You are a demon hunter, sent with eleven others to cleanse this temple of evil, but something went wrong and one of your group was possessed by the demon.
Now you must find a way to stop it.
You get 5 stat points and 20 skill points, you can have a maximum of 10 points in one skill.
STATS:
Strength(str) affects how much you can carry (6+3xstr)
Dexterity(dex) affects your speed (2+1/2dex)
Constitution(con) affects your HP (10+2xcon) also used to resist poison
Willpower(will) used to resist mind control
Supernatural(sup) gives you one supernatural feature per point
SKILLS:
you get +1 skill level in each skill you have at least one level in for each point in the relevant stat(for rolls only)
str:
medieval melee weapons
armor/shields
unarmed combat
dex:
medieval ranged weapons
guns
ninja weapons
thief skills(lockpicking, trap disarming and stealth)
will:
intuition(helps avoid danger)
sup:
magic(requires the magic supernatural feature, must be of the element you chose, must be taken multiple times if you have multiple elements)
lore(used to identify monster weaknesses/item properties, magic will work for corresponding element)
skill rolls are made with a ten-sided die, you want to get less than or equal to your skill.
(only the amount you made it by will be shown to help hide the demon)
SUPERNATURAL FEATURES:
(if you have an idea, post it below)
magic: choose fire, air, water, earth, light or spirit
claws: base power 2, uses unarmed combat skill
elemental body: choose fire, air, water, earth, light or spirit. You take 1/2 damage from your element, but 50% more from your opposite(see magic section). Also gives -1 on all rolls using your element, but +1 on all rolls using your opposite. Spirit has no opposite, instead taking 1/2 damage from physical attacks and 50% more from magical attacks.
CHARACTER TEMPLATE:
name
description
stats
skills
supernatural features
equipment(weapons for your skills, armor and shield(s), thieves tools if you have thief skills and 2 items of your choice within reason)
To use magic you choose which spell you are casting, then which elements you are using, you can use the 6 basic elements, the 6 advanced elements or try combinations.
ELEMENTS:
basic: opposite: advanced: opposite(s):
fire water sun(light+air) dark and earth
air earth ice(air+water) earth and fire
water fire life(water+spirit) fire
earth air moon(spirit+earth) air
light dark lava(earth+fire) air and water
spirit none lightning(fire+light) water and dark
SPELLS:
(all spell are ranged except healing spells)
(these are just basic spells, try other things)
all:
attack: base power 1, can be increased by 1,2 or 3 with a corresponding addition to your roll
fire, air, water, earth:
shield: base power 1, can be increased by 1,2 or 3 with a corresponding addition to your roll, completely blocks same element, does not block opposing element, last 2 turns
light:
heal(med.): base power 5, can be increased by 2,3 or 4 with a addition of 1,2 or 3 to your roll
cure: cures poison, +2 to roll
spirit:
heal(low): base power 3, can be increased by 1,2 or 3 with a corresponding addition to your roll
control: control target for 1 turn, +2 to roll, can add turns at +1 to roll per turn, add targets will to roll(does not work on demon hunters)
purge: removes all curses and poisons from the target, +2 to roll with +1 per effect
ADVANCED ELEMENTS/COMBINATIONS:
advanced element/combination spells use the average of your skill(rounded down) in the included elements(ex: light 5 and fire 8 gives lightning 6). Using an advanced element gives you +1 to the roll, and a combination gives +1 for each element used. You can use any spell from the elements in an advanced/combination, but for each element that doesn't have the spell you get a +1 to the roll. An advanced/combination spell is equal parts all included elements(ex: ice attack does 50% damage if target has water or air shield).
Being able to use life gives you this spell
heal(high): base power 7, can be increased by 3,4 or 5 with an addition of 1,2 or3 to your roll
ORDER OF COMBAT:
acions in combat are determined by speed,if two combatants have the same speed,use this order:
physical ranged attacks
ranged magic
physical melee attacks
melee magic
being hidden gives you a sneak attack,an extra attack at the start of combat,other things can also give you a sneak attack
DAMAGE:
attack power=base power of attack+amount roll was made by+1/2 relevant stat
damage=attack power after modifiers
two handed weapons give +1 base power
shields and armor reduce damage using the same formula, with 1 base power for a set of armor and 1 base power per shield
physical shields block 1/2 the damage of magical attacks, and magical shields block 1/2 the damage of physical attacks
combat is initiated when enemies are in the same hex, the demon gets a sneak attack if he/she attacks a hunter but has not been revealed.
