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  "description": "I'm translating the tabletop RPG system I wrote and this is a sample of character sheet. I already translated the characterization rules...\n- - - -\nFenária RPG EN-US 3.3\nWhat is RPG?\n\tRPG means role-playing game, it's a game in which you pretend to be a different person, in which you play a role. It's pretty much a “pretend-to-be” thing. Most people played something similar in their childhood, when they pretended to be characters from television shows and the like. Or maybe you were that kind of kid who had a “secret identity” to fight the evil in the world.\n\tRPG is different from that because it uses rules. Every game has rules that you either agree with or that are enforced upon you. But let's not touch that subject just yet.\n\tA group of friends gather to play this strange thing. They sit around a table, one of them carrying the book containing the rules. One of them is chosen as Referee. The Referee then starts to tell a story. The other players, supposing that they already went through the characterization, control, each, a character inside the story that the Referee is telling. So, whenever it's necessary that said characters make a choice, the Referee asks the other players what their characters will do in that situation. Once they answer, the Referee must continue the story, based on the actions of the player characters... until another decision is needed from them.\n\tAs you see, RPG is a pretend-to-be thing, but, over anything, is storytelling. It's like a collaborative legend being written. There's the Referee, who have the “script” of the story and there's the other players, who control the heroes of the story. The script of the Referee will be modified by the actions of the other players and the result is a story that can be funny, thrilling, dramatic and written by all the players while they “improvise”.\n\tHowever, at some point of the story, the Referee isn't sure if the action that certain character is about to perform is successful or not. That's why we use rules. This file contains a set of rules written by me. There are different sets of rules available either for free or for fee, both on-line and off-line. If you don't like these rules, feel free to acquire a different set or even write your own.\nWhat you need to play.\n\tTo play RPG, all you need is a Referee and a bunch of people to play the heroes of the story (usually between 3 and 6). But, if you wish to use these rules, get yourself a copy of this rule set, a blank paper sheet for each player, two dices and a pencil, also for each player.\nCharacterization.\n\tWhile making an imaginary character is easy and you don't need rules for that, you must adequate the character you imagined to the rules, so that the story can flow without fights between the players because of “irregular” characters that are too strong or too dumb.\n\tIn the following pages, up to the section Tests, you will learn how to make a character that doesn't break the rules.\nLevel.\n\tIf you play the so-called “electronic RPG” genre of video-games, you are probably familiar with the concept of Level. Level is a number that measures how “strong” a character is. All characters start in the 1st Level. When the Referee decides that the group played enough for a day and that they must pause and continue in the next day, he will judge if the players did a good job during the game. It isn't all about defeating monsters and solving riddles during the story, it's also about playing the role. If the player made the character act according to the personality given to him, then the player role-played well and it also counts. If the player did a good job, the Referee should allow his character to rise a level. So, the next day, when the group gathers again, that character will be slightly stronger than before. Unlike other tabletop RPG systems, Fenária RPG doesn't use “experience points”.\nAttributes.\n\tWhen the characterization is happening, each player receives 10 points to freely distribute between the following characteristics:\nFight (abbreviated as Lt).\nBody (abbreviated as Cr).\nEgo (abbreviated as Eg).\nLuck (abbreviated as Sr).\n\tFight is the general attack and defense skill of the character. If you want a character who is good at fighting, spend a lot of points in Fight.\n\tBody controls everything related to health, strength and other physical capabilities. If you a robust character, spend a lot of points in Body.\n\tEgo controls everything related to the mind, logic, willpower and even faith. A smart character is supposed to have a lot of points in Ego.\n\tLuck controls everything that isn't covered by the other attributes.\n\tNow, you can't leave an attribute with 0 points. Whenever the character rises a level, the player earns more 4 points to freely distribute on these attributes again, to make his character better.