I like the whole concept of those roll to dodges- Since i need practice in narrative storytelling i decided to host one myself. I hope it`s not too wrong that i changed some general stuff. (like 6 isn`t a overshot..)
I will allow up to 5 Persons. Everyone who comes too late will be placed on the wait list.
General Rules- Performing Actions, Combat and Magic.Performing Actions
Whenever you attempt something i roll a six sided die (Or i use a RNG)- The results are the following:
1- Epic Fail. Your Action went horrible wrong.
2. Fail. Whatever you tried to do didn`t work.
3. You fail, But your situation isn`t worse than before.
4. You succeed.
5. It worked a bit better than intended.
6. Great success! It worked even much better than intended.
Examples!
Action: You try to grab someones keys out of their pockets, unnoticed.
1. You are spotted by someone else! The situation is clear and he yells for the guards. And alas! Some guard was standing around the corner!
2. You are spotted by the person you tried to rob. The Person yells for the guards.
3. There`s just no opportunity to grab the keys.
4. You manage to grab the keys.
5. You manage to grab the keys.. And something else- Oh is that his purse? Phat lewt.
6. You manage to grab the keys, his purse and lo! There`s a noise not far away and everyone is momentarily distracted.. The perfect opportunity to slip away, unnoticed.
Combat
Combat works similiar. I will generate a random number for the attacker, and a random number for the defender. Whoever rolls the higher number, succeeds.
The difference between both rolls determine how good/bad the attack/block was.
For example:
Player A strikes at Enemy B. Enemy B tries to dodge.
Player A rolls a 6 Enemy B a 1
The player scores a critical hit and does extra damage.
Player A strikes at Enemy B. Enemy B tries to block with his shield.
Player A rolls a 1 Enemy B a 6.
Enemy B succeeds in blocking- The Player staggers and is very vulnerable to a counter attack!
Instead of using Hit points we will keep track of individual wounds. To determine where you get hit (Or where you hit!), a Random Number is generated.
6: Head
5: Torso
4: Right Arm
3: Left Arm
2: Right Leg
1: Left Leg
Hits to the Legs and the arms are usually not that fatal. They still may cause extreme pain, ofc. The Torso is home to some important organs, however.. And the head? Well, wear a good helm, boy.
If you get hit, your armour will lose durability. And it will offer less protection.
Each Bodypart has 10 Hit Points- we assume that once they reach 0 that Bodypart is completely destroyed. However; Even if you still would have some Hit Points left, if enough damage is dealt with a single attack things like organs or bones could be hit.
1 Damage equals a scratch, 9 damage will make you wish you were death.
If you get hit your armour on that body part will lower the damage.
Magic
There are several ways of using magic.. There are four main ways of magic, with several smaller branches. (For example, Pyromantie, Nekromantie, cryomantie, geomantie, chronomantie etc..)
The three big ways of using magic are:
True Magic
True Magic is the oldest form of magic and the most versatile. (But also the most dangerous!)
Wizards that practice the True Magic master certain aspects of nature. They invoke the forces of nature and reality itself and shape them into something useful. They aren`t bound to magical formulas but they have to learn how to form the forces of nature step by step. Learning True magic takes a lot of time and a wizard needs a good willpower in order to control the raw magic... Failing might result in something horrible Hilarious.
Usage: The Wizard announces which element he wants to use, in which form he wants to form it, in which direction he "shoots" it and what he`d like to happen.
Dogmatic Magic
Dogmatic magic was devised by the humans in order to provide an "easier" alternative to the True Magic of the elves.
Dogmatic magic is the magic you see in most games. By reciting certain formulas they can cast spells. Simple, yet inflexible. Failing to cast a spell won`t result in something bad unless you roll a 1.
Usage: The Wizard simply says which spell he want`s to cast and at whom.
Rune Magic
The Runes were created by the dwarves in order to "use" magic, since they were unable to learn the other forms of magics. The Runes were later adopted by other races which had contact with the dwarves, like the Nord,
With the use of runes (small, carved pieces of bone, stone or wood.) they can influence certain things- Runic magic is similiar to the true magic in this matter. Unlike the True magic, however, runes can`t create new things but only form and command them.
For example; A rune mage could use the rune of ice to form a piece of ice into a deadly javelin or he could use the rune to cool down water. But he woulnd`t be able to create ice out of nowhere.
You can`t fail to use a rune, but after each activation the runes needs to "recharge" itself. This will take some time. Also the power of the rune depends on the size of the rune.
Usage: The Wizard holds the rune in one hand, chooses the target and commands it to bow to his will. (e.g tells it what to do.)