LEVELING UP:
monsters give a certain amount of xp when defeated, which is divided equally among everyone in combat with it.
To level up you need 10+10x your level xp.
You get 1 skill point each level and one stat point every third level(3,6,9 etc.)
At the start of the game a random player is chosen to be the demon, if that character dies, someone else becomes the demon.
FEATURES:
+2 to all stats
will set to 10
elemental body(dark)
magic(dark) at skill level 6
monsters in lower temple do not attack the demon
intuition set to 10
-1 to a random stat(not will) every time it dies
Control of all lower temple monsters(pm me what you want them to do)
ABILITIES:
(the demon can use one secret ability a turn, in addition to his/her normal action, pm me the secret action, the announced actions reveal the demon)
SECRET:
curse(dark magic):gives +1 to all rolls to target, +3 to roll, add targets will to roll
poison(dark magic):target takes 1 damage each turn, stacks with other poison effects, +2 to roll, add targets con
control: take control of any temple grounds monster that is in combat, ends when target leaves combat
ANNOUNCED:
dark power: gives 50% boost to attack power and sets damage type to dark on any attack
feed: feed on a treasure hunter that has come to the temple, giving +1 to 2 random stats, is an action
treasure hunters have a 5%xamount of turns since last treasure hunter left/died to appear each turn,1 max on map, treasure hunters run straight to the temple and leave when they get an item.
DEMON'S SANCTUM:
while in the sanctum, the demon gets +2 to all stats, a permanent dark power effect, but is revealed. The sanctum can be entered from anywhere in the lower temple by the demon of if you have the completed artifact.
THE ARTIFACT:
There are four pieces of the artifact, randomly placed in four of the twelve elemental shrines, the other eight contain powerful weapons. When all four pieces have been collected, the artifact is completed with each piece you have giving you a 25% chance of getting the artifact, however, while the demon can hold a piece of the artifact, he/she cannot get the complete artifact. The artifact becomes the type of weapon used by your highest skill(staff for magic) has a base power of 6, turns all attacks with it into light damage, and gives you +2 in the relevant stat.
There are 3 ways to defeat the demon with the artifact
1.kill the demon with it(warning: for each non-possessed hunter killed by the artifact, the demon gets +1 to all stats)
2.perform a 2 turn ritual in the sanctum
3.use the artifact to teleport everyone to the sanctum to kill the demon, this breaks the artifact
the numbers next to your equipment mean this:
( )base power;( h)hands needed;(wt. )weight
( ; )on base power means it has limited uses, the second number is the amount
(+ )means that it is used to modify a spell or weapon's base power (*means spell)
player 1:
forum name:twinwolf
level 1 0/20
wt.3/9
HP. 12/12
Name: Zia Vael
Description: A thin girl with short red hair and green eyes, who wears leather armor most of the time.
Stats:
Str: 1
Dex: 2
Con: 1
Will: 1
Skills:
Guns - 8
Armor - 3
Thief Skills - 5
Intuition - 4
Supernatural Features - None
Equipment: Leather Armor(1)(wt.1), 2 Pistols(1)(1h)(wt.1), Thieves Tools, Holy Water, and a length of rope.
player 2:
forum name:fillipk
level 1 0/20
wt.3/6
HP. 10/10
Name - Jian
Description: A tall lean man, with a thin layer of dark blue hair over his skin, he usually wears a black cloak, no shirt, and a pair of black silk pants and black cloth shoes. He has black hair in a braid down his back and pure yellow eyes.
Stats:
Str: 0
Dex: 2
Con: 0
Will: 1
Sup: 2
Skills:
Ninja Weapons: 6
Thief Skills: 5
Magic(Spirit): 5
Intuition: 4
Supernatural Features: Spirit Magic and Claws
Equiptment: Black Cloak, Sai(1)(1h)(wt.1), Shurikens(1)(1h)(wt.1), lock pick, grappling hook+Rope, night vision goggles(1h)(wt.1)
player 3:
forum name:Andres
level 1 0/20
wt.5/12
HP. 16/16
Name: Kyle Johnson
Description: A large man nearing middle age covered in full plate armour. Under his helmet he keeps his long hair in a ponytail and sees through his visor with his brown eyes.
