So what is this, another boring fantasy RTD with no imagination? YES! Oh… oh, actually it isn’t. It… it just looks like that! Well then, this is a mission-based RTD in which you will progress from being fantasy stereotypes in a fantasy world to something else. With that out of the way, let us begin!
Please add your spoilered character sheet to your action/IC posts. This will make it easier for me and help you keep track of your inventory. But mostly the timesaving for me.
your actions.
Please keep all ((OOC chat)) marked as such; if people think we need a thread for OOC discussion, just ask.
Please be gentle, this is my first RTD and I might have a severe shortage of time in the near future.
Your class will determine what sort of special skills you’ll gain access to, as well as occasionally providing bonuses or debuffs for certain actions. On special occasions, you may get a class upgrade; at those points, the higher-tier class will be posted here. For now, it is just the starters. As you advance, you will gain access to new skills, and will be able to select from relevant ones. I’ll be keeping track of your progress via exp, which I will award based on what I feel are creative applications of your abilities, as well as for remarkable feats and certain in-game interactions.
New skills will become available every third level, and you will be able to choose between a number of upgrades with each level gain, including selecting new skills, gaining HP or MP, improving equipment, and so on.
Re: Passive abilities: automatically come with and apply to the class.
REQUEST: PLEASE HAVE NO MORE THAN ONE PLAYER WITH THE SAME CLASS. In other words, we will have one player for each.
Wizard
Description: The Wizard is a student of magic for their entire life, constantly researching new areas of interest and developing spells. Their use of magic tends to be highly formalistic, revolving around spells with predetermined effects and activation keys, such as chants, songs, gestures, and magical foci.
Stats:
HP: 25/25
MP: 60/60 (Regens 2 MP per turn)
Passive Abilities:
-Well-Read: Starts with three skills, rather than two.
-Magical Training: Long practice has left this individual with a deep pool of mana.
-Weakling: -1 to all melee combat rolls.
Skills:
-Levitate: Allows the wizard to lift themselves, another, or an object, using magical energy. 4MP
-Fireball: A true classic. A thrown or projected ball of flame. 5MP
-Barrier Shield: Forms a shell of energy around the caster, sufficient to absorb 10 points of damage. Lasts until destroyed. 6MP
-Shocking Touch: An electrical attack requiring hand contact with the foe. Deals +5 damage to enemies in metal armor. 6MP
-Sunder: An attack which destabilizes inorganic materials. Can damage or destroy weapons, armor, and physical barriers. 8MP
-Hand of Steel: Allows the user to utilize melee weapons such as swords and polearms as magical foci (along with more traditional wands, staves, gemstones, and such).
-Warmage: This wizard developed their skills in the thick of combat. Removes the Weakling passive ability. +5 HP, -5 base mana.
-Detect Magic: The user scans the area for sources of magical energy. 3MP
Inventory:
-1 Magical Focus (Staff, wand, gemstone, piece of jewelry, etc.)
-2 Blank Scrolls (Can be used to attempt to scribe new spells)
-1 Silver Dagger
Rogue
Description: They might be a thief, an assassin, or a hunter. This individual has honed their skillset with pure personal experience, and has a talent for stealth and subterfuge.
Stats:
HP: 35/35
MP: 0/0
Passive Abilities:
-Nightwalker: +1 to all rolls relating to hiding or visibility
-Backstabbing Bastard: +1 to all combat rolls against enemies already engaged with another party member.
-Faced Down: -1 to all combat rolls against enemies not engaged with other party members.
Skills:
-Smokebombs: This character can craft these devices from gods-know-what, and starts with two of them. They add -1 to all visibility/search rolls for five turns.
-Leaps and Bounds: Many rogues have trained their bodies to perform abnormal feats of agility. You will enjoy a greater degree of success for jumps, take less damage from falls, etc. (No hard bonus, this is going to be a rather subtle, luck-based skill).
-Nimble Hands: You are quite deft, and gain +1 to all pickpocketing, lockpicking, and throwing rolls.
-Archery: After many long hours of practice, you are an excellent shot with your trusty bow. +1 to archery (bows only, not crossbows or other ranged weapons) rolls, and you start with a shortbow and a quiver with 20 iron-headed arrows.
-Off-Hand: You can successfully use two weapons in close combat, and gain a second attack roll while dual wielding melee weapons.
-Telegraphed Moves: With too many encounters with angry guards, lords, and husbands, you have gained a sense for the flow of combat. +1 to all rolls to defend against melee attacks.
-Forestry: From hard experience with nasty food, you have learned to fend for yourself in the wilderness. You are more likely to find edible food and medicinal herbs when searching, and can identify poisonous and venomous flora and fauna on sight. On this world, at least.
-Five Fingered Bandit: You are more likely to find money and valuables in searches.
Inventory:
-1 Steel Dirk
-Coinpurse:
+5 gold crowns
+10 silver marks.
Paladin
Description: You have dedicated your life to upholding the law and good, to purging the daemon, the foreign, and the heretic. And now I bet most of you can guess where this class will be going later in the game.
Stats:
HP: 60/60
MP: 15/15 (Regens 1MP/turn)
Passive Abilities:
-Oathbound: You have sworn to uphold the law, to smite evildoers. Taking actions which go against your oath may cause you to lose your powers and become a Grey Knight.
-Smug Satisfaction: Performing outstanding actions to uphold your oath may provide additional benefits, both temporary and permanent, depending on the magnitude of your actions.
