Ishio
New Member
Here's where we'll be posting all the player character sheets. Additionally, I'll be listing the gameplay systems for the RP here and make sure to always keep them up to date. You can find a character sheet guide at the bottom of this post.
Setting
You're in the fanatasy medieval ages, with all them magical goodies that everyone is used to seeing from this kind of setting, except everything is a bit more dark and bleak than normal. There's a lot of ruin, evil, monsters and whatnot else in the world and humanity is far from being on top of the food chain. In the midst of such a chaotic world, there is a small village, rather newly established and you the players are, for one reason or another, part of it (maybe you were born and raised there, maybe you were saved in some way and owe the villagers your life, etc). Your goal is going to be to help the village not only survive in general (which would be a feat, considering the hostile environment) but also to guide it to rapid growth and eventually turn it into a kingdom.
You'll constantly be forced to chose between different campaigns and missions, each one carrying different rewards for the village if completed (and punishing it if ignored/failed). What's more, you will hold the authority to make all the important choices, regarding its development and the future.
Here's a map of the continent the RP will be taking place on:
Combat Systems
The first thing you should know is that combat here is going to be a bit more videogame-ish, with specific combat abilities and dice rolls, rather than being mostly roleplay reliant. Imagine one of those turn based tactical rpg games, translated into a dice roleplay - that's pretty much my shtick as far as combat goes. Of course, good roleplaying and descriptions on the fine details of your attacks is always a nice thing to have and read, so you're most welcome to do that.
Primary Stats
Strength: affects your melee damage
Dexterity: affects accuracy and evasion
Endurance: affects your vitality
Concentration: affects your energy
(Those stats also have numerous non-combat RP uses, that I'm not going to expand upon since most of them are kinda intuitive with the situation.)
Vital Stats
Vitality (reaching 0 on this stat makes you faint and -10 results in death): Endurance x 5
Energy (used for active skills): Concentration x 3
Secondary Stats
Melee Damage: Strength + Weapon Value + 1d6
Ranged Damage: Weapon Value + 1d6
Defense (flat damage reduction): Combined Armor Value
Attack Accuracy: (Dexterity+1d20) - enemy(Dexterity+1d20)
(getting a negative end result on attack accuracy equals in an enemy dodge)
Counter Chance: Activates after a successful dodge or taking 0 damage (due to high defense). Throw a 1d20 - enemy 1d20. If the result is positive, deal your strength as direct, unblockable damage to the opponent (ignores defense). You must be in melee range to activate this.
Critical Chance: Activates if your attack accuracy equals or exceeds 20. Your attack ignores the enemy's defense stat and also deals bonus 1d20 damage.
Initiative: Dexterity + Concentration/2. This stat determines the turn order as well as disengage difficulty. When you're trying to escape from an opponent in melee range, throw a (1d20+initiative) - enemy(1d20+initiative). If you win the throw, you succeed. If you fail the throw, they get a Counter Chance and you fail to escape (regardless if the counter itself hits you or not).
Leveling Up
While you're adventuring and fighting battles, you'll naturally be gaining experience. You start the game at lvl 1, with 10 stat points and 3 skill points. With each level you will gain 2 more stat points and 1 skill point. The exp graph for each level is pretty straightforward:
To reach lvl 2 you need to pay 20 exp points.
To reach lvl 3 you need to pay 30 exp points.
And so on.
Races
Races are going to be a mostly cosmetic choice. You can be whatever race you like from fantasy fiction and it will not affect your fighting style. It could have some RP effects in the story, but that's about it.
Classes
Depending on what class you chose, you get bonus stats at the start of the game. This also determines what kinds of weapons and skills you can use.
Warrior: +5 starting Strength; +10 starting Endurance; Melee proficiency; can use one handed, two handed weapons and shields; can wear any armor type (light, medium, heavy);
Duelist: +5 Strength; +5 Dexterity; +5 Concentration; Melee proficiency; can use one handed weapons in each hand (ie. dual wield) and shields; can wear light and medium armor;
Rogue: +10 Dexterity; +5 Strength; Melee and Ranged proficiency; can only use one handed weapons; can wear light armor;
Marksman: +10 Dexterity; +5 Concentration; Ranged proficiency; can use one handed and two handed weapons; can wear light armor;
Battle Mage: +5 Strength; +10 Concentration; no proficiency; can use any weapon; can wear light and medium armor;
Arcane Alchemist: +5 Dexterity; +10 Concentration; no proficiency; can use one handed weapons; can wear light armor;
Note: if you're not proficient in a weapon category you are still allowed to use its weapons, but you can't get a critical chance with them and you lose the 1d6 roll from the damage formulas. Not being able to use a weapon type however, means that you can never use such weapons, period. For example, a Duelist can use one handed throwing weapons, despite not having Ranged proficiency. However, he can never use bows or greatswords, because he can't wield two handed weapons.
Skill Categories
Every skill costs 1 skill point to learn and upgrade. All skills have 5 levels total.
Keep in mind that I can and definitely will add more skills in the future, if the RP flies off the ground. There will likely be some editing along the way as well, in the interest of keeping things balanced.
Warrior Skills:
Duelist Skills:
Rogue Skills:
Note about "Preparation": During combat, you usually have to give up on attacking for the turn if you want to reequip to a different weapon than the one you're currently wielding. Rogues however can have several weapon sets (up to 6, if the skill is max level), which they can swap at will, without skipping their attack.
Marksman Skills:
Battle Mage Skills:
Arcane Alchemist skills:
About Battles
Battles are done in turns (naturally), the order being decided by initiative (those with the highest initiative go first).
