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Heroes Community > Bards Glade Pyre (RPG) > Thread: The Desolation (OOC)
Thread: The Desolation (OOC) This thread is 12 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 · NEXT»
Galatea
Galatea


Supreme Hero
Well, I'm Ceres!
posted October 16, 2018 03:14 PM
Edited by Galatea at 09:20, 02 Nov 2018.

The Desolation (OOC)

Part I: Introductory Post

Voldandriel, the marvel of the south. A massive land that is both rich and peaceful. Home to a diversity of inhabitants - humans being the most dominant race of them all. For centuries, this land had boasted its power. It stood more prosperous and advanced than any other kingdom. Citizens enjoyed a life of pleasure and plenty, living peacefully and securely under the rule of Borsmorth Clan.

But nothing lasts forever. During the time of King Throjic’s rule, Voldandriel had faced its near destruction. A monster named Escagoth had threatened the existence of the land. Escagoth stood 50 ft tall. Three sharp horns protruded from its large dragon-like head. Its eyes blazed red and its teeth sharp as blades. No physical weapons could pierce its thick hide. Six mighty long limbs razed anything that stood in its way while its heavy feet stomped and crushed the land underneath. The king rallied the smaller clans and his powerful army, along with the help of mysterious allies known only as ‘the visitors’, battled Escagoth. Unimaginable number of casualties piled up as the battle went on. After fighting the monster for months King Throjic and his allies unleashed an unconventional attack that threatened Escagoth’s life. With full might they struck and killed the abomination before it wrecked the whole of Voldandriel. Escagoth’s carcass was thereafter buried and locked in a remote island in the west. It was said that the monster’s body did not decompose.

Along with Throjic’s victory, ‘the visitors’ bestowed upon him a mysterious artifact. A symbol of their victory and alliance. The artifact appeared to be a long and slender golden chest adorned with multifarious jewels. Strangely, upon the possession of the artifact, King Throjic aging slowed down drastically. Decades have passed since the defeat of Escagoth, but the king seems to not have aged a year.

Moreover, it is unknown what this artifact does, but the king became paranoid with protecting it. It would seem that it became his sole purpose in life. In a vow to protect it, King Throjic threw the key in the depths of Durakmoor - a bottomless pit in the eastern part of the region, to make sure that nobody could dare to open the chest. His obsession didn't stop there. He conscripted a big army, including hired mercenaries, and tasked mages to erect magical barriers around the artifact. This drained the treasury and led to raised taxes and poverty among the common people. Those not able to pay were sent to work in the mines or gather resources in other ways. On top of that, the king was so paranoid that he saw conspiracies everywhere and his spies would punish or kidnap people suspected in treason without trial. Rumors said that this artifact has something dark in it that led to the corruption of the king’s mind.

Voldandriel never had a chance to rebuild. Citizens become poorer and poorer. Food and resources become scarce. Various sicknesses spread - both old and new. Bandits roamed the land, threatening the security of the residents. Animals, losing their habitat, started to die - or worse, become hostile. Other races were alleviated from their immunity and subjected to genocide by the dominant race, forcing them to flee and hide on the remote places of the land - caves, deep forests and mountain sides alike.

Voldandriel is in chaos...

...but unknown to many, a glint of hope exists.

In the far south of the land stood the Temple of Amera - Goddess of good, justice, and truth. The temple is home to her devotees and more importantly it is a sanctuary to the last descendant of the Ilyndale Clan.

It was said that in the early years of Voldandriel, long before the coming of Escagoth, two big clans existed - The Borsmorth and Ilyndale Clan. These two clans fought for the full right of rulership of Voldandriel. The Ilyndist specialized in summoning and healing, while the Borsmorthians, relied on their iron-brute strength and their numbers. Eventually, the Illyndale Clan lost. The first clan leader of the Borsmorthian - Thrarjic the Iron-Fist, ordered the eradication of all the Ilyndale Clan. Ilyndale royalties were killed, their cities brought to ruin and anything even remotely connected to them was burned to ash.


As time went by, the existence of the Ilyndale clan faded from the memory of society.

Hidden to the knowledge of the Borsmorthians, a few Ilyndist nobles escaped to the far south, to the Hundred Caves of Okiolnos. These caves were said to be uninhabitable but still, the nobles forced their luck. For them, it was a do or die situation. After hardships and trials, the nobles were able to thrive in the dead caves for decades, living silently and undetected. They successfully managed to increase their numbers hoping to one day restore their lost kingdom, until a mysterious sickness struck them. One by one, the remaining Ilyndist nobles died.

Not losing any hope, the nobles opted for the last plan they had. A few families were sent to venture to the nearest towns. Most of them died on their journey due to fatigue, starvation or the mysterious sickness that haunted them. Only one family was able to reach the nearest civilization - the temple Amera.That was the family of Princess Felicia - the last descendant of Ilyndale Clan.

