Domhin
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| Joined: 21 Oct 2012 |
| Total Posts: 191 |
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| 10 Aug 2014 12:33 PM |
Okay, well first of all. this is not a over the top roleplay, that means you have to keep your abilities powers and skills, pretty much realistic, until your character progresses and gains new "Knowledge" And powers. We will also be using a D20 for most important story events, such as searching for a hidden door, or striking an enemy.
You are in the Kingdom of Rosko, It is at war with neighboring kingdoms, and thus the more unsavory Denizens have decided to come out of the woodwork and pillage. You and your companions have decided that it is a great time to make a profit offering your services. (The D20 and knowledges are inspired by Pathfinder And Wizards of the Coast.)
And yes. I know its an eyeful
Let me explain the main differences of this roleplay from other roleplays.
Wounds. Starting out, a warrior(More on classes later) has 6 wounds tokens, which is best to keep track of with physical tokens, or marks on a paper,the Specialist has 4 and the Scholar has 4. When you are hit by a sword, or similar weapon, you will take 1-2 wounds tokens, depending upon how great a success it was.
Armor Rating. This is affected by your armor, your shields, and your Dexterity. When you use a D20 for hitting an enemy, you combine all of your Armor rating bonus, plus 10 to determine the difficulty of hitting you, there are also misc modifiers, such as being attacked from behind, or having a height disadvantage.
Attacking. This is affected by several factors, the Quality of your weapon, A high quality weapon has greater balance, and thus could provide bonuses to your chance to hit. Your Strength will also help you. Flanking, as well as striking from behind will also give you a bonus,
Attributes. You get 3 Attribute points to start out with, to put in any attribute of your choice
Strength, will give you a +1 on your attack rolls, as well as giving you +1 damage for every 5 points in it, it will also give a bonus to strength related tasks, +1 per point
Dexterity will give you a +1 Armor rating to attacks that you could actively move to avoid, it will also give you a +1 on attempts to succeed in dexterity based challenges.
Constitution. Every two points in this, will give you one extra wound token. And every point in it, will give you +1 on resisting poison and disease.
Intelligence. Gives +1 on mental tasks. But for scholars, every 2 levels in it unlock the next spell chart level.
Classes/Archetypes
Warrior. This can be anything from a hulking tank, to a swift dual wielder. The fighter get 2 knowledge points to start out, plus 1 knowledge point to put into a combat knowledge. He has the most Wound tokens starting out. He has 6 wound tokens They also start with Light armor knowledge
Specialist. He starts out with 2 Knowledge points, plus the innate ability to pick locks, disable traps. And, the Specialist's special ability, back stab for an extra wound token(Back stab is activated by attacking an unaware enemy from the back, or flanking with another ally.) He starts with a low amount of Hp, but this is offset by his high damage. He has 4 wound tokens
Scholar. The Scholar starts off with 3 knowledge points, he however, can not put any into Combat knowledge, besides staff, dagger, and club, which he cannot raise above 1. he however is the only character to be able to cast magic. Every two levels, as long as his Intelligence is high enough, unlocks another Spell chart. He has 4 Wound tokens
Equipment.
Starting out you will be outfitted with your choice of 3 Major items, these include, A weapon, Armor, shield, or a map. and other such game changing items. You also get a Backpack, Bedroll and enough food and water for 5 days.
Knowledge This is a simple way to determine what your character knows. Once every adventure you can study something, no matter how dangerous the situation is, and when the adventure is resolved, you gain 1 knowledge token to put in the relevant knowledge. also, every point in a knowledge represents the depth of your knowledge, with say 1 in nature, you would know the mushroom is poison, with 2 you could name it and know how to cure it, with 3 you would know the most obscure knowledge, that it actually is a dangerous cure for Lycanthropy. The available starter Knowledge's are below. If you do not have knowledge for something, you will take penalties, you get +2 to all non combat checks with the below knowledge, per point in them
Acrobatic
Appraise
Bluff
Climb
Craft(Pick what type)
Diplomacy
Disable device
Disguise
Escape artist(Wriggling out of type areas, escaping shackles, etc.)
