For reference, I'll keep the players here, along with their stats and such, in case you don't want to go searching through the topic for the most up-to-date information. With skills, the first number is level, the second is experience required for a level. 1-10 is average for
slightly increased skill experience, 11-30 is
moderately, and 31+ is
greatly.
Current Turn: 22 (reply #431)Day: 2
Time: Early AfterNoon
1: Webadict - FlatRace: Giant Bird
Age: unknown
Weight: 200-250ibs (average)
Height: 6'2"
Details: gold-colored wings, blue head, white belly, deep blue eyes, light orange beak, scaly legs w/ talons, 35' wingspan.
Stats:
- Strength: 45
- Endurance: 15
- Stamina: 40
- Intelligence: 25
- Learning: 25
- Wisdom: 25
- Speed: 60
- Agility: 45
- Dexterity: 35
- Luck: 0
Skills:
Power
- Carrying: 4:9
- Melee Combat: 1:9
- Throwing: 1:13
Smarts
- Language Comprehension: 3:27
- Languages: 2:34
- Observation: 1:15
- Healing: 1:19
Movement
- Fast Movement: 3:47
- Gliding: 5:23
- Flying: 4:48
- Grappling: 1:4
- Precision Flying: 2:32
Magic
Spells:
- Magic Resistance: persistent
Worn
- Ankle Bracelet (Gold-Plated with "F.L.A.T.")
- Key Ring (Keys)
Held
Stored
none effects=very tired (--actions), thirsty
2: Duke 2.0 - Astor AusterRace: Human
Age: 30's
Weight: 103ibs (below average)
Height: 5'1"
Details: squinty eyes, narrow mouth, large nose, black hair, little definition, abstract tatoos on shoulders, strong legs
Stats:
- Strength: 27
- Endurance: 12
- Stamina: 32
- Intelligence: 30
- Learning: 65
- Wisdom: 40
- Speed: 50
- Agility: 48
- Dexterity: 35
- Luck: 0
Skills:
Power
- Kickboxing: 3:55
- Endurance Running: 3:60
- Melee Combat: 1:7
- Intimidation: 1:18
Smarts
- Observation: 2:27
- Aiming: 1:4
- Healing: 1:12
- Bandaging: 1:4
- Cooking: 2:35
- Languages: 1:18
- Language Comprehension: 1:17
- Bone Healing: 1:15
Movement
- Fast Movement: 2:35
- Precision Movements: 3:53
- Dodging: 1:2
- Sling: 3:22
- Dagger: 1:9
- Ambushing: 2:36
- Grappling: 1:16
Magic
- Concentration: 1:13
- Casting: 1:16
- Energy: 1:13
- Conjuration: 1:14
Spells:
Worn
- Thick Faded Olive Paludamentum
- Beige Wool Shirt
- Leather Sandals w/ Toe Guard (slight damage)
- Faded Olive Headband
- Leather Knife Sheath
- Thick Wool Belt
- Fingerless Leather Gauntlets
Held
- Hunting Dagger
Stored
- Leather Sling
- Flint and Steel
- Smooth Stone (2)
- Blue Keystone
- Jagged Stone (7) (+damage --accuracy)
- Scroll of Nova
bruised back effects=tired (-actions)
Astor was back at home a hunter. Of course, on the large plains he called home hunting was a high-ranking job. He had to be good to catch anything on the vastness of the plains. He was born there, grew up there, and matched with his wife there. Upon hearing of a great problem in the world, he vowed to never let it effect his family, or his future family. So he braved the strange cities to join the crew on the ship heading towards this great evil.