Princess Felicia was just a baby when the devotees of Amera took custody of her. The princess’ parents died from the sickness, several months after taking sanctuary in the Temple. Aware of the presence of this mysterious illness in their body, Felicia’s parents enlightened the Amerans about the history of the lost kingdom. They also pleaded the priestesses to keep this a secret and protect Felicia at all cost until she’s ready to fulfill  her purpose in life - restore the glory of the Ilyndale Clan by finding the ‘Gem of Life’.

The ‘Gem of Life’, a magical jewel that once fueled the kingdom of Ilyndale, giving the clan an unimaginable power to their summoning ability. It was said that this jewel is the key to restoring the lost kingdom. During the last war between the Borsmorth and Ilyndale Clan the jewel was last seen in the possession of Thrargic. Being advocates of good, justice and truth and hoping that this can end King Throjic's tyranny, the Amerans agreed to help and were true to their word. The princess was brought up in the temple and lived bearing this destiny strong in her heart.

When the princess reached the age of 21, she decided to fulfill her destiny. Along with her bodyguard and childhood friend, Brand, she left the temple and journeyed from city to city trying to find all the help that they could get to bring down the tyrant and restore the glory of her kingdom and the whole of Voldandriel.

====================

Part II: Map


*Thanks Binabik for making the image smaller!

Towns and other notable places

1 Ashborne - the nearest island to the main land in the Mnemonic Isles
2 Hollow Keep - a dilapitaded abandoned keep on the western part of Voldandriel
3 Black Pool - A town near the Western Swamps
4 Hewe - A town to the west of Ranhold
5 Ironrock Islands - the islands to the north of Ranhold
6 Burnsley - a town to the east of Ranhold just above Dustgate
7 Haling Cove - the nearest island to the main land in the Aznacza Islands
8 Seameet - a town in the north near Haling Cove
9 Cesterfield - a town to the east of Dustgate
10 Whitebridge - a town near the bridge on the east of Northern temple of Amera
11 Littlewood - a town in the northern part of Thickwood forest
12 Greenflower - a town to the west of Sunscape Familiar
13 North Pass - a pass in the north that leads to Fangdor
14 Branchwater - a small town to the east of Gilded City
15 Gilded City - the city in the center Voldandriel

====================


Part III:  Classes, Stats, Skills and Traits (additional info to follow)

Classes

Players can choose from the available classes below:

Fighter
A master of close combat, skilled with a variety of weapons and armor. Proficient with all types of weapons and armors.

Archer
A warrior adept in ranged combat. Proficient with bows and light armors.

Mage
A scholarly magic-user capable of manipulating the elements and summoning entities.

Rogue
A scoundrel who uses stealth and trickery to overcome obstacles and enemies. Proficient with one-hand weapons and light armors.

Priest
A holy devout who wields divine magic in service of a higher power.
Proficient with heavy weapons, light armors and heavy armors.

Martial ArtistBecause Elvin feels so privileged that is to why this class exists.
The ultimate masters of martial arts Combat.They learn techniques to push and trip their opponents, manipulate ki to heal damage to their bodies, and practice advanced meditation that can protect them from harm. Proficient in unarmed.  

See Geny's post below about the stats.


Skills

Fighter

Level 0 Skills
-Persevere: Use a turn to take a breather and cure yourself of negative modifiers (except poison)

Berserk Branch:
Level 1-Power Attack: +2 to strength roll when using heavy melee weapons.
Level 2-
Level 3-

Protector Branch:
Level 1-Taunt: Until your next turn every enemy/enemies targets you if able.
Level 2-
Level 3-


Archer

Level 0 Skills
-Notch arrow: Prepares a shot to defend a target ally (including self), fires at the first foe attacking that ally.

Sniper Branch:
Level 1-Aimed Shot: Aimed Shot: +4 to eyesight roll using bows or crossbows, but you act last.
Level 2-
Level 3-

Fast Shot Branch
Level 1-Triple shot: Shoots 3 targets with a -4 eyesight roll on each shot using bows or crossbows.
Level 2-
Level 3-


Rogue

Level 0 Skills
-Shadowstep: Becomes untargetable for a turn.

Assassin Branch:
Level 1-Precise Strike: Ignores target's armor bonus.
Level 2-
Level 3-

Trapper Branch:
Level 1-Snare: +3 to dexterity roll using light weapons but immobilize hit opponent instead of doing damage. (immobilized opponents miss their next turn).
Level 2-
Level 3-


Mage

Level 0 Spells
-Magic Missile: A magical ranged attack that uses Intelligence as its modifier. Can be cast as a higher level spell to add more projectiles that can target different enemies.
-Seeking Strike: Uses the turn to scan a target enemy for weak spots, on next turn can strike the same target without fail.
-Helpful Hand: Conjures an astral hand that can steal small objects, open doors and chests from a distance, etc.

