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Author Topic: The Guild of Random Ruin Explorers (Tactical RPG)  (Read 25569 times)

Nirur Torir

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The Guild of Random Ruin Explorers (Tactical RPG)
« on: May 17, 2014, 09:41:30 pm »

For the past eleven years, another plane has been getting "closer" to our own. Most planar arcanists, xeno-theologians, and apportationists hotly debate exactly what this means, or how long we have until some unknown (yet devastating) disaster happens.

What is known is that it is nearly impossible to teleport to the same location in the new plane twice, likely due to the absurd levels of chaotic magic saturating the land. The number of powerful magical artifacts strewn about indicate great civilizations once thrived, but nearly all contacted sapient life has been in fairly small, extremely xenophobic cults. Naturally, it is the perfect place for ambitious adventurers to visit, being well away from any remotely valuable infrastructure that can be damaged by inadvertently awakening an ancient evil.


YOU, brave Bay Twelvers, have now gathered together to form a new adventuring guild. Unimaginable treasure awaits!

For now, I'm taking six sign-ups as first-come, first serve. After I make the characters, you'll get to vote on your guild leader, who will probably grant a random bonus automatically (no telling exactly what it is beforehand, but it will be based on their character sheet), and be in charge of unimportant matters like who gets sent dungeoning, loot distribution, and guild upgrades. After the leader is elected, they will be allowed to choose two more people to join. Only the first six get to vote (To cut down on vote buying).

This is a high fantasy world. Magic is fairly common. Non-human races are very common, likely either from wizards, gods, or immigrants from other planes. There is generally a late-medieval European tech level. Imports up to steampunk level are possible but expensive.

Some particularly weak spells/abilities might have X uses per combat, but most will be X uses per dungeon.

There are three main ways to get out of dungeons: Happen upon a fixed return point, which usually quickly draw monsters and cannot effectively be cleared ahead of time, use expensive single-use single-person planar travel items which cannot be used in a fight, or just bring someone who can teleport everyone out, even during a battle. I suggest the latter.

There is permadeath, and relatively low survivability. It should be possible for healer specialists to revive in-combat later. A "True Revive" spell would be a fairly significant guild-level investment.

You'll start at a random level, from one to three. I'll assign items, abilities, and traits by flavor text, requests, and random roll.


Code: [Select]
[b]Name:[/b]
[b]Race:[/b]
[b]Class:[/b]
[b]Battlefield Advantage:[/b]
[b]Battlefield Disadvantages:[/b]
[b]Guild Skill:[/b]

[b]Starting Bonus[/b]

[b]Picture:[/b]

[b]Description:[/b]

[b]Backstory:[/b]

[b]Requests:[/b]



Spoiler: Guild Hall (click to show/hide)

Spoiler: Guild Stockpiles (click to show/hide)

Spoiler: Nearby Resources (click to show/hide)

Spoiler: Bag Store (click to show/hide)

Spoiler: Exotic pet supplies (click to show/hide)

Spoiler: IronyOwl (click to show/hide)

Spoiler: RangerCado (click to show/hide)

Spoiler: Rolepgeek (click to show/hide)

Spoiler: Harbingerjm (click to show/hide)

Spoiler: scapheap (click to show/hide)

Spoiler: EagleV (click to show/hide)

Spoiler: Propman (click to show/hide)

Spoiler: Ochita (click to show/hide)
« Last Edit: June 13, 2014, 05:10:02 pm by Nirur Torir »
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IronyOwl

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Re: The Guild of Random Ruin Explorers (Tactical RPG)
« Reply #1 on: May 17, 2014, 09:55:09 pm »

Oh yes. Can I reserve a spot? If so I reserve a spot. If not I'll have to get inspiration quickly.
« Last Edit: May 18, 2014, 04:10:10 am by IronyOwl »
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RangerCado

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Re: The Guild of Random Ruin Explorers (Tactical RPG)
« Reply #2 on: May 17, 2014, 10:36:46 pm »

Spoiler: Marks Deno (click to show/hide)
This good?
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Rolepgeek

