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Author Topic: The Three Endings  (Read 1713 times)

Urist Mc Dwarf

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The Three Endings
« on: October 22, 2014, 02:34:33 pm »

10 years ago, the land of Aezc was at peace. The goodly and kind peoples of the world, the elves and the humans and the dwarves and their allies had driven away many of the dark foes that once ravage the worlds, trapping them in a few inhospitable isolated lands. It was a time of peace and prosperity, but it could not last.

The Three Endings, Susavsha in the Lost Tongue came.
 First there was the Savaging. The many great enemies locked away escaped, and this was paralleled in the mortal plane. Hordes of goblins, armies of drow, and swarms of orcs, and other, fouler beasts darkened the lands. Some places they ignored. Some they overran and pillaged. Some they took for themselves, some they attacked but could not conquer. Their reign seemed inevitable, but then came the Sundering.
 Great ranges of mountains rose from the earth, while others collapsed as if they were never there. Seas dried up, new lakes appeared, and rivers changed their courses. For a while, no one knew if the terrain would change beneath their feet, but then there was a pause. It seemed the world would be safe at last, but the forces that had caused this were merely waiting to strike a final blow. The Shattering came.
First, magic inexplicably failed. Then, dead zones and places in which magic became unpredictable sprung up. The world was once more wracked by insane change, although on a smaller scale. Natural disasters, storms, floods, and fires struck. The earth itself split open. New mountains arose. But as people recovered, they noticed that these changes were different. A river flowed right over a chasm as if it was not there. The changes were also more local, not really being bigger then a new lone mountain or a small wood.
 You wonder what will come next, as you look around the once fair town of Dawnsbury, and more specifically, you notice the great effect, greater then the other two combined the

Sundering had
Shattering had
Savaging had
« Last Edit: October 24, 2014, 05:00:38 pm by Urist Mc Dwarf »
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Urist Mc Dwarf

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Re: The Three Endings
« Reply #1 on: October 22, 2014, 02:35:53 pm »

Rules:
Turns will last a a few hours unless there is combat or some other encounter. One turn in combat lasts a few seconds. Other encounters will vary. A turn in roleplaying will last as long as you speak. A turn in attempting to find your way through a swamp might last for five days

Action rolls such as swinging a sword or searching are on a d20. These are modified by the various circumstances that surround the action
Luck rolls such as random encounters are on a d100. This is mostly a GM tool
 
In combat, you will often have allies. You can try to tell them to make certain actions, but they will not always listen. Whether or not they listen to you will be based on a variety of things, including reputation and how scary you look. The orders you can make are fairly unlimited, but the more outlandish, the less likely they will be obeyed. ( "Watch my back" is more likely to get obeyed then "do a double backflip to behind that ogre and bite off his head.")


A sample character would be this

Rozak the Mighty
Healthy(Condition, any wounds will be noted here)
Dragonborn(Race)
Martial 1, Fighter 2( Class skills. You start off with two at first level and gain one per level. You need a general skill in order to access the actual classes)
Str:15( These are his attributes. They are the standard role-playing set.)
Dex:11
Con:15
Int:12
Wis:13
Cha:10
Fury:15/15( These are the versions of mana. There is a different one for each attribute)
Toughness:15/15
Fort +2( These are his defenses. when he is attacked, these are added to his roll)
Agi +2
Will +2
Armor +3
Greatsword(Inventory)
Scale armor
Traveler's pack with standard kit
23 gp
17 sp
Cleave( These are his abilities)
Double slash
Whirling blade
Perks( You get perks when you level up. They can provide a variety of bonuses.)
Bloodied blade

« Last Edit: October 24, 2014, 04:58:42 pm by Urist Mc Dwarf »
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Urist Mc Dwarf

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Re: The Three Endings
« Reply #2 on: October 22, 2014, 02:36:12 pm »

Skills: There are 2 types of skills, class skills and learning skills. Class skills are divided into martial, arcane, divine, and primal. These are the levels from which you get abilities. within each are the specific classes such as priest, mage, or hunter.

Learning skills are things like athletics or history- it is your knowledge and capability at something. As such, it gives you a bonus to relevant rolls. As an example, our friend Rozak has a skill in 3 of intimidation. When trying to persaude a scrawny orphan to show him how to get into a thieve's guild, his intimidation roll gets a +3.

