The Cosmic System

Lets be
honest, the way CoE is currently done is bad. Currently, I’m bad at deciding
what characters can do, and that vague feeling is really screwing with me.
Plus, the current system is very unbalanced. You can actually have characters
that are better than others in every way, which is not acceptable. Essentially,
right now, CoE is fucked, and needs revamping.

This does
mean that things will need to be changed in character sheets, so everyone needs
to revamp theirs so it can continue. I will also need to review everyone’s
character sheets. Sheets can be sent to wraith as well in the case of his RPs.
Essentially, for gold diggers sheets, go to Malther. For buyers remorse sheets,
go to wraith. If you have any questions in general, ask malther.

## Character Stats

At this
moment, the current stats are Strength, Constitution, Dexterity Arcane, and
Aura. This is not a full representation of what a character needs, so there will
be alterations in stats.

·
Strength
-Strength is physical strength. Any action requiring physical muscles such as
punching, kicking, lifting, pushing, and trying to keep yourself from being
crushed, are all strength.

·
Constitution
- Constitution is Physical Toughness, Any Action or Reactions requiring
Sturdiness and Tolerance to Pain, such as Brushing off a Punch, Reacting after
being impaled, Not passing out after drugged, or trying to not die when
poisoned, are all Constitution

·
Dexterity
-Dexterity is Physical Speed and agility. Any action requiring intense
precision, running faster, Jumping and climbing up a Rock wall,Trying to catch
the arrow fired at you, Taking someone’s wallet, and Sneaking past them as they
search for it

·
Intelligence
-Intelligence is Mental strength and measurement of Knowledge. It is used to
resist mental effects, See through someone tricking your mind with illusions,
Know what plants are and aren’t poisonous, know the history, and even solve the
puzzle you’ve been stuck on for 3 Weeks

·
Wisdom
-It is the measure of Both ones Worldly knowledge of how people and things act,
and ones measure of arcane strength, It is used to try to see through someone’s
Bullshit, cast spells, Determines how much mana you have in you, notice the
world around you, and helps you throw Fireballs around

·
Spirit
-It is the measure of your souls strength, allowing ones to talk with and
commune with spirits and animals, Sense other strong souls around you, and
using the energy inside of your soul or that’s powered by your soul, and
connecting to Spirits and the Darklands, is Spirit

·
Charisma
-It is the power of your words and actions, as well as that of Borrowed powers,
such of that of a Warlock, or a Paladin, it is used when Lying to someone,
acting out a Scene to explain something, and Being a convincing distraction for
your friends to run away. These stats will apply to all characters and all
races. Character stats compare to their race. A problem I have had is I often
forget how characters compare to races. So, character sheets will have the
character stat over the race stat. Race stats will be used in cases to break
ties between different races.

Characters
may have 23 points total to be split among the stats. This allows for even
numbers. An F is a 1, and an S is a 6.

## Rolling

From now on,
players make the rolls in a designated rolling channel. Rolling will now be
used to determine vague situations. Situations where a character clearly would
not be able to do will not be rolled for.

Rolls will
be 2d6+stat. It is a 2d6 so there are no Nat 1s, plus its more fun. The
standards of success are

·
7-8:
The action is a success, but not much of one. May have negative drawback.

·
9-11:
The action is completely successful.

·
12+:
The action, in addition to being successful, has a bonus.

These can
vary depending on the situation. A situation that should have a comparatively
low chance of success may have a bonus of not getting hurt. An easy task may
have no negative effects with 7-8.

Onto stats,
the stat scale is from F to S. Each one has a value, with C being 0. An F has-2, and an S has a +3.

Turns each last 6 Seconds, and happen in context all at once, but still in order

## Abilities

Abilities
are receiving a total overhaul. The current system is way too vague. Therefore,
abilities from now on will be much more specific. Anything the character should
be able to do shall be placed here. Anything outside of this will be not
accessible until added during intermission periods.

Abilities
now have three aspects – Class, Skill, and Description

Class –
Abilities will now have a stat specified in what is rolled for its success. At
the beginning of the ability, a tag such as (Wisdom) or (Strength) will be
added. This is the stat that will be rolled for the ability’s success chance.

Skill –
Abilities now have 3 skill specifications: Novice, Proficient, and Expert. Each
one effects the bonus on its roll. Novice is -1, Proficient is none, and Expert
is +1. Novice skills are ones that are unpracticed or recently acquired, and
thus characters will be bad at them. Proficient means that they are good but
could be better at the skill. Expert means that the character knows the full
depths of the ability and can perform it flawlessly. Only charsheets have this. Race sheets are always proficient. Nothing more, nothing less.