3: Armok - Xix d.h. NagarosRace: Sphinx
Age: 345
Weight: 353ibs (average)
Height: 7'6"
Details: Lower body of lioness, upper body of human, female, attractive, blue eyes, brown hair, bad sight (fixed with glasses)
Stats:
- Strength: 25
- Endurance: 18
- Stamina: 8
- Intelligence: 70
- Learning: 75
- Wisdom: 65
- Speed: 28
- Agility: 28
- Dexterity: 37
- Luck: 2
Skills:
Power
- Heavy Lifting: -1:40
- Climbing: -1:40
- Staff: 1:13
- Melee Combat: 1:15
- Sword: 1:17
Smarts
- Assembly: 3:60
- Reading: 3:60
- Foresight: 3:60
- Architecture: 3:38
- Archaeology: 3:52
- Mathematics: 7:140
- Observation: 5:46
- Researching: 3:6
- Language: 1:17
- Language Comprehension: 1:16
- Lockpicking: 1:12
Movement
- Precision Movement: 3:60
- Fast Movement: 1:14
- Small Object Handling: 3:58
- Deflecting: 1:6
- Disarming: 1:18
- Dodging: 1:17
Magic
- Concentration: 2:37
- Attunement: 1:11
Spells:
- Weak Foresight: activated, self/persistent
Worn
- Striped Tunic w/ Hood
Held
Stored
- Long Rust Piece (4)
cracked skull status=untreated effects=faster tiring, tired, thirsty
bruised back effects=none
bruised stomach effects=none
winded effects=faster tiring
System admin who wanted a change of pace and thought adventuring against evil sounded cool.
4: WorkerDrone - Gaweir OrsidiousRace: Human
Age: 23
Weight: 167ibs (average)
Height: 5'11"
Details: Slightly strong build, raven colored hair, gray eyes, slightly pale, light scar on nose bridge.
Stats:
- Strength: 26
- Endurance: 18
- Stamina: 25
- Intelligence: 45
- Learning: 74
- Wisdom: 38
- Speed: 25
- Agility: 44
- Dexterity: 39
- Luck: 4
Skills:
Power
- Swordsmanship: 3:4
- Climbing: 5:100
- Lifting: 3:60
- Hand to Hand: 3:60
- Throwing: 3:60
- Intimidation: 3:60
- Resistance: 5:65
- Melee Combat: 2:23
- Blocking: 2:31
- Woodcutting: 1:1
Smarts
- Languages: 3:16
- Language Comprehension: 2:26
- Reading: 3:60
- Writing: 3:60
- Technology: -3:80
- Text Translation: 3:60
- Tactics: 3:35
- Compassion: 3:60
- Observation: 2:32
- Metal Weapon Improving: 2:26
- Blacksmithing: 1:14
- Drawing: 1:2
- Furnace Use: 1:3
- Metal Armor Repairing: 1:16
- Carpentry: 1:1
- Metal Object Smithing: 2:36
Movement
- Dodging: 5:52
- Fast Movement: 1:17
- Riding: 1:13
Magic
Spells:
- Focus: activated, self
Worn
- Black Tunic
- Baggy Pants
- Riding Boots
- Steel Mail Leggings
- Steel Mail Hauberk
- Vambraces
- Steel Gauntlets
- Bear Fur Cloak
- Steel Nasal Helmet (tanned/preserved bear head on top)
- Silver Chain (?)
- Bear Leather Sheath
Held
- Fine Steel Longsword (+damage for 4 hits) (dropped)
- Kite Shield (slightly damaged) (Coat-of-arms: snarling bear over red backdrop) (dropped)
Stored
- Waterskin (nearly filled - water)
- Field Provisions (Jerky, Bread, Fruit)
- Small Pouch (with dust (3))
- Carving Dagger
- Bronze Bar
- Blacksmith's Hammer
scratches effects=very tired (--actions), slightly dizzy (-actions)
winded effects=faster tiring
bruised right arm effects=none
bruised hip effects=none
bruised chest effects=none
bruised head effects=none
badly bruised left shoulder effects=light pain, -actions using left arm
5: inaluct - AbronychusRace: Human
Age: ~Young Adult~
Weight: ~130ibs (average)
Height: 5'9"
Details: Average build, dark brown hair, green eyes, pale skin, fish birthmark (left lower leg)
Stats:
- Strength: 19
- Endurance: 16
- Stamina: 25
- Intelligence: 50
- Learning: 73
- Wisdom: 55
- Speed: 40
- Agility: 41
- Dexterity: 45
- Luck: 0
Skills:
Power
- Throwing: 1:19
- Sword: 2:31
- Melee Combat: 2:33
- Resistance: 1:7
- Blocking: 2:24
Smarts
- Languages: 2:37
- Language Comprehension: 2:39
- Observation: 2:13
Movement
- Fast Movement: 3:56
- Swimming: 3:60
- Polearms: 3:54
- Grappling: 1:15
- Dodging: 1:2
- Riding: 2:36
Magic
Spells:
- Waterbreathing: activated, self
Worn
- Bronze Helmet (menacing, coral decorations)
- Beige Tunic
- Underwear
- Pants
- Steel Guantlets (sunfish bone decorations)
- Stone Amulet (Healing)
Held
- Thick Bronze Gladius
- Bronze Trident (iridium decoration)
Stored
- Large Steel Bottle (silver-plated, filled - water)
- Bronze Container (tin Aquaman picture - banana, half-loaf of bread, pie piece, grapes)
- Basalt Cube (4x4in)
- Paralyzing Red Flower (wrapped in leaf)
pierced stomach status=untreated effects=heavy bleeding, severe pain (--actions), extremely fast tiring, very tired (--actions), slightly faint
Sil is a small village on the coast of the __________ Sea. Although outwardly fairly normal looking, the village is highly unusual in that all of it's inhabitants can breathe water. The official story for as to how this came about is intertwined with the village's religion, The Cult of The Really Gigantic Seahorse. Legend says that in the ancient times, when humanity still feared and hated the sea, a Really Gigantic Seahorse with scintillating, shimmering scales came up from the deep and granted the people of the village a bond of friendship with the ocean and it's creatures. In return, the villagers worshiped the Really Gigantic Seahorse.
