punkinblackk
Adulting is Hard
The Great Mother Goddess has, every generation chosen a small handful of champions, to which she gives these "Legends" Items that are shaped by the wielders wishes and skills. Though, in this generation, more and more champions are being chosen, being given these "Legends"
This is where you come in. A character that has received a "Legend" of your own. Now? To go and create your Legend, a tale to be told for centuries, with the chance of becoming a lesser God at the end of it.
I am currently looking for: Suggestions for skills, skill trees, and traits.
Skills
Skills:
Base skills:
Skill (directly affected numbers)
Vitality (Health)
Strength (attack strength/power)
Agility (attack speed/ evade)
Intelligence (anything magic related)
Fortitude ( defense )
Charisma (better social skills/ higher chances of social interactions succeeding)
Luck (higher chance of a) social interactions succeeding, b) evading attacks c) scoring critical hits)
Secondary Skills
(these are slightly affected by base skills, but skill points may also be spent on these specifically)
Magic
Dexterity
Deception
Stealth
Faith
Perception
Personality: Traits
These affect the way your character acts, most likely will be pulled directly from character description, though difficult, they may be changed, though most interactions of a trait you don’t possess will likely fail.
(A high level trait will grant a bonus to interactions where that trait would be useful, sometimes either opposite could be used successfully, though with different outcomes.
E.G: Tactful and Blunt;
Say Lord Tarace’s most trusted advisor… Adrian, is a spy for an enemy, you can use either tact, or a lack thereof, to warn him of this. Either would provide a bonus, though being blunt would likely anger the Lord, or take more convincing to make him believe the fact, whereas tact may help him calmly think through the situation. )
Light and Dark : the only the trait pair that starts in neutral by default. (most other traits, if unpossessed are inaccessible, until a point is spent to unlock them)
Tactful and Blunt : do you keep other’s feelings in mind when you talk, or speak with brutal honesty?
Inquisitive and Impulsive : Do you think things through, or dive in head first?
Perception and Instinct : Do you act on what you see or what you feel?
Pen and Sword : Do you fight your battles with your words, or with your blade?
Open minded and Stubborn : Are you willing to try or believe everything and anything, or are you set in your ways?
(to be expanded)
Base skills:
Skill (directly affected numbers)
Vitality (Health)
Strength (attack strength/power)
Agility (attack speed/ evade)
Intelligence (anything magic related)
Fortitude ( defense )
Charisma (better social skills/ higher chances of social interactions succeeding)
Luck (higher chance of a) social interactions succeeding, b) evading attacks c) scoring critical hits)
Secondary Skills
(these are slightly affected by base skills, but skill points may also be spent on these specifically)
Magic
Dexterity
Deception
Stealth
Faith
Perception
Personality: Traits
These affect the way your character acts, most likely will be pulled directly from character description, though difficult, they may be changed, though most interactions of a trait you don’t possess will likely fail.
(A high level trait will grant a bonus to interactions where that trait would be useful, sometimes either opposite could be used successfully, though with different outcomes.
E.G: Tactful and Blunt;
Say Lord Tarace’s most trusted advisor… Adrian, is a spy for an enemy, you can use either tact, or a lack thereof, to warn him of this. Either would provide a bonus, though being blunt would likely anger the Lord, or take more convincing to make him believe the fact, whereas tact may help him calmly think through the situation. )
Light and Dark : the only the trait pair that starts in neutral by default. (most other traits, if unpossessed are inaccessible, until a point is spent to unlock them)
Tactful and Blunt : do you keep other’s feelings in mind when you talk, or speak with brutal honesty?
Inquisitive and Impulsive : Do you think things through, or dive in head first?
Perception and Instinct : Do you act on what you see or what you feel?
Pen and Sword : Do you fight your battles with your words, or with your blade?
Open minded and Stubborn : Are you willing to try or believe everything and anything, or are you set in your ways?
(to be expanded)
Mechanics
Mechanics
Basically, all stats will be based on formulas (that aren't entirely finalized as of yet), that will determine attack, defense, evade, etc. (evade will possibly be similar to defense, in that you will 'evade' part of attacks, instead of entire attacks, depending.) with dice possibly being used to determine criticals and such. (I'd prefer to stay away from dice however.)
