[General] - Welcome! to my first serious attempt at making an RP. Hope it is interesting and I can do justice to the efforts of those who manage to write in a CS for it. I'll be accepting 6 players originally since I am new to this chair. Maybe more slots will open in the future. Have Fun.
Edge of Destiny
Book - 1: The Gathering of Wolves.
Story:
The Reckoning refers to the time about a thousand years ago when the reign of the last Dragon king Alderon the 'Voidwalker' ended in a bloody struggle. The dragons had for long lived on as oppressive overlords, working the original races of the continent of Ezreus. Soon, the combined forces of the oppressed had had enough and decided to rebel.
In the war that followed, one Elven high mage, Darius Stormshadow managed to manipulate a mighty forbidden magic by successfully trapping the progeny of Alderon in a trap and using their souls as a conduit to connect two realms. Suddenly, more races walked through the portals and the battle that was soon to end in the rebellion's defeat changed tides. With the added numbers and powerful warriors at their sides. The rebellion won fronts after fronts and at edge of Lake Sanguinarius in the Black Mountains they finally managed to defeat Alderon.
--
Years of Peace has weathered the original alliance of the six and slowly with Manus and Orks burgeoning in numbers, they need and greed for larger area and more resources is increasing. Though the Elves and the Gorgii have followed a non-militaristic and non-interfering policy, the new alliance that is forming see them as easy targets for their expansion plans.
All the while, the ancient evil is also gathering forces. Exploiting and uniting the lesser organised races into its forces. The fate of the continent hangs in balance.
Premise
It's been a millennium since the events of the Reckoning and the peace has been starting to fracture bit by bit. Though the Manus and Orks have been regularly at war, greed has started growing unwarranted and now there seems to be an alliance forming. An Alliance of all the major paramilitaries in the world to try and take the lands from the lesser populous foes. For too long have they been worshiped and honored and their masquerade of non-interference tolerated. The fact is that the Elves and their distant cousins have been nothing but celebrated legends and it is time to shut them in a book and let them be forgotten.
Races:
Orks
Walkers of the realm of Malarahn, they came into the world of Ezreus during the events of the Reckoning. A barbarous and hardy race, keen on bloodshed and war. Excellent and brutal on the battlefield but slow on slyness and crafts. Blessed with robust constitution, they are still the physically weakest of the new races that came after the Reckoning.
Avg Height is around 7ft. They have two sub-races. The more Manus like and city building Tuskers and the slightly larger and tribal and nomadic Bloodfangs.
A Tusker:
A Bloodfang:
Racial Bonus:
Robust(Passive) - Take less damage from physical attacks.
Berserker Rage(Passive) - Once critically injured, have a 50% chance to slip into Blood rage where damage output is doubled for three posts.
Conscripts (Tusker Only) - Fight better as a Unit or a group. Natural leaders in case of a mixed group.
Fearless (Bloodfang only) - Do more damage when Outnumbered.
Elves:
The oldest species of the continent and also the long living. After the events of the Reckoning, they became recluses and kept to themselves in their sanctuary. The Poisonfog Forest. The cases of a wandering elf are rather rare but they do come out of hiding some times. They have the second smallest army of all the main races inhabiting the continent and it is a testament to their dedication of keeping themselves away from the power game. Though they still command a lot of respect for their immense magical potential.
There are majorly two types of elves, the fair-skinned Luxons and the dark blue-blackish skinned Umbrons. Umbrons are majorly in charge of border control and security and amongst the two they are certainly more war-like. The Luxons on the other hand are rather powerful magi concerned with general day to day matters and upbringing of the young.
Avg lifespan for an Elf is about 500 years, while they gain adulthood at around 50 years. So that, they live most of their life in their prime. Avg height is around 6.5 - 7ft with Umbrons slightly bulkier and taller than the slender Luxons.
A Luxon
An Umbron:
Racial Bonus:
Shadow-walker(Umbron only)[passive] - +1 Bonus to Assassin, Thief and Hunter Rolls.
Elder Knowledge[passive] : Increased magic output
Arcane Enthusiast[passive] : Can use two elements together.
Note: The Luxons are unplayable.
Manus:
Vanilla humans. Avg height: 5-6.5ft. Avg lifespan: 80-100 years. The most populous and most varied of all the races in Ezreus. The Manus are known for their bottomless hunger and drive to equal and overpower the other races. They are on friendly terms with the Dwarves and don't share a good relation with Orks, having fought seven wars between themselves. Currently control the largest area of all the races but plan to add to it.