The favors granted by the Really Gigantic Seahorse are diverse in nature. Although all of the villagers can breathe under water, some have further manifestations of the Really Gigantic Seahorse's attention. Some are partially covered in smooth nacreous scales, for example.
The Really Gigantic Seahorse is seldom seen, but some of the inhabitants of the town have swum down to it's abode below the waves. When it meets one of it's worshipers alone, it usually alters him or her, giving them a further manifestation of it's favor.
Abronychus was born and raised in this village, and has no obvious manifestations of the Really Gigantic Seahorse's divine power, with the exception of being able to breathe water. He has three brothers and two sisters.
Other than this, Abronychus knows that he left the village to fight evil, and became shipwrecked.
6: Zako - ZakRace: Human
Age: 20
Weight: 70kg (average)
Height: 6'
Details: Ocean green eyes, pale skin, dark brown hair, slightly thin
Stats:
- Strength: 18
- Endurance: 20(+)
- Stamina: 24
- Intelligence: 50
- Learning: 70
- Wisdom: 50
- Speed: 30(+)
- Agility: 35(+)
- Dexterity: 35
- Luck: 0
Skills:
Power
- Swordsmanship: 3:42
- Blocking: 2:31
Smarts
- Observation: 2:34
- Trap Creation: 1:6
- Trap Setting: 2:35
Movement
- Fast Movement: 3:44
- Dodging: 3:39
- Precision Movements: 3:41
- Climbing: 3:57
- Ambushing: 1:12
- Riding: 1:12
Magic
Spells:
Worn
- Gray Cloth Tunic
- Gray Cloth Leggings
- Padded Wool Socks
- Thick Leather High Boots (steel-capped, +speed, +agility, +endurance, +high falling)
- Thick Leather Chaps (steel-plated knees)
- Thick Leather Chest Armor (steel-plated back, chest, shoulders, elbows)
- Thick Leather gauntlets (steel-capped knuckles)
- Thick Leather Belt (6 pouches)
- Thick Leather Coif (steel-capped top)
- Scabbard (long sword)
- Scabbard (back, short blade)
- Brown Hood (folds into armor)
- Small Leather Pack (lower back)
Held
Stored
- Fine Steel Longsword
- Fine Steel Shortsword
- Metal Flask (filled - alcohol)
- Dry Food (9 servings)
- Water Canteen (2) (nearly filled/filled - water)
- Book on Morality (waterproof)
broken left leg status=splinted effects=slight pain, --movement, frozen (slowly dying leg), faster tiring, tired (-actions)
He is an orphan who was adopted into a society of hireable assassin's and was currently on his way to kill an important man overseas when the ship wrecked. All other details about himself, he keeps to himself and muses over them at times. He is quiet and at the same time serious when he wishes to be. He prefers to stay out of the spotlight instinctivly and and speaks when it is nesscessary.
7: Golgath - JalthasRace: Wolf-man
Age: 20
Weight: 250ibs (slightly above average)
Height: 5'8"
Details: covered in dark gray fur, speckled with light fur, face of a wolf, longer muzzle, golden eyes, short, thickly muscled arms, long legs that end in vaguely paw-shaped feet, patch of lightly colored fur over chest from right shoulder to center, blunt-clawed hands and feet, calm demeanor, but easily annoyed, sharp teeth.