Elementalist Branch:
Level 1
-Flame Fan: Attack all foes with Intelligence modifier and -5 penalty.
-Spark Shower: Blind all foes giving them -4 for their next attack.
-Chilly Chunk: Throws an icicle at one enemy with Intelligence modifier. If the result is no lower than that foe's [DC - 3], stun him to make him skip the next turn.

Level 2-
Level 3-

Summoner Branch:
Level 1
-Fighting Familiar: Summons a small familiar that attacks a random foe with +2 modifier. Can be targeted by enemies. Disappears when hit or at the end of combat.
-Willful Weapon: Summons an arcane weapon that attacks a random foe without modifiers. Cannot be targeted by regular attacks. Disappears after 3 turns or at the end of combat.
-Intimidating Illusion: Summons an illusion to taunt a certain foe and force him to attack the illusion. Cannot attack, but has high DC. Disappears when hit, after 3 turns or at the end of combat.

Level 2-
Level 3-


Priests

Level 0 Spells
-Holy Mercy: A ritual that fully restores a player's HP. Takes some time and therefore can only be used out of combat.
-Divine Admonishment: Admonishes a target, giving them -3 on their next attack roll.

Mercy of God Branch:
Level 1
Divine Messenger (Passive): Has a faint, invisible aura about him that predisposes others to be more helpful and trusting. Doesn't work on worshipers of evil and won't make people do something against their nature.
Level 2
-Healing Touch: Restores 1 HP to a target ally.
-Bless: Gives a target ally +2 to attack and defense until the end of combat.

Level 2-
Level 3-

Wrath of God Branch:
Level 1
-Sense Heresy (Passive): Vaguely feels monsters and worshipers of evil gods and spirits in the area. Cannot pinpoint the source of the feeling, but can't be surprised by such creatures either.
Level 2
-Smite: Attacks a target foe with Devotion modifier, ignores armor.
-Curse: Gives a target foe -2 to attack and defense until the end of combat.

Level 2-
Level 3-


Martial Artist

Level 0 Skill
Disabling strike: An attack that attempts to neutralize the opponent without harm. If successful, but the foe survives he is stunned for one turn; if he is defeated, he remains alive and paralyzed.

Brawler Branch
Level 1-Fly like a butterfly: Assume a defensive stance for a turn, raising your defense by 3.
Level 2-
Level 3-

Monk Branch
Level 1-Hit like stone: An attack that attempts to destroy the foe's armor using ki. If it hits or misses or misses by no more than [attacker's Intelligence + defender's armor modifier], the attack shatters the armor enough to render it useless.
Level 2-
Level 3-



Trait

Trait is a custom player ability that can be added to the game. Each player can have to up to one trait. To have a trait, a player must:

1. State the name of his/her trait.
2. Explain how the trait works.
3. Approved by the DM and co-DM.

Note: Human is the only race!

====================

Part IV: Mechanics

See Geny's post below.

Dice Rolls
A player will use a 20-sided dice during checks. To determine a successful check, the result should be greater or equal with the required check. There are three categories of checks:

Combat
Requires a stat and/or a weapon/spell during rolls.

Non-Combat
Requires a stat during rolls.

Miscellaneous Rolls
Clan Bonuses & Traits that doesn't require stats during rolls.

Formula and Example of Combat Rolls
Dice roll result + Stat points + Weapons/Spells + Other bonuses (if applicable) - Penalties (if applicable)


"RAWRRR!" a huge ugly monster appeared besides Elvin. Elvin panicked and nearly dropped his sword while drawing it. Trembling, he tried to gather his strength and faced the monster. "I-I... will kill yahhh!" Elvin shouted as he rushed towards his opponent. With all of his remaining courage, he lifted his sword and...

-A monster with 1 HP requires a 17 combat check to defeat
-Player rolled a 20-sided dice and resulted to 14
-A player has 3 strength stat
-A player wields a two-handed sword that adds +1 to attack rolls
-No Bonuses applies
 
Elvin's vs Ugly Monster

14 + 3 + 1 + 0 = 18
19>17 (Success!)

Player hits monster! Monster dies!

"AAAARRGHH!" The monster cried as Elvin slashed the monster in half.

Formula and Example of Non-Combat Rolls
Dice roll result + Stat points + Miscellaneous Item bonus + Other bonuses (if applicable) - Penalties (if applicable)

-An obstacle requires a 10 wisdom check to defeat
-Player rolled a 20-sided dice and resulted to 4
-A player has 1 wisdom stat
-A player carries 'Amulet of Amera' which adds 1 to wisdom stat
-No Bonuses applies

Everybody had just finished their meal at the tavern when Felicia spoke. "Since we are all done now, it's time for us to continue our journey." Each showed their approval to the princess.

