Hello and welcome to the game where dice not decide your fate, but shape the events and the world around you. I may be able to describe it to you, but ultimately only the dice know the future and keep it even from me. Allow me to introduce you to:
Dice-Scape
This is a much updated version of my previous single player game I had on here.
Updates since last game:
-Players may choose a race for their character (currently 4 and more in the future)
-Players have the option of 10 more classes to choose from (up from 7 for a total of 17 and more is planned in the future)
-Weapons have been modified
-Towns have been VERY modified with having distinctive racial populations with perks, businesses have custom prices dependent on the roll of the dice, they now have guards, players can hire mercenaries to accompany them, players can buy property and much more
-Weapons can now earn various degrees of fame depending on what battles they were involved with, and if they inflicted a killing blow. This will affect their value.
-A lot more random minor tweaking with the game system in general
Future updates
-Farms for both edible plants and trees with useful properties
-A quest system
-A system for rising up in some of the larger towns in the royal family
-A system for robbing mainly for thieves
-A system for owning towns and being able to positively or negatively impact its population, economy and growth. This will also include the making of militias, academies, and defending said towns from invasions of both enemies of people as well as monsters such as trolls and dragons.
-The inclusion of already legendary weapons likely to be acquired through earning ranks in large towns, or taking them over.
-Towns to be inhabited by vampires, but would initially be unknown to the player(s) until it is perhaps too late.
-More baddies to encounter and fight (16 more planned)
I am not going to go into detail of exactly how every mechanic works on this topic, but if you wish to know, this is still relevant:
http://www.bay12forums.com/smf/index.php?topic=151515.0This game is going to have a background story unlike my previous one:
For years now, the world has been under siege by an unknown force. This force no one seems to have any understanding of, whether it be magical, disease, other worldly, or something beyond the minds of mortals. What this force does is mend the mind of an individual in the blink of an eye, turning them into a blood thirsty puppet. They will strike and mane any of those who stand next to them. Other than not speaking a word, their mind and body are just as it were when before being stricken. This has affecting a sizable amount of people, and some areas have been reduced to rubble as those alive and sane fled. One of the more troubling symptoms of this infliction is it makes the victim seek out with uncanny ability their friends and loved ones. It is as if they have super natural ability to find them. Kings and other royalty are unsure how to safeguard against this, as no matter how high of a wall one puts up, it breeches them seemingly with ease, as those in the walls become infected like any other population. This has led to many pointing the finger at any source that comes to mind, even others. Consequently this has made the once well mixed populations of the world, almost entirely separated. But one thing is still shared by all, and that is the name given to this blight: "Mind Pox".
Now, keep in mind I will not randomly give anyone who actively plays Mind Pox. This is for those who stop playing for too long, and I get bored taking over their character, or to kull the population if there is too many. But, the rest of you wont get a warning when it happens, so be on your toes! Oh and please dont take offensive if I do this to your character. Its to keep the campaign healthy and moving along while giving the game an element of uncertainty. If you come back, you are free to make a new one. Oh ya, no metagaming.
If I feel you havent responded in enough time and others are active, I will take over until you return, but ya, sooner or later Mind Pox will set in. This wont happen for at least a few days real time, and sending me a message letting me know you are not going be active for a time will stave it off for longer.
Now then, for the sign up. I am looking for at least three active players to start out with. The more the merrier. You will need the following:
Name:
Gender:
Race:
Class:
Brief description of your character (personality):
Here are the races to choose from (Dont worry about the numbers, I will do those later):
Human: A simple yet social species who is a master of nothing compared to the other races, but versed in much. They are said to be the mother of most other sentient races, but the others often repute this.
Stats:
HP: 3
MP: 3
Speed: 2
Defense: 2
Strength: 3
Magic Attack: 3
Magic Defense: 3
Blacksmith: 1
Mining: 1
Studding: 1
Crafting: 1
Gathering: 1
Elvin: The forest dwellers as most say. They are Agile and keen to what grows around them. Sadly they are also fragile.
Stats:
HP: 1
MP: 3
Speed: 5
Defense: 1
Strength: 1
Magic Attack: 3
Magic Defense: 3
Blacksmith: 1
Mining: 1
Studding: 1
Crafting: 1
Gathering: 3
Dwarf: Short and stout is there motto and it describes them quite well. They are sturdy, respectfully strong and industries with metals and stones. They however are lacking in the arcane arts.