Magical knowledge- guess
History- knowledge of history
Science-knowledge of the sciences
Religon-knowledge of religion
Nature- ability to forage and track in aboveground areas
Spleunking-ability to forage and track in belowground areas
Athletics- swimming and jumping
Acrobatics- handsprings and backflips
Observing- noticing the world
Insight- noticing the way people act
Diplomacy- guess
Intimidation- intimidating people
Deception- lying
Endurance- ability to push through a physical struggle
Medicine- healing
Stealth- guess
Theft-guess
Riding- difficult things while mounted, such as standing on the back of a griffin
Crafting- making things
« Last Edit: October 24, 2014, 07:58:29 pm by Urist Mc Dwarf »
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Urist Mc Dwarf

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Re: The Three Endings
« Reply #3 on: October 23, 2014, 02:51:29 pm »

Reserve/ bump

Shadestyle

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Re: The Three Endings
« Reply #4 on: October 24, 2014, 03:51:39 pm »

Is there a list of perks and skills, or do we make/describe our own?
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Urist Mc Dwarf

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Re: The Three Endings
« Reply #5 on: October 24, 2014, 04:25:46 pm »

Perks, there is a list you can see when you level up. I will put up the skills now

Omeganaut

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Re: The Three Endings
« Reply #6 on: October 24, 2014, 07:34:37 pm »

K, character based on sample sheet: what is available so far.  What system are you basing this on, because that might help us build our characters better.

Merv Flurry
Condition: Healthy
Race: Halfling/Gnome
Class: Arcane 1 Bard 1
Skills: +1 Deception, +1 Insight +1 Diplomacy
Str:10
Dex:13
Con:14
Int:14
Wis:7
Cha:16

Musicianship:16/16( These are the versions of mana. There is a different one for each attribute)
Toughness:14/14
Fort +2( These are his defenses. when he is attacked, these are added to his roll)
Agi +1
Will -2
Armor +2

Rapier
Throwing darts
Leather Armor
Traveler's pack with standard kit
Jug of alcoholic beverage
Flute with case
2 cp
5 gp hidden in flute case

Abilities

Perks

« Last Edit: October 25, 2014, 10:16:16 am by Omeganaut »
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Urist Mc Dwarf

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Re: The Three Endings
« Reply #7 on: October 24, 2014, 07:59:06 pm »

It is mostly based of DnD

Shadestyle

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Re: The Three Endings
« Reply #8 on: October 24, 2014, 08:07:51 pm »

Deathblood Blooddestruction
Healthy
Gnome
Alchemist 1
Str:10
Dex:16
Con:10
Int:17
Wis:13
Cha:10
Fury:5/5( These are the versions of mana. There is a different one for each attribute)
Toughness:5/5
Fort +7
Agi +0
Will +0
Armor +0
Flask filled with liquid sword.
Simple gnomish robes
Simple gnomish booties
Frostiron Mortar
Enchanted flaming Pistil
2 Bottles
Crafting
Perks

(Will this work?)

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Urist Mc Dwarf

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Re: The Three Endings
« Reply #9 on: October 25, 2014, 08:19:40 am »

Deathblood Blooddestruction
Healthy
Gnome
 Arcane 1 Alchemist 1
Str:10
Dex:16
Con:10
Int:17
Wis:13
Cha:10
Mana 17/17
Fort +0
Agi +3
Will +3
Armor +1
Flask filled with liquid sword.
Simple gnomish robes
Simple gnomish booties
Frostiron Mortar
Enchanted flaming Pistil
2 Bottles
Crafting
Perks

(Will this work?)
More or less fixed it. I adjusted the bonuses to reflect your abilites and fixed the class skills. I'd prefer if you tone down the equipment, and you have 3 learning skill points to spend.

Omeganaut

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Re: The Three Endings
« Reply #10 on: October 25, 2014, 08:42:31 am »

I updated my character.  I'm kinda unsure where a bard/rogue type character would fit...  I guessed primal since he's not about combat nor real magic, just diplomancy and enthralling and such.  Also, how would we figure out toughness/mana?
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Shadestyle

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Re: The Three Endings
« Reply #11 on: October 25, 2014, 09:44:26 am »

Deathblood Blooddestruction
Healthy
Gnome
 Arcane 1 Alchemist 1
Str:10
Dex:16
Con:10
Int:17
Wis:13
Cha:10
Mana 17/17
Fort +0
Agi +3
Will +3
Armor +1
Flask filled with liquid sword.
Simple gnomish robes
Simple gnomish booties
Steel mortar and pistil
2 Bottles
Crafting, Magical knowledge, science
Perks


Better?
« Last Edit: October 25, 2014, 09:46:53 am by Shadestyle »
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Urist Mc Dwarf

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Re: The Three Endings
« Reply #12 on: October 25, 2014, 10:02:20 am »

Yeah.  Bars is arcane.  Total amount of a mana equivalent is attribute+any bonus