Hello there, and thank you for checking out this topic. You can read about the game down below, I know it looks kind of complex, but you can always ask me to explain any mechanic you don't understand. Anyway, if you wish to join, you can find the character sheet at the end of this post. Have fun.
Roll to Dodge: Estratia
----Estratia used to be a peaceful, thriving world. That is, until one of the True Demons, Bahamur, had been summoned in a ritual by a myserious cult called The Order. They were unable to bind him to their will, so the Demon ran rampart and attempted to devour the world, but was slain by a group of heroes, who became legendary because of their feat. Unfortunately, the Order is still at large, and it's up to you to find and destroy them. Or join them, if you desire power at any cost.
MapWill be added sometime. I don't think it'll be any time soon, though.
MechanicsAfter the host (me) starts a round, each player can post his or her action once (Please only post once and edit the post if need be. Only the first post after any round will be considered.)
You can have minor actions (as many as you want) and major actions (only 2 per post). Major actions are things such as attacking, casting spells, firing weaponry, reloading, drinking potions or any action which could be considered to take up a considerable amount of time and effort. Minor actions are actions such as walking, opening chests, picking up items, giving items to others. In short, an action which either does not take up a considerable amount of time or effort, or does not directly effect your survival rate (For example, walking may put you out of the range of a spell cast the next turn, but walking effected your survival indirectly as you did not know you were to be attacked.)
Every time an attack is made, a two six sided die are rolled. The first die determines the effectiveness of the attackers attack. The second determines the sturdiness of the defense. The die which is higher wins the standoff. If they are equal, the defender will win. The difference between the die will determine the damage done if the attacker wins. The higher the difference, the more likely you are to kill a defender. This also depends on factors such as strength of the attacker/defender, and any injuries obtained. If the difference between the defender and attacker is bigger than 6, then the attacker's weapon will break, resulting in a -3 to all offensive rolls until it's repaired (at a blacksmith).
To advance the players and reduce randomness as a deciding factor in who wins or loses a skirmish; weapons, armour, and attacks can gain and lose stat points based on weapon and attack type, user stats, user race, user weapon experience, passive bonuses, and so on. Stats are as follow:
Character stats:
All characters start at level 1 and have 5 stats which start at zero. You get one stat point to alocate in any of them when creating a character and each time you level up.
Strength - STR (Your muscular strength. Affects the rolls that involve power. Each 3 points adds an extra 1 inventory slot. At 10 points or higher you can dual-wield 2H weapons)
Dexterity - DEX (Your skill and accuracy with weapons. Affects the rolls that involve accuracy. At 6 points and higher dual wielding will no longer have debuffs and you'll be able to gain EXP in that passive.)
Resistance - RES (Your natural ability to minimize the damage you take. Affects the rolls that involve parrying. Each 3 points increases maximum HP by 1. At 8 points the duration of debuffs is halved and pain accumulation is 1/4)
Agility - AGI (Your speed and reflexes. Affects the rolls that involve dodging. At 6 points and 12 points each you get +1 major actions.)
Intelligence - INT (Your mental prowess. Affects the rolls that involve casting spells. At 8 points you gain the passive "Magicka Beginner" which levels up like any other mastery and provides various bonuses. Also helps when learning new spells.)
In order to level up, you need to get experience points (EXP) by killing enemies, doing specific tasks or using items. You also get EXP equal to your highest stat each time you complete a quest.
There are several defense modes:
- Defense is a flat boost to any defense roll.
- Dodge allows you to evade attacks. This is directly affected by your AGI and can be boosted by equipment/enchantments.
- Parry allows you to block attacks. This is directly affected by your RES and can be boosted by equipment/enchantments.
- Intercept allows you to attempt to parry an attack to an ally and possibly deflect it backwards. Half of your Dodge plus half of your Parry , both rounded up, plus your Defense boost Intercept. To deflect an attack back at the attacker (Redo the roll with switched attack positions. Only the weapon boost and STR/DEX will be counted towards the attacker), you must have be in the favor with a difference of 4 or more. If you lose an intercept roll, you will simply receive the damage from the attack instead of the target.