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Re: The Guild of Random Ruin Explorers (Tactical RPG)
« Reply #3 on: May 17, 2014, 11:58:34 pm »

Name: Barthold Quartzlegger
Race: True Dwarf (a clan of dwarves even stouter and more ornery than most, who live deeper underground, drink more alcohol, and think they're the epitome of dwarf-kind)
Class: Battlesmith (expert of battle tactics and leader of dwarves, so called for their ability to craft the fight's outcome with their knowledge)
Advantage: Kin Slayer: Having fought in the Dwarven Clan Wars, Barthold has developed special fighting styles that counter the techniques of most dwarves.
Disadvantages: Unused to Illusions: Barthold isn't exactly gullible; he just believes what he sees with his own eyes. Tricking them, however, is an art known to many...
Hydrophobic: Barthold doesn't like large bodies of water, boats, rivers, rain, or drinking anything that isn't alcoholic.
Guild Skill: The fifth noblest pursuit known to dwarf; acquiring money. Barthold does well as a banker, merchant, and arms dealer, having a surprisingly smooth tongue(for a dwarf). Mercantile-based.

Starting Bonus Natural Leader/Tactical Expert. Or something like that.

Picture: N/A

Description: Four feet tall, 245 pounds. Copper hair and beard, beard stretches past knees when not braided up for battle. Missing two fingers on left hand, mangled right ear, scar from right ear to chin. Face that's half-grimace, half-mirth. Steely-gray eyes and dark bronze skin.

Backstory: Gruff, but friendly, Barthold doesn't talk much about his past. From what he has talked about, one gets the impression that he was cast out from his clan for something or other, and is a veteran of a war he only calls 'The War'.

Requests: Leadership abilities, if you please!
« Last Edit: May 18, 2014, 04:29:23 pm by Rolepgeek »
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darkpaladin109

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Re: The Guild of Random Ruin Explorers (Tactical RPG)
« Reply #4 on: May 18, 2014, 02:49:31 am »

Spoiler (click to show/hide)
Look good?
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Harbingerjm

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Re: The Guild of Random Ruin Explorers (Tactical RPG)
« Reply #5 on: May 18, 2014, 03:18:33 am »

Spoiler: Boldbold (click to show/hide)
That should be done, I think.
« Last Edit: May 18, 2014, 03:27:53 am by Harbingerjm »
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scapheap

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Re: The Guild of Random Ruin Explorers (Tactical RPG)
« Reply #6 on: May 18, 2014, 03:33:10 am »

More or less done.

Name: Alice Starbight(yes, as in disease)
Race: Human
Class: Shadow mage
Advantage: Kin to shadows: It hard to catch a target off guard if the very shadows you are hiding in are speaking to her about your terrible hairdo.
Disadvantages: Creepy: It hard to win friends and influence people when your voice sound like this(but female).
Holy s**t that burn!: Shadows and holy don't mix.
Guild Skill: Enchanter: Randomly adds magic effects to things when left to her own devices.

Starting Bonus: A familiar.

Picture: Since she was the inspiration for this character...
Spoiler (click to show/hide)

Description:

Backstory:

Requests:
« Last Edit: May 18, 2014, 04:23:35 am by scapheap »
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EagleV

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Re: The Guild of Random Ruin Explorers (Tactical RPG)
« Reply #7 on: May 18, 2014, 03:44:40 am »

This looks great.
Spoiler (click to show/hide)
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Nirur Torir

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Re: The Guild of Random Ruin Explorers (Tactical RPG)
« Reply #8 on: May 18, 2014, 10:27:40 am »

We have six. Sign-ups are still open, as the leader will get to pick two more, and then people will eventually die.

I need to not write up intro posts before sleeping. Racial (dis)advantages are different from the (now renamed) battlefield (dis)advantages. The former are more "dwarves more more slowly, but are hard to kill."

Everyone above this post other than EagleV: Please vote on a leader from amongst yourselves.