Battles will either be in a traditional JRPG style, with each person choosing their intended attack and target, or a more advanced tactical RPG style (Something like fire emblem) where characters can move around and will have certain ranges they must be in to use certain skills/weapons etc. I am considering the possibility of having both styles in play, with each team choosing their preferred method.
weapon attck + relevant skill = a
defense + relevant skill = b
enemy attack = A
enemy defense = B
If ( a is greater than B, hit is scored.
if a is 1-2 better than B, can roll for crit
if a is equal to, or within 2 points below B, roll for hit
If ( A is greater than b, roll for eva./block
If A is equal to b, roll for counter
If A is less than b, no damage taken
Rolls: using a six sided die with three possible options : 0, +1, +1, +2, +2, +3
To succeed the roll you must get a number that brings you up to or above the opposing stat.
(if a = 5 and B = 6, you must get at least +1
if a = 7 and B = 9, you must get at least +2
{+3 is a guaranteed hit, 0 is an automatic fail}
(for crit/eva. take base crit chance, add luck, for other side take eva. add luck.
roll. (regardless of how different the numbers are, 0 is still a guaranteed fail.)
(relevant skills:
if you're using a sword, chances are high your relevant skill would be strength
for a bow or dagger, you're relevant skill would be agility
etc. (relevant skills assigned to weapons in character creation)
Basically, all stats will be based on formulas (that aren't entirely finalized as of yet), that will determine attack, defense, evade, etc. (evade will possibly be similar to defense, in that you will 'evade' part of attacks, instead of entire attacks, depending.) with dice possibly being used to determine criticals and such. (I'd prefer to stay away from dice however.)
Battles will either be in a traditional JRPG style, with each person choosing their intended attack and target, or a more advanced tactical RPG style (Something like fire emblem) where characters can move around and will have certain ranges they must be in to use certain skills/weapons etc. I am considering the possibility of having both styles in play, with each team choosing their preferred method.
weapon attck + relevant skill = a
defense + relevant skill = b
enemy attack = A
enemy defense = B
If ( a is greater than B, hit is scored.
if a is 1-2 better than B, can roll for crit
if a is equal to, or within 2 points below B, roll for hit
If ( A is greater than b, roll for eva./block
If A is equal to b, roll for counter
If A is less than b, no damage taken
Rolls: using a six sided die with three possible options : 0, +1, +1, +2, +2, +3
To succeed the roll you must get a number that brings you up to or above the opposing stat.
(if a = 5 and B = 6, you must get at least +1
if a = 7 and B = 9, you must get at least +2
{+3 is a guaranteed hit, 0 is an automatic fail}
(for crit/eva. take base crit chance, add luck, for other side take eva. add luck.
roll. (regardless of how different the numbers are, 0 is still a guaranteed fail.)
(relevant skills:
if you're using a sword, chances are high your relevant skill would be strength
for a bow or dagger, you're relevant skill would be agility
etc. (relevant skills assigned to weapons in character creation)
Legends
Legends
Each character will have a "Legend" These items are magical, and take the form of either a weapon, item, or piece of armor. This base form cannot change during the RP, though appearance is slightly altered depending on characters skills. Legends are often passed down in families, and so some characters may be able to have more (This will be kept in check) Special runes may be found on missions and can be used to further alter the weapon (add agility to damage scaling or similar, add elemental damage, add a siphon ability, etc.)
Each character will have a "Legend" These items are magical, and take the form of either a weapon, item, or piece of armor. This base form cannot change during the RP, though appearance is slightly altered depending on characters skills. Legends are often passed down in families, and so some characters may be able to have more (This will be kept in check) Special runes may be found on missions and can be used to further alter the weapon (add agility to damage scaling or similar, add elemental damage, add a siphon ability, etc.)
The world
Setting (peoples and places)
Places:
The continent, the only known land on the planet, is known as Thrae, after the original inhabitants word for ‘world’
Thrae:
Known as the land without borders, seven seperate races share the continent. Though there are no true borders, the land itself provides a few natural borders.