- Armour gives you defense boost if and only if you fail to dodge, parry, or intercept an attack. If the difference between rolls is smaller than your armor, then no damage will be dealt, otherwise it just subtracts from how much damage a hit would do to you.
- Wards are magical defenses. Some last a specified amount of time while others are permanent. They can boost any of the defense types, save for Intercept, but can be dispelled by certain items or skills.
- Clashing: If two characters attack at the same time then a clash will be initiated. This will pull on the AGI and STR stats of both characters. If the AGI is the same, than the STR stats will be pitted against each other. The winner gets to attack first. If both and AGI and STR stats end up the same, then both attacks will be cancelled.
Attacking buffs are as follows:
- Attack: A flat bonus to all attacking hits.
- Power: A bonus against defenders who are parrying (Intercepting included). Directly affected by STR, or INT if using a magic spell.
- Accuracy: Affects the rolls against dodging targets. Directly affected by DEX.
- Piercing: Ranged attack bonus to armour and armor giving wards. If a difference of 6 is favored to the attacker, a projectile can go through an adversary and hit a second target if the target is directly in the path of the projectile. Note: This does not count at all if the target has no armor.
- Stabbing: A kind of bladed weapon style which has higher power and is better for armour piercing (+2 if the target has armor protection). Induces external bleeding.
- Slashing/Slicing: A type of bladed weapon style which has higher accuracy and works best on dodging enemies (+2 if target is trying to dodge). Induces external bleeding.
Impact: A type of melee weapon (or ammunition) which does blunt damage. Works best against parries (+2 if target is trying to parry). Causes internal bleeding and broken bones.
You can get status effects through attacks or abilities which don't kill you but still hit, item usage or equipment, such as:
- External Bleeding: Leads to numbness and loss of movement: Large amounts can lead to death. Inflicts pain.
- Pain: Leads to loss of movement if high enough, as well as degenerative attack and defense effects for non-ward mechanics.
- Internal Bleeding: Leads to extreme loss of movement and high amounts of pain. Large amounts can cause death.
- Broken Bones: Leads to complete loss of movement in afflicted area and high amounts of pain.
- Missing Limbs: If an attack is aimed for a specific area and receives a high enough positive difference, a limb may be lost. This leads to the permanent inability to use said limb as well as heavy external bleeding and large amounts of pain.
- Blindness: Leads to loss of ability to attack precisely and dodge properly. Negates all bonuses (stats + equipment) to accuracy and dodge rolls.
- Confusion: Lead to the possiblity of attacking a random target (including allies) instead of the one specified.
- Paralysis: Complete and total loss of movement. All your bonuses (stats + equipment) to rolls are negated.
- Unconsciousness: Unable to perform actions.
- Poisoned: There are 5 variations of this status:
-- Poison (Reduces all rolls by 1 each turn while active, starting from 0)
-- Venom (Reduces dodge and accuracy rolls by 1 each turn while active, starting from 1)
-- Pox (Reduces power and parry rolls by 1 each turn while active, starting from 1)
-- Plague (Reduces defense rolls by 1 each turn while active, starting from 1. 50% chance to spread to other characters each turn)
-- Phagocytose (very rare) (Reduces all rolls by 2 while active, doubles pain, removes all other poisons.)
- Overencumberment: Weighed down enough to hinder movement. Happens when you go over your inventory limit.
- Elemental: The effect of the element. See the elements page for more details.
- Pre-emptive: This can be given through gear or gained as a passive. You will skip turn check and instead always go first. If two or more characters have Pre-emptive, then a special turn check will be done for them.
As well, there are determiners to how you can attack.
Some weapons will allow you to attack more than twice in a turn, while others will attack more than once in a single action.
