Life Path System

The Life Path System(LPS) will use a series of table to create the character.  As the character is aging his attributes will be adjusted, sometimes up, sometimes down, and skills will be awarded.  However, you will gain experience(exp) along the way to spend on the character as you see fit.

Attributes
Prowess – this is dexterity, ability to move and reactions to events that rely on reflexes.  Driving, running, hand to hand fighting, and anytime you need nimble actions this is the stat that is challenged.

Tactics- This skill is used to rate anything to do with weapons, war, or fighting where tactics are involved.  If it is a weapon this measures your ability with it.

Will- this measures your characters force of will, his ability to withstand pressure.  This also measures his ability to stop magic effects when he focuses his will.  This also measures the ability for a character to press on when he is taxed.  Stronger willed characters will usually win when the attributes are closely matched.

Presence- This is the measure of the force of your personality on others, this will be used for charm, bluff, intimidate or social challenges.  This normally effects the targets Will, but it can be used to sway people to your way of thinking when challenging anthers Presence.

Affinity- This is ones closeness to the supernatural and governs ability to use magic.

Skills and Abilities
Attributes are enhanced by the use of skills or abilities.  If you have a skill you are trying to accomplish the skill will add to the attribute's point value.

Skills are used for specific tasks, such as riding, archery, sword forms.  Skills that have too wide a base will fall into the are of abilities.

Abilities are broad spectrum tools or powerful abilities the character may have.  Magical use is an ability. leadership is an ability, anything that cannot be called a skill will fall into this area.

How it works
Everything you want your character to do will have a difficulty value(DV) the DV of the task must be met before it can be done successfully.  The DV of a task can be made easier with more helping people(they will add their skill to the task) or more difficult by environment or rushed time.  The exact DV is up to the moderator.  Here is a table with normal values.
DifficultyDV
Easy1 - 3
Everyday4 - 6
Complex7 - 9
Difficult10 - 12
Very Hard13 - 15
Impossible16 - 18
Legendary19 - 21


Powers

Powers are special abilities the character can use.  These are usually supernatural in nature.  These can be anything from reading minds to using magic.

Luck
Luck is a stat that can be either positive or negative.  You can use experience to buy luck and the more luck the character has the more fortunate his life will be.  Those with negative luck have a more unlucky life, however, if you wish to take negative luck it adds points to the character, so some bad luck may be worth it to have a little extra power.

Luck can be invoked whenever the player wish an automatic success or to make an auto failure on the part of the other characters.  Once the luck has been spent it cannot be used again until the character has reached a story arch.  Negative luck can be used only by the moderator to cause an auto failure of the player or an auto success of an NPC.  A players negative luck cannot be invoked by another player.

Experience
Exp is earned each week and spent each month.

Exp is spent automatically via the player wishlist thread.

In the wishlist thread the player can put the changes they want to happen in a short lest of 4 items, ranked 1-4 with 1 as the first, and 4 as the last item to buy.  When the character has the right amount of exp the item is bought and the player has a free slot now to ask for a new change.

Earning EXP
1 exp for posting in the week
1-3 exp for finishing a story arch

Each week as a player you can PM another player you posted with that week or followed the thread on to award them 1 exp.  You can gift this to only one other player a week and it must be gifted before Friday of the week.

How to spend exp

You can spend exp this way:

AttributesCurrent score * 10 exp to gain one level
AbilityCurrent Score * 5 to gain one level
SkillCurrent Score * 2 to gain a level