IronyOwl: Acceptable. Your battlefield advantage is a bit iffy, but I guess I'll allow using it for a craft skill supplement.
RangerCado: Is Marks an archer or a hybrid archer/melee?
Rolepgeek: I like your class idea, but racial (dis)advantages are separate from battlefield (dis)advantages.
darkpaladin109: Rethink your (dis)advantages. You get one positive and two negatives. I guess the argument that a skilled cook could be a tactical advantage could be made, but being overly honorable as a disadvantage ... requires creative thinking on my part. I'll allow it, but are you sure you want to do that?
Harbingerjm: Acceptable. What exactly do you mean by "light loather?" I'm not seeing how mildly hating things is a real disadvantage while exploring dungeons and ruins.
scapheap: Acceptable, but you may regret using a charisma disadvantage as a mage in a tactical dungeon crawl.
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Rolepgeek

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Re: The Guild of Random Ruin Explorers (Tactical RPG)
« Reply #9 on: May 18, 2014, 11:16:52 am »

That good, or do I need to put racial adv/disadv on there somewhere too?
Also,I think by Light Loather, he means his character hates light. As in, can't do well in bright environments.
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Varee

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Re: The Guild of Random Ruin Explorers (Tactical RPG)
« Reply #10 on: May 18, 2014, 11:41:53 am »

Name: Vistra
Race:Giant mantis (good eye sight in term of distance but low periperal vision)
Class:mantis ninja (combination of close range claw combat and some throwing weapon)
Battlefield Advantage: Dodging (good chance of avoiding attack that he sees coming)
Battlefield Disadvantages: reckless and hot temper( may do something stupid and not follow order may not co operate) if this is bad i can come up woth alternative
Guild Skill:hunting bring back certqin animal as pet or food or material source

Starting Bonus training in close combat

Picture: maybe later can i use mantis sprite from FTL?

Description:A oversized praying mantis with a sash around the body strapping a number of throwable. Is not very large in normal creature standard but standing at 4 and a half foot. His claw can reach up to a body length away easily to deliver a powerful punch . He Have green shell with brownish leg ,near black at the tip. Two claw are spiked and his eye are narrow but focused.

Backstory:umm a loner mantis that have problem with controling himself. Sometime he is wash over by rage or bloodlust. Not the smartest of the bunch but is not a traitor. May not response to command when he have his own goal setted. Also does not trust mages but is not against the use of magic. He lost his squad of comrade due to a failure in chain of command so he feel that he cannot trust those who are in command to make the right decision. This put him into harms way and may likely be the undoing of him but he still believe that it is the best thing to do for the team.

Requests:doesnt want a melee weapon prefer just punching or kicking or someting
« Last Edit: May 18, 2014, 11:59:13 am by Varee »
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RangerCado

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Re: The Guild of Random Ruin Explorers (Tactical RPG)
« Reply #11 on: May 18, 2014, 11:48:26 am »

Marks is Hybrid, but a little more focused on Ranged. If you've played Battle for Wesnoth, think the Elven Avenger as a base.

And I vote Nil.
« Last Edit: May 18, 2014, 12:00:19 pm by RangerCado »
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The Froggy Ninja

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Re: The Guild of Random Ruin Explorers (Tactical RPG)
« Reply #12 on: May 18, 2014, 11:53:09 am »

ptw

scapheap

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Re: The Guild of Random Ruin Explorers (Tactical RPG)
« Reply #13 on: May 18, 2014, 11:56:56 am »

Voting for Nil

scapheap: Acceptable, but you may regret using a charisma disadvantage as a mage in a tactical dungeon crawl.
It was for the theme of the character so I will not regret it(curse it? Wish I choose other character? Sure, but regret theme? never!).
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Nirur Torir

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Re: The Guild of Random Ruin Explorers (Tactical RPG)
« Reply #14 on: May 18, 2014, 12:11:23 pm »

That good, or do I need to put racial adv/disadv on there somewhere too?
One battlefield advantage, two battlefield disadvantages.
Also,I think by Light Loather, he means his character hates light. As in, can't do well in bright environments.
Oh yes. Right, that's probably it.
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