The races don't fight often, though there are tensions between a few of them.
Many small communities litter the forests of Thrae, and the fields of Tavrish, and the caverns of the underlands.
The lorric mountains:
These mountains create an L shaped formation that form a natural boundary between Thrae and Tavrish. The mountains are also home to the underlands and Dakkik the orc city.
The underlands:
A series of extensive caverns and cave systems that make up the dwarves territory.
Undercity being the Capitol, where most of the dwarf population exists.
Dakkik:
The orc city, also covers the extensive fields carved out of cliff and mountain sides to herd their extensive amounts of livestock.
Alloria:
The fae city, entrance by other races is incredibly rare, and difficult. Nestled deep within the ancient forests, it is easier to get lost searching for it.
Thrae:
A massive city surrounded by a sea of saplings. Built around the Tavrish lake, which is a sort of shrine, and a place where many Tavrish make a pilgrimage to at some point in their lives. Despite being slowly overwhelmed by the forests, they manage highly productive farms. Racism and racial tensions are high here, the thraeans preferring
Azure bay:
Built on a peninsula that is slowly being reclaimed by the sea, this is a fishing town through and through. Providing large amounts of Thrae’s food, Azure bay has a thriving economy.
Soaring cliffs:
Inhabited by the Aelves, and their draconic mounts, the soaring cliffs are almost impossible to reach without utilizing flight.
Elrish:
Used to be a slave compound, Elrish is now home to the free elves, and a mining city, doing a roaring trade with both the dwarves, and the Tavrish merchants
Tavrish:
A large city, and home to the largest variety of merchants and artisans you can find on the continent. Large populations of all the races, save fae and aelves make this the most diverse city as well.
Eredin:
Home to the Tavrish academy of swordcraft, and a large smithing community. Any weapon forged in eredin is known to strike true.
The Graves:
An unaligned town in a barren wasteland, full of standing stones that resemble grave markers. The town is home to the academy of magic.
Sky mountain: the tallest mountain in the lorric range, only an aelf can breathe at its peak, and reaching the peak is the test of adulthood in their culture.
Adaria:
The hidden city, home to all manner of thieves and assassin's. There are no laws, no rules here. Any choosing to study poisons or other silent or fast weapons are told the seek the shadows and the city would come to them.
Places:
The continent, the only known land on the planet, is known as Thrae, after the original inhabitants word for ‘world’
Thrae:
Known as the land without borders, seven seperate races share the continent. Though there are no true borders, the land itself provides a few natural borders.
The races don't fight often, though there are tensions between a few of them.
Many small communities litter the forests of Thrae, and the fields of Tavrish, and the caverns of the underlands.
The lorric mountains:
These mountains create an L shaped formation that form a natural boundary between Thrae and Tavrish. The mountains are also home to the underlands and Dakkik the orc city.
The underlands:
A series of extensive caverns and cave systems that make up the dwarves territory.
Undercity being the Capitol, where most of the dwarf population exists.
Dakkik:
The orc city, also covers the extensive fields carved out of cliff and mountain sides to herd their extensive amounts of livestock.
Alloria:
The fae city, entrance by other races is incredibly rare, and difficult. Nestled deep within the ancient forests, it is easier to get lost searching for it.
Thrae:
A massive city surrounded by a sea of saplings. Built around the Tavrish lake, which is a sort of shrine, and a place where many Tavrish make a pilgrimage to at some point in their lives. Despite being slowly overwhelmed by the forests, they manage highly productive farms. Racism and racial tensions are high here, the thraeans preferring
Azure bay:
Built on a peninsula that is slowly being reclaimed by the sea, this is a fishing town through and through. Providing large amounts of Thrae’s food, Azure bay has a thriving economy.
Soaring cliffs:
Inhabited by the Aelves, and their draconic mounts, the soaring cliffs are almost impossible to reach without utilizing flight.
Elrish:
Used to be a slave compound, Elrish is now home to the free elves, and a mining city, doing a roaring trade with both the dwarves, and the Tavrish merchants
Tavrish:
A large city, and home to the largest variety of merchants and artisans you can find on the continent. Large populations of all the races, save fae and aelves make this the most diverse city as well.