Each turn, you have 3 phases that you can take advantage of: movement phase, attack phase and utility phase. Any re-positioning and moving around the battlefield is done in the movement phase. Attacks and attack skills are used during the attack phase and everything else (like interacting with objects, non-attack skills, etc.) is done during the utility phase. There is no specific order in which you have to do each phase. Whichever you want to do first, you can.
As far as the attack and utility phases go, you can take only one action per turn for each of them (you can't normal attack and use an attack skill on the same turn). Movement regulations on the other hand are a lot more loose. I'll generally be comparing your initiative with the others to decide on how much to allow you to move per turn but you don't need to worry yourselves about that. Unless you're gonna be trying crazing stuff like sprinting from one end of a big battlefield to the other, I doubt I'll restrict you from going wherever you want (as long as there aren't any enemies in the way of course).
Status Effects
In battle, you and your enemies can be afflicted by a variety of status effects (be it because of skills, the environment or whatever other reason). Here I'll list what all of them do.
Unbalance - All attacks aimed at an unbalanced target automatically hit (you still do an accuracy roll to check for critical hits). If someone gets afflicted by an unbalance status while they are already unbalanced, they automatically get stunned.
Stun - If someone is stunned, they cannot take any actions at all. Additionally, they count as unbalanced as well (attacks always hit).
Cripple - If someone is crippled, that means they have a disabled limb and cannot use it until the cripple wears off.
Dizzy - Someone who's dizzy automatically gets afflicted by other statuses, without having to roll dice to save themselves. What's more, all status effects last an additional turn on them. Dizzy will not end while there are other status effects afflicting the target (even if its time runs out).
Confuse - If you are under any type of mental attack (such as being shown an illusion, mind controlled, etc.), you count as confused.
Weaken - Every effect that reduces your stats or abilities in some way counts as you being weakened.
Equipment values
Different weapon and armor types have different value categories. Here's what you can usually expect from a certain weapon/armor class (assuming they are not of unique craftsmanship or enchanted):
light armor sets: 2-5 armor value
medium armor sets: 4-8 armor value; reduced initiative (2-5)
heavy armor sets: 6-12 armor value; reduced initiative (4-10)
small shields: 3-5 armor value;
great shields: 5-8 armor value; reduced initiative (2-5)
daggers/fist weapons/fans: 2-4 weapon value; bonus to accuracy rolls (2-5)
shortswords/axes/other similar bladed weapons: 3-6 weapon value;
longswords: 5-10 weapon value; -5 to accuracy rolls if wielded in off-hand
maces/clubs/other blunt weapons: 2-5 weapon value; ignores half of the opponent's defense
spears/pikes/etc: 3-5 weapon value; can be wielded with both hands, doubling damage (this ignores class restrictions)
greatswords/greataxes/other two handed bladed weapons: 6-14 weapon value
greatmauls/other two handed blunt weapons: 6-10 weapon value; ignores defense
throwing daggers/stars/other one handed weapons: 2-5 weapon value
shortbows: 3-6 weapon value; bonus to accuracy rolls (2-5)
longbows/crossbows: 5-10 weapon value
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As far as out of combat RP systems go, we'll mostly be relying on the roleplaying context itself (for example if you want to lie to someone, you just need to make up a good lie, without needing to roll bluff checks and etc). If there are indeed situations where dices are absolutely needed (such as performing a physical feat), we'll be using 1d20 rolls + your 4 primary stats (depending on which one is appropriate for the situation).
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Character Sheet Guide
PS: I'll probably be editing this post quite often, but don't worry - you'll be informed in the OOC thread if any important changes have been made.
Setting
You're in the fanatasy medieval ages, with all them magical goodies that everyone is used to seeing from this kind of setting, except everything is a bit more dark and bleak than normal. There's a lot of ruin, evil, monsters and whatnot else in the world and humanity is far from being on top of the food chain. In the midst of such a chaotic world, there is a small village, rather newly established and you the players are, for one reason or another, part of it (maybe you were born and raised there, maybe you were saved in some way and owe the villagers your life, etc). Your goal is going to be to help the village not only survive in general (which would be a feat, considering the hostile environment) but also to guide it to rapid growth and eventually turn it into a kingdom.
You'll constantly be forced to chose between different campaigns and missions, each one carrying different rewards for the village if completed (and punishing it if ignored/failed). What's more, you will hold the authority to make all the important choices, regarding its development and the future.
Here's a map of the continent the RP will be taking place on:
Combat Systems
The first thing you should know is that combat here is going to be a bit more videogame-ish, with specific combat abilities and dice rolls, rather than being mostly roleplay reliant. Imagine one of those turn based tactical rpg games, translated into a dice roleplay - that's pretty much my shtick as far as combat goes. Of course, good roleplaying and descriptions on the fine details of your attacks is always a nice thing to have and read, so you're most welcome to do that.
Primary Stats
Strength: affects your melee damage
Dexterity: affects accuracy and evasion
Endurance: affects your vitality
Concentration: affects your energy
(Those stats also have numerous non-combat RP uses, that I'm not going to expand upon since most of them are kinda intuitive with the situation.)
