Pirate RTDThis is an attempt by me to make an RTD which i won't let die after 10 pages, please remind me if I fall behind in updates.
In a cataclysmic event no one seems to remember, all gods of the world were killed. As their blood ran on the earth, certain people who were devote in faith or embodied that which the god stood for, gained unusual and sometimes minor powers. When you woke up for what seemed like the first time in your life you found yourself to be on a ship with 4 other people. The ship was moving steadily forward without sails or any other type of propulsion.
In this you are a pirate of Nysos, the god of water and blood. Your very presence on board a ship causes it to move at your whim.
There are other people who have the abilities of the dead gods, yet you know none, or what they can do.
The ship is a tall ship
it does not have cannons or any other type of built in weapon.
Races:
Goblin:Small, quick and wicked, these guys seem to be able to get everywhere you don't want them and cause as much damage imaginable. In game terms this means the have a bonus to quick movements, stealth skills, light weapons, small weapons, and explosives.
Dwarf:Stocky, short and highly intelligent. In game terms they get bonuses to making weapons, mechanics, defense, and all weapons they can lift, especially axes and hammers, they are great builders and repair's men. One of the few peoples left with knowledge of gunpowder.
Elf: Not the pansy type, more of the dance and sing in a rain of blood type. They get bonuses to evade, sword type weapons, ranged weapons, finesse, and magics.
Human:Generic human... you should all be one. No bonuses, but gain slightly more exp then other races.
Orc:Tall hulking creatures, slightly bigger then a man, but built like a dwarf, They are exceptional with basic weapons, have good natural healing, and all physical rolls. Lack the intelligence for magic or combustion weapons.
Troll/Orge:Trolls and orges are physically similar, yet trolls have an impossible time healing, yet have exceptional magic skills, Orges Heal very quickly, yet have no magic what-so-ever. Good with basic weapons, environmental weapons (rocks, trees, ect.) and physical rolls.
Demon-Kin:No one knows where these spawn come from, yet no one doubts their power in magics. Magic and Dual-handed weapons come naturally to them, and they 'evolve' over time.
Suggest a race, and I will most likely accept it, these are just guidelines for what type of description i want of their abilities.
Sign-Up:
Name:
Race:
Specialization:Be creative, though magic is new to this world, and is not choose able.
Description:
I shall take the first 5, rest shall be added to the waiting list.
The game story shall unfold as it happens, currently you are rather unaware of the world and your places, though you seem to remember you're companions, and feel like you were a pirate before.
actions are as follows:
Travel:This is any long distance movement, only this may be done on the turn it is chosen, success on reaching the destination shall be rolled for.
Major:Attacking, creating items, picking locks, persuading someone, ect. May be taken along with a minor action.
Minor:Using an item, lever, object. Opening an item, object, container that is not in your inventory, does not including the picking of it's lock if necessary. Talking to someone, buying items, selling items, and other talking based actions. Picking up an item or items, or dropping items/items. Throwing an item. May either use two minor actions or a minor and a major action per turn. Moving short/medium distances counts as a minor action, includes opening any doors or climbing anything necessary to get there.
Characters:
Evergod:Hadron
Name: Hadron
Race: Devonian, taller than a human, and slightly stronger, their skin are shades blue, and prefer Dualing weapons
Specilization:Enchantments
Description: Average size for a Devonian, 7'8", Mucle-y build, a Sky-blue pigment lights his epidermis to the color of the sky.
Health: Fine
Items:
Clothing
Enchantment Kit
Skills:Dualing Weapons: 0/20 level 4
Enchantments: 0/18 Level 4
+ 5 exp to first 4 new skills.
Aramco:Aramco
Race-Dwarf
Name-Aramco
Specialization-Throws Axes
Description-Just the standard run-of-the-mill dwarf.
Health:fine
Items:
Clothing
Socks
Steel Throwing Axe 0/5 0
Steel Throwing Axe 0/5 0
Skills:
Mechanics 0/10 level 2
Repair 0/10 level 2
Axes: 0/15 Level 3
Hammers: 0/15 Level 3
Throwing Axes: 0/20 Level 4
Crafting 0/10 Level 2
Guns+Gun powder use: 0/10 Level 2
Frelock:Varson
Name: Varson
Race: Demon-kin
Specialization-Persuasion
Description-Currently is in disguise as a large, handsome human male at 6'7", with peach skin, long white hair, and piercing red eyes.
Health:Fine
Evolution Progression 0/100
Items:
Exquisite Clothing
Skills:
Persuasion: 0/20 level 4
Elemental magic 0/3 1
Illusion magic 0/3 1
Unholy Magic 0/3 1
Mind Magic 0/3 1
Two-Handed Weapons 0/6 level 2
WolfChild:Faelan
Name: Faelan
Race: Beastial (Human like with animalistic traits, prefer to fight without weapons (which they consider the province of weaklings) and some eventualy gain the ability to take on an even more bestial countenance)
Specialisation: Intimidation
Description; He would be an average human, if it were not for the claws, tail, ears, etc, which appear to be those of a large canine.
Health:Fine
Beast Rating 0/100
Items:
Modified clothing, to fit his body type.
Skills:
Unarmed Fighting 0/15 3
Intimidation 0/20 4
+5 to first 4 skills.
Elegy:Umbra
Name: Umbra
Race: Elf (Preferably of the the "drow" flavor)
Specialization: Rifles
Description: 6'0" Dark purple/grey skin. Short white hair. Doesn't talk much.
Health:Fine
Items:
Long Barreled Flint Musket
Telescoping eye-lens.
Basic Clothing
Skills:
Rifle 0/20 4
Poison Use 0/10 2
Stealth 0/5 1
Security 0/5 1
Dagger-user 0/10 2