Magic Items
There are many magical items out there- Some give extra powers if worn, others have to be activated. If you want to use one, just write it!
Character GenerationEach player picks a race, selects his skills and buys his equipment. Then he posts an action. Simple!
But try to work together- Do you really need 5 Warriors? Mages should focus less on armor and more on getting runes/scrolls/lections and maybe useful magic items.
Armor and weapons are expensive. Maybe you shoulnd`t buy full bronze armor.. Maybe leather on the legs and arms and bronze mail on the other body parts is enough? Your choice, ofc.
Races
Humans of Akvak
The City State of Akvak was founded by the mythical Order of the pure mind- A Group of Assassins who believe that magic is inherently evil and destructive. The people of Akvak are both unable and unwilling to use magic and prefer to be stealthy assassins or warriors.
Some of them, like you, are more liberal and won`t shun the company of wizards.. But they still won`t use magic.
Advantages:
Magic Resistance
Spells have less effect on the People of Akvak.. But be careful! This includes friendly spells as well.
Striving for Perfection
The People of Akvak may choose another free (Combat or stealth related) skill at the character creation.
Terror
Wizards from all over the world know and fear the People of Akvak. The People of Akvak may intimidate wizards (and to a lesser extent normal people) more easily.
Disadvantages:
Disability to use Magic
The Akvak may not use magic. Never. Magical devices are useable but the Akvak won`t be able to use them as effective as other races. Magical Weapons or armour are useable too, but may work not as good as they could.
Distrust
Magicans (and to a lesser extent normal people) distrust the People of Akvak.
The Nord
The Nords are humans who live in the cold, inhospitable, northern regions. They are infamous for their raids on the "civilized" races of the south and are often called barbaric by other humans and shunned by them; Yet they are good friends with the dwarves, who taught them their rune magic. The Nords naturally are good and brave warriors and sailors.
Advantages:
Hardened
Nords are robust and strong- They are able to to endure more pain than other races.
Nordic Uprising
Nords are outstanding sailors and know much about survival in harsh regions.
Disadvantages:
Barbaric
While they aren`t as barbaric as the southern humans would have them be you can`t deny that they aren`t as good in things like reading, logic and conversation. They are also unable to learn dogmatic magic.
The other humans from all around the world
Normal humans..most of them live in the Kingdom of Dhervey, which is often called simply "The Empire".
They have no weaknesses nor strengths.. But they aren`t able to learn runic magic.
The Dwarves
A sturdy race of hard working, alcoholic, midgets. They live in giant underground caves and are good smiths and builders.
Advantages:
Livers of Steel
Dwarves can drink as much alcohol as they want- They won`t get drunk. Too much water, however, makes them dizzy.
Good Equipment
Upon selecting their equipment dwarves may choose one piece that will be of very good quality.
Dwarven Intuition
Dwarves know more about caves and minerals than other races.
Disadvantages:
Cave Adaption
Dwarves are easily irritated by the Sun and much exposure to it can make them sick.
Small
They are pretty small, if stout.
Racism towards elves
They dislike elves. While they have come to respect the elves in the party they won`t respect any elves they meet on their journey.
Rune magic only
Dwarves can only use rune magic.
Strange behaviour
Whenever a dwarf sees microline he has to yell out of the top of his lungs: WE HAVE FOUND MICROLINE!.
(Just kidding. You might roleplay that part.^^)
The Elves
The Elves look like tall, handsome humans. They live in the deep, eastern forests far away from the other races and protect the nature.
Advantages:
Elven Wisdom
Elves know more about the nature than other races. Also they are very good at using the "True magic". They invented it, after all.
Ageless
In their long lives they may acquire many skills- They may choose one free skill.
Disadvantages:
Racism towards dwarves
They dislike dwarves. While they have come to respect the dwarves in the party they won`t respect any dwarves they meet on their journey.
Frail
The elves are not as stout as other races- Their limbs only have 8 Hitpoints each.
No rune magic
Elves dislike dwarves and loathe their runes. `Nuff said.
SkillsThere are many skills out there- So choose wisely! During your adventure you might acquire new ones, but don`t count on it. You my try most stuff even without having the skill (except magic.)- It`s just less likely to work.
You may choose 6 Skills.
Combat Related
Proper Usage of Swords
Proper Usage of Spears
Proper Usage of Maces and Hammers
Proper Usage of Axes
Proper Usage of Bows
Proper Usage of Crossbows
Proper Usage of Throwing Weapons
Proper Usage of Knifes, Daggers, etc.
Proper Usage of Wrestling moves
"Proper" Usage of improvised weapons.. Like chairs, stones...
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Better Dogding
Better Blocking
Ability to aim for a specific bodypart if you attack someone. (More likely to hit that part.)
Stealthy Skills
Proper Sneaking
Proper Pickpocking
Proper Lockpicking (You get also one free lockpick.)
Proper Assassinations (E.g more likely to hit vulnerable body parts if you try to sneak attack someone.)
Ability to use poisons (You get also one flask of poison. Your choice! You can for example, coat your weapons with it.. But every idiot could empty a flask of poison into a well or something.)
Miscellaneous
Proper ability to tend small wounds
Proper ability to repair armor (E.g you might patch armor up.. Somewhat.)
Knowledge about old languages and letters
Knowledge about engineering.
Knowledge about survival in the wilderness (e.g how to hunt, which plants to eat.)
Proper ability to persuade people
Knowledge about races and creatures
Knowledge about old stories and legends
Knowledge about foreign countries and heraldry etc.
Knowledge about plants, mushrooms etc.
Magic Skills
Ability to use Rune magic. (You also get one free rune.)
Ability to use True magic. (You also get knowledge about one element.)
Ability to use Dogmatic magic. (You also get one spell for free.)
The ability to use magical items more effective. (E.g enchanted items that need an activation.)
The ability to somewhat sense (and determine!) enchantments or curses on items.
The ability to brew potions and poisons. (You also get two free flasks. You might also want to acquire the skill "Knowledge about plants")
Items / SpellsHere you can buy items/Spells before you go on to your adventure- You don`t have to buy flasks in order to store water- Everyone starts with a flask and a backpack.
You have 100 Gold Points to spend.
Weapons
Bronze Longsword (1H) 5 Damage, slash 25 Gold
Bronze Greatsword (2H) 7 Damage, slash 30 Gold
Bronze Axe (1H) 5 Damage, hack 25 Gold
Bronze Waraxe (2H) 7 Damage, hack 30 Gold
Bronze Spear (1H) 5 Damage, pointy 25 Gold
Bronze Mace (1H) 5 Damage, blunt 25 Gold
Bronze Warhammer (2H) 7 Damage, blunt 30 Gold
Bronze Dagger (1H) 3 Damage, extra fast, pointy/slash 15 Gold
Bronze Throwing Knife (1H) Damage like dagger* 10 Gold
*Bad in melee
Iron Longsword (1H) 6 Damage, slash 30 Gold
Iron Greatsword (2H) 8 Damage, slash 35 Gold
Iron Axe (1H) 6 Damage, hack 30 Gold
Iron Waraxe (2H) 8 Damage, hack 35 Gold
Iron Spear (1H) 6 Damage, pointy 30 Gold
Iron Mace (1H) 6 Damage, blunt 30 Gold
Iron Warhammer (2H) 8 Damage, blunt 35 Gold
Iron Dagger (1H) 4 Damage, extra fast, pointy/slash 20 Gold
Iron Throwing Knife (1H) Damage like dagger* 15 Gold
*Bad in melee
Wooden quarterstaff 3 Damage (1 Or 2H) 10 Gold
Bows and Crossbows
Simple hunting bow (2H) +0 Damage to arrows 25 Gold
Simple Crossbow (2H) +0 Damage to bolts, slow 25 Gold
Simple Longbow (2H) +1 Damage to arrows 30 Gold
Crossbow (2H) +1 Damage to Bolts, slow 30 Gold
15 Arrows with Quiver 5 Damage, pointy 15 Gold
15 Bolts with Quiver 7 Damage, pointy 15 Gold
Armor (Specify material-You must choose one material!)
Boots* Armor: 1 10/10 Base cost 10 Gold
Chestprotector Armor: 1 10/10 Base cost 10 Gold
Gloves* Armor: 1 10/10 Base cost 10 Gold
Helm Armor: 1 10/10 Base cost 10 Gold
Shields Armor: 1 10/10 Base cost 10 Gold
*To simplify things there are no greaves nor armguards- Just pretend they are included.
Materials
Leather Armor: + 1 Durability: + 0 Cost + 5 Gold
Bronze Chain Armor: + 2 Durability: + 1 Cost + 10 Gold
Iron Chain Armor: + 4 Durability: + 3 Cost + 20 Gold
Robes and Cloaks (Color of choice!)
Robe Armor: 1 10/10 Cost 10
Cloak Armor: 1 10/10 Cost 10
Potions and Poisons and else
Potion of fast healing 10 Gold
Heals open wounds.
Potion of clarity 10 Gold
Removes dizziness and similiar.
Potion of detoxication 10 Gold
Heals weak poisonings.
