INVESTIGATORS WANTED $5000 PRIZE!
Exorcists, ghost hunters, mystics, wiccans, bounty hunters, whoever you are, WE WANT YOU! House seems to be haunted. Grandfather clock ticks without anyone winding back the tape. TV turns on for no reason. Lights flick off. Strange sounds heard. Please help. $5000 prize if you end haunting.
Please contact me by phone on 1-555-832-1293. Email at
2.noeman@tmail.com.
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Q: What is this thing?
A: it appears to be sort of an adventure NES, like milarNESes or dragneses and such.
Q: What's different about it?
A: It goes the opposite way of MilarNES and DragNES in that stat system is much more complicated. In addition, if it emerges from its test NES status to go into full NES, it will actually be a cooperative starship maintenance NES.
Oh, and stat systems are different, but that goes for any NESes, no?
Q: So how are stats used in this NES?
A: Base stats are distributed between these categories: Strength, Constitution, Dexterity, Intelligence, charisma, will, and Education. These base stats are completely stolen from Call of Cthulhu.
Everyone's base stats start at 7 and they are given 20 points to spread between the 7 stats. In addition, they are given 6 additional Occupational stat points which I will distribute around your stats based on what I deem makes sense based on your chosen occupation.
For example, if your chosen occupation is, say, lawyer, I will spend 3 points on Education stat, 2 points on charisma, and 1 point on Intelligence. If you are, say, a priest, I will spend 3 points on Will, 2 points on Charisma, and 1 point on Education.
Strength allows you to manipulate rather heavy objects.
Constitution allows you to "resist" some damage and also allow you to hold your breath longer. (and run longer)
Dexterity: increases your reaction speed, which may keep you alive. Also gives you fine control of your fingers, if that's useful to you. Players with high dexterity reacts faster and thus have greater number of Action points to spend.
Charisma: directly improves your chance of success in dealing with people.
Will: directly improves your chance at dealing with people skilled in dealing with people. Also gives you some benefits that may or may not be useful to you and I will not mention in any further detail here. People with greater will tends to be luckier.
Intelligence: Makes you smarter. Makes you understand and solve puzzles quicker, or think of a clever maneuver in a pinch (that is the GM gives you a suggestion if you run out of ideas). Also gives you more skill points. Players with high INT thins quicker and thus have higher action points.
Education: Gives you more skill points.
Q: Skill points? What's that?
A: Like Milar's NESes, this game also relies on skill points to determine your success or failures in performing an action.
Q: Does that mean a scientist or an engineer with high natural Education and intelligence have more skill points than my soldier character?
A: Yes.
Q: What the hell?
A: It's all for a purpose. DEX, for example, also gives you more skill points efficiently in the Dodge skill, which can save your life from almost every sources. In addition, it gives you more Action Points. Strength directly improves your damage output in close quarters combat situation. Constitution directly improves your general survivability. Charisma gives you the invaluable dealing with people skills. Will not only makes your character more resistant to others trying to dominate you, it also gives you more luck.
All provide very valuable assets that cannot be simply be solved by that big brains of yours.
Besides, scientists and lawyers will be forced to spend a whole bunch of their skill points on getting those delicious semi-useless Law and Sciences skills. BWAHAHAHAHAHAHA
Q: Before you go into the skill points, tell me more about the action points.
A: to decrease mod headache, I have stolen aspects of the combat mechanics from SYSNES and Call of Cthulhu.
Combat is turn based. Each player gets a certain number of action points. Turn order is determined by their dexterity score (unless it’s an ambush situation. In that case, the ambushers get first strike. After their first strike round ends, the turn order is established normally based on dexterity. This incidentally means that an ambusher with high dex may get two rounds in rapid succession, which would be devastating since they get more APs than normal to begin with.)
Firing from a pistol once takes 1 AP. Taking cover takes 1 AP. Preparing to parry the next attack from the opponent takes 1 AP. Firing a shotgun takes 2 AP…. Blah blah.
AP is calculated by DEX * 0.5 + Int * 0.25.
Q: Cool, tell me about the skill points.