-Obnoxious Fascist Pig, Man: You are repulsive to types who prefer to simply be good, and don’t care much for law. You have -1 to all speech and persuasion rolls relating to morality when talking with such individuals.
Skills:
-Smite Evil: Your nature is repulsive to creatures of evil, as well as “evil”. +1 to all rolls against the undead, demonic forces, and strongly evil individuals. Can activate for a 2-turn buff of an additional +1 for 3MP.
-Holy Light: A light in the darkness. Provides visibility for 15 turns. 6MP.
-Blessed Blade: Your sword has been anointed by a holy figure, and you gain an additional +1 against undead and evil NPCs while attacking with it.
-Basic Healing: +1 to all attempt to heal others. 4MP
Eloquent: Speeches about good, law, and morality are more likely to provide bonuses to the party.
Longwinded: Rants about the same are more likely to cause harm to your enemies.
Inventory:
-1 Longsword
-1 Suit of Leather Armor (soaks 5 damage)
-10 The Law and You pamphlets
Wind Dancer
Description: You are a member of one of the tribes of sky-sailors who ply the trade routes between the great cities in their enchanted chariots and windboards, living in the highest mountain peaks. Some say that the oldest, wisest families have even built their homes in the clouds themselves.
Stats:
HP: 30/30
MP: 20/20
Passive Abilities:
-Wings: Like all of your folk, you have great feathered wings, more than twice the length of your arms. You are capable of unaided flight.
-Thin Bones: Your skeletal structure isn’t suited for physical combat, and you are more likely to suffer broken bones after heavy strikes.
-Farsight: You have telescopic vision, and can see as far with your eyes as others can with a spyglass.
-Absentminded: You can only select one initial skill, as you have spent perhaps too much time daydreaming rather than developing useful abilities.
Skills:
-Rider: You are a skilled pilot, and able to fly both windboards and flying chariots. You will find it very easy to learn to pilot other flying craft.
-Stormborn: You can control weather, using it to both in combat and to aid travel. MP use varies based on application.
-Guided Aim: You are skilled both with passing packages and hurling javelins. +1 to all throwing rolls.
-Cloudwalker: You can walk on and in clouds as if they were solid ground.
-Low Oxygen Needs: You can breathe unaided much higher into the atmosphere than others, and can go longer without sustaining brain damage.
Inventory:
-1 Spear
-2 Javelins
Soldier
Description: You are no stranger to the battlefield, having fought under many commanders. You are a talented fighter and can take more than your share of blows. Moreover, you have gained a strong sense of personal honor, and often care more for the lives of your comrades than for your own.
Stats:
HP: 75/75
MP: 0/0
Passive Abilities:
-Hardened: You take -3 damage from all physical attacks.
-Great Strength: You can use heavy weapons without penalty or increased danger from failures.
-Few Words: You aren’t much for talking with strangers, and are less likely to convince people you don’t know. (-1 to speech/persuasion rolls for strangers)
-Brother/Sisterhood: You bond closely with those around you, and are willing to risk yourself to defend them. (+1 to rolls in which you are acting to protect another party member).
Skills:
-Weaponmaster: You have an incredible depth of knowledge on weaponry, and gain +3 damage to all successful attacks with melee weapons.
-Family Heirloom: Your blade of choice was passed down from your father/mother (gain Ancestral Sword; you provide the description and a minor enchantment).
-Self Sacrifice: If you reach 0 HP because you acted to defend another party member, you will have a 50% chance of being critically injured and becoming unconscious until healed rather than dying.
-Squire History: You were once a squire for a knight, and can make small repairs to damaged weapons and armor. (+1 to repair rolls for medieval weapons/armor)
-The Shield Rages: You may choose one other party member to become attached to. If that party member is injured by an enemy, you gain a permanent +1 to all attacks against that enemy. You also gain +1 to actions taken to protect that party member, on top of the Brother/Sisterhood bonus.
Inventory:
-Broadsword
-Heater Shield
-Chainmail (soaks 12 damage from mundane attacks, adds +4 damage to electrical effects on you)
Sorcerer
Description: A user of wild magic, the Sorcerer is limited only by their power and imagination. Due to the nature of their power, they can be unstable at times. However, they are true magical conduits, and draw their energy from the world, rather from within.
Stats:
HP: 30/30
MP: 40/40 (Regens 5 MP/turn)
Passive Abilities:
-Free Magic: You do not need specific spells to use magic, nor do you need foci or rituals, except for certain unique spells. In other words, you can try whatever you like. MP costs vary depending on scale, success level, and effect.
-Distrustful Establishment: Magical institutions and representatives thereof are going to be suspicious of you, and in some cases may be actively hostile if you reveal your nature.
Skills:
-Area Drain: Allows you to actively draw mana from the environment, giving you a boost of mana gain for one turn.
-Mana Steal: You use a thread of your own power to leech mana from enemies who possess it. 5MP.
-Tap Leylines: You can detect these paths of natural magic and then use them to bolster your own magic. Provides +1 to all magic rolls for 5 turns after successfully tapping. 10MP
-Artistic Bonus: You gain extra exp and are more likely to have desirable outcomes when applying your power in new, creative ways.
-Natural Talent: You require 10% less exp to advance in level.
-Enchanter’s Mind: You gain +1 to all enchantment rolls, including curse removal.
Inventory: