Documentation

From Krylon

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Revision as of 07:44, 3 September 2006

Cleanup
This article is in need of heavy cleanup in order to be completed by Krylon's standards.


Contents

I. Introduction

"We certainly DID NOT think it up sniffing Krylon (TM)'s wonderful paint. Good stuff, by the way."

The purpose of this documentation is to teach one to properly use the RPG System known as Nin-Krylon. This particular section of it is not required to be read and may therefore be skipped unless one wishes to know the purpose of Krylon, a small bit about whom created it, and other such boring things. As such, this section is rather boring. Oh well.

'Krylon' is an RPG System setup for the purpose of addressing a few of the 'cliches' of RPGs, such as unrealistic character development featuring levels, forced classes, maximum 'caps' of character growth, and other such themes. It's basic game play is similar to most other tabletop RPGs. Krylon was originally designed by Gregory Wheeler AKA ZeotheWingly AKA Velos of Light and Zixaphir Modnar. Most of the actual content was written by Gregory, while Zixaphir pitched in with designing many of the systems and innovations, contributing several key ideas. Nin-Krylon is made by anyone whom contributes to this Wiki, and as such has no definite credits, though the project heads are currently Suicune_Dude and Zixaphir Modnar. It is also worth noting that we claim no ownership over any of Nintendo themes we've added to Nin-Krylon, such as races, 'monsters', items, skills, or even campaigns.

...Ok, that paragraph sucked. Damnit. Oh well. NEXT CHAPTER!


II. Character Creation

So, you want to make a character, eh? This will teach you how to do it. The first section is a simple explanation of statistics that would be good to know before you begin. The second section will actually help you get your character created by guiding you through it by providing all you'll need to begin, then telling you what to do with it.

Statistic Breakdown

This section is incomplete for the time being.

Basic Stats

These are statistics that will actually affect what your character can do and how well he or she can do it.

Strength In simple terms, this stat determines how strong your character is. It is a major 'player' in physical damage.
Vitality While strength determines damage, this statistic determines defense, and is the biggest player in a statistic known as "HP".
Agility If this stat isn't kept high, you can make a damned good bet you won't be the first in line for anything or dodging much, either.
Precision Another term for "Accuracy". People with low precision often miss their targets, especially if their targets can move. This stat also is responsible for ranged damage.
Intelligence A measurement of Logical Knowledge. This statistic is horribly tied in with all things science, and as such determines ability to use, damage able to be dished out, and slight defence against Scientific Weapons.
Faith Commonly associated with Occult and Religious beliefs, those with high faith find themselves extremely gifted in these fields. As such, this statistic measures ability with, strength of, and ability to defend against magic attacks.
Charisma A confusing statistic that in simplest terms simply is a measure of ability to interact with other beings.

Dynamic Stats

These statistics change as your equipment or other statistics change.

Health Points (HP) A measurement of how healthy one is. It is determined by <(Strength + [Vitality * 2]) * 2>
Energy Points (EP) The amount of power one has available to use for skills. It is determined by <([Faith * 1.5] + [Intelligence * 1.5]) * 2>, rounded to the nearest whole number.
Weapon Points (WP) This stat is divided into two parts, Right and Left, which is the power of each hand. This stat changes every time you equip or unequip a weapon, as it is a measure of that weapons strength.
Armor Points (AP) This changes almost every time you put on an article of clothing, whether it be helm or shoe. It measures how defensive your gear is, hence is good to keep high.

Setting Up Your Character Sheet

The process of making a character is rather simple. You begin by first picking your race from the Race Database, then allocate your starting stats and skills on your Character Sheet. Then, you simply add the following to your Character sheet:

Starting Statistics
Experience 2000
Currency $250((Or Equivelent))
Skill Pools Basic and Physical, Ranged, Magical, or Scientific
Items Ten from the Starting Items List

After you have finished that, you may simply allocate your experience to increase your basic stats and learn some basic abilities. If you haven't already, you now can edit your character sheet to set your characters appearance, biography, description, gender, and even give it a name! Congratulations, you now have a character!


III. Gameplay

Introduction

Krylon is played in a pseudo-realistic way. A standard game requires a "Game Master", whom may or may not have his own characters playing, and other players. The role of a Game Master is to make sure the game plays smoothly and to carry on the plot. A Game Master is also responsible for distributing experience, items, and handling all Non-Player characters.

During non-battle segments, characters are played by their players, and while some movement of other players characters may be done by anyone, such as a party walking/running to a spot, such as a store or a strange place, or generic responses, actions such as speech, presuation, or searching should only be done by the actual player of a character, unless proper permission is given beforehand. If Krylon is being played over a tabletop or IM Window, this should not be a problem, but if over a forum, some slack should be given for the sake of realism.

Combat

Combat is currently handled in a turn based manner, with the character with the highest Agility starting first. If there is ever two or more characters with equal Agility, a simple coin flip or dice roll may be used to determine what order those with equal agility will go in. Once battle has begun, the amount of space you may move in your turn it determined by your Agility (1 Agility = 1 Foot of Movement), you may move as often as you see fit. You have three combat-related actions per turn. How many actions an attack takes is determined by the weapon you're using to attack, or the skill you are using.

Damage is calculated by what you are using to attack with. If it is a weapon, then the type determines the amount of damage, as shown in the Equations Reference. If it is a skill, the equation should be pre-attached to it. If not, the skill does not do damage, or there is an error in the skill's type, and it should be corrected. When a being's HP becomes 0, the being is dead and becomes inactive unless revived by a skill or item. Such a being is known as being "defeated". When all of either the enemy party or the hero's pary is defeated, the battle ends. A battle may also end if the Game Master declares the battle over. When the battle is over, experience is distributed. Bonuses may be given to player whom dealt the finishing blow to enemies or preformed well in battle, but this is also up to the Game Master.

Missions

Missions are optional parts of Campaigns with the shear purpose of carrying the Role Play on, and leading characters to complete a goal. A mission may be anything from recovering a sacred artifact to destroying a space colony, and may also have sub-missions for individual or certian groups of characters to complete, though sub-mission experience is not distributed till the mission is completed. At the end of a mission, Experience set by the Game Master may be distributed, and characters whom have completed sub-missions should also receive their bonus experience. Missions are also one of the few ways to obtain Titles.


IV. Game Mastering

Introduction

Game Mastering, the act of being the initiator of a campaign, and seeing that everything runs smoothly. Of all the roles one plays in Nin-Krylon, Game Mastering requires the most responsibility, as not only does the Game Master initiate the Campaign, he or she also controls every aspect to it, from every non-player character, to the locations and functions of every single item that can be found. Proper Game Mastering not only requires the ability to control a campaign, it also requires the ability to create one, and as such, is not recommended to anyone whom has not played a previous campaign on their own.

A proper game master creates most of their campaign from scratch, though pre-made Monsters, Skills, Items, Non-Player Characters, and even full-blown campaigns will soon be available here, and as such, requires some form of imagination to be fully thought out before players sample the campaign. It is also recommended that Game Masters do NOT attempt to create a campaign with the intent to kill every character whom attempts to complete it, and that they do not try to do the opposite and create a campaign with the intent of being too easy for attempting players. A map loaded with God-Like items and skills will easily lead to a fun game, at first, but ultimately leads to no further character growth, and therefore, no further potential for entertainment.

This section is even more incomplete than any other part of this documentation and requires expansion.

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