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OOC string must be used for credit.

Avoidance Skills - This is used to get the hell away from an attack. Each level mastered earns you $100 x 15

Level 1  | Skill Name | 0/15

Level 2 | Skill Name | 0/15

Level 3 | Skill Name | 0/15

Level 4 | Skill Name | 0/15

Level 5 | Skill Name | 0/15

Level 6 | Skill Name | 0/15

Level 7 | Skill Name | 0/15

Level 8 | Skill Name | 0/15

Level 9 | Skill Name | 0/15

Defense Skills/Armor - Makes your character very protected. Each level mastered earns you $100 x 15. 

Level 1 | Skill Name | 0/15

Level 2 | Skill Name | 0/15

Level 3 | Skill Name | 0/15

Level 4 | Skill Name | 0/15

Level 5 | Skill Name | 0/15

Level 6 | Skill Name | 0/15

Level 7 | Skill Name | 0/15

Level 8 | Skill Name | 0/15

Level 9 | Skill Name | 0/15

Skills for Healing Purposes - This is used for healing people from injuries they sustained. +2 is the enhancer for healing rolls which is also used for success rolls. 

Level 1  | Skill Name | Dice +2 | 11 (success) |  0/15

Level 2 | Skill Name | Dice +2 | 10 (success) |  0/15

Level 3 | Skill Name | Dice +3 | 9 (success) |  0/15

Level 4 | Skill Name | Dice +4 | 8 (success) |  0/15

Level 5 | Skill Name | Dice +5 | 7 (success) |  0/15

Level 6 | Skill Name | Dice +6 | 6 (success) |  0/15

Level 7 | Skill Name | Dice +7 | 5 (success) |  0/15

Level 8 | Skill Name | Dice +8 | 4 (success) |  0/15

Level 9 | Skill Name | Dice+9 | 3 (success) |  0/15

Skills for Body Guard - With this particular skill, you can protect a party member, as many that are listed per your level, but you cannot avoid the shot. You can use your defense with it, but no avoidance. You threw yourself in the shot. Per round means, you can choose a different person each round, or many at one time.

Level 1  | Skill Name | 1 member / per round | -2 Defense /  0/15

Level 2 | Skill Name | 2 members / per round | -2 Defense / 0/15

Level 3 | Skill Name | 3 members / per round |  -3 Defense / 0/15

Level 4 | Skill Name | 4 members / per round |  -3 Defense / 0/15

Level 5 | Skill Name | 5 members / per round |  -4 Defense / 0/15

Level 6 | Skill Name | 6 members / per round |  -4 Defense / 0/15

Level 7 | Skill Name | 7 members / per round |  - 5 Defense / 0/15

Level 8 | Skill Name | 8 members / per round | - 5 Defense / 0/15

Level 9 | Skill Name | 9 members / per round | -6 Defense / 0/15

Identify - Many times we have a mission where someone needs to identify footprints, animal tracks, etc. The modifier is on the success roll.

Level 1  | Skill Name | Dice +2 | 11 (success) |  0/15

Level 2 | Skill Name | Dice +2 | 10 (success) |  0/15

Level 3 | Skill Name | Dice +3 | 9 (success) |  0/15

Level 4 | Skill Name | Dice +4 | 8 (success) |  0/15

Level 5 | Skill Name | Dice +5 | 7 (success) |  0/15

Level 6 | Skill Name | Dice +6 | 6 (success) |  0/15

Level 7 | Skill Name | Dice +7 | 5 (success) |  0/15

Level 8 | Skill Name | Dice +8 | 4 (success) |  0/15

Level 9 | Skill Name | Dice+9 | 3 (success) |  0/15

Tracking Skills - Many times we have a mission where someone needs to track someone. The modifier is on the success roll.

