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Dice Café

If ya wanna know more about coding, there’s a basic tutorial guide over at this page. It’s how I figured this stuff out. XD I’m not good at the coding. XD Caffeine_Obsessed Caffeine_Obsessed

 
I’m not really sure what to put for gear or the other two
In the gear tab, it shows the starting gear (for armor and such). With the inventory, you roll 4 20 sided dice here. Each number the dice shows is your items in the inventory. I can help you find the items if you like?

with metals and alchemicals, you roll 2 100 sided dice. That will be the amount of money you’re character is carrying. 10 metals = 1 alchemical. You can find the dice in the text box. Just send a message here, press edit, and you’ll see the dice button.
 
Caffeine_Obsessed Caffeine_Obsessed

35 alchemical . 85 metal.

10= romance novel
18 = x3 Trauma Kit
DC 12 Knowledge check removes one affliction or improves health by 1. DC 14 stabilizes dying character. Every +1 hour performing the medical operation gives +1 to Trauma Kit rolls. Uses up a major action when used during battle.
12 = x3 Fireworks
Makes a pretty boom.
4 = banana
 
Background ability?
Yep. One of the abilities from these:


- Background Abilities -

Background abilities affect actual dice rolls and game play. For starting characters, pick a background, then choose 1 Background ability under it.

These Backgrounds are similar to character classes with their abilities under them. Your character's background is permanent, and decides the starting Toughness, Spell Power, Manna, Starting Spells, and Armor type that your character can wear, and some unique perks. Feel free to change the name of the background and have your own flavor descriptions to suit your character, such as changing "Battle Hardened" to "Spell Blade" or "Demon Hunter".

Things to know:
  1. Toughness = What opponents attempt to overcome with their combat roll to damage your character. When they roll equal or higher than your Toughness, you take 1 damage. In this campaign, you only have 3 Health in the form of the following: Fresh ->Bruised ->Bloodied. After Bloodied, is Incapacitated, where your character becomes unconscious and dying.
  2. Armor = Adds to Toughness and can be upgraded. Check out the Shop.
  3. Spells = Optional. Some useful low level spells that become more powerful the higher your Knowledge is. They are found on the Spells tab after "Level Up".
  4. Manna (Mp) = The magical energy that fuels all your spells and background abilities.
  5. Spell Power = What opponents attempt to overcome with their resist rolls to get rid of the effects of your spell or avoid it.




- CHARACTER BACKGROUNDS -

  1. BACKGROUND ABILITIES:
    • Glory Kill
      When fighting with a favored weapon, you have +1 Critical Strike. At a critical hit, after you write a blow by blow account of how your character dealt the blow like an action movie star, you heal 1 Hp at the end of your turn.
    • Overwhelming
      When fighting with a favored weapon or attacking an unaware creature, you can use your Minor Action to make a second attack (Cost: Passive), or make 1 extra attack after you defeat a target (Cost: 1 Mp).
    • Interrogator
      Make either a Charm or Combat roll to persuade or intimidate a person. When successful, they cannot lie in your presence. You can also tell after observing a person whose been socializing for ten minutes, if they are more susceptible to bribes, charming advances, a sad story, honest persuasion, or intimidation. And if they are more perceptive than you.

