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Catalyst's Miscellaneous Rules [Revision 1]

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KittehCatten is not online. KittehCatten
Joined: 22 Jul 2012
Total Posts: 509
11 Aug 2016 09:55 PM
These are just assorted rules that have to be put somewhere. These rules are mainly for reference when the situation is encountered in RP, you only really have to read the first three sections. No, seriously, READ THE FIRST THREE SECTIONS! THEY'RE IMPORTANT!

-Not Allowed Characters-
Characters that dual-wield may use both weapons in one action, but this action only counts as one attack, and they may only roll once for Accuracy, and may only roll once for Damage.

-Witnessing rolls-
Make sure that the target of a roll is present for the action of the roll. If you know that the player is AFK, that player does not have to respect any die that you rolled in their absence. If you walk up to a player that is AFK, but you do not know that they are AFK, the player still does not have to respect your rolls. However, if you are RPing with a character, and that character goes AFK *WITHOUT TELLING YOU,* then they must respect any die you rolled in the meantime, even if its message in the roll history has expired.

-Fail Roleplay-
-RP Name
A RP name is space to put your character's name, height, weight, and any other details that could be immediately noticed by a passerby, but do not show up on the character's model in-game. (E.g. a large scar, wounds, worn armor/clothes, dust, etc.) These details may be displayed at the player's leisure, and you are permitted to hide all of these details. DO NOT enter your character's personality or bio into your name! These should be expressed through roleplaying.
-Personality and Attributes
Your character's attributes (STR, DEX, CON, INT, WIS, CHA) MUST be reflected in their personality. A character with low Constitution would be sickly or frail, for example, and a character with low Dexterity may be clumsy.
-Combat
Actions taken by the player must be described accurately and vividly.
Example of a good attack description: "I draw my greataxe over my head and swing it into the prone man's back, leaving the axe to rest for a brief moment before tearing it out of his flesh."
Example of a FRP attack description: "I swing my axe at the man."

-Advantage and Disadvantage-
Sometimes, a status condition may give you Advantage or Disadvantage on a roll. To make a saving throw with Advantage or Disadvantage, you must roll two times. If you have Advantage, use the higher roll. If you have Disadvantage, use the lower roll. If you have advantage on an attack's Accuracy roll, but not its Damage roll, you still roll two attacks. Use the Accuracy roll of the higher/lower outcome, and use the first Damage roll you rolled. This also works in reverse.

-Persuading, Intimidating, and Deceiving a target-
To persuade, intimidate, or deceive a target, you must first start an appropriate conversation with the opposing character, and then roll a Charisma saving throw equal to or higher than the target's raw Wisdom or Charisma attribute, (Not their modifier) whichever is higher. To intimidate another character, you may make a Strength saving throw in place of a Charisma saving throw, as long as your raw Strength attribute is higher than the target's.

-Difference between Intelligence and Wisdom-
"Intelligence is knowing Frankenstein wasn't the monster. Wisdom is knowing Frankenstein WAS the monster."
Intelligence is the ability to retain and learn facts and compute logical information. Recalling a passage from a history book, memorizing the way to set up a trap, or being able to solve a Rubik's Cube all utilize Intelligence.
Wisdom is one's worldly knowledge, gained from experience, not books or studies. Morality, how another person will react to your actions, and the ability to perceive an abnormality in an environment rely on Wisdom.


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