Vital Stats
Vitality (reaching 0 on this stat makes you faint and -10 results in death): Endurance x 5
Energy (used for active skills): Concentration x 3
Secondary Stats
Melee Damage: Strength + Weapon Value + 1d6
Ranged Damage: Weapon Value + 1d6
Defense (flat damage reduction): Combined Armor Value
Attack Accuracy: (Dexterity+1d20) - enemy(Dexterity+1d20)
(getting a negative end result on attack accuracy equals in an enemy dodge)
Counter Chance: Activates after a successful dodge or taking 0 damage (due to high defense). Throw a 1d20 - enemy 1d20. If the result is positive, deal your strength as direct, unblockable damage to the opponent (ignores defense). You must be in melee range to activate this.
Critical Chance: Activates if your attack accuracy equals or exceeds 20. Your attack ignores the enemy's defense stat and also deals bonus 1d20 damage.
Initiative: Dexterity + Concentration/2. This stat determines the turn order as well as disengage difficulty. When you're trying to escape from an opponent in melee range, throw a (1d20+initiative) - enemy(1d20+initiative). If you win the throw, you succeed. If you fail the throw, they get a Counter Chance and you fail to escape (regardless if the counter itself hits you or not).
Leveling Up
While you're adventuring and fighting battles, you'll naturally be gaining experience. You start the game at lvl 1, with 10 stat points and 3 skill points. With each level you will gain 2 more stat points and 1 skill point. The exp graph for each level is pretty straightforward:
To reach lvl 2 you need to pay 20 exp points.
To reach lvl 3 you need to pay 30 exp points.
And so on.
Races
Races are going to be a mostly cosmetic choice. You can be whatever race you like from fantasy fiction and it will not affect your fighting style. It could have some RP effects in the story, but that's about it.
Classes
Depending on what class you chose, you get bonus stats at the start of the game. This also determines what kinds of weapons and skills you can use.
Warrior: +5 starting Strength; +10 starting Endurance; Melee proficiency; can use one handed, two handed weapons and shields; can wear any armor type (light, medium, heavy);
Duelist: +5 Strength; +5 Dexterity; +5 Concentration; Melee proficiency; can use one handed weapons in each hand (ie. dual wield) and shields; can wear light and medium armor;
Rogue: +10 Dexterity; +5 Strength; Melee and Ranged proficiency; can only use one handed weapons; can wear light armor;
Marksman: +10 Dexterity; +5 Concentration; Ranged proficiency; can use one handed and two handed weapons; can wear light armor;
Battle Mage: +5 Strength; +10 Concentration; no proficiency; can use any weapon; can wear light and medium armor;
Arcane Alchemist: +5 Dexterity; +10 Concentration; no proficiency; can use one handed weapons; can wear light armor;
Note: if you're not proficient in a weapon category you are still allowed to use its weapons, but you can't get a critical chance with them and you lose the 1d6 roll from the damage formulas. Not being able to use a weapon type however, means that you can never use such weapons, period. For example, a Duelist can use one handed throwing weapons, despite not having Ranged proficiency. However, he can never use bows or greatswords, because he can't wield two handed weapons.
Skill Categories
Every skill costs 1 skill point to learn and upgrade. All skills have 5 levels total.
Keep in mind that I can and definitely will add more skills in the future, if the RP flies off the ground. There will likely be some editing along the way as well, in the interest of keeping things balanced.
Warrior Skills:
1. Battle Roar - Intimidate your enemies, making them believe that you are the biggest threat around. All enemies roll a 1d20 and those that get less than 10+(skill level) refocus their attention on you. Drains 5 energy.
2. Sweeper - You are trained in fighting multiple enemies at the same time. Gain 1+(skill level) sides to all your dice rolls for every additional enemy that has engaged you after the first one. If there are allies around you (fighting the same group of enemies as you in melee range) this skill cannot activate.
3. Trained Body - You have an incredibly muscular physique, making you exceptionally resistant. Passively add 2x(skill level) to your defense value.
4. Trading Blows - This is an active stance - you can turn it on or off once per turn. While activated, Trading Blows will remove your ability to dodge, however Counter Chance will always trigger and succeed when someone attacks you. Additionally, Counter damage will be increased by 1d(skill level x2) during the stance.
5. Adrenaline Rush - You can use this skill to instantly recover from all status effects. Additionally, your next attack will deal 2x(skill level) bonus damage. Drains 10-(skill level) energy.
6. Shield Bash - Perform a normal attack, using your shield instead of a weapon. If it hits it deals strength +(skill level x2) damage and unbalances the enemy for their next 2 turns. Additionally, the opponent will have to roll a 1d20. If they get less than 5+(skill level) they are stunned for that duration instead. Drains 5 energy.
7. Relentless - Gain 3x(skill level) to your initiative roll when someone is trying to disengage you from melee combat. At level 3, this skill passively reduces the duration of all status effects on you by 1 turn and at level 5 by 2 turns.
2. Sweeper - You are trained in fighting multiple enemies at the same time. Gain 1+(skill level) sides to all your dice rolls for every additional enemy that has engaged you after the first one. If there are allies around you (fighting the same group of enemies as you in melee range) this skill cannot activate.
3. Trained Body - You have an incredibly muscular physique, making you exceptionally resistant. Passively add 2x(skill level) to your defense value.
4. Trading Blows - This is an active stance - you can turn it on or off once per turn. While activated, Trading Blows will remove your ability to dodge, however Counter Chance will always trigger and succeed when someone attacks you. Additionally, Counter damage will be increased by 1d(skill level x2) during the stance.
5. Adrenaline Rush - You can use this skill to instantly recover from all status effects. Additionally, your next attack will deal 2x(skill level) bonus damage. Drains 10-(skill level) energy.
