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.
Name: What should I call your character? Forum name is acceptable. Please include male/female/gender-neutral if it's not obvious.
Race: Races grant either zero, one, or two advantages and disadvantages that are applicable to combat. You choose what these are.
Class: Make something up. Being descriptive will help me make abilities.
Advantage: Pick one advantage that likely relates to an entire dungeon. Examples include forest defense, orc slayer, or treasure finder. A generic bonus like treasure finder is likely to be significantly less powerful than a specific one.
Disadvantages: Pick two disadvantages that likely relate to an entire dungeon. Examples include afraid of caves, weakness to angelic, or oblivious (The latter would frequently leave the character poorly positioned when combat starts). A generic disadvantage is NOT as weak as a generic advantage would be, and may affect the entire party.
Battlefield (dis)advantages are different from racial (dis)advantages. Their purpose is to give some players a specific reason to avoid or want to go on a specific dungeon. You will gain basic info about an area before entering it.
Starting Bonus: This might be extra training (combat or an ability), extra toughness, better equipment, wealth, or maybe something else.
Guild Skill: Something your character brings to the guild when not chosen for a dungeon run. This might be a craft skill, a merchant skill, or perhaps something more exotic.
Picture: Optional. If not given, I'll draw something. 50x50, with a transparent background. I'll be putting a circle around it, color-coded based on combat role, and cutting off anything outside the corners.
Description: Optional. Physical, mental, and/or personality.
Backstory: Optional.
Requests: Optional. If you really want a specific spell, ability, class feature, trait, etc, let me know. Note that making more requests will thin things out, and you're not guaranteed to get everything (or anything).
[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]
Cottage
Max occupancy: 8
No recruit hall:
40% level 1
40% level 2
20% level 3
No gate. Limited to renting one. May send four people for 10 gold.
No training areas give no bonus.
No library. Mages cannot retrain spell slots.
Crafting Areas:
Small farm for giant weasels [2/3]. May be worked for income, breeding mounts, or training mounts.
Basic Alchemy Workstation - Limited to tier 1 or 2 potions. Increased failure rate for tier 2 potions.
14 Gold
4 Scrolls of Return
2x servings of weasel treats
30x standard rations
1x spicy peppers
Chaun: 27g
Alice: 3g
Two-slot bag: 5g
Two-slot gold-embroidered silk bag: 10g
Rapid gestation herbs: 2g each
Accelerated development herbs: 16g for three, or 6g each - These will rapidly age a single young weasle into an adult. There is some risk of weakening it as opposed to letting it grow on its own. (Ages over a single battle instead of 1-2 dungeon runs.)
Ferocity incense: 7g each - Burn during breeding. Increases the chance that the babies will be inherit good genes for fighting. Inadvisable to mix with other incense.
Agility incense: 8g each - Burn during breeding. Increases the chance that the babies will be inherit good genes for moving fast. Inadvisable to mix with other incense.
Endurance incense: 7g each - Burn during breeding. Increases the chance that the babies will be inherit good genes for constitution. Inadvisable to mix with other incense.
Strength insense: 15g each, only one available - Burn during breeding. Increases the chance that the babies will gain a trait that makes them better able to carry larger loads. Inadvisable to mix with other incense.
Giant weasel treats: 3g for two - Makes training slightly easier. (Each batch lasts for one battle. They're probably not raisins.)
Nil
Koraa'k Regenerator
HP: 5/5
Level 2: 3 more battles until level-up.
Melee attack: 1d3 damage
Defense:
Speed: 3 hexes per turn.
Traits: Post-battle flora gathering, Poor morale near undead, +50% damage from fire.
Guild skill: Glassinfuser 1
Weapon: Oak staff
Armor: Robe of the Last Guard - On recieving an otherwise fatal blow, the wearer is restored to 3 HP. The robe becomes a normal robe afterwards. This will not work if the wearer's body is destroyed by the blow.
Misc1: Healers Pendant - Grants a 3x/dungeon 1d6 heal spell.
Misc2: None.
Spells:
(Item) 3x dungeon: Minor heal - Restores 1d6 HP to the target. Restores an additional 1d3 if the target is close enough to touch.
3x/dungeon: Grasping Vines - Immobilizes the target, renders most mundane ranged attacks impossible, and halves melee damage, Lasts for 1d2 turns. Duration increased by 1 turn in dense vegetation. Duration reduced by 1 turn underground. Duration halved against targets larger than human-sized. Deals 2 damage per turn.
2x/dungeon: Nature's Balm - Resores 1d3/turn HP for 4 turns. Targets a 'triangle' of 3 hexes.
