This is a world I've had worked out in my head for quite a while, and I finally decided to introduce it to the general public. It is a world of Magic, Might, and Mysticism.
I will be rolling the dice here at my desk, and being the former DnD'er that I am I have everything from D4 to D20, so I get to set up complicated systems to make the game more fun, YEY!!!
The first six to create their character will be in, the rest will go on the waiting list. Also, there will be no more than two of any one occupation for balance purposes.
Character Creation SheetName:
Race:
Gender:
Occupation:
Bio (optional):
Description (optional):
Skills:
Inventory:
(There will be an additional category but I will be using that one to calculate damage and such, titled resistances, I will add it in once the game starts.)
RacesHumans: Versatile, able to adapt to almost any role, with no real weak spots, but utterly boring because you're already one in real life.
+1 to Weapon Use
Trolls: The Trolls have adapted to magic far more than any other race. They are in tune with the primal forces of nature, but have trouble with the rapidly spreading technology. (For a visual, imagine the World of Warcraft Trolls)
+1 to any two classes of magic, -1 to Technology Use.
As'ci'til: Those who first mastered the art of capturing demons and using them as an energy source for their new weapons. They are a very militaristic society, but are utterly dependent on their technology. They were once normal humans, but their usage of demons has left a mark on their race as a collective. They demonstrate traits of a random element.
+2 any 1 Elemental Resistance(fire, water, earth air), +2 Technology Use, -1 Elemental Weakness(the opposing element), -1 divine magic, -1 divine healing
OccupationThief: You want to steal shit, THIS CLASS BE FOR YOU! All other classes receive a -2 penalty to attempting to steal items.
Skill Bonuses: +2 Pickpocket, +2 Stealth, +1 Weapon Use
Health: 4 + 4d4
Priest: You ensure people don't die, while killing people with the power of the heavens at your command.
Skill Bonuses: +2 Divine Healing +2 Divine Magic, +1 Staff Use
Health: 2 + 4d4
Mana: 4 + 1d6
Crusader (No As'ci'til): These are the backbone of the Great Zealot Armies that once dominated the world, they are able to call upon divine magic and also are renowned for their military might. (must be aligned with the Zealots)
Skill Bonuses: +1 Divine Magic, +2 Weapon Use, +1 Armor Use, +1 Shield Use
Health: 4 + 2d10
Mana: 1 + 1d4
Mage: Powerhouses of Elemental fury, I would highly recommend not crossing with one.
Skill Bonuses: +1 to three different flavors of magic OR +3 to one flavor of magic, +1 Enchantment, +1 Staff Use
Health 2 + 4d4
Mana: 4 + 2d6
Demon Hunter (As'ci'til only): This is the only class allowed to use armor enchanted with demonic power woven into it, providing considerable enhancements to the base material.
Skill Bonus: +2 Demonic Magic, +2 Armor Use, + 1 Weapon Use
Health: 3 + 2d8
Mana: 2 + 1d4
Technologist (No Trolls):
Skill Bonus: +2 Gun Use, +1 Enchantment, +2 Construction
Health:4 + 4d4
SkillsAll Characters will get 3 Skill points to spend at first and additional will be granted per heroic action (a.k.a. when I decide you get to)
Magic Based Skills: Divine Healing, Divine Magic, Demonic Magic, Elemental Magic, Enchantment, Staff Use
Each Point in any magic skill enables you to know 1 additional spell in that category, besides Elemental which allows 2 spells per point.
The Elements in this system of magic will be Water, Fire, Earth, Air. Water beats fire, Fire Beats Earth, Earth Beats Air, Air beats Water.
Enchantment enables you to craft your mana into your items.
Staff Use allows you to use your spells more effectively by reducing mana cost and increasing damage.
Physical Skills: Weapon Use, Armor Use, Shield Use, Construction, Encumbrance
Weapon Use can cover any weapon with the exception of guns.
Armor Use covers Leather, OR Plate Armor. Must be specified.
Construction covers all building and crafting.
Encumbrance lets you carry 25 more lbs. of equipment without movement penalty. Everyone starts being able to carry 100 lbs of equipment at any one time.
Covert Skills: Pickpocket, Potion/Poison Brewing, Gun Use, Stealth, Technology Use
Pickpocket covers all thieving activities.
