Role Playing Information

Life Energy

Life Energy (LE) indicates how many hit points the character has. Life Energy is the amount of Life the player or creature has. Once it reaches zero the player or creature is "out" and cannot perform any more actions during this particular battle.

Life Energy is calculated like this:

Players LE:

  • Life Energy = Body x Race Modifier

Creatures LE:

  • Life Energy = ( Body + [Level Modifier x Level] ) x Level


Race Modifier

Level

We have decided not to include Character Levels in the New Horizon forum RPG. By not using Levels, veteran players can join newbie players in teams and both will perform more or less equally in battle. The difference between veteran players and newbie players will be that veteran players will have skills, talents, equipment and weapons earned by long experience that newbie players won't have.

However, the New Horizon forum RPG system has been prepared to handle Levels in case they might be necessary to use it one day, "Level (Current Experience / Max Experience to reach next Level)".

Experience Points are only used together with Levels. Experience Points indication of the number of experience the character has earned along with the number of experience points needed to achieve the next level.

Combat Aptitude Scores

Combat Aptitude Scores are only used by the RPG to determine how well your character will perform during battle, how much damage he/she can take, how much damage he/she can deliver, or how fast he/she can defeat the opponent.

Performance Ratings:

  • Body [default at 6]

  • Power [default at 6]

  • Resistance [default at 6]

  • Speed [default at 6]

  • Accuracy [default at 6]

  • Evasion [default at 6]

At the start of the game all Combat Aptitude Scores are set to 6 as default, and they cannot be set to a lower value. Thereafter, you are given 18 extra Aptitude Points which can be freely distributed between the 6 different Combat Aptitude Scores: Body, Power, Resistance, Speed, Accuracy and Evasion.

As Combat Aptitude Scores are raised they become more and more expensive, and cost more and more Aptitude Points, as shown in the following table:


Aptitude Score: Aptitude Cost: Total Cost:
6 0 0
7 1 1
8 1 2
9 1 3
10 2 5
11 2 7
12 2 9
13 3 12
14 3 15
15 3 18
16 4 22
17 4 26
18 4 30
19 5 35
20 5 40
21 5 45


Body

The Body Aptitude Score determines how much Life Energy your character will have.


Power

The Power Aptitude Score determines how much damage your character can cause using Melee or Ranged weapons.


Resistance

The Resistance Aptitude Score determines how much resistance your character has for absorbing damage.


Example:

If the attacker has a Power Aptitude Score of 6 and the defender has a Resistance Aptitude Score of 12 then the attack can only cause a maximum of 50% damage to the defender.


Speed

The Speed Aptitude Score determines how fast and agile your character is. Since all battles are turn-based, the Speed Aptitude Score determines what character will attack first.


Accuracy

The Accuracy Aptitude Score determines how accurately your character can perform an attack and hit his/her target. There is always a certain chance that your character will miss his/her target. In such a case, especially if the opponent has a much higher Evasion Aptitude Score in comparison with your characters Accuracy Aptitude Score.


Evasion

The Evasion Aptitude Score determines how skilled your character is at avoiding getting hit by his/her opponent. However, if your characters Evasion Aptitude Score is much lower than his/her opponents Accuracy Aptitude Score then your character will most likely not be able to avoid getting hit and damaged.

Bonus Race Aptitude Scores

During character creation you selected one of the 6 available races for your character. Each of these 6 different races will modify your characters Combat Aptitude Scores. The modifications made by the chosen race is applied after all 18 Aptitude Points have been distributed amongst your Combat Aptitude Scores, and they are as follows:


Olympian Human:

  • Resistance: -2

Summarizing these bonuses, the Olympian human gets a total of -2 to its Aptitude Scores.


Promethean Cyborg (human):

  • Resistance: -2

  • Accuracy: +1

  • Evasion: +1

Summarizing these bonuses, the Promethean Cyborg gets a total of 0 to its Aptitude Scores.


Medean (human):

  • Accuracy: +1

  • Evasion: +1

Summarizing these bonuses, the Medean gets a total of +2 to its Aptitude Scores.


Aesir Wafan:

  • Resistance: -2

  • Speed: +2

Summarizing these bonuses, the Aesir wafan gets a total of 0 to its Aptitude Scores.


Vanir Wafan:

  • Power: +2

Summarizing these bonuses, the Vanir wafan gets a total of +2 to its Aptitude Scores.


Jotun Wafan:

  • Power: +4

  • Resistance: +2

  • Speed: -4

  • Accuracy: -2

  • Evasion: -2

Summarizing these bonuses, the Jotun wafan gets a total of -2 to its Aptitude Scores.

Skills

The following skills are available for new players:

  • Use Armor (Usable by humans and wafans)

  • Use Weapon (Usable by humans and wafans)

More skills will become available later on in the RPG.

Weapons

There are two types of weapons available: Ranged and Melee. Select one Ranged weapon and one Melee weapon at player creation, and those weapons will be your starting weapons. Weapons can be one-handed, two-handed or massive. The definition word 'massive' is for weapon combinations which would be equipable only by Jotun Wafans and Promethean Humans.


Standard Ranged Weapons:

  • Family Name: Bows
    Available for: Humans and Wafans
    A Compound bow is a modern bow with cams which is more accurate and stronger than the traditional bow. Bows can be used to point-and-shoot, or to make longer distance arcing shots.

    • Bow (ranged, two-handed)

  • Family Name: Crossbows
    Available for: Humans and Wafans
    A smaller bow mounted on a stock with a mechanical trigger. They are simpler to use than bows, though are purely point-and-shoot.

    • Hand Crossbow (ranged, one-handed)

    • Crossbow (Power +1, Speed -1, ranged, two-handed)

  • Family Name: Handguns
    Available for: Humans and Wafans
    A handgun is a firearm designed to be held and operated by one hand, with the other hand optionally supporting the shooting hand.