While the adventurers ready themselves to leave, a sexy hot chic approached Elvin. "Hey there handsome," the girl said, "would you like to have some chat with me?" Elvin froze and the sexy hot chic caught his eyes...


Elvin's vs Hot Sexy Chic

4 + 1 + 1 + 0 = 6
6<10 (Fail!)


Player failed to defeat the obstacle!

"I'll stay for a while," Elvin told his companions. "We need to leave, Elvin! You know we can't delay our quest any further!" Felicia argued. "Yeah..." replied Elvin, "but I'm busy..."

The sexy hot chic pulled Elvin away from the group and heads towards a dark room.


Formula and Example of Miscellaneous Rolls


Action Points (AP)
Action points are used to determine the number of skill a non-caster player can use per day. At Level 0, all players receive one action point per day. There are modifiers that can affect AP such as bonuses, items, spells etc.

AP increases 1 point every two levels starting at level 1.
eg. Level 1 - 2 AP, Level 2 - 1 AP, Level 3 - 2 AP

It is still on discussion on whether to continue this progression or stop at having 5 AP.



====================

Part V: Items (additional info to follow)

Items refer to the things that will be used by the players during the adventure such as weapons and armors. There will be instances that items would affect the game especially when making rolls during battles etc. so it would be wise to categorize them.

Weapons

There are variety of weapons that can be used in the game as long as it jives with the setting. As suggested, below are the weapon categories and the corresponding stat used on them during checks.

One-handed Weapons - Dexterity
Two-handed Weapons - Strength

Armor

Like weapons, a variety of these items can also be used as long as it's within the setting. The following are armor categories:

Light Armors: Leather armor, Hide armor etc.
Heavy Armors: Full Plate armor, etc.

Miscellaneous Items

These items are those outside the other two mentioned above. It will be available in the game and could sometimes add to player's checks.


Weapons and Armors Proficiency

A player can use any items he/she wanted but if he/she is not proficient with it, he/she will receive -4 penalty to rolls on checks when using them.


For example, a rogue used an axe which is categorized as two-handed weapon.

Rogue Dexterity: 3
Enemy's AC: 15

During combat his dexterity rolled 14.
Adding his base stat: 14+3=17
Applying the proficiency penalty: 17-4=13
Result: MISS


====================

Part VI: Deities

Amera
Goddess of good, justice, truth and all the good things in Voldandriel.

Qanos
God of mischief, oppression, deception and all the evil things in Voldandriel.

Note: A player can choose not to worship a deity. The game doesn't concern if players have different deities as long as they have the same goal.

====================

Part VII: Clans

The following except the Borsmorth Clan, are lesser clans and submit to the Borsmorth clan.


Borsmorth Clan
Hold:  Fangdor
Insignia: A heater shield-shaped symbol with images of a heater shield, a sword and a fist overlapping consecutively.

Borsmorth is the strongest clan in the whole of Voldandriel. This powerhouse have the largest population in the land. It is currently under the rule of the tyrant king, Throjic. Borsmorthians are great warriors and are known for their indomitable strength. Those who seek to be in the clan are trained until they are equal with the pure bloods.

The Fangdor Castle is homestead to the king and his army. It stood big and strong in the Northern Hills of Voldandriel. It’s clan insignia can be seen on every door of the hold. But the largest of them all is carved at the main gate. Banners in white and red with the image of Borsmorth insignia can be seen hanging on the castle walls. Fangdor is also the largest castle in the land. It is made of pure stone. The citadel is heavily guarded by his most elite troops. Moreover, extensive traps and wardogs welcome those who dared to enter the castle without permission.

Bonus: Players under Borsmorth clan receive:
Might of the Borsmorth:  30% chance to have a +1 to attack roll when engaged to three or more opponents.
Fortitude:  +1 to strength roll when defeating an obstacle with strength check.

Note: If a player chose to be under the Borsmorth clan, then he/she must be a rebel.


Holnor
Hold:  Ranhold
Insignia: A hammer and chisel crossing each other with a gear on its center.

Currently headed by the Holnor brothers namely Jorn and Krand. Holnorians are known to specialize in making, using and repairing siege weapons.

Holnorians are also great tinkerers. They were famous with wood mechanisms and metal locks long before the Borsmorthians conquered Voldandriel. After the attack of Escagoth, most of their works are ordered and controlled by the King Throrjic.

Ranhold is home to the Holnorian nobles. It is made of wood, stone and metal. The keep was partially destroyed during the attack of Escagoth but was never fully restored. Despite of that, Ranhold still stood tall and proud with its insignia - painted in brown, black and gray - carved on the upper part of the keep. The nobles of Ranhold are the stewards in the western part of Voldandriel also known as the Arid Dunes.

