It is a dark time in the lands as the Demon Lord's armies have begun to lay siege to the human kingdoms, war rages everywhere and news of another battle being lost, another village be slaughtered, comes more often then news of a victory for the human side. It's a time where heroes are needed, and when many will step forward to try and become those legendary heroes legends are told about, songs are sung for, and people pay respects to even hundreds of years after their great acts. You six are such people who've come forward to forge onward down the path of a hero, will you manage to survive and carve your name into history or will you die with your name to be forgotten in the sands of time?
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Roll to Become a Hero is a fairly simple game wherein the objective is to become a hero by meeting three requirements, the first of which is to reach Level 10, the second to commit at least one Great Act, and to come to own a Legendary Item of some sort. Throughout the game you will take part in various missions chosen from a small set I offer to you each time you complete one, during these missions your aim will generally be to gain experience, items, and attempting to commit a Great Act worthy of the title hero. I'll be taking six players at first, and there will be a waitlist as I expect players to die rather quickly if they mess up.
Name: What is your character called?
Gender: Male or Female?
Past Profession: Stuff along the lines of Guardsman, Farmer, Lumberjack, etc.
Trait: Choose one of the following or make up your own.
Marksman - You gain +2 to your accuracy rolls when using ranged weapons.
Sure Strikes - You gain +2 to accuracy rolls when using melee weapons.
Exceptional Potential - You gain 25% more Experience.
Ambidextrous - You can wield two weapons (two daggers, dagger and shortsword, etc.) without penalties.
Charismatic - +2 to all Charisma Rolls.
Accuracy: Every single attack made rolls a 1d20 to determine whether or not the weapon hits.
1-6: Miss
7-10: Glancing Hit
11-17: Direct Hit
18-20: Critical Hit [Roll for Critical]
Critical Charts1-3: Headshot (3x Damage,
Intense Bleeding, Depending on the strength of the weapon and the person being hit it may cause instant death regardless and decapitation.)
4-8: Torso (No Extra Damage,
Minor Bleeding)
9-11: Left Arm (2x Damage,
Major Bleeding, Chance of taking off a limb.)
12-14: Right Arm (2x Damage,
Major Bleeding, Chance of taking off a limb.)
15-17: Left Leg (2x Damage,
Major Bleeding, Chance of taking off a limb.)
18-20: Right Leg (2x Damage,
Major Bleeding, Chance of taking off a limb.)
Status EffectsUnless listed otherwise status effects take effect at the very beginning of a turn.
ExperienceXP goes to anyone who contributes heavily to a mook's death, bonus XP also goes to the person who scores the killing blow to mooks.
XP in boss fights go to everyone who damages the boss, bonus XP go to anyone who manages to give a good advantage to the group, and bonus XP also goes to the one who scores the killing blow.
BlockingWhen wielding a shield a character gets to roll to block every hit that would have hit them, and the chance that they block the attack is based on the block chance of the shield they're using. Every shield has a block chance that can range from 1 to 80, and in order to successfully block a 1d100 is rolled. If the result is at or below the block chance then the attack is block and no damage is sustained (unless a trait on the weapon blocked states otherwise).
Great Acts are distinguishing actions that set you apart from other people, they are part of the legacy and history that will make your character a hero, Great Acts aren't just things like slaying a Lich or Dragon alone but they also include stuff like retrieving long lost artifacts that are far superior to Legendary Items. Whenever a character commits a Great Act they gain 20 XP and earn a trait related to that act in someway.
Legendary Items are weapons, armor, tomes, and such that were the belongings of long gone heroes generally found in dungeons, tombs, or hidden away in fortresses of the Demon Lord's minions. They generally are far superior to regular items having come to embody some of the legend and hero that had owned them, whenever one of these comes into a character's possession they earn 5 XP, gifting the item to other characters does not grant that XP and killing other player characters for said item offers nothing but the items they own and the experience you get for killing them.