Description
– Ability description describes what it does in lore. Real world counterparts
may be used to ground the abilities, or something else in-universe. It may also
describe the process of the spell and the effects it has.

Abilities
can be made vague, such as simply “Can form structures with stone” to be able
to form bridges, jars, stairs, etc.

There are
advantage rolls and disadvantage rolls. Advantage rolls means you roll 2d6 twice
and go with the higher result. Disadvantage rolls mean you roll 2d6 twice and
go with the lower result. Advantage and disadvantage do not stack. Advantage
may be used for certain abilities, and disadvantage may be used when what the
character is trying to do is particularly difficult.

## Health, Mana, and Stamina

Health,
mana, and stamina are not solid stats for characters. They are something to be
kept track of by the DM. The DM will use the facts of the RP to determine how
much of each stat they have. After a massive run, stamina could be low. If
someone could survive a bomb, they have a pretty decent chunk of HP taken out.
If someone fires off a fireball, that isn’t much mana, but if they launch an
explosion of fire, that’s quite a bit of mana.

## Sheet Examples

**Character**
Sheet Example

[Name]: Steve

[Race]: Human

[Age]: 23

[Appearance]:
5’9’’ and 150 lb. Brown hair, light skin. Often wears short sleeve shirts and
jeans.

[Class/Job]:
Desk Technician

[Stats]

·
Strength
– D

·
Constitution
– B

·
Dexterity
– C

·
Intelligence
– A

·
Wisdom
– B

·
Spirit
– C

·
Charisma
– C

[Abilities]

(Strength) Novice
Pencil Stab – Stab someone with a pencil, causing pain and bleeding damage onto
the victim.

(Constitution)
Proficient Alcohol Resistance – Years of drinking alcohol has made Steve much
more resilient against alcohol poisoning.

(Dexterity)
Expert Dash – Dash across a field, unable to be perceived by potential threats
or hit.

(Intelligence)
Novice Lockpick – Figure out a way to unlock the lock with given tools.

(Wisdom)
Spark Fire – Use arcane to spark some flames like a match.

(Spirit) Expert
Invoke Spirit – Call any existing spirit to the material realm for 10 minutes.

(Charisma) Novice
Commune with Nature – Communicate with the spirits of nature, including animals
and plants.

**Race Sheet Example**

Wulvar are the dominant species on Mars, and the ones people see first.
Aside from being predator-like, they are very social and value allies and
family above all. Their appearance is canine, with looks ranging from fox-like,
wolf-like, and even hyena-ish.

Wulvar technology has the aesthetic of standard sci-fi. They wield laser
guns, combat armor, enhanced visors, and enchanted melee weapons. They have
been able to travel to space with the assistance of the Drakoids, and now have
a prominent presence.

Race Name      Wulvar

Homeworld     Mars

Philosophy      Conqueror

Strength          A

Constitution    B

Dexterity         B

Intellect           D

Wisdom           C

Spirit                F

Charisma         D

Isolationism     2

Militarism       5

Collectivism     4

Materialism    4

Xenophobia     3

Abilities

(Wisdom) Enhanced Senses – Can smell 1.30 miles in favorable conditions
and can hear up to four miles in crowded conditions. Advantage when perceiving
using these senses.

(Charisma) Pack Communication – Has advantage when using charisma rolls
on other wulvar.

Wulvar average at 7'1'' and 345 lb. They have a lifespan of 70 years
generally. They are able to crash through buildings without severe damage. They
can go months without food due to their survivalist needs, withstand clawing
and stabs, and survive indefinitely in subzero temperatures. Wulvar tend to
average at 100 IQ points, and are very perceptive and strategic. Most wulvar
tend not to be spiritual types, and thus don’t know about the darklands. Wulvar
typically come off as rowdy and rude, and don’t have a lot of natural
communication skills outside their race. Wulvar have thick fur coats that
insulate them in very cold environments. It also serves as a thick layer of
protection for them against most melee weapons. Wulvar actually have incredible
sense of smell and hearing. This makes them difficult to come up on, and makes
them fierce trackers.

Wulvar have many
different variants, but they all have the same muscular body type, with a
little variation. Types that have the very bulky body type are Wolves, Hyenas,
Shepard, Wolfhound, and Husky. Types that have the more thin body types are
Hounds, Coyotes, Foxes, Labradors, and Jackal. There is a fair amount of racism
that happened in the past, with persecution of Hyenas and Hounds, so those
types have the largest populations with