What the hell is this?It is the sequel to
Halfling Paladin,
Antman Summoner, and
Centaur Bowcaster. This game is a rougelike, so any characters you get killed are likely going to stay dead, and to make things even better, the characters will know when you are plotting to kill them because there is no fourth wall once the game starts! The story telling will likely contain both dark and lighthearted elements, so have some lulz with ur tears!
TLDR Description: All the fun of TWoOTA with none of the good art or longevity!
What are the rules?Awww man... we have to have rules? Crap.
This is standard suggestion game fare. You, the players, tell the mooks under your control what to do, and I the GM make said character perform the most popular or hilarious actions to the best of his or her ability.
I have some d20 system inspired rules. Characters have an HP Score and an AC. Opposing characters make modified d20 rolls against their foe's AC to reduce their HP. Magic always works unless it is canceled out by a spell of similar function and power, is somehow resisted, or the spell itself mentions that some sort of roll must be made for its success.
All actions not listed above are subjected to a d20 roll with a modifier and target of my choice.
There is also a chemistry system between players and playable characters, so once the game starts feel free to RP with the ones you like or torment the ones you despise! You may get personal boons and powers relating to individual characters if you can talk em into trusting a crazy b12er such as yourself!
Good things might also happen to you if you submit fanart! Cause I can't draw, but I want this to be a propper ISG, and I'm shameless enough to ape visual resources from anywhere.
Aaaaaand without further ado, the intro to the game!---
You are a
Ghoul, an undead humanoid with razor sharp claws and an
insatiable appetite for living flesh. As the necromancer who raised you was quite skilled, you are far more intelligent than the average ghoul, and have devoted your unlife to the
study of mechanics and magical artifice.For the past 75 years you have run
The Rusty Nail, a shop that sells, repairs, and appraises items that are enchanted or mechanical in nature. Your home and business is located in the
Rot District, which is the
undead ghetto located within the Goblin Capital of Warhymn. The
Goblin Despot, a necromancer himself, has always been more than happy to tolerate your people, abliet as
second class citizens. All this has changed, however, since the Despot
went missing. His replacement has been
slowly stripping the undead of their rights since he came to power six months ago, and just yesterday issued his most frightening proclamation yet:
All Undead within city walls are to be banished, and their property forfeited to the government. His reasoning is that he fears that the undead population may side with the increasingly hostile Demonic Forces growing to the south of goblin lands, but most locals know he just wants to
bulldoze the Rot District for expensive new development projects within city walls.This is rather bad news, as you have not left the city in over two decades. You have no place to go, and no contacts on the outside. Still, seeing as you cannot stay, it seems as though some sort of
grand adventure to find
revenge and/or a new home is in order.
You Begin Making your Preparations:First off, you fill out the official form stating that you intend to
comply with the banishment order, and that you
surrender all your worldly belongings to the government. Of course, You intend to subvert that second bit.
With what name do you sign the document?Next you gather your savings, and bribe one of the local guards to let you leave with your shotgun, armor, a few grenades, some provisions, and one of the cooler items from your personal collection.
Which one of your toys do you want to keep, Zombie Scum:-The Revolver Bonebow holds more rounds than your boomstick, makes its own ammo, and trades maximum damage for dependability at longer ranges
-The Amulet of the Assassin causes your already nasty claws to inflict poison damage
-The Process-O-Matic can reduce 3 corpses of any sort per dungeon into useful components
-The Wand of Necromancy can temporarily raise an organic corpse to fight on your side [10 Charges]
-The Grenadier's Toolbox allows you to easily and safely produce all sorts of grenades from available resources
-The Flame Turret must be set up as a full round action, but serves as a functional, if imobile, ally in battle
-The Ring of the Pyromaniac heals you for 1/4th of all the fire and explosive damage you inflict
-The Eldrich Engine is a fine power source that you could easily build a vehicle, automaton, or other cool machine around
With your belongings attended to as best you can, now all you can do is wait. The guard you bribed isn't on duty until this evening, so you have a day to kill.[/b]
You got some free time, what now?:-You spend the day begging the local goblins to have pity and smuggle some more stuff out to you... (Pick one additional item from the shopping list)
-You spend the afternoon with your fellow soon-to-be-displaced undead, looking for a traveling companion. The GM rolls a d10, higher results mean a better ally. A 1 is likely a lazy bum with no skills, seven is somebody at about your level, and 10 is somebody who is about one and a half times as effective as you are)
-You spend time in the cartography section of the local library, researching the first few legs of your trip. (Most of the key features are revealed on the first dungeon map you visit, and some of the key features are revealed on the second dungeon map you visit.)
-You spend time on the streets, advertising your travel plans and asking for some combination of work and help. (Start with 1d4+1 Sidequests and or Contacts of the GM's Choice)
Evening is upon you, and it is time to
leave your home forever. You have some vauge ideas of where you can go.
The lands of the fey lie to the north, and although the fair folk don't particularly like the undead, they hate the goblins even more, and your craft makes you valuable to a
race of tricksters such as them.
To the south the Demonic Forces are building strength; Perhaps you are vindictive enough to
validate the fears of goblinkind and enlist.
To the west the war between the elves and the dwarves is heating up once again, and both sides are looking to
hire mercenaries.
To the east you could travel to The Black Marshes, home to many ancient tribes of
sentient undead, some of which are more tolerant of outsiders than others...
None of the roads leading to any of the above places are of the peaceful and easy type.
Choose your first Dungeon, and try not to die there!-The Eastbound Turnpike (Eastbound Dungeon) This road is plagued with bandit clans, often lead by the Orcs. Opposing these bandits are goblin conscripts who will also likely be hostile when they see you have left the city with your belongings
-Abandoned Steamworks (Westbound Dungeon) A recently abandoned dwarven factory and excavation site. The inedible automatons here will tax your food reserves, but will likely drop all sorts of cool parts for you to tinker with
-Trollfull Swamps (Northbound Dungeon) Goblin Shepherds here attack all potential threats to their flocks of non-sentient trolls on sight... Such threats include fey raiders and packs of sentient trolls.
-The Great Cliffway (Southbound Dungeon) The steep path down to the central lands of the world is home to nasty megafauna and the occasional goblin or demon patrol.