Mercenaries are players from the waitlist who can be hired by the current players to help them on missions in exchange for some form of payment be it gold, or items. When a mercenary is hired the current players, and the waitlister being recruited make a deal to determine what they will join the party for though there is a minimum of 10 gold, or one item that has to be given to them. Once a deal has been made the mercenary will then join the party for the entirety of one mission which they must see through to the end, or they will not receive the agreed upon payment. A waitlister can abandon his contract if they feel the need, but this could make it much harder to be hired in the future.
Companions are NPCs who've agreed to follow, or work with certain players due to some sense of duty, friendship, or a debt that is owed. Companions do not acquire experience points, whatever hit points and skills they start with will stay with them throughout their journey though they can still learn spells, be trained to gain combat skills, and be given better equipment.
While you can gather, and hire as many Mercenaries and Companions as you want you can only bring along as many as the structures in Fort Gelden will allow the party too. Do note this does not apply to minions such as guardian spirits, conjured elementals, or raised undead.
Magic is not available to any player from character creation. In order to begin treading the path of a wizard a player must find a teacher, or tome that contains the basics of a particular branch of magic, and begin using it to learn spells and of the wondrous powers of mana. Whenever a character learns their first spell they unlock the Mana Points, or MP for short. MP is used to cast spells, and every character who first learns magic starts with four points of it though that increases with every level after MP is unlocked by four points. The only ways to recover MP are to drink rare mana potions, or wait until the intermissions between quests where all characters HP, MP, and such are returned to full.
There is no limit to the amount of spells a character can learn, or the number of Schools of Magic they choose to pursue, but a character who follows one School primarily, and focuses his efforts on it will be rewarded for it.
Much like magic the divine powers of priests, and other servants of the Gods are unavailable to players from the start. However, in order to unlock the ability to channel the divine power of a God a player must gain the notice of the divine being they seek to follow. In order to gain a God's notice a player must either complete some worthy act in the name of their chosen God, undergo a Trial given by those in charge of one the God's temples, or obtain an artifact of their chosen God.
Once a character has fulfilled the requirements they gain Faith Points, or FP for short. From the moment a player gains FP they are given two miracles/prayers aligned with their God, and in order to learn more they must seek out a priest, or champion of their God's temple to convince them to teach more of the God's divine secrets. Unlike magic once a player has chosen a God, and gained their Faith Points from them they can only learn powers from that God's domain. On top of that should the player betray their chosen god in some way they will suffer a divine curse, and lose their ability to use Faith Points.
Every player starts with four Faith Points, and earns four more Faith Points for every level up after they earn them.
Current Players- Dermonster as the Level 2 Apprentice Necromancer Chronus
- Berius as the Level 2 Guardsman Jase Bladeheart
- Sarrak as the Level 1 Blacksmith Zein
- killerhellhound as the Level 1 Guardsman Mark Juno
- Unholy_Pariah as the Level 1 Poacher Elric
- Yoink as the Level 1 Merchant Shandrem Blanchfoot
Waitlist- darkpaladin109
- scriver
- Remalle
- Xeron
- Pufferfish
- TamerVirus
- NAV
- Spinal_Taper
- Salsacookies
- Nidilap
- SaberToothTiger
- Hawk132
- Ochita
- Generally me
- Andres
- spazyak
- Illgeo
- Haveroszaur
- ATHATH
- Cinder
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Those Lost in Time- scapheap as the Level 2 Shepherd Clair Gemini
- Lyeos as the Level 2 Woodcarver Lucy Verim
Those Who Failed- Sinvara as the Level 1 Science Scholar Aeryn Vutran | Slain by a Skeletal Warrior in Alerd's Tomb
- The Froggy Ninja as the Level 1 Scholar David | Slain by a Skeletal Knight in Alerd's Tomb
- SomeStupidGuy as the Level 2 Poacher Trevor Abbot | Slain by a Skeletal Knight in Alerd's Tomb
- BlitzDungeoneer as the Level 1 Cultist Zack Abrams | Slain by Peasant #2 in the Village of Belton
Hall of HeroesNone
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