Syara: A Fantasy RTDHey guys. I am starting a new RTD. It will be based in a world known as Syara, and will be based around a series of expeditions being sent out, looking for new locations for cities on unexplored continents.
You will be part of one of these teams, and will explore one of three other continents on Syara.
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1:Terrible failure- not just a failure, an EPIC FAIL.
2:Fail- You don't succeed, but at least youre still breathing.
3:Borderline- It could go either way.
4:Success- You succeed, nothing more, nothing less.
5:Brilliant victory- You succeed, and will probably gain additional benefits.
6:Pyrrhic Victory- You succeed, but may the God's have mercy on your soul.
Exp: Every Thing you do will build your experience in surviving, and this will be reflected in a level meter.
When I feel you have done enough deeds to warrant a level-up, you will gain a point, this can be put into either health or Spirit.
Health: You start with a set amount of Max Health, this is the amount of damage you can take before you fall
Unconscious. Take any more, and you die.
Spirit: Spirit is used to cast spells, and to attempt to cancel out spells being cast upon you.
Spells: The available spells are:
Fireball: You summon a fireball in your hand that can be thrown, dealing two points of damage if it hits.
Invisibility: you draw on the Source, and wrap yourself in a cloak fashioned from air, making yourself near to invisible.
Heal: you draw the Source in through yourself, and use it to heal injuries done to another.
Guard: You create a shield of sorts out of Source, this will block not just magic, but physical blows as well.
Blink: You force your body to arrive at a location via forcefully moving it with the Source. Effective up to 20 metres from casting location.
Vines: You call to Syara, and it heeds your cry, sending a vine of energy that springs up from the ground and entangles the target.
Rot: You draw the Source out of your target, causing them to decay at a very advanced rate.
If You have any ideas for spells, tell me.
**
300 years ago, after millennium of fighting, the three races come to an agreement, a cease fire, at a peace treaty, held by one of the lesser races being crushed by the war.
With peace and trade begun, the three races flourish, but prejudice still persists.
30 years later and the races convene to develop a new calendar system, where years are measured in A.E. As in After End.
80 A.E. The elves find a new means of supplying magical power, known as The Source.
90 A.E. It is found that 'anomalies' are being produced as a by product of drawing too deeply on the Source. These anomalies of beings created of your magic, they are immune to nearly all forms of magic. So far, they appear harmless.
250 A.E. For 150 years,the races have all lived together, in a tried peace. The anomalies have grown more and more numerous, and have begun causing slight disturbances.
10 years ago, the first death due to an anomaly occurred, and was followed by many others. The races convened, and decided that a new location to live has to be found.
Now: The races are sending out expedition parties, to three locations across the ocean. The goal is to scout out these new continents, and determine viability of relocating a portion of the population of Syara.
Name: Obvious. First, Last and middle (if applicable)
Race: One of the following:
Humans
Elves
Dwarves
For more info, see Race Info.
Occupaption: What your character did before joining the expedition. This will give you certain bonuses to rolls where applicable.
Equipment: You will automatically get, a couple of days worth of food and water, necessities (flint, knife, etc.) and tools of your trade.
You can choose a weapon to take with you, you choose this from your own imagination, but I may change it. You have been warned.
You can also bring 2 to 3 other items. e.g. rope and the such.
Can someone have a look at the abilities and tell me if you think one is over/under-powered?
Humans:
Humans are one of the three dominant races that inhabit Syara. Humans live in the central valleys of the major Syaraian continent.
They are born with an urge to fight, and are the main combatants of the expedition. They can ignore wounds that should otherwise rend them unconscious,
or dead, through a mix of adrenaline, and pure rage.
Ability: May ignore 3 points of damage once per day.
Health: 10 Spirit: 10
Elves:
Elves live in the forests to the south, and are far more interested in nature and their research, then the politics of the world.
They can call on the Source far more than the other races, but are far more frail than humans and dwarven-kind.
Syara itself protects Elves, and they, in turn, protect it.