Bonus: Players under Holnor clan receive:
Holnor’s Grip:  +1 to attack roll when using siege weapons.
Tinker:  +1 to intelligence roll when defeating a physical obstacle with intelligence checks.


Davenhill
Hold: Sunscape Familiar
Insignia: A bow and arrow crossing each other enclosed in a circle of sunrays.

Led by Lady Vivien, Davenhills are expert in archery. It was said that this special ability that runs through their blood is a gift from the goddess Amera. Moreover, those who seek to excel in the line of archery are welcome to train with them. Aside from archery, scouting is another forte of the Davenhills. Young members of the clan, at the early age of five are already being schooled at their archery and scouting camps.

Apparently, when the tyrant king's madness began, Davenhill became the head camp of Throjic's archer general where people are forced to train archery and scouting for the sole purpose of they tyrant king’s usage.

Davenhill’s marvelous keep is called Sunscape Familiar. It is located in the east of Voldandriel, in the region called the ‘Alpine Heights’. Most of the Davenhills residents live at the mountainsides. Their houses are built there and are made of mountain rocks. Sunscape Familiar is positioned in the highest mountain of the area called Alpine’s Peak. It is the largest protrusion among the others. A large banner embroidered in violet and yellow swayed with the wind’s breeze as it holds the clans’ insignia with dignity. Davenhills nobles are the stewards of the Alpine Heights.

Bonus: Players under Davenhill clan receive:
Davenhill’s Pride:  +1 to attack rolls when using bows and crossbows on a higher ground.
Scout:  30% increased chance to attack first during battles.


Ravencolt
Hold: Dustgate
Insignia: Three horse heads enclosed in a horseshoe

The ‘Riders of Voldandriel’. The clan is currently under the leadership of Lord Eugaeon. Ravencolts are known to be expert cavalries. Ravencolts love horses and are also known for raising exceptional war horses. Ravencolts are also expert trackers. It is a tradition for Ravencolts family to train their children in this area and make sure they are honed at their finest.

When King Throjic started his tyranny, Ravencolts are forced to submit as the king’s cavalry and ride for him whenever it's needed.

Dustgate is located on the center of the Endless Meadow - the largest area in Voldandriel. Dustgate was destroyed during Escagoth’s siege. Luckily, being made of wood, the Ravencolts were able to restore their keep quickly. Stables occupy most of the keep’s land. A tall pole in front of the keep harbors a flag in brown and green color that contains the Ravencolt’s insignia. Ravencolts are the steward of the Endless Meadow.

Bonus: Players under Ravencolt clan receive:
Rider of Voldandriel: +1 to attack and defense rolls when riding horses.
Tracker:  30% increased chance to find clues.


Andernor
Hold: Waters-Edge
Insignia: An open book in a perspective projection view.

Home to the archmages, mages and aspiring mages of Voldandriel. Being an Andernorean is determined not by blood but skills. Andernors is governed by three powerful archmages - Archmage Edixeor, Vozohr and Evia. They are the one who decides all the things about magic in the land, by a voting in a ceremony called - ‘Assembly of Triumvirate’.

After the king became a tyrant, the three archmages submitted themselves under his rule. King Throjic find the mages handy in doing his mad ideals and quests that requires magic.

Waters-Edge is a magnificent structure built by the archmages of Andernor.  It lies in the heart of Thickwood forest. Waters-Edge is composed of five floating edifice inside the boundary of a waterfall circle having the largest one at the center. Each floating domicile is supported by a large mass of ground that looked like it was pulled up by a strong force. Each of them also displays a waterfall from its front. Nobody can enter the hold by foot. The archmages approval and a mage’s assistance is required to enter the Waters-Edge. Andernoreans are the stewards of the Thickwood Forest.

Within one of the five floating buildings of Andernor is the Library of Voldandriel. It housed thousand of scrolls, from ancient to modern, from the most powerful to the least. The library is guarded by four magical golemn and was said to be under a magical barrier of some sort.

Bonus: Players under Andernor clan receive:
Scholar of Andernor:  30% increased chance to have an additional action per day.
Arcane Artist: +1 to intelligence roll when defeating a magical obstacle with intelligence check.


Darkcloak
Hold: Drifting Asylum
Insignia: A skull with a dagger crossing in it.

Darkcloak is a very secretive clan. People knew that the clan exist because they leave their insignia after they completed a job. But they don’t know who were its members. Because of this, Darkcloak is the only clan that isn’t controlled by King Throjic. Only if they find the payment of the king juicy will they work for him. Darkcloaks often don’t tell they are one unless necessary.

Darkcloaks’ recruitment process differs from the conventional. People don’t come to them and ask to be recruited. Darkcloaks come to people and give them invitation. If they saw a person with potential, they invite him to the clan. Then, they put him to a series of hard tests, mostly rogue job. If the person passed all the test he will undergo initiation. If he refused he will be killed.