Poison of Nausea 10 Gold
The poor Victim will Vomit and
will empty his bowels. Very painful.
Posion of Hellfire 10 Gold
Burns like hell- But doesn`t actually burn.
Poison of Feverdream 10 Gold
The Victim will hallucinate.
Empty Flask 5 Gold
You can fill it with something.
Lockpick 10 Gold
If you know how you can open locks with it.
Runes
Rune of Ice 25 Gold
Allows the user to manipulate ice.
Rune of Fire 25 Gold
Allows the user to manipulate fire.
Rune of Earth 25 Gold
Allows the user to manipulate Earth.
Rune of Water 25 Gold
Allows the user to manipulate water.
Rune of Air 25 Gold
Allows the user to manipulate Air.
Rune of Metal 25 Gold
Allows the user to manipulate metal.
Rune of Magical energy 25 Gold
Allows the user to manipulate magical
energy. (e.g somewhat influence for example
curses, or spells alltogether.)
Rune of Nature 25 Gold
Allows the user to manipulate Nature.
(Trees, flowers, plants..)
Rune of Body 25 Gold
Allows the user to manipulate the body.
(Knit wounds a bit, for example.. But you could also induce pain to enemies..)
Magical Scrolls. (Grant knowledge of dogmatic spells.)
Scroll of Fireball 25 Gold
Hurls a small fireball.
Scroll of Ice darts 25 Gold
Hurls several small, daggerlike, icicles.
Scroll of Stonespear 25 Gold
Forms a nearby rock into a spear, which
is hurled at one enemy.
Scroll of Slashing 25 Gold
Cuts the enemy with spectral blades.
Scroll of minor healing 25 Gold
Heals small wounds.
Scroll of windshield 25 Gold
The caster is surrounded by wind.
Might blow arrows etc. of course.
Scroll of Shadows 25 Gold
Thickens the shadows around the caster;
He is harder to see in dark rooms.
Scroll of Blinding Light 25 Gold
The caster shines in a blinding light for
some seconds.
Scroll of Terror 25 Gold
Attempts to demoralize a single, sentient enemy.
Magical Lections ( Grant knowledge about true magic.)
Elements
Fire 25 Gold
Earth 25 Gold
Water 25 Gold
Wind 25 Gold
Metal 25 Gold
Ice 25 Gold
Shadow 25 Gold
Light 25 Gold
Magical Items
Staff of Flame 30 Gold
Can hurl a small fireball, once in a while.
Amulet of minor channeling 25 Gold
Can convert some lifeforce into magical energy.
E.g the wearer can use the amulet to increase
the power of a spell.. But he gets wounded.
Ring of Magic conversation 25 Gold
The wizard can cast a spell at the ring. The spell
is saved. E.g he can cast him later, once, without
failing. (Casting the spell at the ring might fail like usual)
Ring of Shield 25 Gold
Adds + 1 Armor to the wearer. After the wearer
receives damage the ring needs to "reload" itself.
Ring of Ghost light 25 Gold
Can summon a Ghost Light- Which you can
command. (For example, it could light the way or
it could search for something.)
Amulet of violent hellfire 25 Gold
The wearer can use the amulet to wrap himself
in black flames.. Nasty if someone tries to wrestle him!
Ring of cleansing 25 Gold
Curses and poisons have less effect on the wearer.
Please use the following Template, and repost it with each of your actions.
Name:
Race:
Skills:
Worn equipment: (don`t forget the durability of the armor!)
Items in Backpack:
Health:
(The first number indicates the current health, the second the maximum. Don`t forget that elves only have 8 maximum health!)
Legs (10/10)
Lower Arms (10/10)
Upper Arms (10/10)
Lower Body (10/10)
Upper Body (10/10)
Head (10/10)
Wounds:
Conditions:
Let`s start!
You are part of a adventurer band, consisting of volunteers from all corners of Mundera (The main continent.). You were hired by the Count of Westgard to protect the city of Farwatch against Goblin raiders.
After some investigations you discovered that those goblins have their lair on a nearby island. To end the attacks on Farwatch you decided to attack their lair.
The City Guard joined your troop and you were confident to dispatch those Goblins easily.
However; A Terrible storm blew your ship of course and it wrecked on some rocks.. You tried to swim, but the sea was too wild and despite all your efforts you went down like a stone. and then everything faded into black..
You wake up several hours after the storm, in a small, damp room. It seems to be a cave- Lit by torches on the wall. In the north you can see a tunnel, behind you is a large pool of water (you guess it`s a connection to the sea.). In the east and the west are walls of natural stone. Some chests are lying around you.
What do you want to do?_