Eredin:
Home to the Tavrish academy of swordcraft, and a large smithing community. Any weapon forged in eredin is known to strike true.
The Graves:
An unaligned town in a barren wasteland, full of standing stones that resemble grave markers. The town is home to the academy of magic.
Sky mountain: the tallest mountain in the lorric range, only an aelf can breathe at its peak, and reaching the peak is the test of adulthood in their culture.
Adaria:
The hidden city, home to all manner of thieves and assassin's. There are no laws, no rules here. Any choosing to study poisons or other silent or fast weapons are told the seek the shadows and the city would come to them.
Races
Races:
Thraeans:
Appearance: Human. Lighter skin and hair colors
History: One of the two original species that inhabited Thrae, they are rascists at heart, though they try to not pick fights with the other species that now make up the majority of the population of Thrae.
Abilities: Vocational magic(necromancy, healing, pyromancy, etc.) And boosts when they are in forested, or highly natural areas.
Height: 5’ - 5’10”
Lifespan: 95 years (98 is the oldest in record)
Adulthood: 17
Fashion: Pants for men, skirts for women, modest, in dark colors, function always comes before form.
Tavrish:
Appearance: Human. Darker skin and hair.
History: The original three Tavrish, Ammarilla, Gawain, and Shem (Amma Lynn, Gavin, and James (Jem) in the Tavrish language) arrived one day, out of the Tavrish lake. Though they weren’t entirely certain where they had come from in relation to here, they settled in quickly, and Gavin and Amma set about making a people for themselves.
Tavrish blood always breeds true, regardless of what other race they breed with.
Abilities: All Tavrish possess a talent, this talent can range anywhere from speaking with animals, to breathing water, to finding anything.
Height: 5’6 to 6’
Lifespan: 110 years
Adulthood: 19
Fashion: Bright colors, loud patterns, lots of decorations. Skirts are uncommon past about eight years of age, pants and leggings being the norm for both genders.
Fae:
Appearance: Slightly human like, pointed ears that are almost horizontal to the ground, long canines, long limbs.
History: The second raise created by the Great Mother, as protectors of Thrae. They reproduce very slowly, and in the five or six hundred years that a female is fertile, she will often have two children, rarely three, and more often only having one. They keep to themselves, think themselves better than all the races, and are trained in fighting from a very young age.
Abilities: Shapeshifting. (Each fae has a secondary form of an animal) Magic. (force, or energy magic)
Height: 6’ - 6’8”
Lifespan: Immortal, though they participate in the culture wide, mass suicide called the ‘Release’ at around a thousand years of age.
Adulthood: 100
Fashion: Furs, feathers and scales of their animal form, or sturdy fabrics in greens, greys or browns.
Mates: Fae mate for life, and are fiercely territorial and loyal to their mate.
Elves:
Appearance: Mostly human like, with pointed ears, the points sticking almost straight up.
History: The offspring of Thraeans and Fae, for centuries they were used as slaves, thought the Tavrish made a strong effort to free them. They have now been free for almost 400 years. With little culture of their own, most have chosen to adopt that of the Tavrish, mixing in a few aspects of the Fae culture.
Abilities: Elemental magic (fire, water, wind, earth) with a few specializations (Mixtures of two elements etc.)
Height: 5’6” - 6’
Lifespan: 500 years, though they only visibly age for the first and last century.
Adulthood: 70 years.
Fashion: they mostly follow the Tavrish fashion, though generally in more muted, or earthen tones.
Mates: Elves also mate for life, and are fiercely loyal.
Aelves:
Appearance: Much like the Elves, though with longer limbs, and larger ears and eyes. Skin is generally light, as is the hair.
History: When the first Elves were being tormented and enslaved, a certain group of them, subject to even more extreme tortures than the rest, prayed to the goddess Aerianna, who took pity on them, and gave them the blessing of air mastery, and gifted them with the Dragonlings.