Darkcloaks are said to have the smallest number among the clans of Voldandriel but houses the best rogues in the land. Their hideout - The Drifting Asylum is nowhere to be found. Only true Darkcloaks know the location of this safe house. Rumors said that the Drifting Asylum often changes its location, hence the name.

Bonus: Players under this clan receive:
Acrobat:  +1 to dexterity roll when defeating a physical obstacle with dexterity check.
Darkcloaks’ Game:  30% chance to remain undetected by enemies.


Devout of Amera/Qanos
Holds: Any temple of Amera or Qanos
Insignia: Sun for Amera, Crescent Moon for Qanos

Devouts of the deities of Voldandriel does not submit to any clans. Instead, they give their life to the chosen one. Devouts promised to follow the principles of their god as a guide to their daily life.

Lately, unlucky devotees are forced to submit to the tyrant’s will. Their abilities are exploited to fulfill the king’s desires. They are sent to dangerous quests where their divine knowledge is required.

There are currently four main temples in Voldandriel. The first is the Temple of Amera in the north located in the northern hills. Second is the Temple of Qanos in the east which stood exactly at the border between Alpine Heights and Thickwood Forest. Third, is the Temple of Amera in the southern meadows.  And the last is the Temple of Qanos in the western swamps. Insignias of the temples are often found atop of its roof.

Bonus: Players that chose to be a deity devotee receive:
Idol’s gift: +1 to divine roll if the player just prayed to a temple. Last two days after the temple visit.
Divine Wisdom: +1 to divine roll when defeating a physical or magical obstacle that requires wisdom check.

Note: If you choose to be a follower of Amera, you must come from the northern temple and has no knowledge about Princess Felicia.


Clanless
A player can choose to not have a clan.

Bonus: A clanless player receive:
Adventurer’s Luck:  30% chance to have a +1 to any chosen roll. Can only be used once per day.

Note: The clan bonuses are situational bonus. A player can't force himself to have a specific item or situation so he/she can have frequent use of the bonus (e.g. Ride a horse all the time to receive the Rider of Voldandriel bonus). The DM will determine where and when these clan bonuses can be used.  


====================

Part VIII: Character Sheets

To join just fill in this pre-constructed character sheet!

Name:
Class:
Clan:
Clan Bonus:
Job:
Trait:

Stats:
Strength -
Eyesight -
Dexterity -
Intelligence -
Devotion -

Skills/Spells:
Level 0:
Level 1:


Weapon Proficiency:
Armor Proficiency:

Items:



Bio:

====================

I hope this piqued your interest!

Thank you Geny and Binabik for helping me.
____________
And she told you, laughing down to her core, so she would not cry, as she lay on your lap,
"Nobody here can live forever, quiet in the grasp of dusk and summer."

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Geny
Geny


Responsible
Undefeatable Hero
What if Elvin was female?
posted October 16, 2018 05:01 PM
Edited by Geny at 12:22, 02 Jan 2019.

Mechanics

Every player will have 5 stats:

Strength (Fighter) - affects your ability to strike with a heavy melee weapon. Also affects the ability to carry heavy stuff, break things, push open heavy doors etc.
Eyesight (Archer) - affects your ability to strike with a ranged weapon. Also affects the ability to spot enemies, hidden passages and traps etc.
Dexterity (Rogue) - affects your ability to strike with a light melee weapon and dodge enemy attacks. Also affects the ability to pickpocket, disarm traps, work delicate mechanisms etc.
Intelligence (Mage) - affects your ability to cast arcane spells. Also symbolizes your knowledge in a variety of areas and affinity for logical thinking.
Devotion (Priest) - affects your ability to cast divine spells. Also affects your willpower and healing abilities.

As you can see, each stat is "supposed" to be the main stat of a particular class, however, imagination is everything. For example, I plan to play a rogue with Eyesight as my highest stat and use throwing knives as my weapon.

Every character in the game has at least 1 in all stats. Players will get 3 stat points to allocate however they wish, but no stat can go higher than 3 at this point.

The rest of the mechanics are still a work in progress and will probably be adjusted during the game for better balancing. That said, the combat will be a simplified version of D&D combat with attack rolls and DC (a certain number to overcome in the attack roll). Each hit will do 1 HP of damage. Players start with 3 HP each. Monsters with less... probably. There will be no combat map, so the overall combat will be more similar to games like Final Fantasy with every character taking a turn to make an action, be it attack or using an ability.

But like I said, this is still work in progress and we might even tailor some of it to your specific characters. So try to use your imagination, as you always do, and not focus on mechanics.



