Some say they are born to do things. “I was born to be king!” they might say, “I was born to be a mighty warrior!” they may shout, “I was born to do great things!” they may boom. If only any of them right. Any who say this things may just do them, but many won’t. But whether they do or do not, they were all really born to do one thing. Die, just like everyone else. You are never born to do anything but that, between birth and death, and you may do great things, if so, good, if not, fine as well, because you’ve done what you were born to do. But no fame or glory comes with coming out of your mother and falling dead in old age fifty-something-years later. Who will you be before you die? A king? A warrior? A mage? Or do you really just accept being the shadow of those who do aspire to be something? Either way death will come, but what will you do before then?
Setting: The world is a bright, amazing place. A large stone castle sits in the middle of the world, the epicenter of the villages, towns and military outposts that jut out around it. The sky is almost always blue, broken only occasionally by darkened clouds that bring rain to the land, trees sprout everywhere between towns and villages, only adding to the beauty seen by the people everyday. The only thing that ruins this near-perfect world? The hills, grave stones poke out of the earth like broken, grey teeth that stand behind the castle, to commemorate all who have fallen, no matter how it happened.
Towns/VillagesCentro mundi. Capital
Mortuus collium. The hills.
Megatonis.
Piscandi vicus.
Innominatam
Fantist.
Graveras.
Classes:Warrior: Best at strength based combat.
Barbarian: High health, high strength attack, low defense.
Archer: Best at ranged combat.
Crossbowmen: Good at ranged combat, competent at melee defense.
Mage: Best at magic in general. Can only (legally) specialize in one magic element.
Cleric: Naturally specialized in health magic. Can also specialize in one other magic type.
Priest: Naturally specialized in health magic, but weaker at it than a cleric, but can also special in two other magic types, as long as (s)he is blessed by the church, if not only one more.
Paladin: A mix of the priest and the warrior, but cannot specialize in magic, and only use minor healing and buff spells.
Necromancer: Starts with the ability to raise weak dead enemies, but will have to study more advanced spells to raise stronger enemies. Can't study any magic through official magical schools, so they have to pay higher fees for illegal magic schools.Also starts specialized in death magic.
Naturmancer: Can call on nature to aid them in and out of battle, and can specialize in one additional magic element, but never in frost or death.
Technician: Can lay down traps and use specially created weapons that other classes can't use. However, they have a disadvantage when not using specialized weapons. This weapons can either be bought for a high price, or made by scientists.
Scientist: Can create weapons and traps for the technician, as well as potions for the team. However they are naturally frailer than most.
Playable Species:Race: Recommended Classes
Human: Any
Elf: Archer, crossbow men, naturemance.
Dwarf: Swordsmen, archer, crossbow men, technician, scientist.
Psiic: Any magic class.
PsiicsPsiics are magical creatures, humanoid in shape, but are oddly coloured depending on what magic they specialize in, and start with one specialized magic. No matter what class they are, they are always slightly magically stronger than someone else in the same class. However they do have a drawback. They are a lot more sustainable to physical and magic damage, and when they die they explode, causing a small amount of damage to everyone in the party, and sapping the entire party of their mana, in turn canceling all active spells.
Magic:How magic works;
You must be wearing special armour or be one of these classes to be able to use magic.
Mage, cleric, priest, paladin, necromancer, naturemancer, or be a psiic.
All magic can be used both in and out of combat, all spells can have an effect out of combat if you use it correctly.
If you cast a buff spell on yourself, it will only last as long as you have enough natural mana to use it, meaning potions or other spells won't count to keeping your buff longer.
If you buff another player, the spell will mana from both of you, split evenly, and if the draw can't be split evenly, the caster will pay more, and the spell will stop if it cannot draw from both players.
Magic elements.Pure: Just straight magic, best for bolt attack spells and weak buffs.
Heat: Firey magic, attack spells cause fire DOT. Health buffs and heal over time spells when specialized in heat and weaker than usual, health debuffs are stronger to. Cannot specialize with frost as well.
Frost: Causes freeze debuff with magic attacks, making enemies slower and more susceptible to psychical damage. Speed buffs when specialized in frost are weaker than usual, speed debuffs are stronger to. Cannot specialize with heat as well.
Death: Stronger damaging magic attacks. Healing spells and health buffs are weaker than usual, health debuffs are strong to. Cannot specialize in health.
Health: Stronger healing and heath buff spells. Damaging spells are weaker than usual. Cannot specialize in death.
Attributes.Everyone starts off with seven attributes, starting at five, and they will be modified based on class and race, and can be trained higher later.
Strength: Used in unarmed or melee combat.
Perception: Used in ranged combat and increases chance getting two points while learning.
Endurance: Increases max health and increases poison and magic resistance.
Charisma: Lowers the price in stores, and helps tutor other players.
Intelligence: Increases max mana, increases chance of getting two points while learning.
Agility: Used in dodging and unarmed combat.
Luck: Used in all rolls, increases chance of finding loot that others missed.
Character Creation Sheet.StartingThe first person to fill out a character sheet will be the group leader, and will decide which city they start out in, as well as how much gold each player is allowed to use to prepare for the journey, out of a pool of 100 pieces. They can also decide to leave others behind if they think that player is taking to long to prepare, using up to much of their funds, or just won't be useful to the group. If that happens, that player can continue to prepare and work up his own supply of gold through continuing the training off thread through private messages. If the group leader dies, they can go back to town, and pick up someone else who may be on the wait list, either those left behind or someone who joined to replace the dead. After that they can elect a new group leader. Well start with only FOUR people.
Additional information.
This is my first time making a game, so Im sorry if its rubbish. Ill be handling all the rolls on Radom.org.