2x/dungeon: Regenerate - Restores 3 HP per turn to a target in touch range. Lasts until the start of the next battle.
1x/dungeon: Tree of Life - Creates a tree in a hex that heals adjacent targets by 1d5-1 HP per turn, regardless of friendliness. Targets a hex adjacent to the caster. May last for nearly a week, if the caster remains nearby, but tends to attract more creatures over a long enough time.
Your familiar has 2/2 HP, and deals 2d2 damage. She moves three hexes per turn when separated from you.
She is immune to physical damage, can only attack incorporeal/'spirit' foes, and generally cannot interact with the battle while sharing your hex.
She has a 1x/dungeon ability to fully recharge any one spell or ability to an adjacent creature (does not affect item charges). This ability can only be recharged in the guildhall.
Marks Deno
Half-Elven Night Ranger
HP: 5/5
Level 1: 2 more battles until level-up.
Melee attack: 1d4+2+1 damage
Ranged Attack: 1d5+1+1 damage, 6 hex range
Defense: 2phys/1mag
Speed: 4 hexes per turn.
Traits: Takes 25% damage from poison, 10% chance to miss in hot areas, +25% damage from fire, 10% chance to miss in bright areas, debilitated by light attacks.
Guild skill: Leather Working I
Weapon: Frost Rapier - +2 damage
Ranged: Longbow - +1 ranged damage, 6 range. 12 arrows.
Armor: Hardened Darkwyrm Leather - Absorbs 2 damage from physical sources, 1 from magical
Misc1: None.
Abilities:
2x/dungeon: Owl's Vision - Darkness only. Grants +1 ranged damage and may see foes hiding in darkness. Lasts until end of battle. Dispelled by bright light, with a debilitation penalty.
3x/dungeon ability slot: Scout - Out-of-battle. May either thoroughly scout one adjacent node or get a general idea of contents of the surrounding nodes. A through scouting risks alerting boss nodes, making them more difficult.
Barthold Quartzlegger
True dwarven batlesmith
HP: 14/14
Level 3: 5 more battles until level-up.
Melee attack: 1d6+2+3 damage
Defense: 2phys
Speed: 3 hexes per turn.
Traits: +50% damage vs dwarves, Doubled hostile illusion effects, debilitated by proximity to standing water, abilities ineffective near standing water.
Guild skill: Merchant
Weapon: Dwarven Runeaxe - +3 attack
Armor: Old Scale Mail - +2 phys
Misc1: None.
Misc2: None.
Abilities:
2x/dungeon: Hold The Line - Allies within two hexes take half damage (rounded up). This affects the battlesmith. This effect sticks to the targets. Lasts three turns or until they move. This ability may block no more than two times the battlesmith's level per turn, per target.
2x/dungeon: Veteran's Oversight - Allies within two hexes have their max damage increased by 50%. This does not affect the battlesmith. Lasts for two turns. This effect remains centered on the caster, and does not work on targets that move outside of its range.
Passive leadership ability: Experienced Battlesmith - While leading a battle, all units deal +1 damage from non-magical sources.
Boldbold the Kobold
Kobold giant weasel rider
HP: 9/9 [5]
Level 1: 2 more battles until level-up.
Melee attack: 1d6+2+1
Defense: 1phys
Speed: 6 [4] hexes per turn.
Traits: +1 speed and damage if passing through single hex cave-like passages, 25% miss chance in bright light, +25% damage from fire, +25% damage from cold.
Guild skill: Giant Weasel Farming
Weapon: Steel and oak spear - +1 attack.
Armor: Hardened leather armor - +1 phys defense.
Misc1: None.
Misc2: None.
Abilities:
Rider - May use a giant weasel mount.
1x/battle - Charge! Gain +0.5 damage per hex traveled (in a mostly straight line), rounded up, before striking a target.
3x/dungeon: Giddy-up! - Move +2 hexes. Free action, may be used before moving and in conjunction with an attack or ability. Must be mounted.
Current mount:
HP: 5/5
Melee attack: 1d4
Carries 4 items
Granted to rider:
+2 HP
+1 melee attack
Alice Starblight
Human shadow mage
HP: 5/5
Level 2: 3 more battles until level-up.
Melee attack: 1d4 damage
Defense: Blocks 3 physical damage if low light level.
Speed: 3 hexes per turn.
Traits: Better positioning, more likely to be targetted, takes 50% more damage from Holy sources.
Guild skill: Enchanter 1
Weapon: Shadowstaff. Before departing, you may choose to gain an extra use for any shadow spell you have.
Armor: Darksilk robes. Reduces physical damage by 3 if in a dark environment.
Misc1: None.
Misc2: None.