\nComposite Values.\n\tOnce you decided how many points you character have in each attribute, you must now use some more of your math skills to determine your composed values. These values aren't acquired with points; they depend on the attributes and change whenever your attributes change.\n\tAttack: the attack value of your character, how good he is in offensive fighting. Your attack value is Lt x 2.\n\tDefense: the defense value of your character, how good he is in defensive fighting. Your defense value is Lt x 4.\n\tDamage Meter: it always start as 0. Whenever your character gets hurt, tired or has his body harmed somehow, the Damage Meter rises. If it rises too much, the character might die. See more in Damage Meter.\n\tVitality Variable: how much your character can resist to pain and injuries. The vitality variable is Cr x 10.\n\tWeight-Lifting Capacity: how much weight your character can carry before he starts to feel tired and under pressure. The weight-lifting capacity is Cr x 20 (in kilograms).\n\tMovement: how fast the character moves. The movement value is Cr x 4.\n\tSkill Limit: how many skills the character can learn. The skill limit is Eg / 4. If you get a value lower than 1, treat it as 1.\n\tVitality: general resistance to death and fainting (see Damage Meter). The Vitality value is (Cr + Eg) / 2, rounded down (if you get a number like 2,5 or 1,5, ignore the value after the comma, so it becomes 2 or 1, for example).\nMoney.\n\tIf the setting of the story uses some sort of monetary currency, maybe you will need this rule. Of course, we aren't talking about real life money. The character usually starts with an amount of money (in $) of (Eg + Sr) x 10.\nSkills.\n\tDuring the characterization, think about something your character is really good at. Tell it to the Referee and see if he agrees. If the Referee approves that your character can be good at it, it becomes the character's first skill. The Referee then tells how the skill will work and describe it in terms of rules if necessary (see Tests). You can earn a new skill for your character whenever it rises a level, unless your Skill Limit doesn't allow. For example, if you have a Skill Limit of 3 and you already have three skills, you can't earn another.\n\tThe character can't have a skill “fighting”, meaning that he is really good at all forms of combat.  He can't also have a skill “science”, meaning that he is really good at all forms of science. The skills must be specific. He can't be good at fighting in general, but can be good at one form of combat (karate, boxing...) or with a specific kind of weapon (axes, knives, swords, pistols...). He can't be good at all forms of  science, but he can be good at a specific form of science (theology, astronomy, economy, psychology...). So, all skills require the Referee's approval.\nHow to make skills.\n\tUnlike other systems, Fenária RPG doesn't come with a list of skills. It would be more efficient to teach the Referee to make his own skills and leave them available for the players to choose. It's as easy as filling a form.\nName: the name of the skill.\nEffect: by default, all skills have the same effect, that is, they make tests easier when they can applied to said test (see Tests). If the skill works differently, describe how it works.\nWhen it can be applied: give examples of when a character can use his skill and in what situations the skill is useful.\nHow to learn: some skills can't be acquired by everyone, but just members of certain schools or maybe it requires a special training. Specify if the skill can be learned by everyone or if it demands training.\n\tHere's an example of skill:\n\tPhilosophy: knowledge over metaphysics, logic, epistemology, ethics and aesthetics. Works as default (see Tests). Is useful whenever knowledge over philosophic tradition is demanded. Can't be learned if not studied previously.\nAppearance and Species.\n\tMaybe your character simply isn't human. Describe how your character looks and what is his species. Like skills, different species must be approved by the Referee. The player can propose a new species to Referee's approval or the Referee can come up with a list of available species for the players.\n\tAlso like skills, Fenária RPG doesn't come with a list of available “races”, so it's, again, up to the Referee to make them up by filling a form.\nName of the species. For example, the “cat-people”.\nGeneral description. Using the “cat-people” example, let's say they are mostly cats, with some human attributes, able to walk on two feet, to talk and to think, they are covered in fluffy fur and have long tails, a pair of triangular ears on the top of their heads, they have muzzle with whiskers and even purr when happy.