Warband Living Pretty much like Medieval Life RPG, only that I put in different features. This game is also set in medieval times. (I did get permission from Roty, lol.)
Character Sheet Name: (If you're royal then make it sound royal, etc.) Age: 20 Years Old Gender: (Male or Female) Health: 50/50 Energy: 50/50 Appearance: (Basic features, don't go too far into it) Job: None Job Pay: None Strength: (Based on test) Dexterity: (Based on test) Endurance: (Based on test) Agility: (Based on test) Vitality: (Based on test) Charisma: (Based on test) Melee Damage: (Based on stats) Ranged Damage: (Based on stats) Defense: (Based on Endurance) Accuracy: (Based on Dexterity) Avoid: (Based on Agility) Persuasion: (Based on Charisma) Melee Weapon: (Based on test) Ranged Weapon: (Based on test) Inventory: Nothing
Explaining Stats Your stats will be based on the life test, I know some may not like this, but at least it's somewhat different than the usual put in stat points.
Strength: The more Strength you have, the higher your melee damage will be. (1 Strength = +5 Melee Damage)
Dexterity: The more Dexterity you have, the higher your ranged damage will be and the higher your accuracy works. (1 Dexterity = +3 Ranged Damage and +1 Accuracy. How accuracy works: If you have 20 accuracy and attack an enemy with 10 avoid, then your accuracy will decrease by 10.)
Endurance: The more Endurance you have, the higher defense you will have. (1 Endurance = +5 Defense. How Defense works: If an enemy deals 20 damage, but you have 10 defense, the enemy will deal 10 damage instead. Enemy damage minus your defense = their damage total.)
Agility: The more Agility you have the faster you will move and the higher your avoid will be. (1 Agility = +1 Avoid. Avoid explanation is with accuracy explanation.)
Vitality: The more Vitality you have the more the Health and Energy you will have. (1 Vitality = +5 Maximum Health and +5 Maximum Energy)
Charisma: The more Charisma you have, the more Persuasion you have. (1 Charisma = +1 Persuasion. How Persuasion works: Persuasion stat is equal to success of persuasion, so 10 persuasion = 10% to successfully persuade someone.)
The Test
Question 1: When you were born, you were born into a family of...
A.) Rich and powerful nobles (+2 Strength, +1 Endurance) B.) Common citizens of a city (+1 Strength, +1 Vitality) C.) Bandits and robbers (+2 Strength, +1 Agility) D.) A struggling family (+2 Vitality, +1 Endurance) E.) Nomad hunters (+2 Strength, +2 Dexterity)
Question 2: When you were a teenager, you trained as a...
A.) Knight (+2 Strength, +1 Endurance, +1 Vitality) B.) Merchant (+3 Charisma, +1 Agility) C.) Robber (+2 Strength, +1 Agility, +1 Endurance) D.) Hunter (+2 Dexterity, +1 Strength, +1 Agility) E.) Begger (+2 Vitality, +1 Endurance) F.) Poet (+5 Charisma)
Question 3: When you became an adult you became a...
A.) Traveller (+3 Strength, +2 Endurance, +1 Vitality) B.) Author and Poet (+5 Charisma) C.) Knight Serving a King (+5 Strength, +3 Endurance) D.) Teacher (+4 Charisma, +1 Vitality) E.) Merchant (+4 Charisma, +1 Agility) F.) Hunter (+4 Dexterity, +2 Strength) G.) Bandit (+3 Strength, +1 Agility)
Total these results into your stats... 3 Players only.
You walk over to the Drunken Man, occupied and talking to other people. You attempt to pickpocket him, but he notices you and says, "Hey what are you doing? Get out of my face!" The guard moves in and moves you away. What do you do?
Name: Razz Falnir Age: 20 Years Old Gender: Male Health: 50/50 Energy: 50/50 Appearance: Slim, Skinny, Short, White skin, Black hair Job: None Job Pay: None Strength: (Based on test) Dexterity: (Based on test) Endurance: (Based on test) Agility: (Based on test) Vitality: (Based on test) Charisma: (Based on test) Melee Damage: (Based on stats) Ranged Damage: (Based on stats) Defense: (Based on Endurance) Accuracy: (Based on Dexterity) Avoid: (Based on Agility) Persuasion: (Based on Charisma) Melee Weapon: (Based on test) Ranged Weapon: (Based on test) Inventory: Nothing
1. B) Common citizen of a city 2. B) Merchant 3. E) Merchant (again)