Range factor determines from how far you can fire a weapon. Projectile weapons will be given a base range stat from 1 to 6 (0 is melee) which can be improved by upgrades or certain passives.
One healing spell will heal one point from an injury. For each positive point given to a healing spell, 1 additional negative injury point will be taken off when the spell is used. Will also cause double the amount of pain to go away.
Active abilities are abilities which you activate and use: they can be used as an attack, to give you or an ally a buff or debuff an enemy for a period of time.
Passive abilities are abilities which are always active and give you a passive buff.
Quests are tasks that given to you by NPCs through direct (talking) or indirect (announcements) means. These usually involve a reward upon completion (apart from the EXP reward which is always given regardless of what the quest actually involves). Most of the time you'll need to go back and speak to the one who gave you the quest in order to receive the reward, but there are exceptions.
WeaponryWeapons are divided into different classes depending on how they function. The two main classes are ranged and melee. Melee will further divide into blunt and bladed, while ranged divides into bows, throwables, and magical enhancers (ie staffs). Keep in mind that the following stats are base stats applied to all of their type. Individual weaponry can add or detract from these stats. So the stuff you find or other characters have might not have the same stats as those listed here.
Note: When you're dual wielding two weapons, you'll get a passive depending on the type of weapons you're wielding:
- Melee x melee: +1 speed/parry, -1 power/dodge.
- Ranged x melee: +1 interceptions. (No debuff since ranged + melee would be a drawback in itself)
- Magic x magic: +1 magic, -1 physical defense.
Please note that these bonuses are ONLY for one handed weapons. Weapons that are two handed (2H) cannot be wielded with anything else, unless you have 10 or more strenght, in which case you'll be able to wield two handed weapons like one handed ones (bows are an exception to this rule).
Melee:
- Bladed:
-- Rapier (+2 stabbing, +1 accuracy, -1 power)
-- Dagger (+1 stabbing, +1 slashing, -1 power, no penalty when dual wielded with a dagger or blade)
-- Blade (+1 stabbing, +1 accuracy, -1 power, +1 parry, +1 additional parry when dual wielded)
-- Saber (+2 slashing, +1 additional slashing when mounted, +1 power, -1 dodge)
-- Scimitar (+2 slashing, +1 accuracy, -2 stabbing, -1 pierce)
-- Katana (2H) (+3 slashing, +1 accuracy, +1 parry, +1 additional parry if DEX is above 4)
-- Dai-Katana (+2 slashing, +1 accuracy, -1 pierce, dodge instead of parry bonus when dual-wielded with another Dai-katana)
-- Shortsword (+2 slashing, +1 power, -1 accuracy/dodge)
-- Broadsword (2H) (+3 slashing, +2 power, -1 accuracy, -2 dodge, +1 parry if STR is above 4)
-- Scythe (+2 slashing, +2 stabbing, -1 attack if DEX is below 3, attacks hit all character adjacted to the target)
-- Trident (2H) (+3 stabbing, +1 piercing, +1 attack if both STR and RES are above 3, -1 slashing, -1 dodge)
-- Cutlass (+2 stabbing, +1 power, -1 parry)
-- Javelin (2H) (+2 stabbing, +1 power, -1 accuracy, -1 dodge, +2 attack when thrown)
- Blunt:
-- Hammer (2H) (+2 impact, +2 power, -2 speed is STR is below 4)
-- Staff (+1 impact, +1 speed, +1 additional speed for each consecutive attack up to 4)
-- Hard Gauntlets (2H) (+2 impact, +2 speed, -1 power/parry if STR is below 3)
Ranged:
- Bows (arrows used also have stats that can affect rolls):
-- Shortbow (2H) (Base range = up to 1, +1 accuracy, -1 pierce +1 major actions per round, reload time: 0)
-- Balanced Bow (2H) (Base range = up to 2, +1 accuracy, +1 pierce, reload time: 0)
-- Longbow (2H) (Base range = up to 3, +2 pierce, +1 accuracy, -2 accuracy if target is more than 2 range units away, reload time: 0)
-- Crossbow (2H) (Base range = up to 2, +1 accuracy, +1 power, +2 pierce, reload time: 1)
- Magical Enhancers:
-- Rod (Base Range = Up to 6. +1 power)
-- Cane (Base Range = Up to 4. +1 major actions when casting spells, -1 magical attack)
-- Wand (Base Range = Up to 6. +1 piercing)
-- Spellbook (Base Range = Up to 6. +1 accuracy)
- Throwables:
-- Basically any weapon (except for magical enhancers) you have can become a throwable. Their range will be determined by the forumula (STR + 1)/2 rounded down, and they'll have the same bonuses as when you attack with them normally.