Stats:
HP: 4
MP: 0
Speed: 4
Defense: 3
Strength: 4
Magic Attack: 0
Magic Defense: 0
Blacksmith: 3
Mining: 3
Studding: 1
Crafting: 1
Gathering: 0
Thragon: A humanoid race with reptilian blood. There have a reptilian look about them such as a short tail, crescent pupils, dark complexion, elongated muzzle, sharper than average teeth, stubby claws, lengthened appendages and limbs. They are keen on the arcane arts which includes the use of studs. They however lack much skill with other industries.
HP: 3
MP: 5
Speed: 2
Defense: 2
Strength: 3
Magic Attack: 5
Magic Defense: 5
Blacksmith: 0
Mining: 0
Studding: 3
Crafting: 0
Gathering: 0
Classes:
Magician: One who is keen to their arcane senses. Often referred to as “A jack of magics”. Starts with an Old Wooden Quarterstaff and an Aged Linen Robe. Has the spells Aura Strike (1d6 damage) and Basic Defense (2 points in both defense and magic defense).
Stats:
HP: 5
MP: 10
Speed: 5
Defense: 1
Strength: 1
Magic Attack: 10
Magic Defense: 1
Blacksmith: 1
Mining: 1
Studding: 1
Crafting: 1
Gathering: 1
Smith: One who is familiar with metallurgy and the flames of a furnace. Has a blacksmith lv of 10, mining lv of 5, a 10% immunity to fire based attacks and earns double the amount of blacksmith xp. Starts with 5 pounds of tin and the knowledge of how to make 2d4 weapons at random and an Old Stone Warhammer.
Stats:
HP: 5
MP: 0
Speed: 5
Defense: 1
Strength: 1
Magic Attack: 1
Magic Defense: 1
Blacksmith: 10
Mining: 5
Studding: 1
Crafting: 1
Gathering: 1
Warrior: One who has knowledge of the fields of war and battle. Has +5% in all weapon types, +5 health, defense and attack. Starts with an Old Copper Seax and Tattered Linen Cuirass. Gains xp in weapons at 2x the normal rate.
Stats:
HP: 10
MP: 5
Speed: 5
Defense: 5
Strength: 5
Magic Attack: 5
Magic Defense: 1
Blacksmith: 1
Mining: 1
Studding: 1
Crafting: 1
Gathering: 1
Crafter: One who is gifted tinkering with objects, making them into useful items. Starts with crafting lv 15 and gathering lv 5, an Old Bone Club and Old Thin Leather Jacket. Learns crafting at 3x the normal rate.
Stats:
HP: 5
MP: 5
Speed: 5
Defense: 1
Strength: 1
Magic Attack: 5
Magic Defense: 1
Blacksmith: 1
Mining: 1
Studding: 1
Crafting: 15
Gathering: 5
Noble: One who is accustomed to the seats of power and there passing lives. Starts with 5 golden coins and 10 silver coins (can not be made into items. Each coin weighs 1 ounce and is worth x5 the lv of the material). Can sell materials for twice their worth. Also can find establishments in towns much easier (roll twice the amount of dice).
Stats:
HP: 5
MP: 5
Speed: 5
Defense: 0
Strength: 0
Magic Attack: 5
Magic Defense: 0
Blacksmith: 1
Mining: 1
Studding: 1
Crafting: 1
Gathering: 1
Jeweler: One who is skilled setting jems into items. Has a starting lv of 10 for studding items, a natural magic immunity of +10 to offensive spells and can learn 2x the normal xp rate for studding. Starts with 5 ounces of random materials (none that require more than lv 10).
Stats:
HP: 5
MP: 5
Speed: 5
Defense: 0
Strength: 0
Magic Attack: 5
Magic Defense: 10
Blacksmith: 1
Mining: 1
Studding: 10
Crafting: 1
Gathering: 1
Thief: One who is agile and fast on their feet. Has +5 speed, an Old Copper Knife, a Thin Leather Cloak and a knowledge of +10% for knife wielding. Gains twice as many items from slain enemies.
Stats:
HP: 5
MP: 5
Speed: 10
Defense: 1
Strength: 1
Magic Attack: 5
Magic Defense: 1
Blacksmith: 1
Mining: 1
Studding: 1
Crafting: 1
Gathering: 1
Barbarian: Emphasizing natural strength and defense over all else, barbarians are both honored and feared. They are mighty and are well known in battle and for their hardiness. They start with an Old Stone Battle Axe, Claymore or War Hammer of the players choosing and a Tattered Fur Jacket.