Potion/Poison Brewing turns herbs into potent poisons or helpful Potions
Gun Use covers the use of any type of gun
Technology Use covers the use of any technology with a demonic or steam power source
InventoryYou will start with:
1 Set of Clothing
3 Days worth of food and drink
1 Bedroll
1 artifact
1 Weapon of choice including staves or guns.
If you get a gun, you also get 24 rounds for said gun. !!Warning!! Ammo is hard to come by in the wilderness, take plenty before you leave town.
Artifacts are either a. pieces of technology, b. Divinely, Demonically, or Elementally enchanted trinkets, armor, or weapons.
I'll allow you to calculate your own weight for your starting items but all other items will have a given weight.
RulesCombat Rules:
1) Dodging/Missing will be calculated as follows 1: Critical Miss (+1 to enemies next attack), 2: Miss, 3: Light hit, 4: Hit, 5: Critical Hit (Double Damage) 6: Dodge (+1 to your next attack) If an attack is made and the character has not been detected via Stealth, if the attack hits, it will be an automatic Critical Hit.
2) Weapon Damage will be calculated 1d6 + Weapon Use + Enchantments - Armor Use - Shield Use(if applicable) - Enchantments.
3) Gun Damage will be calculated as 1d4 + Gun Use + Enchantments - Enchantments.
3) Magic Use will cost a certain amount of mana, only reducible by staff use skill or enchanted items.
4) Every 3 skill ups you will gain 2d4 health, and 1d4 mana, remind me if I forget.
5) Thieves and Technologists will not be able to use magic in a traditional manner and must rely on trinkets or scrolls for any magic they need to cast.
6) If you put on Demonic Armor and are not a Demon Hunter, you will be possessed. Check before you wear strange items.
7)For in combat turns I've decided by the way, that you get to perform up to ONE physical attack, ONE Magical Action(spell, inventive use of magic, or healing), AND ONE non-combat physical action. In other words you can heal somebody, smack a goblin with a sword, AND down a potion of restoring mana in one turn.
Interaction Rules:
1) We will be using a 1d6 roll for most actions from one, being a total screw-up, to six, being better than intended.
2) Non-combat skills will be used in Difficulty checks to see if you can do certain actions (i.e. build a shelter for the night) of 1d10 + Skill.
3) Divine, Demonic, and Elemental Magic can all be used in place of any other non-combat skill, but cost mana.
General rules:
1) Please have fun, I know this system is a bit complicated so please feel free to debate with me and ask me any questions you might have.
2) Take this semi-seriously, as this is a semi-serious world.
HistoryThe world of Norrec (Shut up, I do NOT have a massive ego) has seen much change in the past century. It all started one hundred years ago when Sareesa entered hell through the Ancient Portal and was able to seal this world from demonic invasion. Sareesa was the head of the Order of the Zealots at the time, an order devoted to the fighting of demonic corruption no matter where it might exist. Since that time the Zealots have become much weaker, having only a few strongholds in the world and even being forced to turn to mercenaries who didn't share their beliefs in saving the world from demonic corruption.
The use of magic expanded four fold from when the zealots held tight grasp on all magical knowledge. At first many were able to use the divine magic that made the Zealots so powerful. Soon however the Divine Magic was corrupted and opened up Elemental and Demonic Magic paths. Unfortunately without the Zealots to fight the Demons that were summoned, the world was torn asunder by war again. Eventually however a powerful mage known as Zalthur was able to divine a way to trap demons within objects and harness their power. Soon an sizable portion of the population began hunting down demons to use in technological masterpieces. It is now known when the first As'ci'til appeared, but shortly afterwards, many of these demon hunters became As'ci'til. The As'ci'til then formed their own nation, and while humans and trolls were allowed in the As'ci'tilli are still wary of any no As'ci'til on lands they consider theirs.
More History will be added as the Player Characters discover the history of this world.
