This is a Medieval game.
OOC thread :
OOC!A Medieval game (as might be read in Aninimouse's original one) is a play-by-post game, based on stats, and with perhaps infinite freedom. You could roam the lands for treasure, or you could stay at home and hone potion brewing. You could be chaos incarnate and attempt to raze the land (after some training in magic, that is), or you could be a hermit wizard, preferring to stay holed up in a cave and destroy whoever dares to disturb you.
Unless agreed upon in advance, two or more players don't have to act together at all.
This brew of Medieval has some changed mechanics and names, but probably will still act the same, mostly.
MechanicsThere are five basic stats.
Strength - Melee damage relies on this.
Dexterity - All production(life) skills depend on Dexterity. Critical chances, ranged damage and 'balance' all draw from Dexterity.
Constitution - This decides your base defense/protection and your life points.
Will - Mostly how hard you are to knockout or kill. It also contributes to mana, base defense, base magic defense, and life points... along with a few more.
Intelligence - Intelligence is used for magic related things, such as mana, spell potency, and magic defense.
There are also the following 'derived' stats:
Life points
Will + 5 X Constitution
Mana
Will + 5 X Intelligence
Base Melee Attack
Minimum : Strength / 4
Maximum : Strength
Base Ranged Attack
Minimum : Dexterity/2
Maximum : Dexterity
Base Critical %
Equals Dexterity
Base Magic Damage
Minimum : Intelligence / 3
Maximum : Intelligence / 2
Base Defense
(Constitution + Will) / 5
Base Protection - This reduces the likelihood of critical attacks.
(Constitution + Dexterity) / 5
Base Magic Defense
(Will + Intelligence) / 5
Attack speed
Most weapons have speeds of 100, 200, 300, or 400.
A speed of 100 means the weapon will always hit once every turn. A speed of 200 means the weapon will always hit twice each turn, and so on. Meanwhile, a weapon with a speed of 250 means the weapon has a 50% chance of hitting three times, or otherwise hits twice.
Skills
Weapon proficiency - Most are self-explanatory. These skills usually increase the weapon's balance, speed and damage.
Bows
Critical
Crossbows
Exotic
Hand-to-Hand
One-hand axe
One-hand blade
One-hand blunt
Spears
Staffs
Throwing
Two-hand axe
Two-hand blade
Two-hand blunt
Wand -> Special in that it does not increase the weapon's stats, but rather decreases the mana evaporation which happens whenever the user lets go of a wand.
Armor proficiency - Increase armors' defense and protection, and decrease any penalties.
None - Cloth
Light - Leather
Medium - Chain/partial plate
Heavy - Plate
Exotic
Small shields - Most shields fall into this category.
Large shields - Tower shields and other heavy shields.
Life skills - These are mostly production skills.
Bowery - Creating bows and crossbows.
Butchery - Includes tanning, skinning, and production of meat from animals.
Carpentry - Includes creating wooden furniture, wooden dowels. Also includes woodcutting.
Clothmaking - Leather and fabric clothing is made with this skill. Easy to think of as 'all cloths that use a needle to make'.
Cooking - Cooking and preparing meals.
Fishing - Fishing for aquatic food.
Handicraft - Most crafting falls into this skill. It may include things such as fletching, creating crafts, creating leather strips and strings, etc.
Herbology - Identification and collection of herbs for potions and condiments.
Mining - The identification and mining of veins of ore.
Panning - Using a sifter to collect bits and pieces of metal from flowing water or sand.
Potion brewing - Creating potions with many uses: common potions may be health or mana restoring potions.
Smelting - Melting iron ore into plates, bars, and rods.
Smithing - Creating all sorts of metal goods.
Weaving - Both the loom and the spinning wheel.
Magic proficiency - Affects the potency of spells of a certain type.
Air
Electric
Enchanting - Includes illusions and actual enchantment of items
Fire
Ice
Kinetic - Wards, invisible hands, and haste.
Life - Includes both life and death.
Light - Includes light and dark.
Stone
Other
Bluff
Diplomacy
Forgery
Magic Mastery - Increase mana
Pickpocket
Sneaking
Survival
(If you want to, you may calculate the derived stats yourself)
Name:
Race:(Human, dwarf, elf, goblinoidspecify which, undead, other etc humanoids)
Age:
Gender:
Appearance:
History:
+=+=+=+Stats+=+=+=+ (15 points into the 5 base stats, start at 0)
STR
DEX
CON
WIL
INT
Life
Mana
Min.Melee
Max.Melee
Min.Ranged
Max.Ranged
Critical%
Min.Magic
Max.Magic
Defense
Protection
Magic Defense
+=+=+=+Skills+=+=+=+ (30 points)
Bows 0/20
Critical 0/20
Crossbows 0/20
Exotic 0/20
Hand-to-Hand 0/20
One-hand axe 0/20
One-hand blade 0/20
One-hand blunt 0/20
Spears 0/20
Staffs 0/20
Throwing 0/20
Two-hand axe 0/20
Two-hand blade 0/20
Two-hand blunt 0/20
Wand 0/20
None 0/20
Light 0/20
Medium 0/20
Heavy 0/20
Exotic 0/20
Shield 0/20
Large shield 0/20
Magic
Air 0/20
Electric 0/20
Enchanting 0/20
Fire 0/20
Ice 0/20
Kinetic 0/20
Life 0/20
Light 0/20
Stone 0/20
Life (30)
Butchery
Carpentry
Clothmaking
Cooking
Fishing
Handicraft
Herbology
Mining
Panning
Potion brewing
Smelting
Smithing
Weaving
Magic mastery
Pickpocket
Sneaking
Survival
A world map can be found in the Trail's End thread.