      In battle, you can make a Combat roll to "Frighten" all enemies within a small area of you (Cost. 1 Mp). When successful, those who are frightened have -4 to rolls, cannot willingly move closer towards you, have Friendly fire on for area attacks, and when failing to hit you with a single target attack, their attack has a chance to hit a random ally within range. Frightened opponents who overcome their fear are immune to the source for the next 24 hours.
    • Pathfinder
      You and one buddy following your lead automatically travel safely through wilderness that have a Travel DC equal or less than = 12+ Knowledge.
  2. STARTING STATS:
    • Toughness: 12 | Armor: Any | Spell Power: 10 | Manna: 2 | Spells (optional): Knowledge | Favored Weapons: 2
Please pick two weapon types your character has trained in over the years. Weapon types are categorized according to effect, instead of form. There can be a sword that is Light, such as a rapier, or a sword that is Ranged, such as a gunsword. For favored weapons.
  1. Heavy
    Two-handed | Weight 2
    "Cleave". Once per turn, you can make an area attack with -2 to hit, to damage a number of foes = Combat that are clustered around you. Two-handed.
  2. Light
    +1 crit | One-handed | Weight 1
    Can be "Dual-wielded" when you equip a second light weapon in your off-hand, allowing you to make an extra attack, giving all your attacks -1 hit. No penalty when making only one attack.
  3. Mage
    Attack range: 2 | Spell Casting Range: +2 | One-handed | Weight 1
    Your afflictions penalize targets by an additional -1 and last 1 round longer.
  4. Ranged
    Attack range: 4 | Two handed | Weight 2
    You may use a minor action to "Aim", giving you -1 Toughness, but +2 to hit on your next attack. You have -2 to attack rolls when melee attackers are engaged with you. Uses 1 ammunition per attack.
  1. BACKGROUND ABILITIES:
    • Fast!
      You can use a minor action to completely avoid 1 attack, restraints, or immobilizing affliction that you are aware of (Cost: 1 Mp). You and 1 ally near you have +1 Movement speed (Cost: Passive)
    • Assassinate
      When equipped with non-heavy and non-mage weapons, your Sneak Attacks deal +1 damage, and you may choose to immediately "Hide" again after sneak attacking. (Cost: 1 Mp)
    • Shady Pastime
      You can appraise the true value of items that you can observe clearly for 6 seconds within a small area that have an Identify DC equal or less than = DC12+ Artisan. Upon closer inspection, you can learn who or where it was made, what it is made of, and if it is fake.

      You can also automatically pick locks and disable traps you studied for 6 seconds, and successfully steal objects you can see that are within 5 ft. of you that have a DC equal to or less than = 12+ Larceny. If this object can be easily hidden in your person, no one will notice the theft. When relying on these passive stealing abilities, you are free to aid one buddy you can communicate with, giving him or her an advantage to their roll.
    • Saboteur
      You have a passive stealth = 12+ Larceny, and give advantage to 1 ally near you who is also trying to be sneaky.
  2. STARTING STATS:
    • Toughness: 10 | Armor: Light | Spell Power: 10 | Manna: 3 | Spells (optional): Knowledge Skill
  1. BACKGROUND ABILITIES:
    • Relentless Endurance
      When equipped with a shield, enemies have disadvantage to their attack rolls towards you. Once after every long rest, the moment you are incapacitated, you get back up with 1 Hp (at level 4, you can do this twice after every long rest).
    • Knight in Shining Armor
      You can protect allies more by taking 2 attacks instead of one in their place when performing the minor action "Save" (Cost: 1 Mp). When you "Save" an ally, you gain advantage on your next attack against the attacker (Cost: Passive).
    • Connections
      In every settlement, create only 1 of the following: safe lodging with an alias, a safe passage in and out, safe transport from outside the settlement to the next nearest settlement, a clean up crew and false witnesses who will give alibis for 1 of your crimes or you party's crimes. Each has a DC22 of being discovered or breached, and can be used once a week. These people you have connections with will ask for something in return someday for their services.
    • Alert
      You have a passive perception = 12+Knowledge to notice clues to ambushes, traps, hidden objects, disguises, and spotting lies. While doing any of these actions you can give advantage to 1 ally near you who is doing the same thing
  2. STARTING STATS:
    • Toughness: 14 | Armor: Any | Spell Power: 12 | Manna: 2 | Spells (optional): Knowledge Skill
  • BACKGROUND ABILITIES:
    • Resurrect
      Revive a character that has been dead for no longer than a day. Revive DC = 10 (Cost: 1 Mp, 1 Phoenix Down). At level four, you can revive a character that has been dead for no longer than 2 days.

      Before you make the Resurrection Roll, player characters can help by offering a DC10 skill roll such as saying meaningful words to the dead character (Charm), helping with spellcasting (Knowledge), or offering something that you made (Artisan), etc. Each successful roll reduces the DC by -2, failure increases it by +1.
    • Wings
      Use a minor action to sprout wings. Your ability to fly gives you advantage and +4 to strength and escape rolls, and allow you to carry four times as much. You can use a minor action to lift 4 people and move them away. You also have +2 battle movement and a traveling speed =6. Wings lasts for a number of hours = Character level or Knowledge (Cost: 1 Mp).

