[center] [img]https://fontmeme.com/permalink/220825/62d17dce02c7495fa077f76895590e8a.png[/img] [img]https://fontmeme.com/permalink/220825/baaf37c240651b03e4a8e1b26802f3ec.png[/img][h1]* * * *[/h1] [/center] [center] [img]https://i.imgur.com/I95tEsZ.jpg[/img][/center] [hr][hr] [center][url=https://www.roleplayerguild.com/topics/189020-a-thousand-legends-sundered-veil-currently-at-capacity/ooc#post-5395274]Original Interest Thread[/url][/center] [center][h2]SHORT INTRODUCTION[/h2][/center] [center][b]Welcome to [i]A Thousand Legends: Sundered Veil[/i] ![/b] _____________________________________________[/center] This high fantasy RP is set in the mystical realm of Yongcun, or the “Eternal Empire”. Our story begins in Bianwei, the Imperial capital, amid the festival of Wan Yue - a yearly celebration dedicated to the coming of the harvest season. Players will role as recent arrivals in the city who have come for reasons their own be it to simply enjoy the festivities or for some other purpose(s). It is at the height of the celebration that chaos strikes. Bianwei comes under attack as armed assailants take to the streets and begin brutally killing both Imperial Guards and citizens alike. The Guard are spread thin which allows the attackers to run amok and forces player characters to either flee or stand and fight. As blood flows over the streets and smoke rises above the city it is revealed that this is no random assault but rather a diversion for a greater ploy at hand - the assassination of the Emperor. The attack on the capital will just be the beginning and will set the stage for the moving plot. This will be an open world experience, that said there will of course be a narrative to be followed. Player decisions and involvement will affect the story, some choices having greater impact - and possible consequences - than others. Explore the lands, make allies and enemies, and choose your allegiance in the coming struggle for the fate of Yongcun. Will you fight to preserve the Eternal Empire or join those who would see it toppled? [hr][hr] [center][h2]GUIDELINES AND RULES[/h2][/center] [center][b]Expectations and an outline on gameplay and functions.[/b] _____________________________________________________________[/center] • Adhere to the [url=https://www.roleplayerguild.com/topics/163267-fundamental-rules-of-the-guild/ooc#post-4291608]guild rules[/url] of course. • This will be 18+ but in cohesion with guild rules avoid sexually explicit themes and other fringe material that other players may be uncomfortable with. • Please do not detach yourself from the storyline. As already clarified this RP is open world, the context being that players are allowed to pursue personal goals and explore the land of their own volition. That said everyone is expected to have a presence in the main plot as it unfolds so generally speaking keep your character in the loop. • Stay in sync with the main theme, specifically in regards to character creation. This RP is inspired from the mythology and general history and culture of East Asia, particularly that of China, the Mongols, Japan, and Korea. Players are expected to stay true to this base foundation throughout their participation. Ask me for further clarity and any other assistance if needed. • Players are allowed only one character at a time. If your character dies you are allowed to create a new one. • This will be a [i]lite[/i] tabletop campaign. What I mean by this is that while we will be using tabletop devices - i.e dice, ability scores, etcetera - this is very much still a narrative driven RP. Putting a ratio to it this will be 3/4 narrative and 1/4 dice rolls and scoring. • Post content should range within three to ten paragraphs to put it roughly. In some instances less than three paragraphs is fine, but even then [i]bare minimum[/i] should be no less than around eight to ten sentences. I am less strict on longer than average posts but even then let us try and keep things within the “casual to low advanced” scale. • Discord will be used for a notable amount of communication/discussion while IC content will remain onsite. • Please notify the GM of any extended absence you may need/have. I am willing to work with you if you just let me know. If you have simply lost interest I would still appreciate a heads up with my guarantee of no hard feelings. [hr][hr] [center][h2]GAMEPLAY AND DICE[/h2][/center] [center][hider=ATTRIBUTES] Attributes represent a