Spells:
1/battle: Evard's Bolt - Deals 2d3 damage to a single target. Range of 5 hexes.
3x/dungeon: Lesser Blindness - A veil of absolute darkness blinds the target during its next turn. LOS range.
3x/dungeon: Shadow Shift - Attempts to teleport the target a short distance through darkness, if it is near a large enough area of darkness. Target may attempt to resist with a combat check of *1d4, where * is the caster's level. In areas of total darkness, only the very strong may resist.
1x/dungeon: Greater Call of Shadows - Summon something from the planes of darkness. Lasts five turns. Summons vary based on the area's darkness. Summons will be allied to the caster, but uncontrolled.
Your familiar has 3/3 HP and deals 1d2 damage. It moves four hexes per turn.
It has a 1x/dungeon ability to double the effect of one of your spell casts.
On the first turn of most battles, you may freely dismiss it safely outside the combat area.
Replacing a familiar is fairly expensive.
Nebrar Olysess Roywinkle "Mockingbird" Delorean (Goes by "Neb" or "Olly")
Gnome Alchemist
HP: 6/6
Level 2: 3 more battles until level-up.
Melee attack: 1d5+1+2
Ranged attack: Varies. Max range of 5 hexes. 25% chance of missing and hitting an adjacent hex if 2<range<5 hexes. 33% chance of missing and hitting an adjacent hex if the 4<range<7 hexes.
Defense: None
Speed: 4 hexes per turn.
Traits: 50% fire resist, poor positioning, +50% damage from cold.
Guild skill: Explosive Alchemy I
Weapon: Steel Shiv +2
Armor: Unimpressive clothing
Misc1: Potions Satchel
Potion 1: 5x Stack of flame grenades
Potion 2: 4x Stack of depressingly not-flammable sticky goo
Misc2: Reagent satchel
Reagent 1:
Reagent 2:
Reagent 3:
Reagent 4:
Abilities:
5x Flame grenades - Deals 1d3 fire damage to everything in a 1 hex radius. Deals an additional 1d3+1 fire damage to the central hex. Continues to burn, dealing an additional 1d3 fire damage to area on the next turn. Thrown.
4x Sticky goo grenades - Deals 1 damage. Target moves at half speed for two turns. Thrown.
1x/battle: Harvest - Attempt to gather a reagent from a recently slain foe.
Chaun Chauner
Leprechaun spearechaun
HP: 6/6
Level 1: 2 more battles until level-up.
Melee attack: 1d5+2+1 damage
Defense: 50% dodge vs. non-magical.
Speed: 5 hexes per turn.
Traits: Gold carrier, 100% extra damage from cold iron, dangerous greed
Guild skill: Shoemaker
Weapon: Faegold Spear +2
Misc1: Bag.
Bag1: None.
Bag2: None.
Misc2: Bag.
Bag3: None.
Bag4: None.
Misc3: None.
Misc3: None.
Gold1: None.
Gold2: None.
Gold3: None.
2 coins
Abilities:
1x/dungeon: Detailed search - Find a secret cache of treasure left behind after winning a battle.
Ochita
Human arcane apportationist
HP: 5/5
Level 2: 3 more battles until level-up.
Melee attack: 1d4+1 damage
Defense: 2phys.
Speed: 3 hexes per turn.
Traits: Better positioning, +33% duration and damage from poisons, chance of portals calling extra-planar beings (More powerful spells have greater chances of calling greater beings).
Guild skill: Scribe 1
Weapon: Knife (+1)
Armor: Cloudsilk Robes - Allows a brief flight, once per dungeon. +2 phys armor.
Misc1: Symbol of Banishment - Attempts to return a recently summoned creature back home. Limit of 2 charges. May restore 1 charge with a guild turn action.
Misc2: None.
Spells:
Passive: Gate Empowerment - Party may bring an extra 1 character through the gate. This does not stack with similar effects.
(Item) 2x: Banishment - Attempt to banish a recently summoned being, against a 1d10 combat check. May use a second charge during casting to add 1d5.
(Item) 1x/dungeon: Fleeting Flight - Adds +5 hexes to movement for this turn. May be cast before moving, but may not attack or use a second spell or ability this turn. Allows flying over obstacles. Self-target only.
3x/dungeon: Switch - Attempt to swap the position of two similarly sized targets. May only target "whole" people or objects. Hostile targets may resist at a combat check of 1d6. Range of 10 hexes.
2x/dungeon: Portal Link - Link two hexes together. The linked hexes are considered adjacent for all purposes until the end of the battle. A single hex may have up to four such links.
1x/dungeon: Spell of Return - Return up to 8 characters to the last used gate. Radius of 4 hexes. The caster need not return himself.