Handle animal
Heal
Intimidate
Knowledge Arcana(Scholar only
Knowledge Subterranean
Knowledge Engineering
Knowledge Geography
Knowledge History
Knowledge Local(Its knowledge of a small area, say that the millers daughter has disappeared)
Knowledge Nature
Knowledge Nobility
Knowledge Planes
Knowledge Religion
Perception (Detecting hidden things, or small details)
Ride
Sense Motive(Detecting is someone is lieing)
Sleight of Hand
Stealth
Survival(Finding water food, not getting lost)
Swim
----- Combat
Without knowledge of the below items, you incur a -4 attack roll when using said knowledge.
Axes
Straight Swords
Curved Swords
Small blades.
Bows
Shields
Hammers.
Pole Arms
Spears
Thrown
Heavy Armor
Medium Armor
Light Armor
Crossbows
Character Sheet
.Winters since born.
.Appearance
.Class
.Personality(Optional
.Attributes
.Knowledge
.Equipment
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Domhin
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| Joined: 21 Oct 2012 |
| Total Posts: 191 |
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Domhin
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| Joined: 21 Oct 2012 |
| Total Posts: 191 |
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hwen4
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| Joined: 11 Oct 2008 |
| Total Posts: 8538 |
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| 11 Aug 2014 09:33 AM |
Character Sheet Professor Joffery Wiggins .Winters since born. 42 .Appearance Clad in a fine silk garment robe for travelling, and a nice pair of traveling sandals, the old Professor of Arcana Joffery Wiggins is a tall, slender man of 5'11. Well reserved in his facial expressions, his hair is dried grey with ripe age, while darting eyes examine over ever scene carefully. Still, however, his body is frail and withered from time in books rather in the field of combat. .Class Scholar .Personality(Optional Witted yet reserved, a studious expression fills the professors face at all times. .Attributes (Assuming this is Attributes): Intelligence +2 Dexterity +1 .Knowledge Knowledge Arcana Knowledge Religion Knowledge History .Equipment Map, Staff, padded silk robe (Light armor, with leather padding below the silk.) |
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| 11 Aug 2014 12:13 PM |
Character Sheet
Jeremiah Grace
.Winters since born.
32
.Appearance
http://pawzkat.deviantart.com/art/Character-request-jeremiah-470402768
.Class
Warrior
.Personality(Optional Jeremiah is a very jolly individual and doesn't care what people do to other people. He can get on well with people who don't care about anyone but themselves as he understands their point of view.
He hates goody-goodies that would tell their mother everything bad that happened to them today an cry into their shoulder.
He enjoys a good drink. But enjoys them a bit too much and can end up with a very bad temper and terrible hangover in the morning.
.Attributes
Constitution +2
Strength +1
.Knowledge
Spear
Survival
Shield
.Equipment
Has a spear with a shield. Jeremiah also has medium armour.
"B-But you have a sammich, and I don'ts have a sammich" _ Tailsdahfox136 |
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| 11 Aug 2014 01:34 PM |
Character Sheet Cybil Headenway Winters since born: 25
Appearance: She's smaller than most, green eyes, long blonde hair thats tied back.
Class: Scholar
Personality:(Optional) Cybil is always looking for adventure but most of all looking to help, shes got that motherly nature when it comes to her usual buisness of healing comrades and anyone else.
Attributes: Int +2 Str + 1
Knowledge: Heal (2) Stealth (1)
Equipment: Backpack, Bedroll,enough food and water for 5 days, map and a regular club.