6. Shield Bash - Perform a normal attack, using your shield instead of a weapon. If it hits it deals strength +(skill level x2) damage and unbalances the enemy for their next 2 turns. Additionally, the opponent will have to roll a 1d20. If they get less than 5+(skill level) they are stunned for that duration instead. Drains 5 energy.
7. Relentless - Gain 3x(skill level) to your initiative roll when someone is trying to disengage you from melee combat. At level 3, this skill passively reduces the duration of all status effects on you by 1 turn and at level 5 by 2 turns.
Duelist Skills:
Dual Wield (default skill) - If you have equipped a single handed weapon in each hand (ie. dual wielding) you always have two options: Either attack with both weapons at once (combining their weapon value together for your Physical Damage formula) OR do separate attacks with each of them on the same turn (using only the weapon value of the weapon you are currently attacking with).
1. Bloodlust - Each time you deal/are dealt any physical damage, your Strength and Dexterity rise by 1 to a maximum of 2x(skill level) times. Lasts until the end of the battle. You can expend all your Bloodlust charges and instantly recover as much energy.
2. Riposte Stance - For your next (skill level) turns, whenever you get a Counter Chance you will automatically succeed (rather than rolling dice vs your opponent). Drains 5 energy to initially activate (regardless of how many counters you do).
3. Cross Cut - An unavoidable cross slash with both weapons at the same time (requires to be dual wielding). Increases damage by 2x(skill level). Drains 10-(skill level) energy.
4. Attack Barrage - An unstoppable attack chain, alternating between each weapon for a total of 2+(skill level) attacks. Drains 5+(skill level) energy.
5. Duel Wit - When fighting alone versus a single enemy, you add 1+(skill level) to all your dice rolls.
6. Blade Zone - By honing your fighting instincts beyond the limit you achieve clarity about everything around you for your next 1+(skill level) turns. During that time your "Duel Wit" will always work, regardless the number of enemies engaging you. Also, everyone who attempts to exit from your melee range will automatically lose their initiative roll (unless you let them escape). Drains 10 energy.
7. Lunge - Dash towards your target with lightning speed, avoiding everyone else along the way. At the end of the dash, impale the enemy with your weapon, dealing your normal attack damage and unbalancing them for their next (skill level) turns. The maximum range of your dash is 5+(skill level) meters. Lunge counts as a one handed normal attack. Drains 10 energy.
1. Bloodlust - Each time you deal/are dealt any physical damage, your Strength and Dexterity rise by 1 to a maximum of 2x(skill level) times. Lasts until the end of the battle. You can expend all your Bloodlust charges and instantly recover as much energy.
2. Riposte Stance - For your next (skill level) turns, whenever you get a Counter Chance you will automatically succeed (rather than rolling dice vs your opponent). Drains 5 energy to initially activate (regardless of how many counters you do).
3. Cross Cut - An unavoidable cross slash with both weapons at the same time (requires to be dual wielding). Increases damage by 2x(skill level). Drains 10-(skill level) energy.
4. Attack Barrage - An unstoppable attack chain, alternating between each weapon for a total of 2+(skill level) attacks. Drains 5+(skill level) energy.
5. Duel Wit - When fighting alone versus a single enemy, you add 1+(skill level) to all your dice rolls.
6. Blade Zone - By honing your fighting instincts beyond the limit you achieve clarity about everything around you for your next 1+(skill level) turns. During that time your "Duel Wit" will always work, regardless the number of enemies engaging you. Also, everyone who attempts to exit from your melee range will automatically lose their initiative roll (unless you let them escape). Drains 10 energy.
7. Lunge - Dash towards your target with lightning speed, avoiding everyone else along the way. At the end of the dash, impale the enemy with your weapon, dealing your normal attack damage and unbalancing them for their next (skill level) turns. The maximum range of your dash is 5+(skill level) meters. Lunge counts as a one handed normal attack. Drains 10 energy.
Rogue Skills:
1. Misdirection - Confuse your enemies in order to take their attention off of you for long enough to disengage them (instead of having to roll initiative checks for each of them). All enemies that have engaged you in a fight roll a 1d20 and those that get less than 10+(skill level) disengage you, refocusing their attention to someone else. Drains 5 energy.
2. Sweet Spot - Attempt to hit a vital spot on a target, unaware of your presence. You cannot be engaged by anyone and have to use a melee weapon for this skill to work. Roll a 1d20+(skill level) versus your victim's 1d20. If you win, increase your current damage by 5x(skill level) and ignore enemy defense. You also get to cripple or unbalance them for their next (skill level) turns. If you lose the roll, attempt a normal attack instead. Drains 5 energy.
3. Shadow Dash - Disappear in a poof of black smoke and reappear at a chosen place. The skill has a maximum range of 5+(skill level x2) meters. If you are already engaged by someone, the range is halved. Drains (amount of meters traveled) energy.
4. Keen Eye - Improves your ability to spot traps, hidden objects/enemies and other such secrets depending on your Concentration stat. Different traps and situations will require different amounts of total Concentration. Keen Eye multiplies your concentration by (skill level) for any such checks. Additionally, increase the accuracy roll of your normal attacks and "Sweet Spot" by (skill level).
5. Death Mark - Mark an enemy on the battlefield as your prey. If you defeat that enemy (or assist in their defeat), recover 5 energy. You can mark a new enemy once every 6 - (skill level) turns. Every time you recover energy with "Death Mark", its cooldown is instantly reset, allowing you to pick a new target. There is no limit to the number of enemies you can have marked at the same time.