Abilities: Air Magic, Dragonlings
Height: 5’8” - 6’ 3”
Lifespan: 600
Adulthood: 60 ish. (They are acknowledged as adults when they can reach the peak of Sky Mountain, generally occurring somewhere between the 60th and 70th year.
Fashion: Skin tight, for the most part, and rather provocative, aside from a sort of wing suit they wear while in the air, to facilitate easier flight.
Mates: Aelves mate for life, though fidelity is not a strong value they possess.
Dwarves:
Appearance: Short, stout, and sturdy. Otherwise, human like.
History: Carved from Ordens clay, they have lived in the underlands since their creation. Being miners and master smiths, all the best weapons and armor come from the underlands. Dwarves have large families, a single female often have seven or more children in her lifetime. Very family oriented, and overly cautious around other races, they can appear hostile to outsiders found wandering the underlands.
Abilities: They can find nourishment in rocks, increased strength, increased weapon skills.
Height: 4’ - 5’
Lifespan: The actual process is typically hidden away in deep space of the underlands, but one would assume they live approximately 200 years.
Adulthood: 20
Fashion: Metal and leather, generally wearing armor, these dwarves are always ready to fight, and to win.
Mates: Dwarves generally keep harem like households, considering the extreme unbalance between male and female populations. Currently Females outnumber males by about 7:1, though the next generation seems to indicate the tables turning.
Orcs:
Appearance: Huge, muscular, overemphasized canines, and horns sticking out of their heads. Generally green ish or greyish skin.
History: Orcs, supposedly carved from stone by Orlen, are one of the least liked races, and rarely leave Dakkik, considering the fact that most other towns aren’t built large enough to accommodate them easily. Extremely violent, and with notoriously short tempers, most other races fear them. They follow a matriarchy, in which the females hold all the highest positions, and family names follow the mothers.
Abilities: Strength. Violence. Berserking (Upon consuming the blood of their fallen enemies, or allies, they gain intense bonuses to all attacks, and can ignore any injuries.)
Height: 7’+
Lifespan: 80 years (they generally try to meet a warriors death long before they reach a point where they can no longer defend themselves.)
Adulthood: 16-18 (adulthood is reached when they make their first kill. {animal, humanoid, or otherwise)
Fashion: Generally armor, or leathers.
Mates: Orcs do not have mates, the females often choosing the father of their child based on physical strength.
Thraeans:
Appearance: Human. Lighter skin and hair colors
History: One of the two original species that inhabited Thrae, they are rascists at heart, though they try to not pick fights with the other species that now make up the majority of the population of Thrae.
Abilities: Vocational magic(necromancy, healing, pyromancy, etc.) And boosts when they are in forested, or highly natural areas.
Height: 5’ - 5’10”
Lifespan: 95 years (98 is the oldest in record)
Adulthood: 17
Fashion: Pants for men, skirts for women, modest, in dark colors, function always comes before form.
Tavrish:
Appearance: Human. Darker skin and hair.
History: The original three Tavrish, Ammarilla, Gawain, and Shem (Amma Lynn, Gavin, and James (Jem) in the Tavrish language) arrived one day, out of the Tavrish lake. Though they weren’t entirely certain where they had come from in relation to here, they settled in quickly, and Gavin and Amma set about making a people for themselves.
Tavrish blood always breeds true, regardless of what other race they breed with.
Abilities: All Tavrish possess a talent, this talent can range anywhere from speaking with animals, to breathing water, to finding anything.
Height: 5’6 to 6’
Lifespan: 110 years
Adulthood: 19
Fashion: Bright colors, loud patterns, lots of decorations. Skirts are uncommon past about eight years of age, pants and leggings being the norm for both genders.
Fae:
Appearance: Slightly human like, pointed ears that are almost horizontal to the ground, long canines, long limbs.
History: The second raise created by the Great Mother, as protectors of Thrae. They reproduce very slowly, and in the five or six hundred years that a female is fertile, she will often have two children, rarely three, and more often only having one. They keep to themselves, think themselves better than all the races, and are trained in fighting from a very young age.