MapWe will be starting at a small town where the black X is located. The large colored squares are cities. Blue is water... it sucks I know, but hey, I'm not a paint wizard
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SpellbookDivine Healing:
Tier 1:
Heal Wound 1d4-1 health restored, Mana Cost: 2
Inspire: +1 to next attack roll, if successful, +2 to next damage roll, Mana Cost: 2
Tier 2:
Remove Poison, Removes All poisons from target character. Mana Cost: 3
Lesser Healing Hand, 1d8 health restored, Mana Cost: 4
Tier 3:
Cure Disease, All diseases removed from target. Mana Cost: 4
Destroy Undead, 2+1d6 damage to undead, on a coin flip (heads) will do triple damage Mana Cost: 4
Shield, Shield target from 10 damage, or until 3 turns have passed, Mana Cost:6
Tier 4:
Healing Hand, 2d8 health restored, Mana Cost: 8
Remove Curses, All Demonic Curses removed from target, Mana Cost: 7
Tier 5:
Rebuke Demon, 2+2d6 damage to Demons, Mana Cost: 7
Holy Blood of Sareesa, All damage reduced to entire party by 1/2 for 1d6 turns. Mana Cost: 12
Tier 6:
Revitalize: 5 Health healed for 5 turns. Mana Cost: 9
Avenger's Shield: Absorbs the first 3 damage of every attack and redirects it to the attacker as Holy Damage. Lasts for 3 turns. Mana Cost: 11
Wings of Justice: Blinds enemies for one turn and allows flight for 2 turns. Mana Cost: 11
Divine Magic:
Tier 1:
Righteous Fury: 1d4 damage to enemy, Mana Cost: 1
Holy Light: doubles chance of enemy to miss, no critical hits. Mana Cost: 3
Tier 2:
Just Retribution: 2+1d6 damage to enemy, Mana Cost: 3
Tier 3:
Blinding Flash: 1d6 damage to enemy, blinds enemy for one turn (dice rolled to see who it attacks) Mana Cost: 4
Demonic Magic
Tier 1:
Necrotic Bolt, A bolt of Necrotic Energy, 1+1d4 damage. Mana Cost: 1
Life Siphon, drains 1d6 life from enemy and gives you half. Mana Cost: 2
Unholy Blood, lose 2 health, gain 1d4 mana. (CAN go above base mana)
Tier 2:
Demonic Infusion, Grants an additional +1 to Gun and Weapon Skill until combat is over. Mana Cost: 2
True Sight, Grants you dark vision and the ability to tell when people are lying. Passive, lose 2 mana permanently.
Fear, One target is unable to move or attack out of terror for one turn. Mana Cost: 3
Tier 3:
Soul Harvest Does 2d4 damage to 3 enemies Mana Cost: 3
Bind Soul, Binds the Soul of a Demon to an object. Mana Cost: 4
Summon lesser demon, Summons a Lesser Demon to fight for you, has a chance to break free every round summoned, Mana Cost: 4
Elemental Magic
Tier 1:
Elemental Bolt, can deal either Earth, Air, Fire or Water damage. 1d6 Mana Cost: 3
Water Walking, allows the target to walk on water for 1d4 turns. Mana Cost: 2
Earth skin, Raises the physical resistance of the user by 4 for two turns. Mana Cost: 3
Tier 2:
Breath of Fire, Has a limited range, 1d6 damage fire +1/2 fire damage for two turns. Mana Cost: 5
Air of Superiority, gives a +2 bonus to social interactions until the end of the day. Mana Cost: 4
Quicksand, Keeps 1 enemy from moving for 1 turn. Mana Cost: 4
Summon Small Elemental, Summons a small elemental to help in combat or give advice for 2 turns. Mana Cost: 5
Summon Food, Summons food and water to the user. Mana Cost: 4
Tier 3:
Hydroblast, 2 + 2d6 Water Damage, Mana Cost: 5
Elemental Accuracy, Next attack is a guaranteed critical hit, Mana Cost: 6
Fire Shield, Enemies attacking the target of this spell take 3 Fire Damage, last 3 turns, Mana Cost: 5
Warmth, Regenerates 9 mana of target over 3 turns, can't be cast on self, Mana Cost: 6
Constriction, Forces the air out of an enemies lungs, 1d8 damage and can't dodge this turn, Mana Cost: 6
Smoke Screen, -2 to Attack and Damage Rolls until dismissed, no effect on creatures with Dark Vision, Mana Cost: 3 Mana Per Turn
Tier 4:
Poison Spit, 3 damage per turn until cured or dead, Mana Cost: 6
Gale, 6 + 1d6 wind damage, makes fire grow, Mana Cost: 5
Earth Shaping, Let's you alter the battlefield as you wish, Mana Cost: 7
Pillar of Fire, Affects 3 tightly to medium packed enemies, 6d4 damage, 1/2 damage ongoing, Mana Cost: 8
((TECHNOLOGIST ONLY SPELL))
Soul Transfer, Transfers a Demon Soul to a created object/machine to use as a power source. (uses Enhancement skill)