Magic: The most versatile type of weapon, magic comes in several different forms:
- Elemental Magic: This magic uses an element as a form of weapon.
- Projection Magic: This type conjures up weaponry and armour.
- Summoning: Allows you to summon allies to the field directly.
Armour can fit into the following slots. Note that armour can take up more than one slot. As well some armours can be worn over others, or clipped on to other pieces. Anything that does not fit into these slots goes into your inventory.
Head slots (Helmets, hats, ect.)
Neck slots (Necklaces, Talismans, ect.)
Torso slots (Chestplates, robes, ect.)
Back slots (Backpacks, quivers, ect.)
Arm slots (Shoulder pads, bucklers, ect.)
Hand Slots (Gauntlets, gloves, ect.)
Finger slots (Rings)
Waist slot (Belts, Sheaths, ect.)
Leg slots (Leggings)
Feet slots (Shoes)
Two weaponry slots.
Weapons are categorized under the following:
Common: Weapons with pure base stats.
Uncommon: Weapons with enhanced stats.
Rare: Harder to find but more powerful. Less negations, more bonuses.
Renowned: Weapons of unmatched forgemanship. Hard to come by but even more further set apart from their base stats.
Legendary: Extremely powerful weapons of folktale which are as hard to come by as they are mighty. They tend to have high bonuses as well as special abilities.
Artifact: Strange and reality defying objects with vastly different powers. Most are dangerous to use, while the rest require obnoxiously specific conditions to do anything at all.
Ultimate: The rarest and also most powerful type of weapons. They have bonuses that scale with your level, and each of them has an unique skill or passive that you can use while they're equipped. There are also 6 orbs in this category that provide an unique effect when equipped. They are found in the heart of most dangerous of areas as well as with the strongest of bosses, or in some of the most hidden and obscure places on the planet.
Most weapons can be upgraded and/or infused with elemental properties. Weapons can be coated in poisons.
Players can enhance their skill in weaponry. Using a certain type of weapon long enough grants passive bonuses to said skill. Using magic often enough not only grants you passive skills but also grants you additional bonuses to active abilities. There are 6 levels of usage which can apply to weaponry type, magic type, defense type, or element: Beginner, Novice, Intermediate, Adept, Proficient, and Master.
ElementsAll the beings in Estratia are aligned to a certain element, which dictate their resistance and weakness. Magic users are most proficient in their own element, although they can learn and use spells from other elements as well. Most skills that warriors use are non-elemental.
