Documentation
From Krylon
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+ | |||
+ | |||
+ | == 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. | ||
+ | |||
+ | {| border=1 style="border-collapse: collapse; padding: 3px;" | ||
+ | |- | ||
+ | ! bgcolor=#eeeeee | Strength | ||
+ | | bgcolor=#fbfbfb | In simple terms, this stat determines how strong your character is. It is a major 'player' in physical damage. | ||
+ | |- | ||
+ | ! bgcolor=#eeeeee | Vitality | ||
+ | | bgcolor=#fbfbfb | While strength determines damage, this statistic determines defense, and is the biggest player in a statistic known as "HP". | ||
+ | |- | ||
+ | ! bgcolor=#eeeeee | Agility | ||
+ | | bgcolor=#fbfbfb | 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. | ||
+ | |- | ||
+ | ! bgcolor=#eeeeee | Precision | ||
+ | | bgcolor=#fbfbfb | 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. | ||
+ | |- | ||
+ | ! bgcolor=#eeeeee | Intelligence | ||
+ | | bgcolor=#fbfbfb | 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. | ||
+ | |- | ||
+ | ! bgcolor=#eeeeee | Faith | ||
+ | | bgcolor=#fbfbfb | 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. | ||
+ | |- | ||
+ | ! bgcolor=#eeeeee | Charisma | ||
+ | | bgcolor=#fbfbfb | 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. | ||
+ | |||
+ | {| border=1 style="border-collapse: collapse; padding: 3px;" | ||
+ | |- | ||
+ | ! bgcolor=#eeeeee | Health Points (HP) | ||
+ | | bgcolor=#fbfbfb | A measurement of how healthy one is. It is determined by <(Strength + [Vitality * 2]) * 2> | ||
+ | |- | ||
+ | ! bgcolor=#eeeeee | Energy Points (EP) | ||
+ | | bgcolor=#fbfbfb | 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. | ||
+ | |- | ||
+ | ! bgcolor=#eeeeee | Weapon Points (WP) | ||
+ | | bgcolor=#fbfbfb | 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. | ||
+ | |- | ||
+ | ! bgcolor=#eeeeee | Armor Points (AP) | ||
+ | | bgcolor=#fbfbfb | 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. | ||
+ | |- | ||
+ | ! bgcolor=#eeeeee | Weight | ||
+ | | bgcolor=#fbfbfb | This is a measurement of how much you can carry. It is determined by <[(Strength * 2) + Vitality] * 6>. It is not to be confused with "Character Weight", which is how much your character actually weighs. | ||
+ | |- | ||
+ | ! bgcolor=#eeeeee | Actions per Turn (''Actions'') | ||
+ | | bgcolor=#fbfbfb | This measures how many actions, like attacks, using items, using skill, etc, you can do per turn. It is determined by <(Character.Agility / Average.Participant.Agility) * 3>; Rounded, and cannot be lower than 1. The GM may levy the 'dynamic' side of this stat and lock it in at 3, if it becomes too much of a hassle. | ||
+ | |- | ||
+ | |} | ||
+ | |||
+ | === Setting Up Your Character Sheet === | ||
+ | The process of making a character is rather simple. You begin by first picking your race from the [[db:races|Race Database]], then allocate your starting stats and skills on your [[sheet:char|Character Sheet]]. Then, you simply add the following to your Character sheet: | ||
+ | |||
+ | {| border=1 style="border-collapse: collapse; padding: 3px;" | ||
+ | |- | ||
+ | ! bgcolor=#eeeeee colspan=2 | Starting Statistics | ||
+ | |- | ||
+ | ! bgcolor=#eeeeee | [[stat:experience|Experience]] | ||
+ | | bgcolor=#fbfbfb | 2000 | ||
+ | |- | ||
+ | ! bgcolor=#eeeeee | [[stat:currency|Currency]] | ||
+ | | bgcolor=#fbfbfb | $400((Or Equivelent)) | ||
+ | |- | ||
+ | ! bgcolor=#eeeeee | [[db:skillpool|Skill Pools]] | ||
+ | | bgcolor=#fbfbfb | Basic and Physical, Ranged, Magical, or Scientific | ||
+ | |- | ||
+ | ! bgcolor=#eeeeee | [[db:items|Items]] | ||
+ | | bgcolor=#fbfbfb | Whatever you can buy from the [[ref:startitems|Starting Items Shop]] | ||
+ | |- | ||
+ | |} | ||
+ | |||
+ | 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! | ||
+ | |||
+ | === Suggestions for Designing Characters === | ||
+ | Although the process of designing a character is entirely up to the player creating it, within the limitations of the above, there are some small recommendations that should be followed to ensure that a character survives at least his or her first adventure. For instance, not having any language skills could impose upon not so intelligent characters that you are either ignoring them or mocking them when they attempt to talk to you, or you may be unable to ask for help to treat an injury or complete a part of the quest only your character is aware of. As such, there are some guidelines that should be followed when creating a character, but these ARE JUST guidelines, and are not required to be followed. | ||
+ | |||
+ | * Learn a Language. Communication is often essential in Role Playing. | ||
+ | * Get Weapon Proficiency. Using a weapon without knowing how to use it is an automatic 25% deduction from its Gross Damage. That's damage BEFORE defense. | ||
+ | * Start with a healing item or two. You will be damaged often, and merchants are far too few and far too displaced to depend on. | ||
+ | * Spread out your experience. Sure, its fun to be dedicated to one stat or just a bunch of skills, but its also hard, and if you're just beginning, its better to have a well rounded character than one dedicating to dishing out damage when its turn ''finally'' comes. | ||