\nAdvantages. Let's say that most “cat-people”, due to their life style and light build are naturally better at climbing and jumping, compared to the other species, so they earn, for free, the skills Climbing and Jumping, even when these skills doesn't fit in the Skill Limit.\nFlaws. Let's say that most of the “cat-people” tend to be lazy and pragmatic due to cultural environment, which affects their personality to the point where, unless it's extremely necessary, they will always make the choice that demands less effort when faced with a hard decision... not to mention they act weird when exposed to catnip.\nCharacter's Biography.\n\tIt isn't extremely necessary, but attributing a life story to the character could make him more vivid and fun to play as. Plus, it can give ideas to the Referee if he decides to make a story based on past events in the character's life, from before he started going into adventures.\nPersonality.\n\tDescribe the personality of the character. Is he happy-go-lucky? Fierce and merciless? Sensitive and solitary? Or he simply “doesn't care”? The personality of the character is your role-play guide; make your character act according to it's personality. If you do, it would be fair if the Referee allow your character to rise a level.\nWeapons.\n\tLastly, no less important, maybe there are weapons available for the characters. Again, there's no ready-to-use list of weapons to use in Fenária RPG. It's, yet again, up to the Referee to make them up by, again, filling a form.\nName the weapon, of course. It can be a simple name that describes it's nature, such as “sword” or “AK-47” or it can be a meaningful name that refers to it's story, like those weapons named after people who used them or the place where they were forged.\nDescribe the effect of the weapon, in terms of rules. Usually, the only effect of the weapons is to rise the Attack value or Defense value (see Composite Values) of the character who is using it. It's going to give him advantages when he is fighting (see Combat). But some weapons may have different effects, such as rising another value or inflicting special statuses on the target or user.\nDescribe how much the weapon weights.\nDescribe how much it costs or if can even be bought.\n\tRemember, if the character carries too much weight, he might be in trouble. If a character carries more weight than his Weight-Lifting Capacity, his Damage Meter will rise, per second, in an amount equal to the difference between the weight it's trying to carry and the Weight-Lifting Capacity. For example:\n\tI'm trying to carry 110kg while my Weight-Lifting Capacity is 100kg. My Damage Meter will rise 10 points per second (in game time, not in real life time). Plus, in such condition, the Movement of the character becomes 0 (he can still move, but very slowly).\nThe Characters of the Referee.\n\tNow you learned how the players are supposed to build their characters. However, while each player controls only one character, the Referee controls all other characters in the story: the secondary characters and the villains.\n\tThe Referee isn't bound to these rules to make the characters that aren't controlled by the players and can build characters in a completely arbitrary way. However, he must still be fair to the players. The “final boss” of the story may be very strong and powerful, but it doesn't mean that he must be invincible. Also, keep in mind that the heroes are the characters of the players. It's extremely tempting, I know by experience, to make a character that is so powerful that he takes away the focus on the actual heroes of the story, even if he is there just to be a helper, but try to not fall in such temptation. Also, the purpose there is to write a story, so the Referee play with the players, but not against the players, even if he is in charge of making up villains that can even kill the characters of the players. It's a matter of being fair.\nLevel Grinding.\n\tAfter the characters are ready, the Referee can start the storytelling and the players can start the role-playing. Once the playtime is over, the Referee judges if the players did a good job or not. If yes, their characters will rise a level, earning more 4 points to distribute in the attributes and a new skill, if possible. If not... better luck next time!\n- - - -\nOpen to suggestions...",