Stats:
- Strength: 32
- Endurance: 28
- Stamina: 36
- Intelligence: 28
- Learning: 55
- Wisdom: 40
- Speed: 37
- Agility: 52
- Dexterity: 32
- Luck: 0
Skills:
Power
- Unarmed Combat: 3:60
Smarts
- Language Comprehension: 3:52
- Languages: 1:13
Movement
- Fast Movement: 3:60
- Dodging: 3:60
- Grappling: 3:60
Magic
Spells:
Worn
- Thick Cloth Pants
- Leather Belt
Held
Stored
Living on a world where his race co-existed with the humans relatively peacefully, Jalthas was raised in a small tribe that resided largely in the forests. When he was younger, he expressed interest in being a messenger, a profession he followed until his tribe was driven off by the humans over a disagreement about hunting grounds. After this, his tribe never really recovered, and he began wandering. Though he maintains an air of politeness towards those who do not mean him ill (likely an attitude from his days as a messenger), he is vicious when angered and is capable of causing serious damage with his claws.
8: Strife26 - StrifeRace: "Human"
Age: 26
Weight: 126ibs (average)
Height: 5'6"
Details: holds self confidentially, short brown hair, strong build, distant demeanor.
Stats:
- Strength: 26
- Endurance: 26
- Stamina: 39
- Intelligence: 52
- Learning: 76
- Wisdom: 40
- Speed: 26
- Agility: 39
- Dexterity: 39
- Luck: 0
Skills:
Power
- Unarmed Combat: 3:60
Smarts
- Simple Machines: 3:60
- Weapon Knowledge: 3:60
Movement
- Dagger: 3:60
- Marching: 3:60
- Ambushing: 3:60
- Grappling: 3:60
Magic
Spells:
- Weapon Generation: activated, item (trench coat), creates Bowie Knife
- Commanding Aura: self/persistent, non-magical ability
Worn
- Cargo Pants (camouflage)
- Gray Undershirt
Held
Stored
Strife is a strange sort of power. Not really a god, but not anything else either. He’s not sure why he’s here, or how he got there. He’ll probably go with plan A: ‘wing it’. Until he figures out who the ‘bad’ guys are. Then he’ll kick ass and take names.
9: Open!10: Open!The current status of the HQ:
Damages
- none
Constructions
- Sturdy Wooden Branch Walls
- Sturdy Wooden Branch Ceiling
- Sturdy Wooden Shelf (south wall)
Objects
- Large Stone Bowl (over firepit)
- Stone Serving Spoon (7) (on shelf)
- Fur Mat (10)
- Wooden Chair (2)
- Crude Laptop Desk
- Small Firepit (outside)
- Large Axe (on shelf)
- Box of Bandages (20 feet) (on shelf)
- Purple Rejuvenation Flower (4 seeds) (on shelf)
- Red Disinfecting Fruit (3) (on shelf)
- Serving Bowl (6) (on shelf)
- Large Whetstone (outside)
- Scroll (ice)
- Apprentice's Robe
- Apprentice's Gloves (prevent casting on living objects)
- Apprentice's Sandals
- Apprentice's Hood
- Weak Staff of Thunder
This is Xix's List, which holds the various actions people should do in their spare time if they have little else, and may also be used as a reference to determine the actions of absentees:
XiX:
- analyse situation and evaluate data for conclusions. ((the stuff people do when they look back and forth between photos and newspaper out cuts on cop movies, exempt she'll be doing it whit hyperdimensional graphs on her computer))
- meteorological/astronomical/geological observations
- teach these Luddite buffoons the basics of science, technology, and magic.
- read up on magic on the net, especially the things the transportation rocks use (possibly resulting in being able to short-circuit and/or detect/change the destination of those rocks? or other stuff, or just some mild magic skill.)
Gaweir:
- Teach villagers about tactics, hopefully getting them to work on defensive measures. (wall, trenches, better positioned guards, etc.)
- Try to improve defensibility and habitability of HQ. (door?)
Abronychus:
- learn to use the camera. (note: if you damage it in ANY way you are DEAD MEAT.)