Stats:
Str: 2
Dex: 0
Con: 3
Will: 0
Sup: 0
Skills:
Swords - 8
Armour - 8
Intuition - 4
Supernatural Features:
Equipment:
Full plate armour(2)(wt.3)Longsword(2)(2h)(wt.2)2 bottles of health potion(3;2)
player 4:
forum name: fallacy of urist
level 1 0/20
wt.0/6
HP. 12/12
Name: Veneficus
Description: A tall man in purple robes splattered with green. He looks to be of the elderly magical sort.
Stats:
Strength: 0
Dexterity: 0
Constitution: 1
Willpower: 1
Supernatural: 3
Skills:
Intuition: 2
Magic(Spirit): 7
Magic(Water): 6
Magic(Earth): 5
Supernatural Features:
Magic(Water)
Magic(Earth)
Magic(Spirit)
Equipment:
Mage Robes(+ sandals), single use Scroll of Mass Heal(5)(affects entire hex), single use Scroll of Reveal Invisible.
player 5:
forum name:tomasque
level 1 0/20
wt.4/6
HP. 10/10
Name: Zaunig Hokzii
Description: A sinister black-robed figure, bearing dark red gloves covered in sigils. Barely speaking, his very presence casts a shadow on the room. It's a surprise to all how or why he joined the team at all.
Stats:
Str: 0
Dex: 1
Con: 0
Will: 2
Sup:2
Skills:
Armor: 2
Ninja Weapons: 3
Thief Skills: 3
Intuition: 3
Spirit Magic: 5
Lore: 4
Supernatural Features:
Spirit Magic
Elemental Body (Spirit)
Equipment: Robes which count as Studded Leather(1)(wt.1), 3 Tantos(1)(1h)(wt.1) (1 concealed), Thieves' Tools, a Journal full of spirit information, Gloves of Ominous Presence
player 6:
forum name:the moonlit shadow
level 1 0/20
wt.4/9
Hp. 10/10
Name: Kel Fetya
Description: A quick and agile man, covered in scale armor.
Stats:
str:1
dex:3
con:0
will:0
sup:1
Skills: 10 in unarmed combat, 7 into ninja weapons, 3 into armor.
unarmed combat:10
ninja weapons:7
armor:3
Supernatural features: claws
Equipment: 2 sais(1)(1h)(wt.1), scale armor(1)(wt.2), flashlight
player 7:
forum name:ttlovepie
level 1 0/20
wt.9/21
Hp. 10/10
Character: Ronald Boots
Description: A hulking mass of muscle and stupidity, he got into this business punchin' uglies and that's how he wants to go down. He has some clunky/heavy armor covering head to toe. Looking into the eye holes of his strangely bucket-like helmet will reveal dull brown eyes and out from under his helmet you can see his long flowing brown mane.
Stats: Strength 5
Dex:0
Con:0
Will:0
Sup:0
Skills:
Unarmed:10
Armor/Shield:10
Equipment:
Massive clunky armor(3)(wt.5) Pain-Killers(special item, gives extra HP for 1 round, then you lose HP equal to the amount)(2;5) Brass knuckles(1)(1h)(wt.1) Bandages(1;5)Unwieldy Shield(2)(1h)(wt.3)(+2 on attack rolls)
player 8:
forum name: new guy
level 1 0/20
wt.1/6
HP. 10/10
Name: Lapis Fleur
Description: A diminutive girl wearing magician's robes. Sports long blue hair worn in a loose braid, and blue eyes.
Stats:
Str: 0
Dex: 1
Con: 0
Will: 1
Sup: 3
Skills:
Water Magic - 7
Fire Magic - 7
Lore - 3
Intuition - 3
Supernatural Features:
Water Magic
Fire Magic
Element Body (Light)
Equipment: Magician's Robe, Wooden Staff of Channeling(+1*)(1h)(wt.1), Potion of Invisibility, Potion of Healing(3;2).
player 9:
player 10:
player 11:
player 12:
for skill rolls only the amount it was made by will be shown
post any suggestions that you have
also if it matters, the map is dark enough to hide,but you can see anything not hiding