Abilities: Shapeshifting. (Each fae has a secondary form of an animal) Magic. (force, or energy magic)
Height: 6’ - 6’8”
Lifespan: Immortal, though they participate in the culture wide, mass suicide called the ‘Release’ at around a thousand years of age.
Adulthood: 100
Fashion: Furs, feathers and scales of their animal form, or sturdy fabrics in greens, greys or browns.
Mates: Fae mate for life, and are fiercely territorial and loyal to their mate.
Elves:
Appearance: Mostly human like, with pointed ears, the points sticking almost straight up.
History: The offspring of Thraeans and Fae, for centuries they were used as slaves, thought the Tavrish made a strong effort to free them. They have now been free for almost 400 years. With little culture of their own, most have chosen to adopt that of the Tavrish, mixing in a few aspects of the Fae culture.
Abilities: Elemental magic (fire, water, wind, earth) with a few specializations (Mixtures of two elements etc.)
Height: 5’6” - 6’
Lifespan: 500 years, though they only visibly age for the first and last century.
Adulthood: 70 years.
Fashion: they mostly follow the Tavrish fashion, though generally in more muted, or earthen tones.
Mates: Elves also mate for life, and are fiercely loyal.
Aelves:
Appearance: Much like the Elves, though with longer limbs, and larger ears and eyes. Skin is generally light, as is the hair.
History: When the first Elves were being tormented and enslaved, a certain group of them, subject to even more extreme tortures than the rest, prayed to the goddess Aerianna, who took pity on them, and gave them the blessing of air mastery, and gifted them with the Dragonlings.
Abilities: Air Magic, Dragonlings
Height: 5’8” - 6’ 3”
Lifespan: 600
Adulthood: 60 ish. (They are acknowledged as adults when they can reach the peak of Sky Mountain, generally occurring somewhere between the 60th and 70th year.
Fashion: Skin tight, for the most part, and rather provocative, aside from a sort of wing suit they wear while in the air, to facilitate easier flight.
Mates: Aelves mate for life, though fidelity is not a strong value they possess.
Dwarves:
Appearance: Short, stout, and sturdy. Otherwise, human like.
History: Carved from Ordens clay, they have lived in the underlands since their creation. Being miners and master smiths, all the best weapons and armor come from the underlands. Dwarves have large families, a single female often have seven or more children in her lifetime. Very family oriented, and overly cautious around other races, they can appear hostile to outsiders found wandering the underlands.
Abilities: They can find nourishment in rocks, increased strength, increased weapon skills.
Height: 4’ - 5’
Lifespan: The actual process is typically hidden away in deep space of the underlands, but one would assume they live approximately 200 years.
Adulthood: 20
Fashion: Metal and leather, generally wearing armor, these dwarves are always ready to fight, and to win.
Mates: Dwarves generally keep harem like households, considering the extreme unbalance between male and female populations. Currently Females outnumber males by about 7:1, though the next generation seems to indicate the tables turning.
Orcs:
Appearance: Huge, muscular, overemphasized canines, and horns sticking out of their heads. Generally green ish or greyish skin.
History: Orcs, supposedly carved from stone by Orlen, are one of the least liked races, and rarely leave Dakkik, considering the fact that most other towns aren’t built large enough to accommodate them easily. Extremely violent, and with notoriously short tempers, most other races fear them. They follow a matriarchy, in which the females hold all the highest positions, and family names follow the mothers.
Abilities: Strength. Violence. Berserking (Upon consuming the blood of their fallen enemies, or allies, they gain intense bonuses to all attacks, and can ignore any injuries.)
Height: 7’+
Lifespan: 80 years (they generally try to meet a warriors death long before they reach a point where they can no longer defend themselves.)
Adulthood: 16-18 (adulthood is reached when they make their first kill. {animal, humanoid, or otherwise)
Fashion: Generally armor, or leathers.
Mates: Orcs do not have mates, the females often choosing the father of their child based on physical strength.
https://docs.google.com/document/d/12vHb-rayyY2K1qlII4oyV13KgYFv3gRVl1SYXyZ61FY/edit?usp=sharing
(all mechanics and various things will be placed there... major updates approx. once a week, minor edits almost daily)
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