Thou Art Adventurers
Ye begin in the harbor town of Renethport, located at the edge of the Great Nation of Alexandria, which covers half the known world. The Lesser Nations make up another quarter of the land, and last quarter is the wild region known as the Frontier.
This is a world of much fantasy, although the days of wizardry are long gone. (But some remnants of them may be found)
And thou? Thou art adventurers!The first player to join decides where the adventuring party will begin. (Tavern, ship, etc.)
Each player will have a defined role in the party. This will be the only reason for getting bonuses on rolls.
Work together to create complementing roles.
You cannot wield magic, but you can find magic weapons to wield.
Each player may choose a rumor that their character has heard. (example: location scary cave with werewolf)
It may not be true.
Standard d6 will determine all but mundane actions.
Party:Role: Knight: Tank/Dmg/Healer
Bio: Blonde long hairs, 1.82m, right handed, pure white skin, freckled, likes domestic animals and rains, hates liars and necromancers (LOL).
Equipment: Sword, shield, helm, chain mail, leather greaves, vambraces, and pouch of gold pieces.
Rumor: Once a day, he joins the world of dead.
>+1 to sword attacks
+1 to resisting poison/disease
+2 to resisting damage (1 for ability, 1 for armor)
>+1 to healing
-1 to sneaking (armor)
-* to dishonorable actions
[Chance to block attack (shield)]
Role: Priestess. (Primarily a healer, she is an expert in identifying herbs and healing people with her medical knowledge, and she has skill in persuading people. Definitely not a fighter but useful all the same.)
Bio: A tall woman (6'1 feet tall) with long flowing black hair and jade eyes, she wears a white robe with swirling patterns of roses sewn in
with a silvery material. She worked as a Priestess all her life, and has been satisfied with her life until recently, when she began craving
adventure, she ultimately decided that she needed to satisfy her desire of solving the mysteries of the world and prepared herself for the
journey of adventure. She dislikes Syringa flowers and has a great fear of fire, but she enjoys talking with people, as she likes to figure
out what makes a person tick.
Equipment: 2 anti-inflammatory herbal poultices. 2 rolls of bandages. Holy book of Ithyism. (<-My character's religion.) 1 Leather pouch of ground up Sapphire Root. (It makes people that inhale it feel drowsy.) 1 Ceramic mortar and pestle. Leather satchel. (For the storage of small items.) 1-days ration of food and water. 1 White Priestess robe. 1 small pouch of gold pieces.
Rumor: Diana has heard that there are dark arcane secrets to be hidden deep within Renethport.
>+2 to herbal knowledge
>+2 to healing (+3 with preparation)
+1 to sense motive
+2 to persuading
-1 to fighting
-2 to fire-related actions
-* to unholy actions
-* to deliberate killing
Role:Brawler (Fast damage dealer, not good for taking damage, doesn't actually use fists.)
Bio:Eric is from minor nation called Selean, where he spent several years as a mercenary, which, he decided, was too risky for the amount he got paid, so he made way to Renethport via trade ship, where he is going to start his new life as an adventurer or die trying.
Equipment:Two handed sword, studded leather armor, dagger, and a small pouch of gold pieces.
Rumor:Eric heard from the sailors who worked on the ship, who regularly came to and from Renethport, that a small band of 5 vampires plagued the harbor, though sailors who spend most of their time drunk when in port aren't the most reliable of sources.
>+1 to sword attacks
+1 to fighting
+.5 to resisting damage (armor)(1/2 chance of getting +1)
+2 to resisting guilt/remorse (the consequence of comitting inhumane actions)(aquired during mercenary career)
+2 to resisting gore-disgust (acquired during mercenary career)
-1 to knowledge related to Alexandria
[Special Ability: Combo Attack: At will, you can try to attack twice in one turn. The first time it is done each day, it is automatically-
successful. After that, the result must be rolled for. (no bonus)]
Role: Scribe (has knowledge of locations and lore, can record enemies' weakness to gain bonuses against them)
Equipment: backpack, notebook with 20 blank pages, 3 sticks of writing charcoal, shield, axe, small pouch of gold pieces.
Bio: Margrave is a young scribe that wants to explore the world and find out how to use magic.
Rumor: Margrave has heard of a spell tome hidden in the Renethport catacombs.
>+2 to lore (mythical/historical)
>+1 to know location
>+1 to identify weakness
[Chance to block attack (shield)]
Waitlist:Name: Sir Parvan Hlinka
Role: A Tank
Equipment: Plate Armour; Tower Shield; Great Helmet; Ordynka Saber; Horseman's Pick
Bio: Parvan Hlinka is a knight, serving his Lord however he can. He is very well equipped, and is trained in using his weaponry, but he lacks any manner of skill non-martial. He speaks with a lisp, is an idiot when it comes to managing money or intrigue, and is as agile, dextrous and as well spoken as a boar set on fire.
Rumor: It is said that under the great helmet of the knight one would fine the face of a demon from hell, and if discovered, Hlinka/demon would be banished back to whatever devil realm he came from.
Name: Eva Core
Role: Ranged, light.
Equipment: Longbow, leather vest, open fingered gloves, quiver of arrows, rapier.
Bio: Eva was an orphan, and raised under the care of a kind local lord. She trained under her adopted fathers friend, preferring ranged combat over the sword that she used in her early life. Drilled constantly, achieving unparalleled accuracy. Her adopted father also required a basic mastery of the rapier, in case it ever came to that. With nowhere to use her skills, she left home, and came to Renethport.
Things to Remember:1)
This is a serious game2) This game is simplistic, but not minimalist.
3) This game is open-world. There is no main story-line. (For now)
4) Your characters aren't superheroes. They have to
work together to overcome obstacles.