6. Death Lotus - You start rapidly throwing whatever ranged weapons you have with enviable speed, attacking all enemies in a 10 meter radius. You gain 1+(skill level) for your accuracy rolls during that time. At skill level 3 you can attack everyone twice and at level 5 three times. Drains 5x(skill level) energy.
7. Preparation - You can have 1+(skill level) number of weapon sets, between which you can instantly swap at any time during combat, without wasting a turn.
2. Sweet Spot - Attempt to hit a vital spot on a target, unaware of your presence. You cannot be engaged by anyone and have to use a melee weapon for this skill to work. Roll a 1d20+(skill level) versus your victim's 1d20. If you win, increase your current damage by 5x(skill level) and ignore enemy defense. You also get to cripple or unbalance them for their next (skill level) turns. If you lose the roll, attempt a normal attack instead. Drains 5 energy.
3. Shadow Dash - Disappear in a poof of black smoke and reappear at a chosen place. The skill has a maximum range of 5+(skill level x2) meters. If you are already engaged by someone, the range is halved. Drains (amount of meters traveled) energy.
4. Keen Eye - Improves your ability to spot traps, hidden objects/enemies and other such secrets depending on your Concentration stat. Different traps and situations will require different amounts of total Concentration. Keen Eye multiplies your concentration by (skill level) for any such checks. Additionally, increase the accuracy roll of your normal attacks and "Sweet Spot" by (skill level).
5. Death Mark - Mark an enemy on the battlefield as your prey. If you defeat that enemy (or assist in their defeat), recover 5 energy. You can mark a new enemy once every 6 - (skill level) turns. Every time you recover energy with "Death Mark", its cooldown is instantly reset, allowing you to pick a new target. There is no limit to the number of enemies you can have marked at the same time.
6. Death Lotus - You start rapidly throwing whatever ranged weapons you have with enviable speed, attacking all enemies in a 10 meter radius. You gain 1+(skill level) for your accuracy rolls during that time. At skill level 3 you can attack everyone twice and at level 5 three times. Drains 5x(skill level) energy.
7. Preparation - You can have 1+(skill level) number of weapon sets, between which you can instantly swap at any time during combat, without wasting a turn.
Note about "Preparation": During combat, you usually have to give up on attacking for the turn if you want to reequip to a different weapon than the one you're currently wielding. Rogues however can have several weapon sets (up to 6, if the skill is max level), which they can swap at will, without skipping their attack.
Marksman Skills:
1. Precise Movements - Use your Dexterity instead of Strength to determine the damage of your Counter Chances. Costs 6-(skill level) energy per Counter.
2. Intent to Kill - Add your Dexterity to your Ranged Damage formula for the next attack. Drains 10-(skill level) energy.
3. Lightning Shots - You can shoot up to (skill level) additional ranged attacks per turn. Drains 3x(amount of additional attacks made) energy.
4. Take Cover - You can run behind an ally, forcing your enemies to focus him/her instead. Maximum distance between you two needs to be 2x(skill level) meters for this skill to work. This skill ignores the need for initiative rolls to disengage. This skill stays active for as long as you're closely shadowing your targeted ally. You can use it once per 6-(skill level) turns.
5. Hunter's Moon - For your next 1+(skill level) turns enter a state of deep concentration. All your skills during this time cost no energy. This skill can be used only once per fight.
6. Crippling Shot - If you hit with this attack, you can chose to cripple or unbalance your enemy for their next 3 turns. Each turn the affected enemy rolls a 1d20 and if they get more than 5+(skill level x2) they will remove the cripple early. Drains 5 energy.
7. Ranged Counter - Due to your trained reflexes, whenever you avoid a ranged attack, you instantly attack back (provided that you're equipped with a ranged weapon). Those attacks of yours will have a reduced accuracy roll of 10-(skill level x2).
2. Intent to Kill - Add your Dexterity to your Ranged Damage formula for the next attack. Drains 10-(skill level) energy.
3. Lightning Shots - You can shoot up to (skill level) additional ranged attacks per turn. Drains 3x(amount of additional attacks made) energy.
4. Take Cover - You can run behind an ally, forcing your enemies to focus him/her instead. Maximum distance between you two needs to be 2x(skill level) meters for this skill to work. This skill ignores the need for initiative rolls to disengage. This skill stays active for as long as you're closely shadowing your targeted ally. You can use it once per 6-(skill level) turns.
5. Hunter's Moon - For your next 1+(skill level) turns enter a state of deep concentration. All your skills during this time cost no energy. This skill can be used only once per fight.
6. Crippling Shot - If you hit with this attack, you can chose to cripple or unbalance your enemy for their next 3 turns. Each turn the affected enemy rolls a 1d20 and if they get more than 5+(skill level x2) they will remove the cripple early. Drains 5 energy.
7. Ranged Counter - Due to your trained reflexes, whenever you avoid a ranged attack, you instantly attack back (provided that you're equipped with a ranged weapon). Those attacks of yours will have a reduced accuracy roll of 10-(skill level x2).
Battle Mage Skills:
1. Magic Expertise - Reduce Energy consumption of all your skills by (skill level). Additionally, this helps you identify magic anywhere (in objects/artifacts, hidden spells, etc). You need to have a high enough concentration to succeed in any such identification and "Magic Expertise" multiplies your concentration (skill level) for any such checks.
2. Ether Barrier - You can nullify enemy magic skills. Roll a 1d20+(skill level x2) versus your opponent to determine if this succeeds. Drains 10 energy if successful and 5 on failure.