- make more local scouting excursions of various parts of the island, take pictures of anything interesting, ride flat. ((presumably getting a piece of paper from my notebook and some piece of coal from some camp-fire))
Astor:
- General fixing up the HQ.
- Learn more magic.
- Gather loot and possible useful body parts from causalities.
Zak:
- scout stealthily towards volcano.
- help others whit their tasks
- earn currency, flat may be of help here.
General things everyone should think of:
- Be careful, do not wander outside safe areas if not necessary.
- While the villagers have been friendly so far, do not divulge to much.
- Information of all kinds is valuable, please take note of things that may be important. When Given the opportunity try to question the villagers about various things as much as possible.
- common property may be put on the HQ floor or shelves, getting more storage is not priority and crying unnecessary stuff around is... well unnecessary.
The map for the current area is located here:
The scale for maps is 1 pixel = 5 feet, so one map is 1250ft x 1250ft, or about a quarter-mile (1px=~1.5m, so one map is 381m, or about 2/5 of a kilometer)
The current map is not every map, to conserve space in the spoiler. Past maps can be located here:
Yes, another to add to the fine game collection here. Perhaps I've just picked the wrong games, as many seem to update at long intervals, but either way I wanted to make one that would update a bit more often. It's going to be mainly the usual RPG format, with characters taking turns displaying their actions, and I'll write up a story with it and such. I'll also include a bit of RTD, such that you are able to do, to a degree, seemingly impossible stunts. But crazy actions won't always work with a 6, not that I'm using 1-6 anyway, but you get the point. If you have a booming voice, and try to scream at a wall to break it, it could happen. Try to ascend to godhood, or convince an inanimate object that it doesn't exist... not likely, unless you happen to have a specific situation which allows it. So, here it is!
The SettingYou wake up to find yourself laying flat on a beach, with four other entities. The sun glares from above, preventing you from seeing very well. The beach, as far as you can see upon first waking up, stretches endlessly, aside from behind you, where you believe you can see the edge of a jungle. Small waves lightly splash across you, waking you up a bit more. Although the entire area feels calm, and nothing seems to stand out as dangerous, you can't help but sense a slight taint of evil here...
Your memory slowly returns to you. You recall that you had heard from a wise man that a great terror was coming to wreak havoc upon the world. You then remember you had gathered your things and set sail with a small crew to where the wise man felt the presence. But, a great storm came, battering the ship to and fro. For many hours the ship groaned as wave after wave crashed against its side, slowly tearing it apart as a few boards sprung leaks. But, unexpectedly, the ship was blasted sideways with more force than seemed possible from a wave, and it quickly capsized, the entire hull splitting in two. The last thing you remember seeing is the island you are now on...
Note that this is not the first turn, just the setting. Once 5 people have their sheets in, the first turn will come.
The CharactersFeel free to create any sort of character you want, as long as it isn't grossly overpowered. Human, elf, dwarf, minotaur, giant, dragon, butterfly, etc. For that character, you will need...
Name: Any name you wish to have. Include, at the very least, your first name, or a name you are known by. You can also add a last name, second names, etc.
Race: Whatever race your character may be.
Age: Any age is fine.
Weight: Include an actual numerical amount if you want, but more so include if you are average for your species, overweight, underweight, etc.
Height: Actual numerical amount for this stat. For four-legged or more creatures, use the height they would be at if they stood on hind legs.
Details: Details about your look. Hair color, eyes, skin, scars, etc. Also include replaced body parts here, such as if you have a peg leg or a robotic arm, etc.
Stats: General abilities of characters, as compared to the commonly smarter and more agile but weaker human and the stronger but slower and less-intelligent giant. There are 3 stats for each general category of power, smarts, and movement, as well as luck.
Note: for your character, include next to the value if the stat is above, at, or below average.
- Strength: your character's ability to do anything requiring physical force. Put as an estimation (ex: good, bad, amazing) or as a value (1-100). For value, an average human has 20, a frail human has 10, a strong human has 30, a giant has 50. You can use 100, although it is quite overpowered, if your other stats are truly bad, however no higher, as even with 1 in all other stats, above 100 would be too strong.
- Endurance: your character's ability to resist pain and damage. A human has about 15, frail has 8, strong has 22, giant has 30.
- Stamina: your character's overall energy and ability to resist sleep and exhaustion. About the same values as strength.
