Please keep discussion to the Rules Discussion thread! Thank you! This is just a thread to record all the details of the workings of the revamped EPRP. For both my benefit and your viewing enjoyment! :3 Feel free to look this stuff over! Table of Contents 1. Character Stats 2. Achievements
Character Stats: Health: This is fairly obvious. How much damage your character can take before falling unconscious, and being at risk for dying. Energy: This stat is depleted every time your character uses a skill that costs energy. If you ever fall below 0 energy, you will fall unconscious, but will not be at risk of dying, unless of course you faint in a rather deadly situation. Ferocity: A measure of your character's melee combat prowess, and strength in general. This stat is used, obviously, for melee combat, or anytime you test your strength. Resilience: How hardy your character is, physically. Higher resilience means you can take more blows, and are more likely to shake off bad physical effects like poison. Speed: How fast your character moves or attacks. Higher speed means more attacks, better chasing/running away, and most importantly, you will win more races! Finesse: How coordinated your character is. Higher finesse means you have a greater chance to avoid traps, and it also makes you harder to hit, of course. It is also used for a variety of checks including any sort of acrobatic maneuvers or other things that require coordination. Awareness: This measures your character's senses. Sight, Smell, Hearing, they all are in this stat. It is very useful for finding traps WITHOUT setting them off, finding hidden doors or objects, et cetera. Intelligence: Duh, how smart your character is. This determines your character's book smarts. Obviously, this helps a lot with magic. It also helps when making knowledge checks, so if you want to be a living encyclopedia, here is your go-to stat! Willpower: This is resilience, but of the mind instead of the body. This useful stat allows you to avoid all sorts of bad juju, from becoming demoralized all the way up to full out mind control. It doesn't have many offensive applications, though, for now. Creativity: This stat tells how sly and street-smart your character is. It is used for social interaction, and a high-creativity character will be able to fool other characters more easily, be better at diplomacy, and just in general be a charming rogue.
Achievements In the previous version of EPRP, achievements were the only way to 'level up', increasing your character's natural power rather than getting equipment to augment it. That is still the case, however, achievements will be handled differently. Rather than having a set list of all the things one can do to earn a specific achievement, the GM can now award achievements based on the character's actions in a session. Every character that participates will receive at least a minor achievement, and for doing especially heroic, ballsy, or in-character things, you may be awarded up to a major achievement! Good role playing is grounds for getting more rewards, after all. Characters will typically be limited to 20 achievements in effect at a time, though if a GM permits it, this rule can be ignored. If a character gets more than 20 achievements, they must choose one of them to abandon. Unlike 'shelfing' achievements in the original EPRP, these achievements are lost once they are abandoned and cannot be switched between. A minor achievement will award a character one or two points of stat increase, or +25 health/energy. A normal achievement will award a character about twice as many stats as a minor achievement, or a new, unique skill. A major achievement will award up to as much as two normal achievements' worth of bonuses. In addition, if stat points or health/energy are awarded, the player is allowed to choose where to distribute half of the awarded stat points, and all of the health/energy increases. Besides the exception made for major achievements, the GM always decides what bonuses are given. The GM holds the final word on achievements granted, do not beg the GM for more than they give you, and do not complain that you did not get as much as you deserved. If this happens, it is grounds for the GM to revoke the achievement you received for that session entirely.