3. Imbue - Add magical energy to a target weapon, giving it either electric or fire properties. Electric weapons have their damage value increased by (skill level) and shock the opponents on successful attack, making them roll a 1d20 and get stunned if they get less than 5+(skill level). Fire weapons have their value increased by 2x(skill level) and act as torches (can burn things too). Lasts 2x(skill level) owner turns. Drains 10 energy per weapon.
4. Imprison - Closes the target in a stone cell, isolating them from the battle for (skill level) of their turns. You need strength of 5x(skill level) to be able to break open the cage (still wastes a turn even if you do). Casting magic is still possible from within the cage. Alternatively, you can go in melee range and surround your target in a watery sphere, completely immobilizing and gradually drowning them, dealing 2x(skill level) damage each of their turns (defense stat is ignored). There is no limit to how long you can sustain the water prison, however you will also be immobilized for the duration of the skill, due to the need to concentrate on channeling it. Enemies need to roll 1d20 + concentration stat - your concentration and get more than 10 in order to forcefully dispel your prison. Both versions of imprison drain 10 energy to activate. Neither prison works against huge enemies.
5. Mana Storm - Takes 2 user turns to prepare (caster is immobile till then). First turn the ground starts shaking and the air around the battlefield start vibrating. Second turn there is a bright explosion of energy, damaging all enemies for 10+(skill level x5) damage (defense stat is ignored). Drains 20 Energy.
6. Elemental Blast - Pick an element and create a magical blast from it. Deals 10+(skill level x2) damage (defense stat is ignored) in a small area (2 meters radius). Some enemies can be vulnerable to certain elements, taking double damage from them. Enemies need to roll 1d20 and get more than 15 in order to dodge. Drains 10 Energy.
7. Reverse Flow - Your direct damage spells heal allies instead of damaging enemies. This is an active mode, meaning that you have to turn it off in order to revert back to their offensive version. Every time "Reverse Flow" is activated/deactivated, it goes on a 6-(skill level) turns cooldown.
2. Ether Barrier - You can nullify enemy magic skills. Roll a 1d20+(skill level x2) versus your opponent to determine if this succeeds. Drains 10 energy if successful and 5 on failure.
3. Imbue - Add magical energy to a target weapon, giving it either electric or fire properties. Electric weapons have their damage value increased by (skill level) and shock the opponents on successful attack, making them roll a 1d20 and get stunned if they get less than 5+(skill level). Fire weapons have their value increased by 2x(skill level) and act as torches (can burn things too). Lasts 2x(skill level) owner turns. Drains 10 energy per weapon.
4. Imprison - Closes the target in a stone cell, isolating them from the battle for (skill level) of their turns. You need strength of 5x(skill level) to be able to break open the cage (still wastes a turn even if you do). Casting magic is still possible from within the cage. Alternatively, you can go in melee range and surround your target in a watery sphere, completely immobilizing and gradually drowning them, dealing 2x(skill level) damage each of their turns (defense stat is ignored). There is no limit to how long you can sustain the water prison, however you will also be immobilized for the duration of the skill, due to the need to concentrate on channeling it. Enemies need to roll 1d20 + concentration stat - your concentration and get more than 10 in order to forcefully dispel your prison. Both versions of imprison drain 10 energy to activate. Neither prison works against huge enemies.
5. Mana Storm - Takes 2 user turns to prepare (caster is immobile till then). First turn the ground starts shaking and the air around the battlefield start vibrating. Second turn there is a bright explosion of energy, damaging all enemies for 10+(skill level x5) damage (defense stat is ignored). Drains 20 Energy.
6. Elemental Blast - Pick an element and create a magical blast from it. Deals 10+(skill level x2) damage (defense stat is ignored) in a small area (2 meters radius). Some enemies can be vulnerable to certain elements, taking double damage from them. Enemies need to roll 1d20 and get more than 15 in order to dodge. Drains 10 Energy.
7. Reverse Flow - Your direct damage spells heal allies instead of damaging enemies. This is an active mode, meaning that you have to turn it off in order to revert back to their offensive version. Every time "Reverse Flow" is activated/deactivated, it goes on a 6-(skill level) turns cooldown.
Arcane Alchemist skills:
1. Brewing - Outside of battle you can use your alchemy knowledge to prepare 2x(skill level) potions for quick consumption, that you can share with your allies during a fight. Refer to your potion list for all the different kinds of potions you can brew.
2. Wisp Call - Summons a small magical wisp to hover around the target, continuously healing it with a positive aura. The recipient of the wisp recovers 5+(skill level) vitality per turn. There is no limit to how many wisps can be summoned at once (only one per target though), however each wisp costs you 5 energy per turn to maintain.
3. Healing Pulse - Create a burst of healing energy in a 20 meters radius around you, regenerating 5+(skill level x3) vitality to all allies. Alternatively, you can focus the burst of energy into a single ally, by touching them directly with your hand, healing them for 10+(skill level x4) vitality. Either way, the skill drains 15 energy.
4. Arcane Cloud - Surround a small area of 5+(skill level) meters radius with a magical fog, reducing visibility for and against everyone inside it for your next 1+(skill level) turns. Ranged attacks made against people inside the fog (or from people inside the fog) have their accuracy roll reduced by 5+(skill level). Additionally, the Alchemist can break a potion inside the fog, giving it special properties, depending on the potion (refer to potion list for details on each potion's effects). Drains 10 energy.
5. Arcane Sphere - Summon and throw a semi-transparent magical sphere, which explodes upon contact with a hard surface, dealing 5+(skill level x2) damage in a 1 meter radius. Enemies can roll a 1d20 and if the result is more than 10, they will dodge. Potions can be used on the ball, prior to throwing it, in order to alter its effects (refer to the potion list for details). Drains 5 energy.
