Perplexicon: The New AgeWelcome to "Perplexicon: The New Age" based on the work of Piecewise
You are a lone person, you always have been you felt out of place, never quite fit.
You had friends and partners and so-on but never anything solid just a passing thing
this ephemeral connection to the world let you pass unnoticed and continue with your life.
You died, you know you did. To something, or someone, nothing of the natural world.
You stay dead though, and now you have awakened and peer into this world in search of answers.
The connection you always had with the Grimoire has now awakened, in your hands you hold a book.
It is ancient and made of Black leather and spikes of iron, into the leather is
engraved an image of a bird, the bird is staring at you.
After that "death" you awaken in a stone room, it is circular and the center is carved with a
runic circle, the circle glows softly with a warm pink light. Ahead is a single door and beyond
you see sunlight.
You have 22 points to assign to stats
STR - How much you can lift, carry, drag etc
DEX - Ability to not trip over your own shoes
SPEED - How fast you are and your reaction speed
END - How much damage you can take
WILL - Your strength of mind
Each of these stats gain a +1 to related rolls for each 3 points
POTENCY - Your magical strength
Each point of Potency is one dice of Magical pool used to cast spells (explained in the magic section in more detail)
Being a game of perplexicon there is obviously going to be magic so this is how it works
To cast a spell yell out the random words you have chosen or not so random if you have done
!SCIENCE!. When you yell out words (or reference numbers next to them) note how much pool you are dedicating to the cast
every point of pool represents one d6 which is rolled, for every 4 or 5 you gain one point for a 6
you gain two points, on a 1 you lose one point. If the strength of the words (a number known to the GM)
is equal to or less than the players score the spell succeeds. If it is greater than the players score though
the lowest cost words are dropped until the spell is cast.
Decided might as well note this down
If you score greater than the number of dice rolled for a POT test then the dice are re-rolled adding to the total
In combat each round you gain an action.
an action is something like casting a spell or whacking someone over the head with a big stick
When performing an action you roll a d6 and add a bonus, for each three points in a stat (other than potency) you gain a +1 bonus.
The higher you roll the more FUN everyone has.
You can react to actions of others by including logical clauses e.g. "IF condition THEN action"
However If you try and conquer the world with one action it gets a bit harder with each additional clause beyond the first two representing the fact that you do not move and think at the speed of light.
Armour and Weapons
Since everyone is pretty close to achieving the first milestone of having armour and weapons made of something and this is something I will have to do at some point. Here goes.
Armour
When wearing armour you are less likely to be maimed when attacked or rendered unconscious from a punch, you are slower and more vulnerable when knocked down but this is harder to do in the first place. Certain materials will affect the strength and properties of the armour: copper swords will break on adamantine armour while adamantine swords will cut through just about anything.
While armour made with eldritch or Terrible Divine may have additional magical effects and some materials may act.... weird when combined with other stuff.
Also using transmutation it is possible to make armour that weighs near nothing or allows you to fly through the air, however, there is only so much magic a material can take before it makes a lot of !FUN! for everyone.
Weapons
Weapons behave much the same as armour some materials are better than others and so on.
However depending on the weapon a roll of 4 for strength may hack off a limb or leave a bruise depending on weather it was an enchanted claymore or a left hook