Ability: Once a day, Elves can call upon the world around them, and receive a helper from nature. e.g. a beast to help in a fight, a bird to help find something, etc.
Health: 5 Spirit: 15
Dwarves:
Dwarves inhabit the far northern mountains, and are known for their brilliance when it comes to working with metals and gems. They are the most advanced race,
and rely on technology above magic. They only have minimal contact with the outside world, and even then mainly to trade. As such, they were the last race
to join the expedition project.
Ability: Once every day, dwarves can choose to automatically pass a single test, but their next roll will have a -1point penalty.
Health: 15 Spirit: 5
kj1225:
Name: Kyle E. Johnson
Race: Human
Occupation: Spellgunner
Items: Default items. Spellgun. Hunting knife. Length of rope.
Brood:
Name : Hardren Murel
Race : Elves.
Occupation : Shadow Hunter. ( Assassin. )
Equipment : Default items, Dark glaives.(Can be used in melee or thrown, always returns to the hand of the wielder after being thrown. )
Climbing claws and boots. Skinning and Leatherworking kit. Wilderness survival kit.
Errol:
Name: Larennue T'Herezi Ytriakarem tar Ferren. Ren for short.
Race: Human
Occupation: Mercenary Ronin
Equipment: Heirloom Katana (nothing really special about it - it's old and sharp and has a pretty cool sheath but that's it.), large roll of bandage, inkwell and feathers, bundle of blank parchment.
Harry Baldman:
Name: Albrecht Gottlieb Gerber
Race: Dwarf
Occupation: Siege Engineer
Items: Heavy repeating crossbow (25 bolts included), spyglass, small and round Dwarven shield.
Cheesecake:
Name: Diomedes
Race: Elf
Occupation: Herbologist
Items: Hardwood staff, rations, basic kit, seed and plant identification manual.
Krath:
Name: Felix Antonio Cole
Race: Human
Occupaption: Down-on-his-luck Traveller
Equipment: Reinforced leather guantlets, a grappling hook and rope, and extra food supplies (enough for 2-3 more days.)
scaphead:
Name: John Cain Loafer
Race: Dwarves
Occupaption: Watchman
Equipment: The Piecemaker, with 5 extra shots.
Flying Dice:
Name: Helga Windstram
Race: Human
Occupation: Magical Researcher
Equipment:
-Ring-glove (Enhances spellwork; consider this to be a weapon.)
-Grimoire (Spelltome, used to record discovered/created spells.)
-Research Kit (Contains scrolls, ink, quills, bottles, reagents, etc.-everything a magician on the go needs to conduct research and create new spells & draughts in the field.)
-A Truly Fantastic Hat: Wide-brimmed with a small cap, very floppy, but fantastic none-the-less.
GWG:
Name: Darlae Chars Winlos
Race: Elf
Occupation: Naturalist
Equipment:Supplies, Sample Bags, Snares, Crossbow with 20 bolts, Net, Journals
Remuthra:
Name: Joe Bridger
Race: Elf
Occupaption: Forest Hermit
Equipment: Wand of Avian Calling, Scroll & Ink, Leather Armour
Eriadan: Eriadan is the name given to the landmass directly to the east of the mainland. Initial scoutings report a large forested area, with a lot of rainfall.
This continent, more of a large island, really, is the smallest of the three options, but will be the densest. Expect lots of creatures, discoveries, and maybe
even some new friends.
Lorse: Lorse is the northernmost continent on Syara, and is, for the most part, a frozen wasteland. It is a tundra near the coast, but as you go inland, it turns into an icy plain,
as far as the eye can see. This is the second largest location, and will feature a fight to survive, not just against the creatures that are sure to inhabit this icy region, but
against the unnaturally low temperatures.
Feres: This location is the closest to the inland of the Mainland as the expedition is ever going to find. It consists of grassy plains, rolling hills, leading up to mountains, which gave way to
a sandy desert that stretches far to the south. This is the largest continent, and will be probably the easiest to survive, but the hardest to thrive in. And we mustn't
forget, who else may inhabit this perfect land?