Arturi:
Special Bonus:
Knightcraft(Passive): +1 to mounted combat/Knight. +1 Discipline
Qing:
Specific:
It's Kung-Fu fighting: +1 Melee combat/ +1 Evasion rolls when not in combat.
Baylbos:
Spirits guide ye! : +1 damage when fighting against wild animals/ +1 Herbalist.
General Racial Traits:
Hunger for Dominance: +10% Xp gain.
Multi-talented: Can Master two combat classes instead of one.
Matsya:
The second ones to walk through the portal and the ones who adapted rather quickly to the seas. It is through their contribution and might that battle inside the seas were won. There are majorly two kinds of Matsya. The Meena or the deep-sea folk and the Naga or the amphibious ones.
There is a large difference in height and lifespan but the general is around 100-120 years. As the the Matsya become older they loose their vibrant color and start becoming more one with the sea. The really powerful ones gain a sort of translucence to their skin that serves as a camouflage in the deep ocean.
Naga:
Meena:
Racial Trait:
Increased regeneration(Passive): The rate of recovery is higher among these folk and it increases when near a body of water.
Poseidon's bounty(Passive): Have easier access to information and a natural charm about them. +1 Charm and Haggling.
Gator Powah!!(Passive)[Naga only]: +1 to Armor
Shark Attack!!(Passive) [Meena only]: +1 to Water/Ice/Poison Magic.
Dwarves:
The short in stature and high in power, hardy build of miners and craftsman that confine themselves in the mines of Yurokai hills and higher Snake's head plateau. They have the third largest standing army amongst all the races and they love a fight as much as they love their ale.
Averaging about 3.5-5ft, they are excellent and fierce warriors that don't give a quarter in combat. Blessed with uncanny perseverance and a temperament to crafts, they make fine craftsman. Avg life expectancy: 130-150 years.
Racial bonus:
Celebrated Legacy: All weapons crafted by Dwarves are a grade better than their counterparts.
Hammer and Axe: +1 to Warrior/+2 to Paladin
Drunken Monk Step: +1 to damage when under the influence of ale. +1 Toughness.
Gorgii (Unplayable):
The least populous but the strongest of all the races of Ezreus, these moving mountains are founts of stamina both physical and arcane. Often multi-talented and powerful. There are only a few accounts of an actual Gorgii in a fight. They are rather reclusive and live right at the top of the world, near the burial ground of the great dragon Alderon. They are tribal in nature with the chief elected on the basis of bearing a special mark called "Claw of the Dragon".
There are cases when two or more children are born bearing the same mark then the tribe from whom there hasn't been a chief for a long time is chosen while the other kid becomes his brother/sister/soul-twin. This generation of Gorgii is rather special for the weird occurrence of having seven kids with the mark.
Of them the current King and the High mage are the most powerful. Avg life expectancy is about 400-450. Avg height is usually 13-15ft. They are the Elven equivalent of the new races of Ezreus and have the lowest number of standing army.
http://coolvibe.com/wp-content/uploads/2014/05/Fantasy-Art-Piotr-Foksowicz-Demon-Slayer.jpg
System:
Combat and Exploration - I have decided to opt for active world dynamics for exploration in this RP. Every major update will let you know of the areas available for exploration synced to your level and major quest giving NPCs. It would be similar to RPG system of quest giver and repeatable quests.
As for Combat, there will three main things I'll be doing. First will be the damage calculation. You'll not have to burden yourself with any maths but know this that equal or higher level opponents will do more damage than lower ones. Also, as I'll be using FUDGE dice to decide the outcome. Based on the results, I'll put the damage in spoilers to let you know.
Fatigue: To avoid outrageous actions and descriptions, I'll be using the Fatigue system. Which will be depending on two major things. While in battle, the posts taken finish an opponent. While out of battle, the number of actions performed. Note that, the players would start off with the meter at zero and will gradually fill it up to varying effects.
Stats and Traits: Those aware of the FATE system may know that things like Str, Agi are eschewed in it and Traits are highlighted. But for calculation purposes it would still be in play. The more will be clear with the sample CS.
Law of Diminishing Returns: Like in games, the returns from killing lower level monsters will decrease as you gain more level.
