Indignation is a Fire Emblem Roleplay. It takes place within the Outrealms as worlds collide and kingdoms wage an endless war. However, amongst the quarrels of men do the horrors of the Outrealm reach in to kill and destroy. Fight alone or join forces with other warriors as we create dramatic tales or wage war!
We are open to roleplayers of all skill levels. If you are interested in joining, check out the discord chat and meet some of our members. Or if you're ready to jump right in, go ahead and join the site!
Below, you will find the rules for RP skills. As of this post, they are considered live on the site and capable of use. As always, changes will be made to balance as issues come up. The level up item should be added to the store at some point today, when Meg gets home. I will upload an example sometime soon, when I decide how my character's skills will be assigned. You are more than welcome to follow the guide and try to assign skills to your units now. These will need approval, of course.
Skill Check Rules The first thing you need to know about skills, is that they work out of a hundred percent system. They value between 00, being the worst. And 100, being the best. The higher the value, the better you are. However, a skill can never be higher than 85. No matter what, a person will never be absolutely perfect at something. When making a skill check, a unit rolls their skill value against a D100. To succeed at the check, the number rolled must be under the unit's skill value. Penalties, or bonuses, can be situationally applied to the roll, to make it harder or easier. Bonuses may make a unit's skill higher than 85, for that one roll. When a D100 is rolled and the rolled number is 10 or below, that is considered a critical success. Add some flavor to the text and make the outcome a lot better than expected. When a D100 is rolled and the rolled number is 90, or higher, that is a critical failure. Make the outcome so much worse than expected.
Character Skill Assignment Skills break down into three categories: Physical, Mental, and Skill. Physical skills measure a unit's control of their own body in combat. Mental measures a unit's awareness and certain aspects of intelligence. Skill measures the sort of things a unit must learn. These skills don't measure immediate intelligence, but skill in various forms. When assigning points to skills a unit takes the base statistics in their class and assigns them to their assigned category. Strength and Speed are tied to physical. Magic and Resistance are tied to Mental. Skill and Defense are tied to Skill. Take these skills and add them together
Strength: 7 + Speed: 7 = 14.
Now multiply that number by four.
14 X 4 = 56.
This unit would have 56 points to spend in any skill under the Physical category. Do this until all points have been assigned. These skills are representing what a unit has learned through their class and chosen career. Now, take the unit's Health score and multiply it by five.
17 X 5 = 85.
This unit now has 85 points to put into any skill they desire. These points represent what a unit has learned through simply being alive. These can be a unit's hobbies or obsessions. Note that it has to make some sort of sense. A farmer wouldn't spend his free time learning how to perform surgery on someone.
Leveling Skills To level a skill, a unit must purchase the skill level. They will be fifty points, when added to the store, and will allow a unit to raise their chosen skill by D4 points.
Aerial Maneuvers Starting Value: 30% This skill can only be used by transforming units, and not mount units. Aerial Maneuvers is the equivalent of dodge, but used in air. It must also be used when a flying unit has been hit, to regain composure. A failed Aerial Maneuvers roll, after being hit, results in the flying unit falling a number of feet, equal to their strength.
Alchemy Starting Value: 01% Herbs, spices, and various ingredients can be used to make potions, poisons, and anything in between. Nothing may be created without finding the proper ingredients. Depending on the degree of failure when making an alchemy check, a potion may simply be bad, or you may have accidentally created poison.
Animal Handling Starting value: 05% Anyone can brush a dog, but it takes someone with considerable skill to calm that same dog when it's running scared or growling. Animal handling can be used on various animals, for various reasons. Some examples include: Tending herds, calming a frightened horse, dealing with an unruly dog, or taming a wild animal. Understand that some situations prevent an animal from being calmed, or tamed. Would you try and calm a hungry bear?
Art Starting value: 05% Art comes in countless different forms. Because of that, there is no definitive art skill. Every form of art requires its own skill. However, all art forms are assumed to start at a base of five. Examples of art would be: Acting, drawing, painting, playing an instrument, singing, sculpting, and writing.
Bargain Starting value: 05% They say gold makes the world go round, but it takes a lot more than gold to keep the world spinning. Bargain can be used to earn just a bit more, or give just a bit less, when it comes to trade. Understand, this skill can be used to adjust more than gold. Know that a seller will almost never sell anything at a loss. And not everyone will be willing to barter. The wider the gap in price when attempting to barter, the more penalties that should be applied to the roll.
Climb Starting Value: 30% When climbing a short tree, scaling an average-sized wall, or simply climbing out of bed, one does not need a skill check. However, when climbing that same tree, while injured, of scrambling up a wall while trying to escape, a roll can be called for. Five points should be removed from a unit's climb skill for each large/bulky item they are carrying. A sequential climb check is required for every twenty or so feet.