Level 1  | Skill Name | Dice +2 | 11 (success) |  0/15

Level 2 | Skill Name | Dice +2 | 10 (success) |  0/15

Level 3 | Skill Name | Dice +3 | 9 (success) |  0/15

Level 4 | Skill Name | Dice +4 | 8 (success) |  0/15

Level 5 | Skill Name | Dice +5 | 7 (success) |  0/15

Level 6 | Skill Name | Dice +6  6 (success) |  0/15

Level 7 | Skill Name | Dice +7 | 5 (success) |  0/15

Level 8 | Skill Name | Dice +8 | 4 (success) |  0/15

Level 9 | Skill Name | Dice+9 | 3 (success) |  0/15

I got Skill Level Skill name it is the Init+5 | 0/15 that confuses me
 

Okay. Skill level is the level of the skill that you are on. All of them start at Level one. It could be a level 4 skill, but it still starts for you at level one. You wouldn't believe how many tried to start it at level 4.
    
The Skill name is the name of the skill. Either, one you make or one you get offline on the D&D sites or elsewhere.
    
Init+5 is one of the ones used when you roll 1d100 to show your place in battle. Knights love going first as well as a few others. They are usually the first to attack. You roll 1d100 and if you get 20, you add 5 to it.
    
0/15 means you have to use it 15 times to level it up. So this is how you keep track of it every time you use it. When you use it the first time it's 1/15. The second 2/15, and so on. I hope that helps?

Ohhh I get it. But the Init is not always 1d20 or 1d100 in an ooc string? Correct?
 

The Init is always 1d100. It's the start of a battle or a spar. That way there is a very slim chance of repeats. People rolling the same number.

when can you use the +5 on a D100 roll?
 

Here, I'll show you.
Level 1  | Lightning Reflexes | Init +5 |  0/15 - After 1d100, I roll a 30. I add the 5 to it and now my initial roll is 35. In the beginning levels, it doesn't help as much as it does in the higher levels.


You can use that during spars, in missions during the attacks, or anything that involves rounds like training. Knights had archer matches, it just ensures you go first or at least helps.

I need to keep up with the level numbers too as well as well cash and exp and skill levels


Xp I keep track of and you'll see that on the roster on the site, but you guys have to keep track of your money. You can keep track of your xp too. Yes, the ooc string helps people keep track of their stats. I usually send the log of the fight to everyone who used their strings so they have a log of it. I keep my character sheet up, and I just keep changing the 1/15... 2/15... and so forth and copy and paste it into the scroller.
 


Now, with the defense, you see how that one works too? Level 1 | Skill Name | -2 to damage | 0/15
This you would use if one of the creatures hits you as armor. It could be armor that she's wearing, or maybe you post that she tried to get away, but still felt some of it. It subtracts from the creature’s attack on you.

Attack Skills - This is used for attacks.

Level 1  | Skill Name | +2 | 7 Avoid |  0/15

Level 2 | Skill Name | +2 | 8 Avoid |  0/15

Level 3 | Skill Name | +3 | 9 Avoid |  0/15

Level 4 | Skill Name | +4 | 10 Avoid |  015

Level 5 | Skill Name | +5 | 11 Avoid |  0/15

Level 6 | Skill Name | +6 | 12 Avoid |  0/15

Level 7 | Skill Name | +7 | 13 Avoid |  0/15

Level 8 | Skill Name | +8 | 14 Avoid |  0/15

Level 9 | Skill Name | +9 | 15 Avoid |  0/15

Stealth Skills - If you need to hide to sneak in an area. This cannot be used to avoid an attack. This is more for the espionage.

Level 1  | Skill Name | Dice +2 | 11 (success) |  0/15

Level 2 | Skill Name | Dice +2 | 10 (success) |  0/15

Level 3 | Skill Name | Dice +3 | 9 (success) |  0/15

Level 4 | Skill Name | Dice +4 | 8 (success) |  0/15

Level 5 | Skill Name | Dice +5 | 7 (success) |  0/15

Level 6 | Skill Name | Dice +6 | 6 (success) |  0/15

Level 7 | Skill Name | Dice +7 | 5 (success) |  0/15

Level 8 | Skill Name | Dice +8 | 4 (success) |  0/15

Level 9 | Skill Name | Dice+9  3 (success) |  0/15

Interrogation - You have a spy or you've captured an enemy, this will aid to your success roll.