- Intelligence: your character's knowledge, or in other words everything the character has learned, such as names, the ability to read and write, locations, etc. Humans have fairly high intelligence, at least when taught: on average, about 40. Smarter humans may have 50, 60, or even 70, while giants have 10-20.
- Learning: your character's ability to learn. Learning does not differ as much from person to person as other stats. Most humans are very close to 70 learning. Giants are near 15.
- Wisdom: your character's thinking ability, such as solving puzzles that are not already known. To a lesser extent, wisdom also includes instincts. Humans have around 50 wisdom, while giants have 10.
- Speed: your character's ability to perform actions quickly. Humans average around 20-30, while giants are at 10-20.
- Agility: your character's ability to move with accuracy and precision. Humans average at 30-40, while giants are at 8-12
- Dexterity: your character's ability to perform actions dealing with the hands, such as lockpicking, with accuracy and precision. Compared to humans and giants, it is about identical to agility.
- Luck: the only stat to have an identical average for all beings: 0. Having even a small amount of luck can, at times, produce great results, however small amounts of luck rarely have any effect. Even decent amounts of luck, such as 50, can still produce results at uncommon measures. For this stat, the maximum is 25, however if you do have 25 luck, your other stats should be considerably low.
Skills: Specific actions that your character is adept at doing. If all of your categories (power, smarts, movement) are near equal, choose 2 skills that deal with them that you are good at. If you are centered around two categories more than the third, choose 2 from each of the good categories that you are good at, and 1 from the good categories that you are great at, and 1 from the bad category that you are good at. If you center around 1 category, choose 1 from each of the bad that you are good at, 3 from the good one that you are good at, and 2 from the good one that you are great at.
You can also pick a skill (one that would actually make a difference) in one of your non-favored categories to be bad. By doing this, you can choose another good skill, or take a good skill and make it great. If you specialize in one category, you can take a great skill and make it excellent. A bad skill can also be made horrible for another point. You can not have a bad skill in the category which you spend the point in. You can have up to 3 bad and 1 horrible skill.
Spells: Any magic-based abilities your character possesses. Fireballs, invisibility, teleportation, etc.
Clothing/Armor: Anything your character is wearing. Boots, socks, leggings, greaves, belts, shirts, vests, armors, jewelry, gloves, helmets, hoods, etc.
Items: Anything your character is not directly wearing, but owns. Drinks, keys, weapons, shields, food, books, etc.
Background: The history of your character. It can be a simple paragraph, it can be a massive wall of text, or it can be nothing. Or, it can start as little, and be fleshed out as your character remembers his past.
GameplayAs stated above, people post their action just like in most of the others. You can state multiple actions if you plan to be away for a while, or you can explain, in the beginning or later on, how you will act in general to certain situations, so that if you are not present for a while, your character will perform actions as he/she normally would. However, unlike a few of the other RPG's and such, each person does not get their own turn written out. Instead, each visible group does, so that if players 1, 2, and 3 are together, they get one turn, and if players 4 and 5 are together, but apart from 1, 2, and 3, they also get their own turn. This way, rather than sorting through the events of each person nearby, you have one convenient piece to read. Or read them all to keep up-to-date with everyone else. This also helps to link events, such as one person healing another, without me having to post it twice (ex: For player #1's turn, I post that he heals player #2. For player #2's turn, I post that he is healed by player #1.).
To start off with, there will be 5 open positions, however I plan to open more up later on. The person who joins in later on must post when the position opens, so there's no reserving in the beginning for position #6.
On spells; all spells do have levels, however rather than seeing a level, they just have a description. For instance, weak fireball would imply a low level, while large fireball would imply a higher level. Unlike skills, if you do not mention a spell, you are considered to not have it at all. Spells do not level up as easily as skills; they are leveled much better through studying the spell in a book or some such. As a last note on them, spells that are "persistent" are always working (ex: a regeneration spell may be "persistent" if it is constantly healing you), spells that are "activated" must be summoned upon, such as the fireball. "Self" spells are cast upon yourself, "Ally" spells can only be cast upon friendly units (If you had a healing spell that would injure undead, if the undead is not friendly, you still couldn't use it on them, unfortunately), "Enemy" spells are identical to "Ally" spells, but work only on enemies. "Target" spells can be cast on any. "Enemy, Ally," and "Target" spells also have a cast range, from touch, which means you must touch the target, to a certain range. Spells are also very open-ended, feel free to try to edit them through concentration and such, such as increasing the duration or potency of a heal, casting range, its power, etc. Levels usually increase all its aspects.
