Age of ConflictFor a long time now, the 'Supernatural' world has been hidden. But recently, it has started to emerge... Animal attacks, strange deaths... The government and the military are trying to cover it up. But they can't keep up forever. A short few years ago, the organisations of the supernatural world contacted the world's governments. They were informed that 'The Collision' was coming soon, and that they should be prepared. Then dissapeared again... Back then, no one knew what it was... but now it is apparent. It refers to the collision of the two worlds. Now, they are about to be revealed to eachother. Chaos will erupt; Now it is the 'Age of Conflict'.
Human
Humans are your stock creatures, Mankind of Earth. Creators of modern society...
<+4 Bonus Points to start with.>
Vampire
Vampires are creatures that died, and infected with some virus transmitted through liquid exchange. (Classified as a STD) This virus moves mana and drains life force, requiring blood of living creatures to continue in undeath. Vampires are common in folklore, said to have terrorised lone villages. Vampires are physically powerful, able to do incredible things. Their strength is often considered unholy, and it is their main power. At the height of their power, relatively Old Vampires have been known to pick up cars, sometimes even trucks, punch down walls and rip limbs from a persons body. Their speed is generally similar to that of a Human's, if slightly faster than the average human. They live for incredibly long times as long as they get enough blood to drink. Vampires also have access to Occult magic. They are weak to heat.
<+2 Strength, +1 Toughness, Occult Magic Starts Unlocked.>
Werewolf
Where Vampires are the epitome of Death, Werewolves are the epitome of life. They are Humans who have been infected with a similar STD to Vampires, but one that rather than draining their life force, increases it. Werewolves are physically powerful, having the strength of two men, and having speed near unparralelled. Their reaction times, even in human form, are awe inspiring. Werewolves are resilient, like Vampires, and it takes a decent amount of dakka to kill one. A close range sniper shot would severely wound a Werewolf, but not kill it. Unless it was a headshot. Werewolves also have a slightly higher metabolic rate, leading to increased healing, food consumption and heat generation. For an unknown reason, Silver acts as a powerful poison to Werewolves when entered into the bloodstream, or ingested. It causes massive amounts of pain, and causes the cells of the virus to rapidly have an exothermic reaction... causing bursts of heat, sometimes enough to set a small fire around the wound. This just inflames the situation by cauterising the wound and locking the silver inside the body. When touched to the skin, it causes minor burns.
<+2 Agility, +1 Toughness, +1 Perception.>
Ghost
Ghosts are masses of mana that take form by converging on the consciousness of a dying person. They are intangible, and have innate telekinesis. Being masses of mana, they can use magic much more effectively, but they literally erode themselves away by doing so. They are weak against intense light.
<+2 Arcane Magic, +1 Stealth, Telekinesis.>
Demon
Demons are beings from an alternate plane of existance. They have the ability to rip through the planar wall and enter our plane. They are slightly stronger and faster than a human, and slightly more resilient, but their most attractive feature is their Demonic Blood Magic, which is a form of magic known only to Demons, and people who make a contract with a Demon Mage. They are weak to Occult Magic.
<Blood Magic Starts Unlocked, +1 Strength, +1 Agility.>
Angel
Angels are from the same plane of existance that Demon's are from. They are much less numerous, due to their old war with Demons. They are in hiding, with most residing in our own plane of existance. They can pass through planar walls, similarly to Demons, and are slightly more durable and speedier than Demons. They have access to Divine Magic. It allows them to shapeshift, and create objects out of mana. The only thing that stays constant about them throughout their different shapes is their golden eyes. They are generally more peaceful, but when angered, and gathered in a single place, they are a force to behold. It is unknown how or why they lost the Demon/Angel war. All Angels seem to hold a minor telepathic bond to their bretheren, and with the small numbers these days, are a close-knit brotherhood, more of an organisation now than a race.
<Divine Magic Starts Unlocked, +1 Willpower, +1 Charisma.>
To begin with, You will have a certain amount of points in which to allocate into stats and skills, each will have seperate point pools.
For Stats, you will have 28 points to distribute among the seven stat fields: Strength, Agility, Toughness, Intelligence, Charisma, Willpower, and Perception. Each stat governs a certain type of roll. Strength rolls will be strength based feats, both combat and non-combat, such as lifting something or punching someone. Agility will be speed and manueverability centered rolls, such as running or climbing. Toughness will be how much damage you can take before you go down. Intelligence will cover Magic-related and Learning rolls. Charisma will determine how well you interact with NPCs. Willpower will determine your psychic power and defense. Perception will cover all Search based rolls, such as finding something or noticing something.
For Skills, you will have only 12 points to distribute among the six skill fields available to you at the start. These 6 fields are: Stealth, Ranged, Melee, Magic, Alchemy and Exorcism. Each field will branch out down to base skills, which you spend points to upgrade. In Stealth, it branches down to 'Outdoorsmanship' and 'Urban Skills'. In Ranged, it branches down to 'Marksmanship' and 'Throwing'. In Melee it branches down to 'Blunt', 'Bladed' and 'Polearms'. In Magic it branches to 'Arcane', 'Occult', 'Blood', 'Divine', 'Life' magics. In Alchemy it branches to 'Brewing' and 'Creating'. In Exorcism it branches to 'Sealing' and 'Banishment'. Each level will unlock new skills to be upgraded. A 'level' in a skill branch is obtained through the spending of MORE POINTS every time you level up, much like a classic RPG.
To Hit:
1 - Complete Miss (May hit Allies instead)
2 - Complete Miss (Will not hit Allies)
3 - Near Miss.
4 - Hit (Damage reduced one rank)
5 - Hit (Damage increased one rank)
6 - Hit (May hit an ally instead, Damage increased two ranks)
To Determine Where it Hits:
1 - Left Leg/Hip/Foot
2 - Right Leg/Hip/Foot
3 - Torso
4 - Left arm/Shoulder/Hand
5 - Right arm/Shoulder/Hand
6 - Head/Neck
To Determine Severity:
1 - Minor Graze (Low damage)
2 - Major Graze (Low-medium damage)
3 - Non-Lethal Attack (Medium damage)
4 - Painful Attack (Medium-high damage)
5 - Harmful Attack (High damage)
6 - Lethal Attack (High-Extreme damage)
Depending on what the rolls are for, you may get various options, depending on what skills you have. For example, if you are skilled in guns, and have the 'Quickshot' skill, you can opt to use it rather than basic attack, which would reduce accuracy by one point, but allow you to do another action as well as shoot.
Name:
Age:
Race:
Background:
Strength:
Agility:
Toughness:
Intelligence:
Charisma:
Willpower:
Perception:
How's this for starters? May take some tests to the testing thread to get it figured out...