  "description_bbcode_parsed": "<span style='word-wrap: break-word;'>I&#039;m translating the tabletop RPG system I wrote and this is a sample of character sheet. I already translated the characterization rules...<br />- - - -<br />Fen&aacute;ria RPG EN-US 3.3<br />What is RPG?<br />\tRPG means role-playing game, it&#039;s a game in which you pretend to be a different person, in which you play a role. It&#039;s pretty much a &ldquo;pretend-to-be&rdquo; thing. Most people played something similar in their childhood, when they pretended to be characters from television shows and the like. Or maybe you were that kind of kid who had a &ldquo;secret identity&rdquo; to fight the evil in the world.<br />\tRPG is different from that because it uses rules. Every game has rules that you either agree with or that are enforced upon you. But let&#039;s not touch that subject just yet.<br />\tA group of friends gather to play this strange thing. They sit around a table, one of them carrying the book containing the rules. One of them is chosen as Referee. The Referee then starts to tell a story. The other players, supposing that they already went through the characterization, control, each, a character inside the story that the Referee is telling. So, whenever it&#039;s necessary that said characters make a choice, the Referee asks the other players what their characters will do in that situation. Once they answer, the Referee must continue the story, based on the actions of the player characters... until another decision is needed from them.<br />\tAs you see, RPG is a pretend-to-be thing, but, over anything, is storytelling. It&#039;s like a collaborative legend being written. There&#039;s the Referee, who have the &ldquo;script&rdquo; of the story and there&#039;s the other players, who control the heroes of the story. The script of the Referee will be modified by the actions of the other players and the result is a story that can be funny, thrilling, dramatic and written by all the players while they &ldquo;improvise&rdquo;.<br />\tHowever, at some point of the story, the Referee isn&#039;t sure if the action that certain character is about to perform is successful or not. That&#039;s why we use rules. This file contains a set of rules written by me. There are different sets of rules available either for free or for fee, both on-line and off-line. If you don&#039;t like these rules, feel free to acquire a different set or even write your own.<br />What you need to play.<br />\tTo play RPG, all you need is a Referee and a bunch of people to play the heroes of the story (usually between 3 and 6). But, if you wish to use these rules, get yourself a copy of this rule set, a blank paper sheet for each player, two dices and a pencil, also for each player.<br />Characterization.<br />\tWhile making an imaginary character is easy and you don&#039;t need rules for that, you must adequate the character you imagined to the rules, so that the story can flow without fights between the players because of &ldquo;irregular&rdquo; characters that are too strong or too dumb.<br />\tIn the following pages, up to the section Tests, you will learn how to make a character that doesn&#039;t break the rules.<br />Level.<br />\tIf you play the so-called &ldquo;electronic RPG&rdquo; genre of video-games, you are probably familiar with the concept of Level. Level is a number that measures how &ldquo;strong&rdquo; a character is. All characters start in the 1st Level. When the Referee decides that the group played enough for a day and that they must pause and continue in the next day, he will judge if the players did a good job during the game. It isn&#039;t all about defeating monsters and solving riddles during the story, it&#039;s also about playing the role. If the player made the character act according to the personality given to him, then the player role-played well and it also counts. If the player did a good job, the Referee should allow his character to rise a level. So, the next day, when the group gathers again, that character will be slightly stronger than before. Unlike other tabletop RPG systems, Fen&aacute;ria RPG doesn&#039;t use &ldquo;experience points&rdquo;.<br />Attributes.<br />\tWhen the characterization is happening, each player receives 10 points to freely distribute between the following characteristics:<br />Fight (abbreviated as Lt).<br />Body (abbreviated as Cr).<br />Ego (abbreviated as Eg).<br />Luck (abbreviated as Sr).<br />\tFight is the general attack and defense skill of the character. If you want a character who is good at fighting, spend a lot of points in Fight.<br />\tBody controls everything related to health, strength and other physical capabilities. If you a robust character, spend a lot of points in Body.<br />\tEgo controls everything related to the mind, logic, willpower and even faith. A smart character is supposed to have a lot of points in Ego.<br />\tLuck controls everything that isn&#039;t covered by the other attributes.<br />\tNow, you can&#039;t leave an attribute with 0 points. Whenever the character rises a level, the player earns more 4 points to freely distribute on these attributes again, to make his character better.<br />Composite Values.