• If your recruitment thread involves completely going off site with your partner(s) then it belongs in the Off-Site Ad Area.
  • This area of the site is governed by the official Recruitment rules. Whether you are looking for players or looking for a roleplay, we recommend you read them and familiarize your self with them. Read the Recruitment Rules Here.

Greystone/the artificer

I have 2 ideas for rps tell me which one you like best each rp is max of 5 players. Post at least once a week. You can post as much or as little as you want as long as you post something once it's your turn. No strict charecter sheets just provide a name, race, class and whatever other information you want. Modifiers will be provided as rps progress but you will start with none. Any other questions feel free to message me

1. Greystone: this one takes place on an archipelago world. After a great war the world has become flooded and new island nations have been formed. Their are major nations and minor nations. What kind nation you are is determined by the amount of old world technology you have. The major nations have come together to form a pact and created the knights of greystone. A group of people who are to defend the planet from further destruction.

You start as hired hands to protect the queen of a minor nation as she tries to open trade routes between minor and major nations

You do not start as a knight but will become one as the rp progresses

2. The artificer: you work for an explorer/artifact seeker. You will be sent on jobs to recover ancient magical artifacts that are too powerful to be left to people's devices, you will also have to eliminate people and creatures that have become to powerful. You will also have to conduct experiments to figure out how these artifacts work

Dice system and examples:

Action rolls: when performing an action roll 1 d20 if you roll a 1-3 you fail and take damage. Roll 1 d6 to see how much damage you take. If you roll a 4-8 you fail. If you roll a 9-20 you pass

Combat roll: before you attack you will do a combat roll. This will determin if you hit or miss. Roll 1 d20. If you roll a 1-3 you miss and the enemy can counter attack you and the enemy will roll 1 d6 and subtract the enemies roll from yours. That is how much damage you take. If you get a negative number you take no damage. If you roll a 4-8 you miss. If you roll a 9-19 you hit roll 1 d6 + modifiers to see how much damage you deal. If you roll a 20 roll 1d6 + mods x 2
 

Users who are viewing this thread

Back
Top