Well, this is just a little idea i came up with. Instead of choosing your characters they are randomly generated- Your Race, your class, your equipment, your spells.. I have written down quite a massive list of things but i will only explain the rules the group will need.
Consider this to be an experiment. I will expand the rules etc. As needed- And you will learn how to play with a totally random kind of character.
Information: It`s a pretty standard fantasy world. You are a member of a group of mercenaries exploring the eastern continent; A Continent that was ravaged by an huge magical explosion that was caused by a group of wizards that tried to create a huge portal network. The whole continent is litered with ruins and magically contaminated areas.
In order to participate you have to give me 4 numbers:
One Number ranging from 1-15
One Number ranging from 1-18
One Number ranging from 1-3
One Number ranging from 1-10
Looking for around 5 players!
Updates will not be regularly each day but whenever i find the time. You see, i`m pretty occupied with alcohol and party, so..
Name: Ahra
Male Human Demonspawn Duelist
Inborn Ability: Wings of Shadow. The Demonspawn may conjure wings for one turn as a free action, allowing him to fly. The ability is disabled for d3 Rounds.
Inborn Ability: None
Class Ability: Proficiency with Swords, throwing weapons and the ability to block with a sword as good as with a shield.
Special Ability: Avoiding harm. +1 to your Dodge roll.
Equipment:
A Iron Shortsword 5 Damage
A Iron throwing knife 3 Damage
A leather breastplate
A Pair of Leather Gloves
A Cloak
Hitpoints:
Head 10/10
Body 10/10 Armor: 1
Left Arm 10/10 Armor: 1
Right Arm 10/10 Armor: 1
Left Leg 10/10
Right Leg 10/10
Name: Taricus
Male Goblin Blood Magican
Inborn Ability: Quick. Goblins get +1 to their initiative roll.
Cultural Ability: +1 to all rolls concerning villainous activities.
Class Ability: You can use blood Magic.
Special Ability: Stigmata. You don`t need to cut yourself in order to cast spells. Instead the wounds simply appear! Therefore you need less time to cast your spells.
Equipment:
A dagger 4 Damage
A Robe
Spells:
Blood Arrow. You form blood into a solid arrow which is hurled at your enemy. Deals 6 Damage and auto hits. You need to sacrifice 3 hitpoints.
Burning Blood. Causes immense pain and stuns the target. You need to sacrifice 3 Hitpoints.
Hitpoints:
Head 10/10
Body 10/10
Left Arm 10/10
Right Arm 10/10
Left Leg 10/10
Right Leg 10/10
Name: SeriousConcentrate
Female Half Elf/Dwarf Paladin of Nex, the God of Murder and Death
Inborn Ability: Inborn magical powers. Any Elf may try to perform small magical feats. Such as conjuring a small flame.
Inborn Ability: Dwarves are stout- Damage dealt to them is reduced by one- However, they get -1 to rolls concerning acrobatics etc.
Class Ability: Proficiency with the Chosen weapon of your god. (Daggers and Shortswords in this case.) Proficient with all armor. Can cast prayers.
Special Ability: Fervor. You can spend one point of faith to increase the damage dealt by your next attack by two.
Equipment:
A Iron Shortsword 5 Damage
A Iron Shield
A Iron Breastplate
Faith: 2 points of Faith
Prayers:
Word of Might. 1 Point of Faith. Throws the target away.
Hitpoints:
Head 10/10
Body 10/10 Armor: 5
Left Arm 10/10
Right Arm 10/10
Left Leg 10/10
Right Leg 10/10
Name: Draignean
Male Human Warrior
Inborn Ability: None
Cultural Ability: None
Class Ability: Proficiency with all weapons and armor
Special Ability: Veteran. You have fought on many battlefields, few things can suprise you. Things that would suprise or scare others can barely touch you.
Equipment:
A two Iron handed Axe 8 Damage
A Iron Breastplate
Hitpoints:
Head 10/10
Body 10/10 Armor: 5
Left Arm 10/10
Right Arm 10/10
Left Leg 10/10
Right Leg 10/10
Name: KineseN
Male Orc Assassin
Inborn Ability: Orcs are very strong. Damage dealt by them is increased by 1.
Cultural Ability: Orcs are barbaric. They gain +1 to rolls concerning survival but -1 to rolls concerning knowledge.
Class Ability: +1 to your Stealth rolls. Proficiency with daggers, throwing weapons, bows and poison.
Special Ability: Quick poisoner. You are able to poison your weapons as a free action.. Even in combat.. Especially in combat!
Equipment:
A Iron Dagger 4 Damage
A bow
Some Iron Arrows. 5 Damage
Full leather armor.
Two flasks of Witchs Brew. (Causes Hallucinations.)
Hitpoints:
Head 10/10 Armor: 1
Body 10/10 Armor: 1
Left Arm 10/10 Armor: 1
Right Arm 10/10 Armor: 1
Left Leg 10/10 Armor: 1
Right Leg 10/10 Armor: 1