Stats:
HP: 10
MP: 5
Speed: 5
Defense: 8
Strength: 10
Magic Attack: 5
Magic Defense: 1
Blacksmith: 1
Mining: 1
Studding: 1
Crafting: 1
Gathering: 1
Ninja: A stealthy warrior feared by many, they specialize in speed and attack. They start with a Tattered Linen Cloak and an Aged Hematite Wakizashi. They have 10% mastery in wakizashi's and there rate of learning bladed weapons in 2x.
Stats:
HP: 5
MP: 5
Speed: 10
Defense: 5
Strength: 8
Magic Attack: 5
Magic Defense: 1
Blacksmith: 1
Mining: 1
Studding: 1
Crafting: 1
Gathering: 1
Cleric: A healer, one who is adept with defensive spells. Starts with the spells Heal (Heals 10% hp) and Protection (Increase defense and magic defense 1d4). Has a Old Silver Mace and Old Linen Robe. Defense spells are learned at 2x the normal rate.
Stats:
HP: 5
MP: 12
Speed: 5
Defense: 3
Strength: 1
Magic Attack: 5
Magic Defense: 3
Blacksmith: 1
Mining: 1
Studding: 1
Crafting: 1
Gathering: 1
Mage: A specialized magician who focuses more on the offensive side of magic. Learns offensive spells at 2x the normal rate. Has the spell Aura ball (1d8 damage). Starts with a Old Stone Quarterstaff and an Old Linen Robe.
Stats:
HP: 5
MP: 10
Speed: 5
Defense: 1
Strength: 1
Magic Attack: 10
Magic Defense: 3
Blacksmith: 1
Mining: 1
Studding: 1
Crafting: 1
Gathering: 1
Alchemist: A scholar of plants, they are very good with the growth of topography. Learns Gathering at 2x the normal rate. Starts with an Aged Stone Sickle and an Old Bark Tunic.
Stats:
HP: 5
MP: 5
Speed: 5
Defense: 1
Strength: 1
Magic Attack: 5
Magic Defense: 2
Blacksmith: 1
Mining: 1
Studding: 1
Crafting: 1
Gathering: 10
Elemtalist. A magic user who uses the elements to their advantage. Has the spells Fire (Inflicts 1d4 fire damage on target), Lightening (inflicts 1d4 lightening damage on target), Ice (inflicts 1d4 ice damage on target), Wave (inflicts 1d4 water damage on target) and Breeze (inflicts 1d4 wind damage on target). Starts with Tattered Linen Cloak and an Aged Marble Quarterstaff.
Stats:
HP: 5
MP: 10
Speed: 5
Defense: 1
Strength: 1
Magic Attack: 8
Magic Defense: 5
Blacksmith: 1
Mining: 1
Studding: 1
Crafting: 1
Gathering: 10
Monk: A well rounded adventurer. Tough, with some basic magic knowledge, and connected with the world. Starts with an Aged Linen Tunic. Has the spell Earthy Heal (Heal 1d4 health for 2 turns).
Stats:
HP: 6
MP: 8
Speed: 6
Defense: 2
Strength: 4
Magic Attack: 6
Magic Defense: 5
Blacksmith: 1
Mining: 1
Studding: 1
Crafting: 1
Gathering: 5
Samurai: A warrior of honor. Well respected on the battlefield where they excel. Starts with Aged Tin Scale mail and a Aged Copper Katana. Has the spell Warrior Spirit (Increases all combat stats by 1d4%).
Stats:
HP: 9
MP: 5
Speed: 6
Defense: 5
Strength: 8
Magic Attack: 5
Magic Defense: 5
Blacksmith: 1
Mining: 1
Studding: 1
Crafting: 1
Gathering: 1
Gladiator: A fierce warrior who thirsts for blood and glory. Specializes in inflicting damage. Starts with an Old Copper Gladius and an Old Copper Cuirass.
Stats:
HP: 8
MP: 1
Speed: 8
Defense: 1
Strength: 15
Magic Attack: 1
Magic Defense: 1
Blacksmith: 1
Mining: 1
Studding: 1
Crafting: 1
Gathering: 1
If there is any mistakes in the above races or classes, let me know, I have been adjusting them a lot, and its very possible I over looked something.