    • Handgun (Power +1, Accuracy +1, ranged, one-handed)

    • Double Handguns (Power +2, Accuracy +1, ranged, one-handed, one for each hand)

    • Machinegun (Power +1, Accuracy +1, Speed +2, ranged, two-handed)

    • Paired Handguns (Power +1, Accuracy +1, Speed +2, ranged, two-handed)

  • Family Name: Rifles
    Available for: Humans and Wafans
    Longer muzzled firearm, usually boasting more range and accuracy than pistols.

    • Shotgun (Power +4, ranged, two-handed)

    • Rifle (Accuracy +2, Power +2, ranged, two-handed)

    Available for: Promethean Humans and Jotun Wafans
    A powerful heavy assault rifle that only a Jotun or a Promethean can heft. Packs an extra punch and a reliable scope.

    • Titan Rifle (Power +3, Accuracy +1, ranged, two-handed)

  • Family Name: Rotary Cannons
    Available for: Humans and Wafans
    A cousin to the machinegun, but quite a bit larger and never one-handed.

    • Minigun (Power +2, Speed +2, ranged, two-handed)

    Available for: Promethean Humans and Jotun Wafans
    A cousin to the machinegun, but quite a bit larger and never one-handed.

    • Paired Miniguns (Power +2, Speed +4, ranged, massive)


Standard Melee Weapons:

  • Family Name: Axes
    Available for: Humans and Wafans
    Heavy chopping weapons for the most part.

    • Hand Axe (Power +2, melee, one-handed)

    • Battle Axe (Power +4, melee, two-handed)

    • Scythe (Power +4, melee, two-handed)

    • Paired Hand Axes (Power +2, Speed +2, melee, two-handed)

  • Family Name: Flails
    Available for: Humans and Wafans
    Weapons with flexible material, such as a cord, between handle and a damage dealing end.

    • Light Flail (Power +1, Speed +1, melee, one-handed)

    • Heavy Flail (Power +2, Speed +2, melee, two-handed)

  • Family Name: Hammers
    Available for: Humans and Wafans
    Blunt, heavy weapon with flat-striking surface attached to a haft.

    • Light Hammer (Power +2, melee, one-handed)

    • Warhammer (Power +4, melee, two-handed)

  • Family Name: Heavy Blades
    Available for: Humans and Wafans
    Blades are balanced edged weapons, someplace in between the hacking force of an axe and the more precise cuts of lighter blades.

    • Sword (Power +1, Accuracy +1, melee, one-handed)

    • Two-handed Sword (Power +2, Accuracy +2, melee, two-handed)

    • Two-bladed Sword (Power +2, Accuracy +2, melee, two-handed)

  • Family Name: Light Blades
    Available for: Humans and Wafans
    Lighter edged weapons that reward accuracy as well as pin-point applications of force.

    • Knife (Accuracy +1, melee, one-handed)

    • Dagger (Accuracy +2, melee, one-handed)

    • Sickle (Accuracy +1, melee, one-handed)

  • Family Name: Maces
    Available for: Humans and Wafans
    Like hammers, but maces have heavier handles than business ends, but are also better balances than hammers.

    • Mace (Power +1, Accuracy +1, melee, one-handed)

    • Heavy Mace (Power +2, Accuracy +2, melee, two-handed)

  • Family Name: Polearms
    Available for: Humans and Wafans
    Long hafts with a nasty business end at one extremity, usually great for lunging attacks.

    • Spear (Speed +1, Accuracy +1, melee, one-handed)

    • Halberd (Speed +2, Accuracy +2, melee, two-handed)

  • Family Name: Shields
    Available for: Humans and Wafans
    Help blunt incoming blows.

    • Buckler (Evasion +1, Resistance +1, one-handed)

    • Shield (Evasion +2, one-handed)


DNA-based Melee Weapons:

  • Family Name: DNA Weapons
    Available for: Medean Humans
    DNA weapons only available for Medeans.

    • Sea Wasp Helix (Power +1, Speed +1)
      An ability that provides a character with stingers.

    • Bone Snail Helix (Power +2, Resistance -1)
      Makes a character's teeth exceptionally hard.

    • Paired Tentacles (Power +1, Speed +3)
      Tentacles that can both grab objects and be used as a weapons.

    • Bandersnatch Helix (Power +2)
      Makes muscle tissue much denser.


During the game you will have the opportunity to purchase new weapons, or find new weapons after defeating a certain boss or creature. However, new players start with a simple weapon, either ranged of melee.

Armor

There are four types of armor available: Head Protection, Body Protection, Arm Protection and Leg Protection.

  • Head Protection

  • Body Protection

    • Ironweave Mesh Jacket (Resistance +1)

  • Arm Protection

  • Leg Protection

During the game you will have the opportunity to purchase new armor, or find new armor after defeating a certain boss or creature. However, new players start with a simple armor.

Wealth

Show how much Geodites (New Horizon money) your character has, and what else they own which is of any value, such as found treasures, building or land. New players start with zero Geodites and no valuables. If your character came from a rich family then he/she left everything of value behind.

The idea that crystals are stored memories gives Wafans a modest obsession with crystals of all sorts, and they often have an irrational coveting of crystals, like the desire humans have for money, and precious metals. Not necessarily a weakness, but an interesting systemic quirk, which has lead to specially grown tiny crystals called Geodites (often just called Geos, or Geo Crystals), which have a small metal band embedded around their middle which in turn have serial numbers written on them. Geodites are the single universal currency of New Horizon.

Mission List

Current Adventure:

Frequently updated field denoting the character's current involvement in the New Horizon RPG.


Completed Adventures:

Frequently updated field denoting the character's all previous involvements in the New Horizon RPG.