Players' Stats:
Adel
HP: 3
AC(none): 10+0+2 = 12
Strength - 1
Eyesight - 0*
Dexterity - 2
Intelligence - 2
Devotion - 3

Class: Witch(priest/mage halfway point)
Skills/Spells:
Level 0:
Hex: May hex a target for a round (-3 to rolls), an hour (-2) or a day(-1). Can be made permanent for a cost.
Haunt: A ritual to ruin someone’s life by causing evil spirits to attach to them. May manifest in different ways but eventually leads to illness or madness or both, in extreme cases, even death. Costly.

Clan Bonus:
Might of the Borsmorth:  30% chance to have a +1 to attack roll when engaged to three or more opponents.
Fortitude:  +1 to strength roll when defeating an obstacle with strength check.
Trait: Blood magic: Spells require blood instead of other ingredients and the effects can be strengthened by using more potent blood or increasing the volume of blood used.

Weapon: quarterstaff (melee, str, +1)

Brand
Level: 1
HP: 3
AC(none): 10+0+2 = 12
Strength - 3
Eyesight - 1
Dexterity -2
Intelligence -1
Devotion - 1

Class: Fighter
Skills:
Level 0 Skills
-Persevere: Use a turn to take a breather and cure yourself of negative modifiers (except poison)

Berserk Branch:
Level 1-Power Attack: +2 to strength roll when using heavy melee weapons.

Clan Bonuses:
Might of the Borsmorth:  30% chance to have a +1 to attack roll when engaged to three or more opponents.
Fortitude:  +1 to strength roll when defeating an obstacle with strength check.

Trait: Charmer - 40% chance to persuade.

Weapon: mace (melee, strength, +2)


Coren
HP: 3
AC(leather): 10+1+2 = 13
Strength - 1
Eyesight - 2
Dexterity - 2
Intelligence - 2
Devotion - 1

Class:Rogue
Skills:
Lv0 -Shadowstep: Becomes untargetable for a turn.
Clan Bonus:
Acrobat:  +1 to dexterity roll when defeating a physical obstacle with dexterity check.
Darkcloaks’ Game:  30% chance to remain undetected by enemies.
Traiterception - Is skilled into spotting something either unusual, suspicious or out of place.(gameplay wise I dunno, a +1 to a roll on spotting traps and crap)

Weapon: A Langseax - a type of viking age dagger (melee, dex, +1)

Felicia
Level: 1
HP: 3
AC(none): 10+0+1 = 11
Strength - 1
Eyesight - 1
Dexterity -1
Intelligence -1
Devotion - 4

Class: Priestess
Level 0 Spells
-Holy Mercy: A ritual that fully restores a player's HP. Takes some time and therefore can only be used out of combat.
-Divine Admonishment: Admonishes a target, giving them -3 on their next attack roll.

Wrath of God Branch:
Level 1
-Sense Heresy (Passive): Vaguely feels monsters and worshipers of evil gods and spirits in the area. Cannot pinpoint the source of the feeling, but can't be surprised by such creatures either.

Clan Bonus: Ilyndale’s Refuge - Summons a circular magic wall that cannot be penetrated by physical or magical means.  No physical or magical attack can pass from outside or inside of the wall. Can accommodate up to five persons inside which must be within the radius upon casting. Caster becomes unconscious for three to five days after successfully casting the spell. Ilyndale’s Refuge last 24 hours upon casting and people encased with it can come out of the wall anytime.

Trait: Herbal Healer - knowledged with different types of healing plants and their corresponding uses.

Weapon: None

Fink
HP: 3
AC(leather): 10+1+2 = 13
Strength - 1
Eyesight - 3
Dexterity - 2
Intelligence - 1
Devotion - 1

Class: Rogue
Skills:
Lv0 -Shadowstep: Becomes untargetable for a turn.
Clan Bonus:
Adventurer’s Luck:  30% chance to have a +1 to any chosen roll. Can only be used once per day.
Trait: Stealth - adept at staying obscured and sneaking into places without being noticed. In combat Fink cannot be targeted until he makes an action.

Weapon: Throwing Knives (ranged, eyesight, +1)

Jin
HP: 3
AC(none): 10+0+2 = 12
Strength - 1
Eyesight - 2
Dexterity - 2
Intelligence - 2
Devotion - 1

Class: Martial Artist

Skills:

Martial Arts: You can use Dexterity + Intelligence instead of Strength for the attacks of your unarmed strikes.
Disabling strike: An attack that attempts to neutralize the opponent without harm. If successful, but the foe survives he is stunned for one turn; if he is defeated, he remains alive and paralyzed.

Clan Bonus:
Adventurer’s Luck:  30% chance to have a +1 to any chosen roll. Can only be used once per day.