Conceal Starting Value: 15% There will be times when someone is going to want something and you don't want them to have it. When that happens, a conceal check is necessary. Remember, there are two ways to conceal something: On unit or in the environment. When hiding something on a unit, that unit must have an adequate article of clothing. You can't hide a great-sword within a pair of short-shorts. When concealing an item within the environment, a unit would need the proper cover. Perhaps some stones, leaves, or shadows. Apply bonuses and penalties as required by the situation.
Craft Starting Value: 05% Sometimes, after a long day of mining, a unit will need to craft something. The amount of items that could potentially be crafted are innumerable. Therefore, there is no definitive crafting skill. Each item will have its own craft skill. Therefore, all crafting skills will be assumed to start at five. This skill can only be used to craft new items.
Dodge Starting Value: The unit's Speed Statistic. Dodge is used to physically move out of the way of danger. This skill can not be used in actual combat, but can be used to avoid environmental dangers, out of combat attacks, and pre-combat first strikes. This skill begins at a unit's speed statistic and will rise as the Speed statistic rises. You may also add up to forty five points into Dodge. The Speed statistic can only include up to fifty points. Any points in the Speed statistic above fifty, do not count towards Dodge.
First Aid Staring Value: 20% Things happen on the road and a battlefield is made of tragedies. A traveler, or soldier, can never be fully prepared. But, having a little knowledge in First Aid helps. First Aid is used to remedy light to moderate wounds. Examples of light to moderate wounds include: Helping a stunned unit, rousing a drown victim, treating minor burns, removing arrows, and waking an unconscious unit. When dealing with graver injuries, First Aid can only be used to temporarily remedy them. Examples of that would be: Deep wounds, deep gashes, and broken limbs.
Fishing Starting value: 40% Fishing with a rod is almost a universal skill. However, there are a few different forms of fishing. For convenience, they are all lumped into one skill. Every time a unit tries to fish, they must make a fishing check. Add penalties for storms or erratic waters.
Fist Starting Value: 45% Fist determines the accuracy and effectiveness of an out of combat slap, or punch. This can not be used to deal combat damage, but can be used to alter a physical scenario.
Flora Starting Value: 10% Is that red berry edible? Would that sappy plant be good to rub on your wound? The answers to all that and more can be found with the Flora skill. This skill receives bonuses when in a familiar area. However, this skill receives penalties when a unit is far from home, or the plant is obscure.
Grapple Starting value: 25% The grapple skill is a physical attack skill, used when an enemy is uncomfortably close. It can be used to gain some distance, I.E pushing. Or it could be used to keep an enemy close. Maybe your want to drop them to the ground? Or hold them tight. When making a grapple check, the enemy also makes a grapple check. If the attacker wins, the attacker's intended action succeeds. If the defender wins the roll, the attacker's intended action fails. Depending on the difference between failure or success, a reversal may be had. A unit can not be grappled, or have a grapple rolled against, if they have five less strength than their opponent.
Hide Starting Value: 10 % Sometimes, you just don't want to be found. And when that happens, you roll a hide check. A unit CAN NOT hide while under direct line of sight and there must be something to hide behind or in. Depending on what you hide behind or in, you may receive a bonus. Example include: Darkness, corners, rooms, beds, closets, a pile of bodies. When an enemy wishes to find you, they must roll and Spot Hidden check, difficulty of your hide roll.
Jump Starting Value: 25% A unit may jump up to half their height off the ground. A unit may leap their full height horizontally. A running jump allows a unit to horizontally jump at their full height, plus half of their height. If a unit falls, they may roll their Jump check to reduce a quarter of the damage they would have received. Depending on how shaky the ground is when jumping, penalties may occur.
Kick Starting Value: 45% Kick may not be used in combat. This skill is used when kicking, sweeping, or kneeing an enemy. This may not deal combat damage, but ca be used to alter a physical situation.
Listen Starting Value: 25% Listen can be used when trying to hear something, or someone, in various situations. It can be used to overhear a conversation through closed doors, beneath loud music, or from a distance. It can also be used to try and hear someone trying to stealthily approach. Apply penalties depending on the surrounding noise levels
Navigate Starting Value: 10% Sometimes, nature embeds us with a natural sense of direction. Or, we earn these skills through hard work. Navigate can be used to find your way through new locations, or find your way out of being lost. This skill can be used on land, sky, or sea. However, penalties may apply during heavy storms, complete darkness, or some other visually obscuring phenomenon. If a Navigate check is failed, then a unit becomes more lost.