<br />\tOnce you decided how many points you character have in each attribute, you must now use some more of your math skills to determine your composed values. These values aren&#039;t acquired with points; they depend on the attributes and change whenever your attributes change.<br />\tAttack: the attack value of your character, how good he is in offensive fighting. Your attack value is Lt x 2.<br />\tDefense: the defense value of your character, how good he is in defensive fighting. Your defense value is Lt x 4.<br />\tDamage Meter: it always start as 0. Whenever your character gets hurt, tired or has his body harmed somehow, the Damage Meter rises. If it rises too much, the character might die. See more in Damage Meter.<br />\tVitality Variable: how much your character can resist to pain and injuries. The vitality variable is Cr x 10.<br />\tWeight-Lifting Capacity: how much weight your character can carry before he starts to feel tired and under pressure. The weight-lifting capacity is Cr x 20 (in kilograms).<br />\tMovement: how fast the character moves. The movement value is Cr x 4.<br />\tSkill Limit: how many skills the character can learn. The skill limit is Eg / 4. If you get a value lower than 1, treat it as 1.<br />\tVitality: general resistance to death and fainting (see Damage Meter). The Vitality value is (Cr + Eg) / 2, rounded down (if you get a number like 2,5 or 1,5, ignore the value after the comma, so it becomes 2 or 1, for example).<br />Money.<br />\tIf the setting of the story uses some sort of monetary currency, maybe you will need this rule. Of course, we aren&#039;t talking about real life money. The character usually starts with an amount of money (in $) of (Eg + Sr) x 10.<br />Skills.<br />\tDuring the characterization, think about something your character is really good at. Tell it to the Referee and see if he agrees. If the Referee approves that your character can be good at it, it becomes the character&#039;s first skill. The Referee then tells how the skill will work and describe it in terms of rules if necessary (see Tests). You can earn a new skill for your character whenever it rises a level, unless your Skill Limit doesn&#039;t allow. For example, if you have a Skill Limit of 3 and you already have three skills, you can&#039;t earn another.<br />\tThe character can&#039;t have a skill &ldquo;fighting&rdquo;, meaning that he is really good at all forms of combat.&nbsp;&nbsp;He can&#039;t also have a skill &ldquo;science&rdquo;, meaning that he is really good at all forms of science. The skills must be specific. He can&#039;t be good at fighting in general, but can be good at one form of combat (karate, boxing...) or with a specific kind of weapon (axes, knives, swords, pistols...). He can&#039;t be good at all forms of&nbsp;&nbsp;science, but he can be good at a specific form of science (theology, astronomy, economy, psychology...). So, all skills require the Referee&#039;s approval.<br />How to make skills.<br />\tUnlike other systems, Fen&aacute;ria RPG doesn&#039;t come with a list of skills. It would be more efficient to teach the Referee to make his own skills and leave them available for the players to choose. It&#039;s as easy as filling a form.<br />Name: the name of the skill.<br />Effect: by default, all skills have the same effect, that is, they make tests easier when they can applied to said test (see Tests). If the skill works differently, describe how it works.<br />When it can be applied: give examples of when a character can use his skill and in what situations the skill is useful.<br />How to learn: some skills can&#039;t be acquired by everyone, but just members of certain schools or maybe it requires a special training. Specify if the skill can be learned by everyone or if it demands training.<br />\tHere&#039;s an example of skill:<br />\tPhilosophy: knowledge over metaphysics, logic, epistemology, ethics and aesthetics. Works as default (see Tests). Is useful whenever knowledge over philosophic tradition is demanded. Can&#039;t be learned if not studied previously.<br />Appearance and Species.<br />\tMaybe your character simply isn&#039;t human. Describe how your character looks and what is his species. Like skills, different species must be approved by the Referee. The player can propose a new species to Referee&#039;s approval or the Referee can come up with a list of available species for the players.<br />\tAlso like skills, Fen&aacute;ria RPG doesn&#039;t come with a list of available &ldquo;races&rdquo;, so it&#039;s, again, up to the Referee to make them up by filling a form.<br />Name of the species. For example, the &ldquo;cat-people&rdquo;.<br />General description. Using the &ldquo;cat-people&rdquo; example, let&#039;s say they are mostly cats, with some human attributes, able to walk on two feet, to talk and to think, they are covered in fluffy fur and have long tails, a pair of triangular ears on the top of their heads, they have muzzle with whiskers and even purr when happy.