Trait: Elemental manipulation*
Weapon: Unarmed (melee, dex+int), Darts (ranged, eyesight, +1)

[*Elemental manipulation allows Jin to shape nearby elements in minor ways when he succeeds an intelligence roll. He cannot produce elements by himself and can only work with what there is available like a breeze, a puddle of water or a campfire.]
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Kipshasz
Kipshasz


Undefeatable Hero
Elvin's Darkside
posted October 17, 2018 08:31 AM

so, we'll have to whip out our dice apps for this one?
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"Ashan to the Trashcan", "I got PTSD from H7. " - LizardWarrior

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Geny
Geny


Responsible
Undefeatable Hero
What if Elvin was female?
posted October 17, 2018 08:39 AM

Apps, any random site, actual dice, whatever rocks your boat.
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JoonasTo
JoonasTo


Responsible
Undefeatable Hero
What if Elvin was female?
posted October 17, 2018 01:57 PM

Just a note that only three points means you are either blind, weak, clumsy, stupid or meek.

...I think I like where this is going xD
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Galatea
Galatea


Supreme Hero
Well, I'm Ceres!
posted October 17, 2018 02:18 PM

Just be a Fighter and put all stat to Intelligence.
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Geny
Geny


Responsible
Undefeatable Hero
What if Elvin was female?
posted October 17, 2018 02:32 PM

JoonasTo said:
Just a note that only three points means you are either blind, weak, clumsy, stupid or meek.

...I think I like where this is going xD


The basis is 1 in each stat which is what an average commoner has. So it's near-sighted, weak, clumsy, stupid or meek.
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Kipshasz
Kipshasz


Undefeatable Hero
Elvin's Darkside
posted October 17, 2018 02:35 PM

I'm waiting for all of the details to be filled in.
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"Ashan to the Trashcan", "I got PTSD from H7. " - LizardWarrior

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Geny
Geny


Responsible
Undefeatable Hero
What if Elvin was female?
posted October 17, 2018 02:50 PM

Such as?
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Kipshasz
Kipshasz


Undefeatable Hero
Elvin's Darkside
posted October 17, 2018 03:30 PM

all of them.

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"Ashan to the Trashcan", "I got PTSD from H7. " - LizardWarrior

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Galatea
Galatea


Supreme Hero
Well, I'm Ceres!
posted October 17, 2018 11:52 PM

Working on it Kip!
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JoonasTo
JoonasTo


Responsible
Undefeatable Hero
What if Elvin was female?
posted October 18, 2018 06:02 AM

Geny said:
JoonasTo said:
Just a note that only three points means you are either blind, weak, clumsy, stupid or meek.

...I think I like where this is going xD


The basis is 1 in each stat which is what an average commoner has. So it's near-sighted, weak, clumsy, stupid or meek.


If I’m blind can I get an extra?
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Geny
Geny


Responsible
Undefeatable Hero
What if Elvin was female?
posted October 18, 2018 08:12 AM

Sure, if you want you get lower your Eyesight to 0 and get a boost elsewhere.
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Geny
Geny


Responsible
Undefeatable Hero
What if Elvin was female?
posted October 18, 2018 08:52 AM

Also, while some things are still work in progress, I really think we have enough to start making characters and dive in. We can work out the kinks as we go along.
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Galatea
Galatea


Supreme Hero
Well, I'm Ceres!
posted October 18, 2018 09:01 AM

First guy to join will be awarded +5 to all rolls!

Do it!
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Kipshasz
Kipshasz


Undefeatable Hero
Elvin's Darkside
posted October 18, 2018 09:15 AM

I'd fancy a bard character.

Given the boundaries, it would most likely be a rogue who has a domra
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"Ashan to the Trashcan", "I got PTSD from H7. " - LizardWarrior

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The_Polyglot
The_Polyglot


Promising
Supreme Hero
channeling capybara energy
posted October 18, 2018 02:52 PM
Edited by The_Polyglot at 15:16, 18 Oct 2018.

Interesting, might roll a mage if that's all right with everyone.

Stats would be:

EDIT: Slight change, because every cripple deserves a functioning pair of limbs.

Strength 0
Dexterity0 1
Eyesight 1
Intelligence 4 3
Devotion 3

Standard crippled spellcaster type, should I whip up a backstory beyond old hermit forced back to civilization because reasons?

Mind you, I'm crap at these, so letting me join in the first place is a risk

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Geny
Geny


Responsible
Undefeatable Hero
What if Elvin was female?
posted October 18, 2018 03:10 PM

Strength and Dexterity at 0 means he is actually crippled and can't really walk or use his arms with any efficiency.
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The_Polyglot
The_Polyglot


Promising
Supreme Hero
channeling capybara energy
posted October 18, 2018 03:14 PM

Damn, I want my arms at least, will update to reflect that

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Geny
Geny


Responsible
Undefeatable Hero
What if Elvin was female?
posted October 18, 2018 03:19 PM

There's no real reason to go below 1. It wasn't intended to be possible. But in the spirit of not getting in the way of one's imagination a fitting enough backstory can result in unusual statistics. That doesn't mean that you should try intentionally to bend the rules.
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