Occult Starting Value: 5% There are some things in this world not meant for man. And there are some people that just don't care. They envy the dark, seek to understand it, and often end up in places they shouldn't have been. This skill is used when a unit wishes to call upon their knowledge of the other world.
Persuade Starting value: 15% PERSUADE SHOULD NEVER BE USED AGAINST ANOTHER PLAYER. This skill is used to make an NPC change their view on something, allow you somewhere, or get your off the hook. The difficulty of the check, and subsequent penalties, should be applied depending on how drastic the change to a person's mind would be. Persuading someone can take seconds, minutes, hours, or even days.
Pilot Ship Starting Value: 01% Piloting a large ship is not something that comes naturally. A unit must be taught and have time to practice this desirable skill. A roll is not required when normally trying to helm a ship, however a unit must roll when under duress. Examples include: When trying to sail against the wind, shifting tides, heavy storms, and out running enemy boats.
Repair Starting Value: 20% Just as Craft is, Repair is broken into different values depending on what is being repaired. It is assumed that each Repair skill begins at twenty. Examples of Repair include: boats, equipment, carriages, homes, buildings, signs, and tools. Failing a Repair check will leave the item in worse condition than it was. Deduct the difference between success and failure from the items current condition.
Ride Horse Starting Value: 05% When it comes to generally riding a horse, from location to location, no skill is required. However, when under duress the unit must roll. Examples include: Racing another unit, outrunning enemy horse units, jumping over gaps or an obstacle, and remaining on the horse after being hit by a heavy blow.
Sneak Starting Value: 10% Wars are never won on the battlefield, alone. Stealthy units bring information, or simply get something to eat without having to pay for it. They can crawl away from enemy territory, unscathed. Or even assassinate a high ranking target. A Sneak check can never be made while under direct eyesight. In dark areas, or places with a great deal of cover, a unit may receive bonuses when sneaking. However, in complete silence, or open areas, a unit may incur penalties.
Spellcraft Starting Value: 01% Spellcraft can not be used to deal combat damage, but is used to alter the world with magical properties. Outside of combat, this can be used to cast a non-combat spell. It can also be used to cast any spell a unit may know.
Spot Hidden Starting Value: 25% This skill, arguably one of the most important, can be used to find a person that doesn't want to be found. Or, perhaps, an item someone wishes to keep from you. Spot Hidden should always be rolled when trying to visibly find something. The opposing force sets a target number for your check. Remember, you won't always be able to find an item. Sometimes, there just isn't anything there.
Surgery: 01% Combat is deadly. Most times, there's nothing you can do about it. However, certain units are capable of medical help that stretches beyond First Aid. Surgeries often require special tools and an abundance of time. A surgery can not be performed in battle. Examples of wounds requiring Surgery: Internal bleeding, life-threatening injury, deep gashes, major burns, and implanting plates.
Swim Starting value: 25% Swim is the kind of skill that is hardly called upon. But, it is usually a life or death situation when rolled. A unit does not need to roll Swim under normal circumstances. A failed swim check leaves the unit drowning. After two turns, unit takes D4 damage each time they fail a swim check, or choose not to make one. A unit may swim at half of their movement die.
Throw Starting Value: 25% Any small to medium item can be thrown, whether rock or blade. An item may be thrown, in feet, equal to half of a unit's Strength. For every five pounds that an item weighs, subtract five points from the throw check. Additionally, if the target is moving or erratic, apply penalties to the threw check. Track Starting Value: 10% Track allows a unit to follow, or locate, another being. This can be done by following footprints, damage left by a unit's haste, or even distant smoke. A unit can not be tracked across water, but the droplets left by a soaked person may leave a trail. Each day that has passed since the trail was made, applies a twenty point penalty to the check. A unit may also use Track to cover their trail. A cover roll may only be made once and the degree of success adds additional points to the tracking unit's roll. A unit receives a penalty of ten points if tracking at night.
Wyvern Handling Starting Value: 05% Feeding a wyvern is easy, as long as they don't hate you. Wyvern Handling allows a unit to befriend wyverns, or at least not getting eaten by them. These beasts can be dangerous without proper training. A unit should roll this when meeting their wyvnern for the first time. A wyvern that hasn't imprinted on a unit gives a penalty of thirty to all Wyvern Handling checks.
Wyvern Riding Starting Value: 05% Wyverns have a bit more personality than horses do. They imprint on their owners, forming deep bonds that only further teamwork. Wyvern Riding is required when getting on a new wyvern for the first time. A check is also required when a wyvern grows anger with its rider. When riding a wyvern, this check is required before applying Wyvern Handling.
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