Level 1  | Skill Name | Dice +2 | 11 (success) |  0/15

Level 2 | Skill Name | Dice +2 | 10 (success) |  0/15

Level 3 | Skill Name | Dice +3 | 9 (success) |  0/15

Level 4 | Skill Name | Dice +4 | 8 (success) |  0/15

Level 5 | Skill Name | Dice +5 | 7 (success) |  0/15

Level 6 | Skill Name | Dice +6 | 6 (success) |  0/15

Level 7 | Skill Name | Dice +7 | 5 (success) |  0/15

Level 8 | Skill Name | Dice +8 | 4 (success) |  0/15

Level 9 | Skill Name | Dice+9 | 3 (success) |  0/15

Climb. You need to climb up a rocky wall, you will need this skill. It will assist you with the success rolls.

Level 1  | Skill Name | Dice +2 | 11 (success) |  0/15

Level 2 | Skill Name | Dice +2 | 10 (success) |  0/15

Level 3 | Skill Name | Dice +3 | 9 (success) |  0/15

Level 4 | Skill Name | Dice +4 | 8 (success) |  0/15

Level 5 | Skill Name | Dice +5 | 7 (success) |  0/15

Level 6 | Skill Name | Dice +6 | 6 (success) |  0/15

Level 7 | Skill Name | Dice +7 | 5 (success) |  0/15

Level 8 | Skill Name | Dice +8 | 4 (success) |  0/15

Level 9 | Skill Name | Dice+9 | 3 (success) |  0/15

Theft. You may need to steal something from the enemy or targets; map, artifact, book, etc. The modifier is on the success roll.

Level 1  | Skill Name | Dice +2 | 11 (success) |  0/15

Level 2 | Skill Name | Dice +2 | 10 (success) |  0/15

Level 3 | Skill Name | Dice +3 | 9 (success) |  0/15

Level 4 | Skill Name | Dice +4 | 8 (success) |  0/15

Level 5 | Skill Name | Dice +5 | 7 (success) |  0/15

Level 6 | Skill Name | Dice +6 | 6 (success) |  0/15

Level 7 | Skill Name | Dice +7 | 5 (success) |  0/15

Level 8 | Skill Name | Dice +8 | 4 (success) |  0/15

Level 9 | Skill Name | Dice+9 | 3 (success) |  0/15

is 30 what the target has to evade or the damage to the target?

 

Nope. That skill is just Init, It has nothing to do with a target. This one is just for you to be able to go first. Believe it or now, some people really want to go first.  Lol


One that involves a target would be...  -grabs one-
 

Level 1  | Skill Name | +2 | 7 Avoid |  0/15
    So Deva uses - Level 1 | Iron Fist | +2 | 7 avoid | 1/15 - Now, let's break this one down.
    Level 1, the level. Iron Fist, the skill.
    +2 is what is added to her realm dice for the attack roll.
    The target needs to get a 7 to avoid when they do their avoidance roll.
    
    So, let's say Deva does her attack post. The target does his avoidance and only gets a 5. Nope, needed a 7, so she gets to roll her dice. Now, her dice are 1d8 so she rolls them and gets a 7. +2 now she has a 9.

so how does the evade work?
 

It adds to your avoidance. If you have +2 to avoid then that 7 would be 9 and they would've avoided.

where did this come from:| +2 | 7 avoid
 

+2 added to your realm dice. IF you're sparring a Brimstonian, they need 7 to avoid. When in a mission, you ignore that part. Now, with magic, the spells could backfire and hit a Brimstonian (until the 4th level) so you would use that 7, or whatever they say the spell’s avoidance is, as a point in which to avoid. If you have an avoidance modifier, you use it to better your chances in avoidance.

How did you decide +2 and 7 evade
 

It's just how we did it. It seemed fair. 7 because they're not that good at it yet. You notice that gets higher as you go up in levels. +2 because... again, they aren't that good at the skill.

so if an attack comes to me and the avoidance is 7 I can in turn use a skill +2 avoidance and then roll Init?

 

YES!  :-D
 

Now, in a mission, the GM will usually tell you what you need to avoid, cause some creatures are higher, some are lower.  Lmao!

You said we can have 2 of each; avoidance, defense, and attack. Do you mean we can stack them?


Yes, you can stack them. If you have an auto enhancer, that will get stacked right  on top of it as well, provided it's the same one.

© 2016 by Brimstone Realm.

Proudly created by Lisa

(Tortured Tales/WritingDiversity)

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