Hidden 9 yrs ago 9 yrs ago Post by xCRAZYxFACEx
Raw
GM
Avatar of xCRAZYxFACEx

xCRAZYxFACEx The Sane

Member Seen 7 yrs ago



The cycle repeats.

Creation led to the development of Knowledge, men striving to become all powerful. Knowledge led to Destruction, as brother killed brother and man razed what they had built. Destruction led to Magic, the souls of men seeping into the ground. Magic led once more to Creation, and a new era of men, magic, and creature began.

And so the world was reborn.

Man is no longer the sole inhabitant of the great continent of Durian. Magical creatures, sentient creations, and beast turned being all now inhabit the world. Five great cities have risen, and seven empires vie for power and control over Durian. Armies have fought, wars have been won and lost. Even now, war drums sound over the hills as another great battle approaches.

You are but one individual, from one of the five great cities or from one of Durian's many hamlets it matters not. Events will soon forge you and your allies into shapers of the next phase of the cycle, for better, or for worse. Make your choices wisely, for fate has given you a heavy hand, and magic can only undo so much...



Hey there. This is a game that's going to focus on plot and characters, with a hodgepodge of rules, combat, and intrigue to make things interesting. Think DnD, but with more writing and less rolling. At least, less rolling on your part.

You will play a character that lives on Durian, specifically one with a life all his or her or its own. You can play one of seven races, which I'll explain below, and you'll have stats that determine the outcome of actions that have a chance of failure. This is going to be relatively rules light (keyword relatively), so you'll be able to focus on writing while you're bashing in a monster's head or sipping wine at a noble's manor.

To start out, your character will be in Pyl's Gate, the largest of the five great cities. Your business there is your own (to figure out), but your character soon hears of a rash of murders that appear to be focused on members of the Elsinian, a group that focuses on magic in the world. Through one way or another, you find yourself hired to track down the murderer, where upon you'll meet the others in the group.

Now, before we go any further, lets establish some ground rules:

1. GM's word is law.

This is self explanatory. If I say something happens, it does. The stats and rules are there for a reason, and I'm going to enforce them. You can't have a game without rules. But, there's an addendum to this, and that is:

1a. The GM's decision may be changed if you present your reason in a logical and polite manner.

I'm not a dictator here. If you think I overlooked something, made a mistake, or made a genuinely bad call, bring it to my attention. A game isn't worth playing if people feel like they're being cheated out of a win. Just don't be a dick, and I promise to give you and the problem my full attention.

2. Be polite to others.

Seriously. If you've got a problem, either hash it out yourselves over PM like adults, or bring it to me and I'll make a decision for you. Just don't bring it into the game and make problems where there shouldn't be any.

3. When bad things happen, its for a reason.

I have no reason to kill off anyone. If anything, I'm here to make sure your characters live long, successful, and adventurous lives. But sometimes a bad roll happens, or something doesn't go to plan and you find yourself in a sticky situation. It happens. But I'm not the bogeyman, I'm not out to get you. So if anything happens, don't complain that I'm being unfair. (Unless you think I missed something, in which case refer to 1a.)

4. I'm open to ideas, questions, and comments.

If you have an idea, say something! I can't know how things are going if you don't tell me! And if you want to do something but aren't sure if its okay to post, definitely talk to me. Odds are we can work something out. The only thing that's out of the question is if you can play a race that's not on the list. I'm not even going to consider it. But otherwise, shoot!



Great! Now that that's out of the way, let's get you on the way to creating a character.

Each character has seven stats, and they are:

Strength: The ability to move heavy things, to swing weapons hard, to take a blow and still be standing. Basically, any physical and strenuous act is covered by strength.

Dexterity: The ability to move quietly and without being seen, to work with your hands, to be agile and dodge blows. Anything involving finesse or agility is covered by this.

Intelligence: The ability to remember important facts, to read and understand the arcane, and to think on your feet. Anything involving planning, the arcane, or general knowledge is covered by Intelligence.

Endurance: The ability to go several rounds in a fight, to drink heavily without passing out, to run for miles without tiring. Anything that's physical and isn't covered by strength goes here. Endurance also influences your HP, so plan ahead!

Intuition: The ability to read another person's body language, to sense a trap, and to make good decisions. This would cover both common sense and your gut feeling.

Prowess: The ability to fight, stay calm under pressure, and do what it takes to win. This almost entirely covers your ability to fight, so weigh this versus the others carefully.

Luck: Your luck in each and every scenario. If you fail a roll, luck can sometimes save you from making a wrong decision, being detected by an enemy, or taking a sword to the belly.

You have 90 points to allocate to all your stats. All stats require at least five points in them, except for luck which requires none. The maximum number of points you can put into one stat is 30. For reference, an average person in this world has 50 points.