+ | * Get a few skills. Skills can often multiply the power or ability of a character tenfold if picked right. | ||
+ | |||
+ | Again, these are just guidelines. An experienced player may decide s/he wants to have a mute character for the sake of entertainment or storyline, or throw all their experience into one or two stats for the sake of rising through the basic skill pools quickly. If a player knows there's a member of the party who is going to have healing items, s/he might decide that bringing some along would be a waste of time, or even out of character. Since the goal of Krylon is to have fun, one should not feel the need to abide by these suggestions, but should acknowledge their presence before committing to ignore them. | ||
+ | |||
+ | == 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 a number of combat-related actions per turn equal to your agility, divided by the average agility of all participants, times three, rounded. 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 [[ref:equations|Equations Reference]]. Weapons do not require a Proficiency to be used, but using a weapon without proficiency of its type will equate to a 25% subtraction from all attacks done with that weapon. If it is a skill, the equation should be pre-attached to it unless the skill does not do damage. 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 party 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.'' |
Revision as of 19:33, 6 September 2007
|
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. |
Weight | This is a measurement of how much you can carry. It is determined by <[(Strength * 2) + Vitality] * 6>. It is not to be confused with "Character Weight", which is how much your character actually weighs. |
Actions per Turn (Actions) | This measures how many actions, like attacks, using items, using skill, etc, you can do per turn. It is determined by <(Character.Agility / Average.Participant.Agility) * 3>; Rounded, and cannot be lower than 1. The GM may levy the 'dynamic' side of this stat and lock it in at 3, if it becomes too much of a hassle. |
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 | $400((Or Equivelent)) |
Skill Pools | Basic and Physical, Ranged, Magical, or Scientific |
Items | Whatever you can buy from the Starting Items Shop |
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!
Suggestions for Designing Characters
Although the process of designing a character is entirely up to the player creating it, within the limitations of the above, there are some small recommendations that should be followed to ensure that a character survives at least his or her first adventure. For instance, not having any language skills could impose upon not so intelligent characters that you are either ignoring them or mocking them when they attempt to talk to you, or you may be unable to ask for help to treat an injury or complete a part of the quest only your character is aware of. As such, there are some guidelines that should be followed when creating a character, but these ARE JUST guidelines, and are not required to be followed.
- Learn a Language. Communication is often essential in Role Playing.
- Get Weapon Proficiency. Using a weapon without knowing how to use it is an automatic 25% deduction from its Gross Damage. That's damage BEFORE defense.
- Start with a healing item or two. You will be damaged often, and merchants are far too few and far too displaced to depend on.
- Spread out your experience. Sure, its fun to be dedicated to one stat or just a bunch of skills, but its also hard, and if you're just beginning, its better to have a well rounded character than one dedicating to dishing out damage when its turn finally comes.
- Get a few skills. Skills can often multiply the power or ability of a character tenfold if picked right.
Again, these are just guidelines. An experienced player may decide s/he wants to have a mute character for the sake of entertainment or storyline, or throw all their experience into one or two stats for the sake of rising through the basic skill pools quickly. If a player knows there's a member of the party who is going to have healing items, s/he might decide that bringing some along would be a waste of time, or even out of character. Since the goal of Krylon is to have fun, one should not feel the need to abide by these suggestions, but should acknowledge their presence before committing to ignore them.
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 a number of combat-related actions per turn equal to your agility, divided by the average agility of all participants, times three, rounded. 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. Weapons do not require a Proficiency to be used, but using a weapon without proficiency of its type will equate to a 25% subtraction from all attacks done with that weapon. If it is a skill, the equation should be pre-attached to it unless the skill does not do damage. 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 party 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.