Legends (WIP, lot's of info added)

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)



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)



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.)



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.



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.





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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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.)

You had me until you said that you'll have formulas,but not use dice. What exactly does that look like? Are you saying that players will call out skills and attacks and automatically drain other players of their hp like a turn based Jrpg? Or are you determining things based on stats alone? Because defensive numbers can be a huge factor for abuse in a Dice roleplay where you have to fight Rng. Without that rng, you essentially are setting this up to have some guy have all his points dumped in evasion and it will get to the point where he's never hit due to this defensive stat.


So you need to really decide whether you want to cut dice out or not. You'll never make any progress flirting between the lines of dice or not.  -_-


@punkinblackk


Overall it does look like my cup of tea when it comes to roleplays,but this wishywashyness with the combat system worries me. 
 
@Bacon is fluffy I am still working it out. Also, considering the fact if he dumps every point into defense (we'll assume he dumps them evenly between fortitude and agility) He would have ridiculously low health, and almost no attack skill whatsoever. Which means someone with a high attack, or with an elemental attack opposing his defensive element, he'd still die. 


Also, all quest battles will be ran by me (or a mod or whatever) where all battles will be relatively even. 


Players will call out attacks, and depending on what method of battle will use either a Fire Emblem based tactical board, or a traditional JRPG style fight with front and back rows. 


This is a work in progress, so all issues will be pummeled to death before I actually put this up.
 
@Bacon is fluffy I am still working it out. Also, considering the fact if he dumps every point into defense (we'll assume he dumps them evenly between fortitude and agility) He would have ridiculously low health, and almost no attack skill whatsoever. Which means someone with a high attack, or with an elemental attack opposing his defensive element, he'd still die. 


Also, all quest battles will be ran by me (or a mod or whatever) where all battles will be relatively even. 


Players will call out attacks, and depending on what method of battle will use either a Fire Emblem based tactical board, or a traditional JRPG style fight with front and back rows. 


This is a work in progress, so all issues will be pummeled to death before I actually put this up.

Sounds reasonable,but there's nothing here that sort of explains your thought process. I'll give you the evasion thing, as you can use things such as diminishing returns,but it still doesn't explain anything as to how evasion works without dice. Is it a flat chance, random chance?


As for this fire emblem and traditional rpg stuff, I'm asking for details. That kind of answer is like telling an employer to look at your resume when they ask you a question.  -_-  What I'm asking is what does that look like and how is it translated into the written word? If you don't have an answer, then it's a big question you'll have to consider before even delving into the other aspects of the rp.
 
fire-emblem-awakening-terrain.jpg
 


Fire Emblem battles involve a chess board like playing field, in which character can move units around. 


Translating to my RP, I will create basic battle fields/ dungeons in which all battles will take place, along with showing the players a more visual addition to the written description of happenings. (Will likely use RPG maker in some sense, this will take much longer) Ranges will be definite needs, (Bow and magic {unless using a magic weapon} will require 1-2 squares between the attacker and the target, swords must be touching, etc.)


JRPG style will involve more basic 


character A: attacks


Character B uses x spell


and so forth. Will also use a strictly written dungeon exploration system. 


Evasion, and other interactions that rely on chance are honestly giving me a bit of trouble (reasons why this is a work in progress... I neeed Help )
 
fire-emblem-awakening-terrain.jpg
 


Fire Emblem battles involve a chess board like playing field, in which character can move units around. 


Translating to my RP, I will create basic battle fields/ dungeons in which all battles will take place, along with showing the players a more visual addition to the written description of happenings. (Will likely use RPG maker in some sense, this will take much longer) Ranges will be definite needs, (Bow and magic {unless using a magic weapon} will require 1-2 squares between the attacker and the target, swords must be touching, etc.)


JRPG style will involve more basic 


character A: attacks


Character B uses x spell


and so forth. Will also use a strictly written dungeon exploration system. 


Evasion, and other interactions that rely on chance are honestly giving me a bit of trouble (reasons why this is a work in progress... I neeed Help )

First off, cool idea and very ambitious. The rpg maker part is a whole new set of problems that you're adding alongside normal gm stuff. If you pull it off, that'd be cool.


Secondly, well evasion really works well with random chance. If you're not using random chance, then you can simply not have a way to completely nullify damage. A big part of most games or at least most dice rp, probably revolves around damage negation. You could do something different by not having damage negation and instead focus on other aspects for survival.


There's always items, passives, and recovery spells. Most dice and jrpg have these things,but they're used differently. For the jrpg side of things, you can give players a currency and then let them buy a limited number of healing items. Therefore you don't need to use random chance and will always get hit by a super mega sword attack,but at the same time you have items to midigate this damage and keep on playing. 