character’s strengths and talents. There are six total attributes; [b]Might, Dexterity, Perception, Wisdom, Charisma, Constitution[/b] Players increase their attributes and skills by leveling up. Every level two attribute points are earned. Leveling is done by completing large “missions” or arcs/tasks. [hr][hr] • [b]Might[/b] represents a character's physical and spiritual strength. During interactions and skill checks it can be useful for intimidating displays and acts of brute force. In combat it is the lead attribute for melee attacks. • [b]Dexterity[/b] is the measure of a character's hand-eye coordination, balance, and overall grace. In interactions and skill checks it can be used for sleight-of-hand and fast reactions. In combat it is key for dodging incoming attacks. • [b]Perception[/b] is a character's ability to pick up on details. In interactions, it can be used to catch someone in a lie, to make an observant comment about their appearance, or to notice something happening in the background. In combat it contributes to accuracy and as such is a core stat for archer builds. It is also the leader attribute for blocking attacks if a dodge is failed. • [b]Wisdom[/b] represents a character's logic, reasoning, and mental and emotional temperance. In interactions it can be useful for deduction, sudden realizations, and problem-solving. • [b]Charisma[/b] is a measure of a character's personality, personal magnetism, their ability to lead, and their performance. In interactions it can be used to talk one’s’ way past guards, convince others to help you, and generally help make your case in any situation. It can also be used to haggle for lower prices. • [b]Constitution[/b] measures a characters’ durability. The higher one’s constitution the more health points they have. (Multiply Constitution by x2.) When constitution reaches zero the character is gravely wounded/knocked unconscious and if they receive another hit while down then their constitution will be in the negative which means death. [/hider] [hider=DICE ROLLING] [b]Combat Dice[/b] 2d8 (Two eight-sided dice.) [b]Ability and Skill Check Dice[/b] 1d4 (One four-sided die.) [hr][hr] [center][h2]COMBAT[/h2][/center] [b]Melee:[/b] A single turn of melee has either one or two pairs of dice rolls involved; the initial attack and attempted dodge, and then potential contact - be it blocked or a hit. Character scores that play into this are Might, Dexterity, and Perception. Here is an example to elaborate… [list]1. Zheng moves to attack Po, thus first roll. Both players roll two eight-sided dice. As the attacker Zheng will be utilizing his Might and Perception. Po in this first roll must rely on his Dexterity and Perception in an attempt to dodge. Zheng’s player rolls a 6 and 8 (14), add this to his Might score of 12 and his Perception score of 10 which totals 36. Po rolls a 5 and 4 which adds 9 to his Perception (12) and his Dexterity (12) scores which totals 33. Po’s player has failed to dodge as his score his lower than Zheng’s. Had Po instead scored higher or Zheng scored lower than Zheng would have missed due to Po’s successful dodge. (Ending Zheng’s turn.). 2. Po has failed to dodge so he must defend from the attack. Both players roll again. Zheng once again will rely on his Might and Perception, Po however will have to rely on his own Might rather than Dexterity this time; i.e his Might + Perception. Zheng rolls an 8 and an 8 adding 16 to his Might score (12) and his Perception score (10) which equals 38. Po rolls a 3 and a 4 adding 7 to his Might score (10) and his Perception score (12) which equals 29. Po has failed to block and has taken damage as Zheng’s attack has gotten through. Po’s Constitution is 11 which gives him 22 HP. Subtract the difference between Zheng’s and Po’s score (38-29) which equals 9. Po has lost 9 HP pulling him down to 13 - a critical hit. Had Po’s defense roll score been higher than Zheng’s second attack roll Po would have blocked the attack and ended Zheng’s turn. [/list] [hr][hr] [b]Ranged (Archery & Throwing):[/b] In the event of an archery or other ranged attack there is a single roll, each player rolling two eight-sided dice as with melee combat. The ranged attacker shoots/throws their missile and the defender can attempt to dodge the attack. Characters possessing a shield can attempt a block saving throw in the event of failing the dodge roll. Example… [list]1. Huang shoots his bow launching an arrow a Li. Both players roll their dice (eight-sided). Huang relies on his Perception (14) and his Dexterity (12) while Li also relies on his own Perception (12) and Dexterity (13). Both players end up rolling a pair of 4’s. Huang’s combined score is 14+12+8 equaling 34 while Li’s combined score is 12+13+8 equaling 33. Li has failed to dodge/deflect Huang’s shot. However as the difference between scores is only 1 this attack has done little-to-no damage. [b]Note:[/b] Players with shields can attempt to deflect a ranged attack however this has no effect other than for character roleplay purpose - to choose between dodging or deflecting a missile attack.