    • Healer's Apprenticeship
      +4 to rolls to heal, resist ailments, and dispel magic. You can craft Trauma Kits without a crockpot and toolkit. And if you do have those tools you finish crafting in 8 hours.

      You can use a Trauma kit as a minor action and give your patient one additional effect from the following: Heal +1 Hp, -1 Affliction, Move as a free action for 1 round (Cost: Passive). In using the Trauma kit, you can use a mage or ranged weapon to fire a magical healing dart at an ally far away (Cost: 1 Mp)

    • Tranquil Dreams
      Once a day, during a long rest, if you successfully make a DC12 roll to do something soothing for your friends such as cook a hearty meal or play your violin for them, each gain one benefit of their choice that lasts for twelve hours after the long rest: +4 to Resist rolls, condition points restore 2 health or manna, reduce sickness or fracture duration by 1 day, ignore the first 2 pts. of exhaustion, ignore the first 2 points worth of manna cost of a spell or skill. Does not stack with other Tranquil Dreams effects
  • STARTING STATS:
    • Toughness: 14 | Armor: Any | Spell Power: 12 | Manna: 3 | Spells (optional): Knowledge Skill
  1. BACKGROUND ABILITIES:
    • Spell Slinger
      Spell range +1 Area, at Level 4 this becomes +2 Areas. +2 Manna every character level.
    • Battlefield Control
      Without dealing damage or incurring friendly fire, afflict all enemies in 1 small area within your spell range (Cost: 2 Mp). OR without adding afflictions, you can deal 1 damage to all enemies in 1 small area within you spell range (Cost: 2 Mp).
    • Jury-Rigger
      You can jury-rig a short-lived version of an item at half it's crafting cost and half the time. Also, you and one ally following your lead can craft, research, forage food and alchemical components, or mine metal during your long rest and still get the benefits of relaxation.
    • Monster Hunter
      When hunting or foraging, you and a buddy following your leadership gain more = Survival OR Knowledge OR Artisan, whichever is highest. When rolling the hunting exposure dice, both of you roll twice and get the lowest result.
  2. STARTING STATS:
    • Toughness: 10 | Armor: None | Spell Power: 14 | Manna: 4 | Spells (optional): 2 + Knowledge Skill
  1. BACKGROUND ABILITIES:
    • Dimension Door
      Use a major action to quietly teleport and bring 1 creature of the same size with you or smaller to a known location at most 1 football field away (cost: 1 Mp). When bringing a creature with you, you have to touch them and they have to be either willing, unconscious, or stunned. Dimension door can also be used to avoid a blow you are aware of if you had not used your major action this round.
    • Doppleganger
      Shapeshift your appearance and voice into a creature of a similar type as you that you've studied for a week. Giving you +2 to all deception rolls and Spell Power of your disguise for every week you studied the creature. Maximum of +10 to all deception rolls if you studied the creature for a month. You can automatically become a doppleganger of companions you've traveled with for the same amount of time.
    • Modify Memory
      Make a Knowledge roll against the Spell Power of a creature you can see, and captivate it, making it unaware of its surroundings except you. Speak to it in a language it understands and rewrite a 10 minute memory that happened 24 hours ago. You can use this spell once per creature. At level 2, you can rewrite a memory that happened 7 days ago, at level 4 a month ago, at level 6 a year ago.
    • Traps
      During battle, if anyone you are aware of approaches you within a small area, use a minor action to make a combat roll and spring a trap that inflicts "stun", which you can visually style (cost: 1 trap in your inventory). Out of battle, you can set up traps that inflict stun when a creature steps inside the small area you trapped (cost:1 trap in your inventory). Stun lasts for a number of rounds = Knowledge.
      Resist: Survival roll. Starting on the next round, the stunned creature can spend a minor action to try and shake off the stun every round. Failure means they don't get a major action and lose their turn again. Success means they can immediately act this round with their major action.
  2. STARTING STATS:
    • Toughness: 10 | Armor: Light | Spell Power: 14 | Manna: 4 | Spells (optional): Knowledge Skill
 

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