6. Clarity - Dispel any blindness, fogs, illusions, invisibility spells and any other such vision altering effects in a 5+(skill level x2) meters radius. At level 3 this spell reveals the locations of all enemies in the area (even those hiding behind walls/objects) and at level 5 it also reveals all traps (both magical and mechanical). Drains 10 energy.
7. Arcane Link - Create a magical link between yourself and an ally. The maximum length at which you can sustain the link is (skill level x20) meters. The higher the level of this skill, the deeper your connection is.
lvl 1 (Vitality) - If either of you gets healed or damaged, this also affects the other.
lvl 3 (Energy) - If either of you recovers energy, so does the other.
lvl 5 (Mind) - You can telepathically speak to each other and share information.
You can only have 1 Arcane Link at a time. After you set up a link with someone, you'll need 6-(skill level) turns before you can change your choice.
Potion List - A list to all the starting potions an Alchemist can brew. As you play the game, you'll be able to buy/unlock a lot more.
Vitality Potion - Drinking it restores 20 vitality.
Using it on "Arcane Cloud" gives the fog a green tint, imbuing it with healing properties (+10 vitality per turn for allies inside).
Using it on "Arcane Sphere" gives the sphere a green tint, making it heal for 20 vitality, instead of dealing damage.
Energy Potion - Drinking it restores 20 energy.
Using it on "Arcane Cloud" gives the fog a blue tint, magically enhancing concentration (all skills cost 5 energy less for allies inside).
Using it on "Arcane Sphere" gives the sphere a blue tint, making it restore 20 energy, instead of dealing damage.
Invigorating Potion - Drinking it gives you +5 to all dice rolls till the end of your next turn.
Using it on "Arcane Cloud" gives the fog a yellow tint, removing any status effects on allies inside at the start of each of their turns.
Using it on "Arcane Sphere" gives the sphere a yellow tint, removing any status effects from the target and giving them a bonus turn, that comes right after yours (their original turn does not get skipped or changed).
Paralysis Potion - Drinking it stuns you till the end of your next turn.
Using it on "Arcane Cloud" gives the fog a purple tint, reducing the initiative of all enemies inside by half and making them unable to recover vitality (even with heals).
Using it on "Arcane Sphere" gives the sphere a purple tint, dizzying anyone hit by it for their next 3 turns (while still also dealing its damage).
2. Wisp Call - Summons a small magical wisp to hover around the target, continuously healing it with a positive aura. The recipient of the wisp recovers 5+(skill level) vitality per turn. There is no limit to how many wisps can be summoned at once (only one per target though), however each wisp costs you 5 energy per turn to maintain.
3. Healing Pulse - Create a burst of healing energy in a 20 meters radius around you, regenerating 5+(skill level x3) vitality to all allies. Alternatively, you can focus the burst of energy into a single ally, by touching them directly with your hand, healing them for 10+(skill level x4) vitality. Either way, the skill drains 15 energy.
4. Arcane Cloud - Surround a small area of 5+(skill level) meters radius with a magical fog, reducing visibility for and against everyone inside it for your next 1+(skill level) turns. Ranged attacks made against people inside the fog (or from people inside the fog) have their accuracy roll reduced by 5+(skill level). Additionally, the Alchemist can break a potion inside the fog, giving it special properties, depending on the potion (refer to potion list for details on each potion's effects). Drains 10 energy.
5. Arcane Sphere - Summon and throw a semi-transparent magical sphere, which explodes upon contact with a hard surface, dealing 5+(skill level x2) damage in a 1 meter radius. Enemies can roll a 1d20 and if the result is more than 10, they will dodge. Potions can be used on the ball, prior to throwing it, in order to alter its effects (refer to the potion list for details). Drains 5 energy.
6. Clarity - Dispel any blindness, fogs, illusions, invisibility spells and any other such vision altering effects in a 5+(skill level x2) meters radius. At level 3 this spell reveals the locations of all enemies in the area (even those hiding behind walls/objects) and at level 5 it also reveals all traps (both magical and mechanical). Drains 10 energy.
7. Arcane Link - Create a magical link between yourself and an ally. The maximum length at which you can sustain the link is (skill level x20) meters. The higher the level of this skill, the deeper your connection is.
lvl 1 (Vitality) - If either of you gets healed or damaged, this also affects the other.
lvl 3 (Energy) - If either of you recovers energy, so does the other.
lvl 5 (Mind) - You can telepathically speak to each other and share information.
You can only have 1 Arcane Link at a time. After you set up a link with someone, you'll need 6-(skill level) turns before you can change your choice.
Potion List - A list to all the starting potions an Alchemist can brew. As you play the game, you'll be able to buy/unlock a lot more.
Vitality Potion - Drinking it restores 20 vitality.
Using it on "Arcane Cloud" gives the fog a green tint, imbuing it with healing properties (+10 vitality per turn for allies inside).
Using it on "Arcane Sphere" gives the sphere a green tint, making it heal for 20 vitality, instead of dealing damage.
Energy Potion - Drinking it restores 20 energy.
Using it on "Arcane Cloud" gives the fog a blue tint, magically enhancing concentration (all skills cost 5 energy less for allies inside).
Using it on "Arcane Sphere" gives the sphere a blue tint, making it restore 20 energy, instead of dealing damage.
Invigorating Potion - Drinking it gives you +5 to all dice rolls till the end of your next turn.