Example TurnGroup 1: Player1, Player2, Player3Player1's Action: Heal Player2 using bandages
Player2's Action: Shoot bow and arrow at the target
Player3's Action: Try to put out the fire on his hatThe group continued to relax on the beach, waiting for some random ship to come across the horizon, and possibly pick them up and allow them to join them on whatever adventure they might have. Player2, feeling that practice should always be exercised, continued to fire his bow at a makeshift target, working on his aim. While firing, however, he accidentally lifted his foot into the air and shot it with an arrow. Seeing this, Player2 winced slightly, but continued his practice, eager to perfect his art.
Not wanting Player2 to die in his campaign of death, Player1 promptly got up, brushing some sand off of his leather armor, and walked over to where Player2 was standing.
"Here, let me fix that up for you."
Kneeling down, Player1 lifted Player2's foot off of the ground and took the shoe off, and then yanked the arrow out. Immediately after, he wrapped his foot in the bandage, and applied pressure until the bleeding stopped.
"Ah, thank you, that feels
much better."
Meanwhile, Player3 continued to stomp on the ground, where a now-blackened cap sat, covered in sand. Getting angry, Player3 began to stomp harder, smashing his foot into the flaming mass, until he accidentally then set his foot on fire. Eyes opening wide, Player3 started to sprint in circles, hoping the fire on his shoe would go out from his speed. However, this tactic also failed to put out the fire. Exhausting all other choices, Player3 then promptly ran into the water, putting the fire out immediately.
Status:Player1:
- Wounds:
none - Inventory:
Lost bandages (3 feet) - Skills: Healing skill exp increased
slightly. Bandaging skill exp increased
greatlyPlayer2:
- Wounds:
Injured foot (pierced) status=
bandaged effects=
Decreased movement - Inventory:
Lost arrows (1) - Skills: Aiming skill increased
slightly. Bow&Arrow skill increased
moderatelyPlayer3:
- Wounds:
Lightly Burned Right Foot status=
untreated effects=
none - Inventory:
Right Boot Damaged,
Hat Heavily Damaged - Skills: none
Group 2: Player4, Player5Player4's Action: Punch Player5 in the face. If Player5 tries to return an attack, I'll attempt to grab his arm and flip him over
Player5's Action: Punch Player4 in the face. If Player4 tries to punch me, I'll kick him in the stomachPlayer4 and Player5 suddenly stared angrily at each other, as if some horrible deed had been committed by both. Player4 was the first to deliver what he though to be a punch filled with justice as his right hand flew towards Player5's face. With quick reflexes, however, Player5 jumped back and kicked Player4 away. Bending over slightly from the pain, Player4 took a few steps back as Player5 then rushed forward and attempted to punch Player4 back with his left hand. Getting back up, Player4 tried to grasp Player5 and fling him over his shoulder before his punch went through, but he was too late as Player5's fist connected with him, sending him onto his back, unconscious.
Status:Player4:
- Wounds:
Bruised Stomach Cracked Skull status=
untreated effects=
unconscious - Inventory: none
- Skills: none
Player5:
- Wounds:
none - Inventory: none
- Skills: Melee Combat skill increased
slightly. Kicking skill increased
moderately. Punching skill increased
moderately Player5's Punching skill is now at level 2!----------------------------------------------------------------------------------------------------------
Most turns will be longer than this one, this was just for a quick example of what happens.
Quick description on colors...
Damages:
Green - good
Yellow-Green - fair. Might have a few bad effects
Yellow - damages. Usually has at least one effect
Orange - badly hurt. Always has at least one negative effect, maybe more
Red - very badly hurt. Always one, usually two, possibly more
Dark Red - Destroyed/unusable/missing. Probably has a bad effect if it can't be used...
Experience:
Light Green - a level up in a skill
Dark Blue - a great amount of experience is earned
Blue - a decent amount of experience is earned
Light Blue - a small amount of experience is earned
Items:
Light Purple - slightly enchanted
Purple - moderately enchanted
Dark Purple - heavily enchanted, cannot be enchanted any further
Teal - unknown number of enchantments, unknown enchantment