Passives are also an option. Each post players can x hp per turn, meaning if they lose 5 hp from an attack. then they gain back like 2 hp after their turn is over. This could be a low maintenance way to deal with damage and sustain if players dont have defensive tactics. They can instead invest in recovery magics and passives to line their character with bad situations. It also doesn't take away from the narrative aspect, but rather changes. Instead of dodging a dragon's flame as a knight, they instead write a post about putting up a flame barrier and taking some damage from the exposure to the heat.


But that's just one way you can do it. By actually committing to the jrpg formula for these things.
 
I had a suggestion to just run number checks


(if Evade is at 15, luck at 3, evade chance is 18. 


Then if the enemy has an attack/accuracy or something of under 18 the hero will evade.) 


Of course this makes it really easy to calculate if you hit or miss, but I may add in a mechanic that you can only evade once every 4 or 5 turns (with a skill that would decrease the 'cooldown')


I would mostly be using RPG maker to map out dungeons (using screenshots to paste into replies to show where everyone is.)


There will be a currency or two (Crystals for Legend upgrades) (gold or some such for items and other gear)


@Bacon is fluffy
 
@Grey Oh great game master, have you any useful links to information that could help me? Or any other people that could?



Hrm, well if you've read all my tutorials that should help with the fluff side of things.  As for mechanics, I would urge you to download FATE Core because with some relatively minor tweaks, it can give you the systemic solution you want without requiring you to design the whole thing.  Trust me, if you're aiming for very JRPG-style it's your most efficient option.
 
I really need to write a full guide on system selection and construction.  Anyway, I hope FATE works for you - it should even though the rolling method doesn't seem very intuitive too start with. 
 
There are not a lot of effective diceless systems out there, and they're tough to design - I've been working on one for a while it's more of a challenge to build than dice-based systems. 


If you really want to commit to those gamist elements you've outlined, including dice mechanics somewhere is one of your best options to make them meaningful.


The real crux of doing something diceless is maintaining both risk and player agency.  There needs to be some risk to taking an action, or there's no drama, no stakes - but by the same token, if the players can succeed or fail based on static numbers, they don't really have any choice in success or failure.  It becomes a matter of luck or obvious manipulation by the GM. 


The usual compromise is to use static numbers most of the time, and give player characters a resource they can spend to overcome more difficult challenges or present multple solutions with different consequences (which can be a lot of work for a GM).


And I forgot my most vital piece of advice - if you want to GM using a system and especially if you want to design a system, go and play in some first.  Join some dice RPs to get a feel for how systems work and try to understand why they work the way they do.  Read a few existing systems.  Greg Stolze's Reign is pretty great because he explains his design rationale alongside basically every rule. 
 
@Grey So, I read through most of Fate, and it's actually a pretty interesting system. (Has also maybe changed my mind on using dice)


images
  have a cookie.
 
First off, I applaud the ambition of your RP. If it comes together it'll be something great and I would certainly be interested.


Now the less positive part: since by your own admission your new to this, why not start off with something less ambitious to trial parts of your idea a piece at a time?


This would allow you to really iron out the kinks rather than theorize about doing it. It would also boost your post count allowing you to host the project as you wish and hosting good rps would make people want to write with you which resolves another of your worries.


I'm not trying to discourage you, quite the opposite but work towards your goals in a manageable way rather that daunt yourself and others with something that still needs work.
 
@Tedronai


that would be one of my fatal flaws. I decide to start major projects that are far beyond my skill level, because I generally can't find motivation for smaller projects.


In any case, I appreciate the advice, and while I may attempt to trial a few of the pieces, I'm not entirely sure how to go about it.


I am also deciding to take a few elements of the FATE system, recommended to me by Grey, and incorporating dice (sparingly).
 
Yeah, it's one of mine too which is why I offered the advice. I just don't want to see a promising RP/story die because its not ready to be done justice. :)
 
@Tedronai I've got a couple people helping me, and a few weeks before I get my post count up enough to attempt it. By then I should have it worked out enough to start
 
At the risk of sounding like a stuck record, this is an enormous task and by your own admission a lot of the weight lifting is going to fall on whoever helps you. It's a bit like me asking someone to help me build a video game, but I don't know anything about coding or 3d rendering.


Pick a smaller project, learn some skills and you'll be able to bring more to the table and it'll help you build a reputation as someone who runs a great RP. You'll likely then have your pick of people wanting to help :)
 

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