Darkness surrounds the abyss as your mind shrinks far, far away from reality. At the climax of your story, you were tricked, defeated, bamboozled. So close and yet so far.
You were the Hero. Together with your allies, the Warrior, the Mage, the Rogue, and the Techie, you were able to defeat the Evil Lord Raven Garbunchious the Terrible and his mistresses, Lady Deceit and Lady Tyrant. But as you prepared to strike the final blow home, something terrible happened that would shape your destiny forever.
But for now you drift in the darkness, pondering just what Fate has in store for you.---
This particular game will follow the actions and exploits of one particular character; the collective you! It is up to the forums to decide the fate of our Hero. As such your input will be necessary in order to shape the destiny of our intrepid Hero.
But first, we must decide who we are. Below I have made a character sheet. You have 15 points, and the feats are listed below. Skills cap at 10 and you only get one feat. Fill it out with style! The Heroes name will be decided later. In the meantime though, our Allies need names. Feel free to suggest anything and everything.
Once a few builds are collected, I will either pick one myself or allow the masses to vote on which build they prefer. Tis will be fun.
In the meantime, here are some of the game mechanics! Good luck!
Player Stats - 15
Gender:
STR
WIS
DEX
INT
Warrior Name:
Mage Name:
Rogue Name:
Techie Name:
Stats: There are Four
STR: The quintessential Tank stat, STR is used in rolls that deal in taking hits and dishing them out. Used to calculate health. A must for the barbaric type.
MAG: The mirror to STR. MAG effects how well you can sense and use any manner of magic. A must for those magically inclined.
DEX: This effects your ability to move quickly and nimbly about new terrains. It also effects your ability to be subtle and lithe of foot and finger. A must for the tricky types.
INT: Intelligence is a key stat to have. Without the smarts to do so, you will not be able to properly speak or adapt to new settings. A must for the charismatic types.
15 Points may be spent in allocating these points. Each point adds a single "die" to that subject. The dies look something like this:
2 - 0 Sides
2 - 1 Sides
2- 2 Sides
Added together, these will determine the result of the roll, be it positive or negative. Margins of success are hinged on the situation.
Fumbles, or rolls that are completely terrible will always have some kind of negative effect attached.
Critical rolls are also possible. These successful roles will always have a positive effect attached.
Feats are an ability that you can use once a day. They are powerful abilities that our intrepid hero can use to help him/herself along the journey. You start with one.
Feats involving rolls must be declared prior to the roll.
Bull's Strength - You may roll Critical at any roll requiring STR. (Requires at least 7 STR)
Seer - You can see events that happen far, far away from you, even into the past if necessary.(Requires at least 7 MAG)
Instinct - If you want to find it, you will find it. Anything and everything. (Requires 7 DEX)
Silver Tongue - You can convince a person of anything. Anything. (Requires 7 INT)
Lucky - For the next seven rolls, all stats are +1
Razor's Edge - For the next three rolls, all stats are +2
Reverse Clock - May be invoked to reroll any action. Unlike other feats, the Reverse Clock may be used twice a day.
Heroic Gambit - You now have two six-sided die to use instead of the modified dice. Both may only be used once per day, but they can be used on different rolls.
Negation - Cancel out the effect of any roll.
Heavenly Aid - You may inquire the mighty Moderater, Birdy51 Esq., about this and that, or request some form of aid in situations black and dire. I will answer the call.
Other feats are hidden and can be gained periodically throughout the game.
There are normally 24 Action Points in a Day. Day 1 is the only exception to this rule, as you only have 12 points for that day. After using all the points, Night falls. Further actions during the Night will detract from the next Days Action Points until you decide to fall asleep.
However, as you use your Action Points, other NPCs are utilizing their points as well. Plan accordingly.
1-2AP - Talk/Combat
2-3AP - Searching
3-6AP - Traveling
???AP - Any other actions you can take will be added to the list as necessary.
*Voting is over! Hassan has won, and the first post is now finished.*
*Submit Actions!*