(Wheres the spell lists at?) |
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l0ldude1
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| Joined: 08 May 2011 |
| Total Posts: 4404 |
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| 11 Aug 2014 01:35 PM |
| This is going to die very, very quickly... |
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| 11 Aug 2014 01:49 PM |
| Yeah I doubt this will take off but its better than the other crap on here |
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l0ldude1
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| Joined: 08 May 2011 |
| Total Posts: 4404 |
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| 11 Aug 2014 01:50 PM |
No it isn't, actually. There are a lot of really well-made RPs on the first page here. |
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| 11 Aug 2014 01:55 PM |
I dont join stuff too far in progress as its hard to catch up
The rest is either based on existing material I dont know or just lacking the touch |
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Domhin
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| Joined: 21 Oct 2012 |
| Total Posts: 191 |
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| 11 Aug 2014 02:17 PM |
| Wow, so many applicant. Everything looks good tell you the truth. Glad to find no Blue haired red eyed dark magic wielding nice guys. All of you are accepted. |
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Domhin
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| Joined: 21 Oct 2012 |
| Total Posts: 191 |
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| 11 Aug 2014 02:18 PM |
| Scholars get their first spell list after their first adventure, the spell list will also only be privately messaged to the Scholar in question. |
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Domhin
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| Joined: 21 Oct 2012 |
| Total Posts: 191 |
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| 11 Aug 2014 02:19 PM |
| This is to add a small bit of mystery to the scholar archetype. |
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Domhin
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| Joined: 21 Oct 2012 |
| Total Posts: 191 |
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| 11 Aug 2014 02:23 PM |
http://www.brockjones.com/dieroller/dice.htm
This link can help ye out if you don't have physical dice available, And tell me when you are ready to start. |
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Domhin
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| Joined: 21 Oct 2012 |
| Total Posts: 191 |
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| 11 Aug 2014 03:09 PM |
(OK then)
You are sitting in the dining hall of the Chortling Horse Inn, in the village of Brightdusk, smoke wafts in from the fires in the adjoining kitchen, many patrons have come in from the cold rain.
You are sitting together at a table, forced to sit together by the crowd, lucky to have found a table, as many stand unable to get a seat.
You had come here for various reasons, to help those struck by a mysterious illness, to study said illness, and to test what were said to be the best drinks in the land. People speak in hushed tones to each other.
What do you do.
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| 11 Aug 2014 03:13 PM |
(I believe half of us are in a very different timezone so it may be very slow)
Cybil will remain seated, drinking a cup of water and carefully observing the other patrons |
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Domhin
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| Joined: 21 Oct 2012 |
| Total Posts: 191 |
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| 11 Aug 2014 03:28 PM |
(Got it :))
The patrons are very animated in their conversations, a air of distress is obvious, heightened every time someone lets out a cough, just when you think that things are going to boil over the Innkeeper slams his fist down and threatens to throw them into the rain, then the cycle begins again. |
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| 11 Aug 2014 03:32 PM |
(Am I the only warrior?)
[/Jeremiah\]
I'll put my feet up on the table and cross them. I'll take a swig of my liquor.
"B-But you have a sammich, and I don'ts have a sammich" _ Tailsdahfox136 |
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Domhin
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| Joined: 21 Oct 2012 |
| Total Posts: 191 |
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| 11 Aug 2014 03:37 PM |
(Yes you are)
The tales of the legendary drink were slightly overdone, however it is a mighty fine drink in your opinion.
The rain has started to let off outside, and slowly the patrons are trickling back out, leaving you mostly alone in the Inn, besides a few who lay slumped against the tables, occasionally wheezing, and drenched. |
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| 11 Aug 2014 03:39 PM |
(You are the only one with combat knowledge for sure, I have a club though)
"We really ought to work on our severe lack of gold, do either of you know a place or way we could acquire some for relatively low danger?" |
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| 11 Aug 2014 03:46 PM |
[/Jeremiah\]
"Unfortunately, the only contracts I know of currently would prolly get youse pansies killed," I say nonchalantly, taking another swig.
"B-But you have a sammich, and I don'ts have a sammich" _ Tailsdahfox136 |
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Domhin
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| Joined: 21 Oct 2012 |
| Total Posts: 191 |
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| 11 Aug 2014 03:47 PM |
| One of the men at the bar starts to rise from his seat, and then slumps to the ground. |
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| 11 Aug 2014 03:49 PM |
| Cybil immediately rushes over to the man and checks if hes alive and well |
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| 11 Aug 2014 03:50 PM |
[/Jeremiah\]
I shout over to her, "We're in a tavern, people' is gonna collapse, he's prolly just drunk off 'is rocka,"
"B-But you have a sammich, and I don'ts have a sammich" _ Tailsdahfox136 |
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