Using it on "Arcane Cloud" gives the fog a yellow tint, removing any status effects on allies inside at the start of each of their turns.
Using it on "Arcane Sphere" gives the sphere a yellow tint, removing any status effects from the target and giving them a bonus turn, that comes right after yours (their original turn does not get skipped or changed).
Paralysis Potion - Drinking it stuns you till the end of your next turn.
Using it on "Arcane Cloud" gives the fog a purple tint, reducing the initiative of all enemies inside by half and making them unable to recover vitality (even with heals).
Using it on "Arcane Sphere" gives the sphere a purple tint, dizzying anyone hit by it for their next 3 turns (while still also dealing its damage).
About Battles
Battles are done in turns (naturally), the order being decided by initiative (those with the highest initiative go first).
Each turn, you have 3 phases that you can take advantage of: movement phase, attack phase and utility phase. Any re-positioning and moving around the battlefield is done in the movement phase. Attacks and attack skills are used during the attack phase and everything else (like interacting with objects, non-attack skills, etc.) is done during the utility phase. There is no specific order in which you have to do each phase. Whichever you want to do first, you can.
As far as the attack and utility phases go, you can take only one action per turn for each of them (you can't normal attack and use an attack skill on the same turn). Movement regulations on the other hand are a lot more loose. I'll generally be comparing your initiative with the others to decide on how much to allow you to move per turn but you don't need to worry yourselves about that. Unless you're gonna be trying crazing stuff like sprinting from one end of a big battlefield to the other, I doubt I'll restrict you from going wherever you want (as long as there aren't any enemies in the way of course).
Status Effects
In battle, you and your enemies can be afflicted by a variety of status effects (be it because of skills, the environment or whatever other reason). Here I'll list what all of them do.
Unbalance - All attacks aimed at an unbalanced target automatically hit (you still do an accuracy roll to check for critical hits). If someone gets afflicted by an unbalance status while they are already unbalanced, they automatically get stunned.
Stun - If someone is stunned, they cannot take any actions at all. Additionally, they count as unbalanced as well (attacks always hit).
Cripple - If someone is crippled, that means they have a disabled limb and cannot use it until the cripple wears off.
Dizzy - Someone who's dizzy automatically gets afflicted by other statuses, without having to roll dice to save themselves. What's more, all status effects last an additional turn on them. Dizzy will not end while there are other status effects afflicting the target (even if its time runs out).
Confuse - If you are under any type of mental attack (such as being shown an illusion, mind controlled, etc.), you count as confused.
Weaken - Every effect that reduces your stats or abilities in some way counts as you being weakened.
Equipment values
Different weapon and armor types have different value categories. Here's what you can usually expect from a certain weapon/armor class (assuming they are not of unique craftsmanship or enchanted):
light armor sets: 2-5 armor value
medium armor sets: 4-8 armor value; reduced initiative (2-5)
heavy armor sets: 6-12 armor value; reduced initiative (4-10)
small shields: 3-5 armor value;
great shields: 5-8 armor value; reduced initiative (2-5)
daggers/fist weapons/fans: 2-4 weapon value; bonus to accuracy rolls (2-5)
shortswords/axes/other similar bladed weapons: 3-6 weapon value;
longswords: 5-10 weapon value; -5 to accuracy rolls if wielded in off-hand
maces/clubs/other blunt weapons: 2-5 weapon value; ignores half of the opponent's defense
spears/pikes/etc: 3-5 weapon value; can be wielded with both hands, doubling damage (this ignores class restrictions)
greatswords/greataxes/other two handed bladed weapons: 6-14 weapon value
greatmauls/other two handed blunt weapons: 6-10 weapon value; ignores defense
throwing daggers/stars/other one handed weapons: 2-5 weapon value
shortbows: 3-6 weapon value; bonus to accuracy rolls (2-5)
longbows/crossbows: 5-10 weapon value
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As far as out of combat RP systems go, we'll mostly be relying on the roleplaying context itself (for example if you want to lie to someone, you just need to make up a good lie, without needing to roll bluff checks and etc). If there are indeed situations where dices are absolutely needed (such as performing a physical feat), we'll be using 1d20 rolls + your 4 primary stats (depending on which one is appropriate for the situation).
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Character Sheet Guide
Name:
Race:
Gender:
Age:
Appearance: (You can use pics and/or text)
Backstory: (It can be whatever you want, as long as the end result is your character, being/becoming a part of the village.)
Class:
Exp:
Level:
Primary Stats
Strength:
Dexterity:
Endurance:
Concentration:
Vital Stats
Vitality:
Energy:
Secondary Stats
Melee Damage:
Ranged Damage:
Defense:
Attack Accuracy:
Counter Chance:
Critical Chance:
Initiative:
Skills
Equipment: (You can chose whatever basic equipment you want. I'll give it stats afterwards.)
Race:
Gender:
Age:
Appearance: (You can use pics and/or text)
Backstory: (It can be whatever you want, as long as the end result is your character, being/becoming a part of the village.)
Class:
Exp:
Level:
Primary Stats
Strength:
Dexterity:
Endurance:
Concentration:
Vital Stats
Vitality:
Energy:
Secondary Stats
Melee Damage:
Ranged Damage:
Defense:
Attack Accuracy:
Counter Chance:
Critical Chance:
Initiative:
Skills
Equipment: (You can chose whatever basic equipment you want. I'll give it stats afterwards.)
PS: I'll probably be editing this post quite often, but don't worry - you'll be informed in the OOC thread if any important changes have been made.
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