Next comes your race. Each race comes with a small boost to certain stats, and they all have their own culture and role in the world. Pick carefully. And remember, I'm not going to entertain the thought of any additional races.
















Great! Now, the last part: abilities. Abilities are special things your character can do, like summoning a fireball, dancing in and out enemies and slashing with your blades, summoning ethereal wings so you can glide around, summoning poison from your fingertips, and so on! Go nuts here, this is where you get to really customize your character. Now, I am going to be reviewing these, so if you have something I feel is overpowered or something, I'm going to ask that you either change or remove the ability.

You can have four abilities. The first two are somewhat weaker in their abilities, or are meant for non combat purposes, but you can use them pretty much all the time. The third is something you can use occasionally (think taking a twenty minute breather between uses), or a certain number of times in a day, but is stronger. The final ability is something you can only use once a day or less, but is much stronger than the other three. For simplicity, let's call them Simple abilities, Advanced abilities, and Ultra abilities. When you post your CS, we'll go over it and make any necessary adjustments, so don't worry too much about making something over or underpowered.

In the next post, I'll post what the CS should look like and valuable information like maps, organizations, and places. I hope you like what you see and will consider joining this game!
Hidden 9 yrs ago 9 yrs ago Post by xCRAZYxFACEx
Raw
GM
Avatar of xCRAZYxFACEx

xCRAZYxFACEx The Sane

Member Seen 7 yrs ago

Here's the CS format you should use.

Name:

Race:

Appearance: can be a picture or a written description.

Equipment: what your character has brought with them, what they have. Can be armor, weapons, tools, miscellaneous, all that jazz.

Stats: remember, 90 points total plus your racial bonus, a minimum of five in each stat (except luck), and a maximum of 30 in any one stat.
Strength:
Dexterity:
Intelligence:
Endurance:
Intuition:
Prowess:
Luck:

Abilities: make sure to write a thorough description of the abilities here. As in what they do, how often, how powerful and such.
Simple Ability:
Simple Ability:
Advanced Ability:
Ultra Ability:

Background: This is where you give everyone the general backstory to your character, how they became who they are. You don't have to give everything away to begin with, but I do expect at least 2 paragraphs describing your character. Other than that, give as much or as little detail as you want (though a more thorough description would be much appreciated ;)



Maps











Durian Factions and Places
Hidden 9 yrs ago Post by xCRAZYxFACEx
Raw
GM
Avatar of xCRAZYxFACEx

xCRAZYxFACEx The Sane

Member Seen 7 yrs ago

Here's some additional rules to help make your choices for a character.

Hit Points (HP): How many times you can be hit before dying. Determined by dividing Strength by two, and then adding it to your endurance. Then, divide the sum by three. So, at say 20 Endurance and 20 Strength, you would get 10 HP. An average person normally has 3 to 4 HP.

Stat Checks: These are rolls that determine whether or not you succeed when performing an action. It's based off of a d100 system. So, something that has a 50/50 chance of succeeding means you need to roll a 51 or higher to succeed. Your stats will give a bonus to that roll. Say you have 20 Intuition, and you need to roll a 51 or higher on a check. You get +20 to the roll, so you only have to get 31 or higher to succeed.

Critical Success/Fail: Rolling a natural 96-100 on a check means you have a chance of critically succeeding, where something even better than what you were hoping for happens. You roll again to see if you get the critical. Rolling a 90-100 gets you the critical, but this time your luck gives you a flat bonus to your roll. If you roll a 1-5 on a check, you have a chance of critically failing, where something even worse than failing happens. You roll again, where a 1-30 means you critically fail. But, your luck again provides a bonus to your roll, adding its value.

Combat Checks: This is another roll that's determined by Prowess. You and the attacker both roll d100, add your Prowess bonus, and then whoever is higher wins the check damages the enemy for one hitpoint. Your abilities can influence the battle, doing anything from adding to your roll, giving you a chance to evade an attack, or regain HP. It depends on the ability. Now, when you are about to take a hit, your luck and dexterity give you a chance to evade the attack and take no damage. Divide your dexterity by 2, your luck by 3, and then add them together. That's your bonus. There's a 90% chance you'll take the hit. For the difference in every point in Strength between the characters and the difference in between your previous rolls is, you lose that many points in your roll. Roll, then add your bonus, subtract your loss, and then see if you managed to avoid taking a hit.

Kinda of a lot, huh? The short of it is, Prowess determines who has a better chance of winning a round in a fight. Strength gives you a better chance of dealing that damage, while Dexterity and Luck give you a better chance to avoid taking that hit. I'm going to be doing all that rolling, so don't worry too much about it.

That should be it for behind-the-scenes rules and gameplay that I want to make sure you know, if anything else comes up I'll be sure to let you know!
↑ Top
© 2007-2024
BBCode Cheatsheet