 -4 on Attacker's Luck & Agility
Hitting:
1-5 No Effect
6-10 +2 Strength
11-15 Re-Roll
16-20 +4 Strength, +2 Agility
Jinxing:
1-17 No Effect
16 Re-Roll
18-20 Gun Jams/Grenade doesn't detonate/Etc.
There are no factors

Defense
Unarmed Examples
1-6 No Effect
7-12 -1 Attacker's Strength
13-16 -2 Attacker's Strength
17-20 Avoids Attack
Factors:
Build:
Frail: -2
Toned: +1
Buff: +3
Size:
Dwarfish: -3
Small: -1
Large: +2
Gigantic: +4, May avoid attacks entirely.
Skills: Depends on you

Note: Please do not God-Mod with Over Powered skills that may seem too unrealistic

Event, Interaction,General,& Magical Actions
Event Actions can be recommended or requested but can only happen with a roll of the dice
1-9 Nothing Happened
10-14 Re-Roll
15-20 It occurs
Interactions have to be rolled out if not everyone agrees to that certain action
Now the probability of it happening varies, but here are a few examples
Grabbing
1-5 Action Failed
6-10 Action succeeds but with a bit of a struggle
(The Person being interacted has to roll the die, 1-5 Another die has to be rolled 6-10 Struggle failed 11-12 Re-roll 13-20 Struggle won, The Person Interacting's action is cancelled out)
11-14 Re-Roll
15-20 Action Success
Factors vary from Size and Body Build as well as skills
Frail and Dwarfish: -7
Large and Toned: + 6
Gigantic and Buff: +10 (Depending on size can sometimes just Grab the person without struggle)
General Actions can also be rolled out time per time if the person desires to.
Magical Actions vary on skill.

And don't forget, have fun :)

rolled 1d20 and got 6
Luck (Example)

rolled 1d20 and got a natural 3. After the modifier of +3, got 6
Defense (Example)

Magic 40%
Magic is rare. Some of the players might have it. There may be sages or other magical figures that could be sought out for tutelage.
Technology 60%
Near future, perhaps cloning and genetic manipulation
Combat 40%
Unrest may be part of the setting, but any scenes that happen to involve combat may be summarized.

Details: Character sheets & strict mechanics, adjustable length posts, long-term RP partner preferred.

DrakeGenerations Topic Starter

Name:Drake Scott Nelson
Gender:Male
Race:Human
Age:23
Size: Normal
Body Type: Agile & Fragile
Height:5'11 (By Default)
Weight:140 Lbs (By Default)
Complexion:Natural Beige
Hair:Dark Brown
Eyes:Blue
Handedness: Ambidextrous
Personality:Quiet but Kind, Can start rambling on about things if asked or needed to.
Default Magic:40%
Default Tech.:60%
Magical Abilities: Regeneration & Size Changer
Always Carries:A Swiss Army Knife, A Gas Mask, A Satchel & A Loaded 9 mm Colt
Fashion Sense: Casual Office Clothes
Skills/Talents:Cardiovascular training & Magic Studies
Occupation: None

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