AFTER TITANS - Myth-Weavers Lethe


AFTER TITANS


Game Description

Thousands of years ago, the wars of men shattered the Balance. The Ancient King, god ruler of the Titanomachy, was awakened by their actions to destroy their mighty nations in a fiery holocaust. Drawn to the power of their god king, other Titans soon awoke from eons of slumber as a new Dark Age descended over civilization.
Centuries passed and the nations of Sergina, Rolisica, and Saradia rose from the ashes of the utopian past.
But the World Before is gone.
Now, nations plot against one another, monsters and brigands prey on the innocent, and the Titan Gods themselves wage eternal war against one another. It is a time of sword and sorcery, fire and faith.
The balance now held in check against them, these nations struggle to carve out their place in the World that Remains, After Titans.

THE RULES

All rules are final.
I will review them at need, but they are non-negotiable as are all DM rulings on the table. If you don't like something that's come up, okay, cool. Talk to me after the game and we'll discuss what was bothering you; but in the moment, just roll with how things are going and we'll sort it out later.

This is a Team Game
Your success will be determined by the success of your allies. This is a game being run by one of your friends for a table of friends.
That fact supersedes your character's motivations.
If you cannot come up with a reason for your character to be a part of the team, then you aren't playing a deep enough character. If Job the grumpy non-healing cleric can work with a team, you can find a way to do the same. And if you can't, I don't think there's room at this table for you. Each game session is for spending time and having fun together.

No Evil Characters
To lesser and greater effect, we've had people try for years to play as evil aligned characters. While I intrinsically have nothing against the idea, it hasn't successfully been pulled off at our table. And so, no more; no Evil aligned characters are allowed henceforth.

No PvP
There will be no PVP allowed at the table. You may spar if you wish to in game, but no heated combats may occur. You are to work together to solve the central issue of the campaign. You are allies and friends, on and off of the table. Don't forget that.

Non-lethal Damage
You may make non-lethal weapon attacks with your melee weapons. This will be done at a -4 penalty to hit, but will do non-lethal damage to the target.

Magic
Magic is dynamic. Rays/beams push people backwards, explosions reshape the battlefield, and more. If you want to use your dragon's breath to shoot upward its distance like a rocket, be my guest to try! Creativity is rewarded!

Skill Checks
Your skills apply outside of combat as well. If you'd like to try something interesting, simply ask the DM! Further, some skill checks can be made as a group. For example, if you want to stealth into a situation with the group, you may all roll together. If more than half of the group succeeds on the stealth check, the group will have successfully stealthed.

Coup ‘de Grace
Instant killing moves work on people with player character style races if they are helpless. If they are not, you cannot kill them instantly. Monsters may not be susceptible to Coup 'd Grace style attacks, even if helpless. Don't expect to be able to instantly win a confrontation.

Alignment Spells
Alignment sensing spells are in the game. But just because you can look into someone’s heart doesn’t mean you’ll know their soul; alignment spells can be indicative of certain traits or past actions, but cannot instantly reveal to you whether another person is good or bad.

Rule of Cool
If it’s cool, if it makes sense, if it forwards the plot, try it and be rewarded! High risk equals huge reward for bold actions. If that means using your shield to ride it down the face of a pyramid that has been overran by a tidal wave, then go for it!

Resurrection
Coming back to life takes more than gold or silver. You’ll have to offer something else in return. And just because an offer is made does not mean that you will be successfully brought back to life.

Diplomacy/Intimidation
The roll of the dice is not the end all, be all for a diplomacy, intimidation, or bartering skill test. Your words are just as important. Therefore, if your argument is strong, it may overcome your poor roll. The opposite is also true; if your argument is poor, it may overwhelm your roll.

Natural 1's & Natural 20's
Not all natural 20's are instant successes. Not all natural 1's are instant failures. This is determined by the situation and the DM.
You do not have permission to argue this with the DM.

Hero Points
If you preform heroic acts, you may gain access to powers beyond normal mortals. This may give you access to Hero Points, giving you the ability to modify rolls to a certain degree. There is no guarantee that you will or will not get them; be a hero and find out!

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