Fire (One of the primal elements, fire users mainly focus on offensive abilities which include burning their targets alive with destructive skills, although they can learn a few ward spells. Weak vs Water. Good vs Ice)
Water (One of the primal elements, water users can use the element to drown their enemies, debuff them or even hit them with blasts of high pressure water. Weak vs Thunder. Good vs Fire)
Air (One of the primal elements, air users are very agile and can easily use the wind to blast or debuff the enemy, summon tornadoes or even create an air void in an area. Weak vs Earth. Good vs Nature)
Earth (One of the primal elements, earth users are more defensive and can manipulate the ground, create earthquakes, debuff the enemy's defense or buff their defenses. Weak vs Nature. Good vs Air)
Nature (One of the subelements, nature users focus on healing, removing ailements and offensive skills revolve around poisoning enemies. Weak vs Air. Good vs Earth)
Ice (One of the subelements, ice users can greatly buff their defense and give rapid regeneration, at the cost of free movement for a short while. They also have quite a few deadly offensive abilities, and experienced mages can completely encase an enemy in ice. Weak vs Fire. Good vs Thunder)
Thunder (One of the subelements, thunder users are fast and rather volatile by nature, specializing in paralyzing enemies and situational skills. Weak vs Ice. Good vs Water)
Holy (One of the moral elements, holy can be used offensively, to heal or to create various wards against other elements. Weak vs: Dark. Strong vs: Holy)
Darkness (One of the moral elements, darkness can be mainly used offensively, to inflict various debuffs including instant death to enemies or to afflict them with the Plague status. Weak vs Holy. Strong vs Dark.)
Laxius (A very rare and mysterious element. Very few users existed throughout history, and it is said that they could use this element to greatly increase one's capabilities overall or obliterate any enemy. Immune vs Holy/Dark. Weak vs Nothing. Good vs Fel. Cannot be choosen as starting element)
Fel (? ? ? Immune vs everything except Holy and Laxius. Weak vs Laxius. Good vs most living things. Cannot be choosen as starting element)
Locations- Human Empire:
-- Andretana, city of the 1001 lakes. (Ruled by king Lucien and queen Alexandra, this is the richest city and a haven for adventurers. Contains an assortment of shops and guilds.)
-- Tyrine, the school of warriors. (This is actually a town in the east, but the main and perhaps only thing it is known for is the massive building residing in the town center in which some of the best warriors are trained)
-- Indinera forest (A massive jungle that surrounds Mt. Zule. It is mainly inhabited by elves, pixies, nereids and various wild animals. There are a few villages scattered around, although most of it's inhabitants preffer living in the wilderness.)
-- Metrolia (The last and biggest city that was razed by Bahamur before he was destroyed, Metrolia is now nothing more than ruins inhabited by various undead. Very powerful loot can be found in the central area of the ruins, though there is also quite a bit to be found in the surrounding wilderness.)
-- Sank't Leona (The biggest port city in the Empire. It situated near the massive ocean and it is the favourite location of fishermen.)
-- Many other smaller towns and villages
- The desert kingdom:
-- Ultai (A massive and ancient city that has been ruled by generations of Vizirs, Ultai is to this day still independent to the human empire and home to various elementals and magicians.)
-- Qusarma (A neutral town at the border of the kingdom, Qusarma has been founded by those people who did not wish to live under the rule of the vizirs. The main races who live here are humans and fire elementals.)
-- The Pyramids (Some of them were places of respite and prayer for the people of the desert, while others were built to house the riches and powerful artifacts of deceased Vizirs. A few of the pyramids are still used by people, but the rest are overrun with monsters.)
- The Order:
-- The seven Shrines (The order resides in seven shrines scattered across various regions of the world. Of course, they also have hidden outpusts spread around major cities, but the temples are the Order's main base of operations. No outsiders know their locations, yet.)
RacesMany creatures call Estratia home. They are divided into 4 factions, and you must choose one of them. You can defect from the faction you've choosen at any time.
- Races:
-- Playable:
--- Humans (Good old humans. You should all about them, since you are one after all. No bonuses.)