A: Players get 50 points to distribute among their base skills. Every point in int gives you 2 more skill points. Every point in EDU gives you 4 more skill points.
Q: That’s a lot of skill points!
A: There’s a lot of skills.
Q: I… I don’t like the sounds of that.
A: You shouldn’t. Here’s a list
Accounting (10): ability to sift through financial records and note discrepancies.
Archeology: All damn delicious tombs to raid.
Bargain (5): How good you are at bartering and bargaining for prices.
Bombing (1): How good you are dealing with bombs, both exploding them and making them not explode.
Biology (1): How good you are at identifying a creature and all its delicious organs
Chemistry (1): What was dihydrogen monoxide again?
Crafting (5): Skill required to make complex items needed for you to LIVE.
Climbing (40): a tall wire fence gets in your way and bunch of angry Germans are chasing you? Now you gotta roll to live! MWAHAHAHAHA.
Conceal (15): What gun in my pocket? I don’t have a gun in my pocket. That’s just my-
Dodge (DEX*2.5): How good at dodging from harm from various sources.
Electrical Repairing (5): How good you are at fixing electronics.
Fast Talk (Charisma * 2): Makes the other guy agree with you for a short period of time. After a while, espescially if the target has high will and int, the person will come to his senses.
First Aid (30)
Fisticuffs (50): Hand to hand combat, how good you are at actually landing a blow.
Grapple (25): Special variant of hand to hand combat which can also be used with a weapon. It allows you to subdue opponents without damaging them.
Martial Arts (1): If you succeed in this roll IN ADDITION to your fisticuffs roll, your attack power doubles. This skill is what makes punching people SCARY instead of being a last resort.
Handguns (20): Pew pew pew
Hide (10): how good you are at ducking into cover out of site.
History (25): how good you are at remembering some odd event that happened here before that can give you a… clue…
Law (1): How good you are at citing some obscure laws to get out of trouble. High skill in this increases your chance of success when interacting with law enforcement personnel.
Library Use (25): How good you are at finding pertinent information in a mass of data.
Listen (25): High skill point here gives you increased chances of identifying muted sounds.
Lockpicking (1): How good you are at picking locks.
Machine guns (15): Blamblamblamblamblam
Mechanical Repair (20): How good a certain character is at fixing a machine.
Medicine (5): How good you are at making drugs and making health recommendations. Also can fix severe wounds.
Navigate (15): How good you are at finding your way around in a low visibility situation.
Occult: Scary huh?
Operate Heavy Machinery (1): Needed to operate heavy machines. You know, like a tank.
PHYSICS(1): PHYSICS IS PHUN!!!!!
Psychology (5): How good you are at pereceiving and making judgements based on another’s behavior. You should not expect this skill to see through purposeful deception, unless you manage to shake the guy’s confidence somehow, perhaps through Fast Talking.
Persuade (Charisma *3): How good you are at persuading a person to your cause. Unlike fast talk, a successful persuasion’s effects linger insidiously. However, weakness must be already present in the target. Will can be used to actively resist it. Successful persuasion takes a long time, far longer than fast talk.
Sneak (10): How good you are at walking around unseen. Unlike hide, this skill allows you movement.
Spot Hidden (25): How good you are at noticing hidden objects… daggers in the dark… a bulging pocket… an ambusher hidden in the shadows… this is one of the most important skills for the investigator.
Rifle (25): CRACK!
Swim (25):
Melee Weaponry (25): Choose your melee weapon here.
Almost all of these skills are stolen from the Call of Cthulhu. I did not want to make new skills yet, at least not until the TestNES is over.
Q:… that’s a lot.
A: Yup.
Q: I need more skill points!
A: Occupation not only provides you with additional base stat points, it also gives you 5 occupational skills.
You must spend at least half your skill points in your chosen occupation skills. Every skill point you spend in an occupational skill counts 2 times normal.
You also get 2 Hobby skills. Every skill point you spend on your hobby skill counts 1.5 times that much. You must spend at least 12.5% of your skill points on your hobby.
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Q: What should I do to sign up?
A: Think of a character. Send me his or her age, gender, occupation and name. I will send you a blank character sheet with your occupatinal skills and stats highlighted.