Character Sheet
[Appearance] Theme Name: Gurung Ironbeard Age: 48 Race: Dwarf Gender: Male Bio: Born in the Mydena range of the Yuroki mountains. Gurung is a curious little dwarf with travel legs. Unlike his brethren who would rather stay within the caves and work the forge, he took it upon himself to travel the world just like his great ancestor, Dwarves' first cartographer and historian Emrik Goldhand. He is a stumpy little bugger who loves his booze and loves to gloat. Decent with a hammer and always armed with an affable smile. He quickly makes friends and is rather polite compared to his kind. Traits: Eye for Shiny!(Passive) : Gets better deals on his wares as well as purchases from merchants by 10% Juggernaut Lvl1 (Active): Heavy armor provides 10% better protection. [can be activated in fights]{Increased Fatigue} Celebrated Legacy: All weapons crafted by Dwarves are a grade better than their counterparts. Hammer and Axe: +1 to Warrior/+2 to Paladin Drunken Monk Step: +1 to damage when under the influence of ale. +1 Toughness. Level: Lvl 103 Class: Paladin Inventory: 1. Arturian Aegis (Shield): Defense 63, Durability - 56/60, Weight - 42 2. Crafted Hammer (Ashfell)[Good]: Damage 52, Durability - 34/50, Weight - 18 3. Plated Armor (Great): Defense 107, Durability - 100/122, Weight - 78 4. Standard Arturian Greaves: Defense 24, Durability - 50/50, Weight - 14 5. Standard Arturian Wristguards: Defense 24, Durability 50/50, Weight - 14 6. The Book of Beginnings (Paladin Only)[Unique]: Light Damage - 22, Health - 50, Durability 500/550, Weight - 2 Consumables: Potion of Stamina (Large) x 15 Potion of Mana (Medium) x 4 Ironbeard Family Hammer [Unique]: +2 Smithing Ironbeard Anvil [Unique]: +1 Smithing Current Location: (To assigned by GM on acceptance.) Pet: - Stats: [are back! because I'm fickle] {Gain 1 point per level. Starting base is 12 points.} Toughness: 51 Endurance: 24 Power: 30 Intellect: 9 Skills: [works in Conjunction with Stats to net you your results] [Three starting skills, One +5, one +4 and one +3, you can add a new skill for 5 SP. 1 SP for every five levels.] Armor: +10 Smithing: +14 Faith: +13
FAQ:
Q. What do similar sounding Endurance and Toughness do?
A. Endurance is non-combat based. It affects your carrying capacity and Stamina/Fatigue. While Toughness is combat-based. Skills and Traits like Armor, Resistance affect this stat and makes you a walking tank, if that's your thing.
Q. What does Intellect do? It's too misleading?
A. Well, Intellect is both smarts and intelligence. It is a trait important for Thieves and Magi alike. Also, the Warriors going for Leadership should have this at a decent level because managing people needs more than a loud voice and a broad chest.
Q. What about Power?
A. Simple. How hard you attack, how fast you run, how quickly you react (Fast twitch muscle fibers.). A combinations of good intellect and high power means a person who is hard to pin down.
Q. Can I play a Luxon or Gorgii?
A. Sadly, no.
Q. I hate the Dice? Do I still have to take them into account?
A. No. Just don't commit to the success of your actions and I'll do the rest. Also, remember to have fun and bug me with a PM if you have doubts.
Q. Explain the CS more.?
A. You start with two traits of your choosing, probably something that affects your stats in some way. You have no pets at the beginning and an empty inventory because you are Level 1. As you level up, I'll add up more details of the system at relevant intervals.
Q. What about Classes?
A. Choice of basic classes get available at lvl.10. Classes like Hunter, Thief, Assassin, Warrior, Knight, Priest, Shaman and Mage are available for picks. You'll be given more chances at lvl.100
Q, I like writing but I also need some maths to make stuff interesting, I know you handle all of it in the background but give me some numbers here?
A. Your HP is basically, your Toughness * 30. Your Carry weight is your Endurance * 15. Your Stamina in a fight is 3 times your Endurance. Other than that it is more dice based stuff, I'd rather not bore you with.
Q. Dude, have you got a system in place for the rarity of the weapons. It's not fun if we don't have game breakers?
A. The system followed is Inferior<Common<Uncommon<Rare<Rare - ii=Unique<Legendary<Mythical<Phantasmal.
Edited by Diabolical Rhapsody, 11 January 2016 - 03:18 PM.