--- Elves (Elves are close in resemblance to humans, although they are fairer, are more afiliated to magic and, of course, have pointy ears that no one cares about. +1 dodge/accuracy, +1 ranged, -1 melee)
--- Elementals (These are sentient souls that possesed an element and used it to take a physical form resembling a humanoid shape. Elementals are always most proficient with the element they posses, and rarely even bother with using others. +2 to magic of your element, +1 bonus to one stat depending on element choosen, -1 physical actions, -1 parry)
--- Orcs (The green brutes who seem to be addicted to violence. They have surprising strenght and resistance, but lack in spellcasting and speed. +1 to blunt weapons, +1 power, +1 parry, -2 magic, -1 dodge)
--- Lycans (Short, intelligent creatures covered in fur. They can be reckless sometimes, but no one can dispute their speed and proficiency with bladed weapons. +2 to bladed weapons, +1 accuracy/dodge, -2 parry, -1 power, -1 to any other weapon type)
--- Wraiths (Like elementals, the wraiths are sentient souls that took the form of a humanoid shape. Unlike elementals, though, they didn't posses an element to do so, but rather used pure, unaligned energy to create their own form. Because of this, they are good with nearly any type of magic, but their form is rather fragile physically. Most of them wear cloaks. +2 to magic, +1 dodge, -2 physical attack, -1 parry)
--- Skeletons (Skeletons are actually the spirits of the dead who were denied judgement in heaven. Most of them are servants of Azygos, the god of the underworld, although a few managed to escape his grasp and now wander the world acting of their own will. Cannot feel pain, cannot bleed, +1 power/parry, -2 defense against blunt attacks, -1 to all magic except dark)
--- Tigo (Tigoes are creatures of the sea who adapted to the surface environment. Despite popular belief, they are actually inteligent, although most can't speak human language easily or even coherently. +2 parry/power underwater, +1 power on land, +1 water magic, -1 dodge, -1 accuracy on land. Can breathe underwater.)
-- Non-playable (this will be updated each time a player finds out about one of these races):
Factions:
Basically who you're affiliated with. This affects your starting location, your job, the equipment you get at the beggining, what quests are availaible to you etc. There are currently three factions you can choose from:
Human Empire (You may choose a location in the Human Empire to start in.)
The Order (You will start in one of the Shrines, at random.)
Mercenary (You may start in any location you wish)
CompanionsCompanions, or allies, are divided in three categories:
A pet (or familiar) is a companion which is usually an animal type. It can be humanoid or have been a humanoid, but it can't be human or a human counterpart. They may be found, bought, or gifted. These companions will only separate with you from your will (They can mostly be regained later). They will attack whomever is directed, and whomever attacks you/you attack.
A steed is a companion whose main purpose is transportation. It has to be larger than any playable race and capable of holding any playable race. They may be found, bought, or gifted. You may have one steed with you at any time. They will only separate with you of your own will (Most can be regained later). It is their choice whether they will attack whomever attacks you, you attack, or you direct them to attack. They will follow any transportation directions given. (do note that some pets can also double as steeds if they can and are willing to carry you.)
A colleague is a companion who is usually human or one of their counterparts, or a being of generally higher intelligence. They join you of their own free will, by request, necessity or contract. They may separate from you of their own free will or your own (Unless under contract). They will attack as directed most of the time, but it is their choice whether they will attack anyone else (Unless under contract).
Sign-Up FormYou may have up to 2 different characters at one time (All in different storylines.)
And please note that you can ask me to make the active and passive abilities for your character. (just tell me how you want them to be)
Name:
Race:
Gender:
Appearance (optional):
Backstory (optional):
Faction:
Starting Location:
Element (1 only):
Inventory (2 items max. These items will be created by you and can only be either potions or extra pieces of equipment. Please don't make them too OP.):
--
(You may only start with two pieces of equipment, be it armor or weapon. You can use the 'stock' weapons in the weapon section, or make a custom one. Your armor will also be created by you. Once again, please keep it balanced.)
Head:
Neck:
Torso:
Back:
Arms:
Hands:
Fingers 1-10:
Waist:
Legs:
Feet:
Weapon 1:
Weapon 2:
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Stats (you get 1 stat point from the beginning):
STR: 0
DEX: 0
RES: 0
AGI: 0
INT: 0
EXP: 0/20
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Active Abilities (1 only):
Passive Abilities (1 only):
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