The Cosmic System

Lets be honest, the way CoE is currently done is bad. Currently, I’m bad at deciding what characters can do, and that vague feeling is really screwing with me. Plus, the current system is very unbalanced. You can actually have characters that are better than others in every way, which is not acceptable. Essentially, right now, CoE is fucked, and needs revamping.

This does mean that things will need to be changed in character sheets, so everyone needs to revamp theirs so it can continue. I will also need to review everyone’s character sheets. Sheets can be sent to wraith as well in the case of his RPs. Essentially, for gold diggers sheets, go to Malther. For buyers remorse sheets, go to wraith. If you have any questions in general, ask malther.

Character Stats
At this moment, the current stats are Strength, Constitution, Dexterity Arcane, and Aura. This is not a full representation of what a character needs, so there will be alterations in stats.

·        Strength -Strength is physical strength. Any action requiring physical muscles such as punching, kicking, lifting, pushing, and trying to keep yourself from being crushed, are all strength.

·        Constitution - Constitution is Physical Toughness, Any Action or Reactions requiring Sturdiness and Tolerance to Pain, such as Brushing off a Punch, Reacting after being impaled, Not passing out after drugged, or trying to not die when poisoned, are all Constitution

·        Dexterity -Dexterity is Physical Speed and agility. Any action requiring intense precision, running faster, Jumping and climbing up a Rock wall,Trying to catch the arrow fired at you, Taking someone’s wallet, and Sneaking past them as they search for it

·        Intelligence -Intelligence is Mental strength and measurement of Knowledge. It is used to resist mental effects, See through someone tricking your mind with illusions, Know what plants are and aren’t poisonous, know the history, and even solve the puzzle you’ve been stuck on for 3 Weeks

·        Wisdom -It is the measure of Both ones Worldly knowledge of how people and things act, and ones measure of arcane strength, It is used to try to see through someone’s Bullshit, cast spells, Determines how much mana you have in you, notice the world around you, and helps you throw Fireballs around

·        Spirit -It is the measure of your souls strength, allowing ones to talk with and commune with spirits and animals, Sense other strong souls around you, and using the energy inside of your soul or that’s powered by your soul, and connecting to Spirits and the Darklands, is Spirit

·        Charisma -It is the power of your words and actions, as well as that of Borrowed powers, such of that of a Warlock, or a Paladin, it is used when Lying to someone, acting out a Scene to explain something, and Being a convincing distraction for your friends to run away. These stats will apply to all characters and all races. Character stats compare to their race. A problem I have had is I often forget how characters compare to races. So, character sheets will have the character stat over the race stat. Race stats will be used in cases to break ties between different races.

Characters may have 23 points total to be split among the stats. This allows for even numbers. An F is a 1, and an S is a 6.

Rolling
From now on, players make the rolls in a designated rolling channel. Rolling will now be used to determine vague situations. Situations where a character clearly would not be able to do will not be rolled for.

Rolls will be 2d6+stat. It is a 2d6 so there are no Nat 1s, plus its more fun. The standards of success are

·        7-8: The action is a success, but not much of one. May have negative drawback.

·        9-11: The action is completely successful.

·        12+: The action, in addition to being successful, has a bonus.

These can vary depending on the situation. A situation that should have a comparatively low chance of success may have a bonus of not getting hurt. An easy task may have no negative effects with 7-8.

Onto stats, the stat scale is from F to S. Each one has a value, with C being 0. An F has-2, and an S has a +3.

Turns each last 6 Seconds, and happen in context all at once, but still in order

Abilities
Abilities are receiving a total overhaul. The current system is way too vague. Therefore, abilities from now on will be much more specific. Anything the character should be able to do shall be placed here. Anything outside of this will be not accessible until added during intermission periods.

Abilities now have three aspects – Class, Skill, and Description

Class – Abilities will now have a stat specified in what is rolled for its success. At the beginning of the ability, a tag such as (Wisdom) or (Strength) will be added. This is the stat that will be rolled for the ability’s success chance.

Skill – Abilities now have 3 skill specifications: Novice, Proficient, and Expert. Each one effects the bonus on its roll. Novice is -1, Proficient is none, and Expert is +1. Novice skills are ones that are unpracticed or recently acquired, and thus characters will be bad at them. Proficient means that they are good but could be better at the skill. Expert means that the character knows the full depths of the ability and can perform it flawlessly. Only charsheets have this. Race sheets are always proficient. Nothing more, nothing less.

