A Bad Landing - Myth-Weavers Lethe


A Bad Landing


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Game Masters

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Game Information
  • Created Aug 31 '18
  • Last Post Sep 14 '18 at 10:08am
  • Status Aborted
  • System Miscellaneous

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Game Description

The airship crashes and you're the only survivor. The teleportation spell goes wrong and you end up somewhere you didn't expect. You're washed ashore for one reason or another. You wake up somewhere that you definitely didn't go to bed. Whatever the case, you're here now... and you have nothing but the clothes on your back to keep you company. Do you have what it takes to survive?

There's another couple of catches: one, you don't choose where on the map you start. Two, you don't even know what the map looks like. Three, you only have the slightest of ideas how the system I'm running this in works. That slightest of ideas is as follows:

You have 9 statistics: Might (MT), Dexterity (DX), Agility (AG), Vigour (VG), Intellect (IN), Awareness (AW), Personality (PR) and Will (WL) start at 1; Magic (MG) starts at 0.

Each skill is based on two statistics, such as Intimidate (MT-PR) or Blood Magic (VG-MG). The skill list is as follows:

Melee Defence (MT-DX), Athletics (MT-AG), Melee attack (MT-VG), Craft (MT-IN), Focus (MT-AW), Intimidate (MT-PR), Resist (MT-WL), Unleashed Magic (MT-MG);
Ranged Attack (DX-AG), Grab (DX-VG), Deflect (DX-IN), Operate (DX-AW), Trickery (DX-PR), Disable (DX-WL), Task Magic (DX-MG);
Ranged Defence (AG-VG), Stealth (AG-IN), Dodge (AG-AW), Perform (AG-PR), Acrobatics (AG-WL), Finesse Magic (AG-MG);
Heal (VG-IN), Perceive (VG-AW), Overcome (VG-PR), Injury (VG-WL), Blood Magic (VG-MG);
Disguise (IN-AW), Deceive (IN-PR), Flux (IN-WL), Ritual Magic (IN-MG);
Persuade (AW-PR), Insight (AW-WL), Balance Magic (AW-MG);
Distress (PR-WL), Volatile Magic (PR-MG);
Channelled Magic (WL-MG).

Injury, Flux and Distress represent your capacity not to take wounds, harm, death, taint, corruption, possession, trauma, affliction, and insanity. Resist, Deflect, Dodge and Overcome are all saving throws.

You start with 100 advancement points. You can buy a stat boost to from 1 to 2 (0 to 1 for magic) for 50, a first-level spell (requires 1 MG) for 25, or a skill boost for 20 - you can also buy an extra wound, taint, or trauma box for 10 or harm, corruption or affliction box for 5.

If you want to know what the specific types of magic are... well, I might be able to give you a hint or two if you ask nicely. I might even let you choose what types of spells you want to know...

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