[/list] [hr][hr] [b]Just a note - dice rolling as far as combat is concerned will be strictly for “bosses” or unique/key enemies encountered and player duels. A reminder that, while employing a tabletop setup, this RP is still very narrative heavy and most combat will be scripted out.[/b] [hr][hr] [center][h2]ATTRIBUTE AND SKILL CHECKS[/h2][/center] Throughout player adventures you will encounter situations that will demand particular skills to succeed in - or in some cases at least survive. These will call upon character attributes of course, as for what attributes are put to the test will depend on the circumstances at present. Some such as brawling, combing through an old ruin, or sneaking across a trap laden hallway will evoke all of one’s specialized abilities. Others - such as bribing a guard or tracking bandits through the jungle - will demand a specific attribute such as Charisma or Perception. When such checks arise against other characters they are resolved through scoring respective skills against each other plus a dice buffer (1d4). Attempting to deceive or persuade a particularly perceptive NPC - even one with very low Charisma - is apt to fail while in other cases having a higher Charisma score than an NPC can work wonders. Or say a character is chasing after a thief and lacks the Dexterity to follow him across walkways and overhead balconies, they can rely on their Perception skills to stay on his trail even if from below on the streets. When facing environmental challenges dice rolls will typically be employed to challenge characters. These checks are very influential in plot events and what direction the story goes based upon character choices and the outcome/consequences of these choices. [/hider][/center] [center][hider=WOUNDS AND MAIMING] Wounds and maiming are often a consequence of being defeated in a battle/duels in which the player did not yield, flee, or surrender. Wounds and maimed condition are acquired when being struck down in battle, the nature and effect of these conditions are based upon damage done. [b]Wounds[/b] are caused when a player characters’ HP reaches 0 and they collapse. Wounds range from lacerations to broken bones to just severe bruising. It depends on the foe faced and the type of damage inflicted, those slashed by swords can expect deep cuts while those pummeled by hand-to-hand techniques can expect bruising or cracked bones. Wounds are not severe typically and only can cause temporary disadvantages in additional combat at hand if there is any. These will heal in time and their debilitations removed. [b]Maiming[/b] is the result of taking a severe hit while still “conscious” but the damage score is a huge hit to remaining HP. Say a player character has only 5 HP left but are hit by a particularly powerful opponent resulting in a -15 to their HP. The player will bottom out at 0 and will only die if they are hit again while unconscious/wounded. A killing blow if you will. However taking such a hard, punishing hit will leave a lasting mark on characters. Maiming can range from terrible scarring to loss of limbs or eyes for example. Maiming effects are permanent except under special circumstances/conditions and will lower certain attributes by [i]x[/i] number of points or worse permanently cripple the character. Keep this in mind. [/hider][/center] [hr][hr] [center][h2]WORLD AND LORE[/h2][/center] [center][u][url=https://www.roleplayerguild.com/posts/5395055]RACES[/url][/u] [u][url=https://www.roleplayerguild.com/posts/5395057]REALMS AND KINGDOMS[/url][/u] [u][url=https://www.roleplayerguild.com/posts/5395058]THE DIVINES AND THE IMMORTAL HEAVENS[/url][/u] [u][url=https://www.roleplayerguild.com/posts/5395059]YAOGUIA[/url][/u] [u][url=https://www.roleplayerguild.com/posts/5395060]HISTORY[/url][/u][/center]