Welcome to the introduction thread for the Gentleman's Club. This is a simple, relaxed RP based around the concept of underworld crime and the people who commit it. The Gentleman's Club is a infamous crime ring running several illegal activities, including but not limited to: smuggling, theft, assassination, gambling and prostitution. They operate under several leaders, each hidden under several layers of protection from law enforcement.
This game uses a very simplified version of Fallout's SPECIAL system. Each character has 7 traits that influence exactly who they are and what they can do. 5 is considered an "average" trait while 10 is considered extraordinarily skilled at that action. In order to attempt something that's not a commonly known action (picking up a pen, going up a flight of stairs, anything that should be beyond a reason of a doubt to succeed), one needs to roll a D10 and try to get below their ability score.
Ability scores all start out at 5. You can spend 6 points on a character to improve their skills. You can lower points to get more points to spend, though the maximum number of points in your ability scores should not exceed 41.
Your HP is calculated by adding your endurance score to the number 10. When one person attacks another, they roll their dice. If they succeed, they subtract their dice roll from their ability score and use the remaining number as their damage. For example, if Joe had an 8 in Strength and tried to attack Sue, he's roll his die for an attack. If he rolled a 5, he would do 3 points of damage to Sue's HP.
When a player reaches 0 HP, they're unconscious. When they reach -5, they're dead.
A quick warning: Despite the fact there are statistics here, it's the GM who makes the final call. Some characters can go above this limit, but be sure to clear it with them first and have a good reason for it.
Strength: Shows how strong you are. Affects melee weapons, pushing items and fist fights.
Perception: Shows how much you can see. Affects opposing sneak tests, spotting loot and
Endurance: Shows how much of a beating you can take. Affects HP, poison resistance and hanging on to things for long periods of time.
Charisma: Shows how good with people you are. Affects lying, persuading and bartering.
Intelligence: Shows how smart you are at figuring things out. Affects lock picking, using magic items and using mundane items.
Agility: Shows how much of an athlete you are. Affects running, sneaking and jumping.
Luck: Shows how lucky you are. Affects magic use, getting out of sticky situations and having things you want on hand.
And here is the bare minimum character sheet. Feel free to expand on it if the need hits you.
Name:
Concept:
Appearance:
HP 10
Strength 5
Perception 5
Endurance 5
Charisma 5
Intelligence 5
Agility 5
Luck 5