Here's the Result after Scrapping a too-much-information RTD
[1] - Epic fail
[2] - Fail
[3] - Meh
[4] - Success
[5] - win
[6] - Overwin
Name :
Gender : Affects Strength or Speed
Appearance :
Bio :
Skills : relavant spoiler
Class : relavant spoiler
Magic School : if any, relavant spoiler
God : If any, relavant spoiler
The Great War.....The Magic War.....The Electric Wildfire incident.......War of the Gods......Chaos Crusade....
Conflict of the Ancients, Wars have came and gone, they were all small wars, undamaging wars, The wonders of this world
Had fixed any and every damage they cause
But however, a War had just recently happened, unlike the other wars, this war...it will cause nations to fall,
alliances to shatter, Great countries to tremble, what we had created, they destroyed, this war....it will shape history
and the world
The Return......of the Creator
Select only two
Survivor - Where others could not survive, you survived, Survivor grants 20 extra HP and higher survival rates of fatal
Injuries
Clear minded - Your mind is clear, nothing weird there, a Clear minder isn't affected by Strange or Attractive things
Pyromaniac - you REALLY like setting things on fire, resulting in a bonus to fire resistance and damage
Hard-hitting - Your Strength allows you to cause bonus damage per hit, affected by STR
Weak Spot hitter - Your Tactics mean that you can easily find weak spots and cause more damage, affected by PER
Coward - You are a Coward, which lets you live alittle longer, a Coward will Auto-run during lose situations, but won't
be able to do "Scary" things(Opening a Non-traveled door, for instance)
Magical - Allows you to learn magic, Wizards start with this and thus do not need this
You may select only one
Fire magic - Fire magic, Duh
Ice Magic - Obvious, right?
water Magic - Magic that requires Water, won't work in dry areas, but in areas with water, it'll do shit-tons of damage
Shapeshifting magic - Allows you to shapeshift, you may use the weapons of the form you took on, will be dangerous if it fails
Chaos Magic - Deals in causing insanity and Chaos, Warhammer's Chaos magic, if you will
Electrical magic - Obvious, huh? too bad it has bad drawbacks
Classes affect your starting Weapons and items(And attributes)
Fighter - Weapons, from Swords to Axes to hammers, they know how to use them
Archer - Deals in Ranged combat, bows and Crossbows, they use them both
Wizard - Magic, Obvious enough?
Brute - Basically fighter, But uses Blunt, big weapons, get what i mean?
Thief - They steal shit, and inside wars, they are mostly Spies and Cloak-and-dagger
Reaver - Nothing much, they get one more skill point, Equipment determined by skills
You may only Worship one god, their Benefits are obvious unless explained
Mauler, God of Strength
Falcon, God of Speed
Prylro, God of Magic - Followers get to choose two Magic schools, obvious benefits
Sindri, God of Chaos - Only choosable if you have Chaos Magic, bonus to Chaos effects
Lawlec, God of Stealth
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Gods here cannot be worshipped as a starting god and must be worshipped at the correct altar
Dark Voice, God of Void - God of the Void, followers gain Teleportation and the powers of Darkness
Law of Word, God of Law - Besides the Stupid name, Followers can use the Powers of the Heaven, but have a Fuckton of Restrictions
Death, God of Death - Obvious name, obvious god type, Followers may use the powers of the underworld, Nercomancy included
Ze Spy, God of the Universe - Yeah, figure it out
Each player will be randomly assigned these arributes depending on their Class and God
Strength Affects....well, Strength, 1 hp and 1 extra carry weight for every 2 strength and a 0.1 damage modifier every 5 points
Constitution is basically ability to receive damage, +2 hp every 1 point and +1 Carry weight per 3
Dexterity Is basically speed, 10 points gives a +1 to hit rolls. 20 points, +2 hit rolls, 30 points, +1 evade rolls
Perception is your Eye's ability, every 4 points give 0.1 damage modifier to ranged attack and search ability
Magic Affects your max MP points, obvious enough?
Charisma is your ability to get along, every 4 points give a 0.1 modifier to convince someone(which is basically damaging a hidden
Point, or "Convinced point" for that matter)
Speed Affects Placement of your action(How early your Rolls start) and every 10 points give a 1/6 chance of double attacks in the same turn
Let's roll, 5 players