1A01: Burop
1A02: Tailald
1A03: Lojeld
1A04: Eras
1A05: Rodum
1A06: Pepol
1A07: Kaldet
1A08: Kelrbur
1A09: Asves
1A10: Engsight
1A11: Lyeard
1A12: Aughenth
1A13: Orminao
1A14: Polser
1A15: Urist
1A16: Athyst
1A17: Uskap
1A18: Garak
1A19: Toash
1A20: Uskjmos
1A21: Sertsul
1A22: Rodint
1A23: Warjpol
1A24: Risit
1A25: Rhyor
1A26: Ceroc
1A27: Turir
1A28: Inait
1A29: Ranundo
1A30: Paunt
1A31: Atimu
1A32: cliryn
1A33: Ustraye
1B01: Adkin
1B02: Roddvr
1B03: Kelyq
1B04: Vorlit
1B05: Cheel
1B06: Yergar
1B07: Ighter
1B09: Kelture
1B10: Angyp
1B11: Ghaver
1B12: Lerser
1B13: Lyedan
1B14: Lorlol
1B28: Rodit
1B16: Danlor
1B17: Aldes
1B18: Cuqua
1B19: Ghajeld
1B20: Queeph
1B21: Enkaly
1B22: Mospita
1B23: Toran
1B24: Rilin
1B25: Errwor
1B26: Ergra
1B27: Tasllye
1C01: Vorfsh
1C02: Toret
1C03: Engunt
1C04: Megar
1C05: Skelold
1C06: Engoph
1C07: Turund
1C08: Kund
1C09: Reeld
1C10: Nohat
1C11: Rayine
1C12: Denorm
1C13: Morang
1C14: Nysnwar
1C15: Bururnu
1C16: Hoage
1D01: Awler
1D02: Ackalt
1D03: Draughu
1D04: Itia
1D05: Imok
1D06: Arech
2A01: Inegha
2A02: Risant
2A03: Xereno
2A04: Kelnal
2B01: Samunti
2B02: Kimfech
2B06: Burhtan
2B07: Bellild
2B08: Rakpoly
2B09: Serimgeh
2C01: Lorel
2C02: Kimrrak
2C03: kakim
2C04: Aughdund
2C05: Awtury
2C06: Aleidlda
2C07: Naltdar
3A01: Ilduz
3A02: Tonscul
3A03: Tracha
3A04: etock
3A05: Nywgar
3A06: Fyban
3A07: Wortguh
3A08: Kelet
3A09: Lyeiv
3A10: Taiesh
3A11: Toras
3A12: Issit
3A13: Aldurna
3A14: Litai
3B01: Delntai
3B02: Achegh
3B03: Ondold
3B04: Ormik
3B05: Imoh
3B06: Shyema
3B07: Homvmor
4A01: Erath
4A02: Inaskel
4A03: Byler
4A04: Kalest
4A05: Kellyeu
4A06: Entheru
4A07: Rodswar
4A08: Ardaf
4A09: Serdyn
4A10: Denal
4B01: Eldtas
4B02: Emisa
4B03: Breper
4B04: Omdtan
4B05: Samale
4B06: Vesmough
4B07: Undsay
4B08: Keldim
4B09: Rakthero
4B10: Elmagee
4B11: Nyan
4B12: Chaina
4B13: Ageuf
4B14: Lovor
4B15: Torhaty
4B16: Nysnmor
4B17: Vermoso
4B18: Essawu
4B19: Rothtono
4B20: Polod
4B21: Deldaw
4B22: Hatest
4B23: Arok
4B24: Tretan
4B25: Nysjard
4B26: Saylwor
4B27: Hatech
4B28: Hatut
4B29: Rhaust
4B30: Tinot
4B32: Morray
4B33: Taiwend
4B34: Taneld
4B35: Sluqua
4B36: Rodlyey
4B37: Estdban
4B38: Aleagei
4B39: Shykaly
4B40: Morlora
4B41: Echet
4B42: Angtur
4B43: Llywaugh
4B44: Niwar
4B45: Vesit
4B46: Noem
4B47: Sambtor
4B48: Morisght
4B49: Engrod
4B50: Endrgrod
4B51: Grodenn
4B52: Quaita
5A01: Emygh
5A02: Gharaku
5A03: Raddyn
5A04: Omim
5A05: Eredl
5A06: Chabele
5A07: Treest
5A08: Hinis
5A09: Atleld
5A10: Ustoh
5A11: Ackkir
5A12: Swieng
5A13: Achrgar
5A14: Estost
5A15: Slaser
5A16: Meust
5A17: Hiaugh
5A18: Teelm
5A19: Tiaenthi
5A20: Karay
5A21: Corhe
5A22: Alghes
5A23: Gornand
5A24: Morra
5A25: Minerak
5A26: Forsa
5A27: Rejdo
5A28: Etrik
5A29: Celsick
5A30: Alehst
5B01: Honsald
5B02: Itiw
5B03: Krosis
5B04: Corsis
5B05: Dedena
5B06: Wesnes
5B07: Theicja
5B08: Onici
5B09: Yeulsis
5B10: Hydrek
5B11: Drenek
5B12: Lorik
5B13: Naren
6A01: Ske
6A02: Ralsi
6A03: Yoight
6A04: Raktur
6A05: Morrinal
6A06: Irut
6A07: Shytust
6A08: Delon
6A09: Swaelem
6A10: Chack
6A11: Rodgaro
6A12: Mufaar
6A13: Moage
6A14: Emler
6A15: Aref
6A16: Atin
6A17: Mordold
6A18: Myrkrien
6A19: Elmyel
6A20: Doror
6A21: Qello
6A22: Wrekso
6A23: Cerle
6A24: Gehena
6A25: Horica
6A26: Ghutis
6A27: Yuellos
6A28: Nonis
6A29: Herrso
6A30: Pereti
6A31: Haragule
6A32: AnKakim
6A33: Heref
6A34: Haitlal
6A35: Boroe
6A36: Vusuru
6A37: Rudugu
6A38: Shaak
6A39: Loorin
6A40: Firsin
7A01: En-gar
7A02: En-dah
7A03: En-bere
7A04: En-fe
7A05: En-lyew
7A06: En-yirtu
7A07: Cor-Coni
7A08: Cor-xien
7A09: Cor-Nsik
7A10: Cor-Inek
7A11: Cor-Al
7A12: Cor-Alet
7B01: GherWehl
7B02: EnWehl
7B03: WehlCen
7C01: Silkehne
7C02: KilFir
7C03: Auret
7C04: Etdel
7C05: Cerronen
name: [optional]
description: [optional]
Background: [optional]
STR-
DEX-
SPD-
END-
WILL-
POT-
HAVE !FUN!
Also tell me if you notice an error or mistake tell me
Here is the spread sheet of all the current characters:
https://docs.google.com/spreadsheets/d/1dOqDuVSiirndSLJzEg7z3moL1tk-CFNXM_rnI8XCAvk/edit?pli=1#gid=0