<br />Advantages. Let&#039;s say that most &ldquo;cat-people&rdquo;, due to their life style and light build are naturally better at climbing and jumping, compared to the other species, so they earn, for free, the skills Climbing and Jumping, even when these skills doesn&#039;t fit in the Skill Limit.<br />Flaws. Let&#039;s say that most of the &ldquo;cat-people&rdquo; tend to be lazy and pragmatic due to cultural environment, which affects their personality to the point where, unless it&#039;s extremely necessary, they will always make the choice that demands less effort when faced with a hard decision... not to mention they act weird when exposed to catnip.<br />Character&#039;s Biography.<br />\tIt isn&#039;t extremely necessary, but attributing a life story to the character could make him more vivid and fun to play as. Plus, it can give ideas to the Referee if he decides to make a story based on past events in the character&#039;s life, from before he started going into adventures.<br />Personality.<br />\tDescribe the personality of the character. Is he happy-go-lucky? Fierce and merciless? Sensitive and solitary? Or he simply &ldquo;doesn&#039;t care&rdquo;? The personality of the character is your role-play guide; make your character act according to it&#039;s personality. If you do, it would be fair if the Referee allow your character to rise a level.<br />Weapons.<br />\tLastly, no less important, maybe there are weapons available for the characters. Again, there&#039;s no ready-to-use list of weapons to use in Fen&aacute;ria RPG. It&#039;s, yet again, up to the Referee to make them up by, again, filling a form.<br />Name the weapon, of course. It can be a simple name that describes it&#039;s nature, such as &ldquo;sword&rdquo; or &ldquo;AK-47&rdquo; or it can be a meaningful name that refers to it&#039;s story, like those weapons named after people who used them or the place where they were forged.<br />Describe the effect of the weapon, in terms of rules. Usually, the only effect of the weapons is to rise the Attack value or Defense value (see Composite Values) of the character who is using it. It&#039;s going to give him advantages when he is fighting (see Combat). But some weapons may have different effects, such as rising another value or inflicting special statuses on the target or user.<br />Describe how much the weapon weights.<br />Describe how much it costs or if can even be bought.<br />\tRemember, if the character carries too much weight, he might be in trouble. If a character carries more weight than his Weight-Lifting Capacity, his Damage Meter will rise, per second, in an amount equal to the difference between the weight it&#039;s trying to carry and the Weight-Lifting Capacity. For example:<br />\tI&#039;m trying to carry 110kg while my Weight-Lifting Capacity is 100kg. My Damage Meter will rise 10 points per second (in game time, not in real life time). Plus, in such condition, the Movement of the character becomes 0 (he can still move, but very slowly).<br />The Characters of the Referee.<br />\tNow you learned how the players are supposed to build their characters. However, while each player controls only one character, the Referee controls all other characters in the story: the secondary characters and the villains.<br />\tThe Referee isn&#039;t bound to these rules to make the characters that aren&#039;t controlled by the players and can build characters in a completely arbitrary way. However, he must still be fair to the players. The &ldquo;final boss&rdquo; of the story may be very strong and powerful, but it doesn&#039;t mean that he must be invincible. Also, keep in mind that the heroes are the characters of the players. It&#039;s extremely tempting, I know by experience, to make a character that is so powerful that he takes away the focus on the actual heroes of the story, even if he is there just to be a helper, but try to not fall in such temptation. Also, the purpose there is to write a story, so the Referee play with the players, but not against the players, even if he is in charge of making up villains that can even kill the characters of the players. It&#039;s a matter of being fair.<br />Level Grinding.<br />\tAfter the characters are ready, the Referee can start the storytelling and the players can start the role-playing. Once the playtime is over, the Referee judges if the players did a good job or not. If yes, their characters will rise a level, earning more 4 points to distribute in the attributes and a new skill, if possible. If not... better luck next time!<br />- - - -<br />Open to suggestions...</span>",
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