Description – Ability description describes what it does in lore. Real world counterparts may be used to ground the abilities, or something else in-universe. It may also describe the process of the spell and the effects it has.

Abilities can be made vague, such as simply “Can form structures with stone” to be able to form bridges, jars, stairs, etc.

There are advantage rolls and disadvantage rolls. Advantage rolls means you roll 2d6 twice and go with the higher result. Disadvantage rolls mean you roll 2d6 twice and go with the lower result. Advantage and disadvantage do not stack. Advantage may be used for certain abilities, and disadvantage may be used when what the character is trying to do is particularly difficult.

Health, Mana, and Stamina
Health, mana, and stamina are not solid stats for characters. They are something to be kept track of by the DM. The DM will use the facts of the RP to determine how much of each stat they have. After a massive run, stamina could be low. If someone could survive a bomb, they have a pretty decent chunk of HP taken out. If someone fires off a fireball, that isn’t much mana, but if they launch an explosion of fire, that’s quite a bit of mana.

Sheet Examples
'''Character Sheet Example'''

[Name]: Steve

[Race]: Human

[Age]: 23

[Appearance]: 5’9’’ and 150 lb. Brown hair, light skin. Often wears short sleeve shirts and jeans.

[Class/Job]: Desk Technician

[Stats]

·        Strength – D

·        Constitution – B

·        Dexterity – C

·        Intelligence – A

·        Wisdom – B

·        Spirit – C

·        Charisma – C

[Abilities]

(Strength) Novice Pencil Stab – Stab someone with a pencil, causing pain and bleeding damage onto the victim.

(Constitution) Proficient Alcohol Resistance – Years of drinking alcohol has made Steve much more resilient against alcohol poisoning.

(Dexterity) Expert Dash – Dash across a field, unable to be perceived by potential threats or hit.

(Intelligence) Novice Lockpick – Figure out a way to unlock the lock with given tools.

(Wisdom) Spark Fire – Use arcane to spark some flames like a match.

(Spirit) Expert Invoke Spirit – Call any existing spirit to the material realm for 10 minutes.

(Charisma) Novice Commune with Nature – Communicate with the spirits of nature, including animals and plants.

Race Sheet Example

Wulvar are the dominant species on Mars, and the ones people see first. Aside from being predator-like, they are very social and value allies and family above all. Their appearance is canine, with looks ranging from fox-like, wolf-like, and even hyena-ish.

Wulvar technology has the aesthetic of standard sci-fi. They wield laser guns, combat armor, enhanced visors, and enchanted melee weapons. They have been able to travel to space with the assistance of the Drakoids, and now have a prominent presence.

Race Name      Wulvar

Homeworld     Mars

Philosophy      Conqueror

Strength          A

Constitution    B

Dexterity         B

Intellect           D

Wisdom           C

Spirit                F

Charisma         D

Isolationism     2

Militarism       5

Collectivism     4

Materialism    4

Xenophobia     3

Abilities

(Wisdom) Enhanced Senses – Can smell 1.30 miles in favorable conditions and can hear up to four miles in crowded conditions. Advantage when perceiving using these senses.

(Charisma) Pack Communication – Has advantage when using charisma rolls on other wulvar.

Wulvar average at 7 '1'' and 345 lb. They have a lifespan of 70 years generally. They are able to crash through buildings without severe damage. They can go months without food due to their survivalist needs, withstand clawing and stabs, and survive indefinitely in subzero temperatures. Wulvar tend to average at 100 IQ points, and are very perceptive and strategic. Most wulvar tend not to be spiritual types, and thus don’t know about the darklands. Wulvar typically come off as rowdy and rude, and don’t have a lot of natural communication skills outside their race. Wulvar have thick fur coats that insulate them in very cold environments. It also serves as a thick layer of protection for them against most melee weapons. Wulvar actually have incredible sense of smell and hearing. This makes them difficult to come up on, and makes them fierce trackers.

Wulvar have many different variants, but they all have the same muscular body type, with a little variation. Types that have the very bulky body type are Wolves, Hyenas, Shepard, Wolfhound, and Husky. Types that have the more thin body types are Hounds, Coyotes, Foxes, Labradors, and Jackal. There is a fair amount of racism that happened in the past, with persecution of Hyenas and Hounds, so those types have the largest populations with