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yxanthymir

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  1. Use this thread to discuss your ideas about the world and the races. For example, you want to create an amphibian race, and create a religion for it based on a Frog God. But you don't want undead in the adventure. If all players agree, it becomes part of the world.
  2. Please follow the guidelines below when creating a character. 1 - Create a new thread with your character name. 2 - Write in your post the character name, origin, age, occupation, hobby, and his backstory. 3 - Distribute 10 points into the attributes (END, AGI, INT & WIL) for your character. Only one attribute can be 4. 4 - Choose 2 minor abilities for the character origin, and one more unique for your character. 5 - Pick skills, spells and tactic maneuvers. Details are in the rules section. 6 - Fill in the equipment. Your character can have: The best armor he can use; two weapons, plus a dagger or 20 ammunition for a ranged weapon; any extra support equipment he can carry; and if he has 3 or 4 INT, two magical items (one spell to can cast for free each combat (3 mana), one extra resistance, generic magical attack protection, or 2 extra mana). Feel free to ask any relevant question about your character, the rules and the setting here.
  3. I remember watching it, but nothing more than that. I remember more of the book.
  4. Magic are abilities that use mana to be used. Mana regenerate between combats, regenerating at the start of each combat an amount equal to INT X4. Each character can have the same amount of mana to use outside of combat each day. Every magic user chooses 3 magic types of elemental magic at the start of the game. Those are the types of magic the character can use during the game. Types of Magic Ice Fire Lightning Poison Necrotic Radiant Acid Normally a spell follows this formula: 3 mana for 1D6 magic damage (type of your choice). 3 mana for 1D8 magic healing (type of your choice). 3 mana for a positive effect for an ally for 3 rounds. 4 mana for 1D8 magic healing (type of your choice), plus a small chance of an effect for 2 rounds. 4 mana for 1D6 magic damage (type of your choice), plus a small chance of an effect for 2 rounds. 4 mana for a negative effect against an enemy for 3 rounds. 6 mana for 1D6 magic damage (type of your choice) against 2 targets. 6 mana for a positive effect for two allies for 3 rounds. 8 mana for 1D6 magic damage (type of your choice) against two targets, plus a small chance of an effect for 2 rounds. 8 mana for an effect for 3 rounds against two targets. You can use those formulas or try to create your own spells.
  5. Tactic maneuvers are abilities that the character can be used only once each combat. They don't require anything else to use, other the ability be available to be used. Tactic maneuvers are mostly combat abilities, but they can be used with other abilities. Combat abilities are normally an attack plus an extra effect, but it can also combined with a move action. You can use one of the effects below or create your own effect. - Push target. - Pull target. - Disengage. - Dodge. - Extra chance do hit. - Use item. - Use skill. - Manipulate object. - Double move. - Improved counterattack. - Improved opportunity attack.
  6. There is no fixed race list. You can create any race you want for your character. You are also allowed to create two other races for the character background. One that is an allied race and one that is an enemy race. You can pick two minor abilities for your race, or more if you also pick a disadvantage. Here are some examples below that you can pick, but you are also free to create your own ability or combine more than one for a stronger ability. - Resistance to ice - Resistance to fire - Resistance to lightning - Resistance to poison - Resistance to necrotic - Resistance to radiant - Resistance to acid - Resistance to bludgeoning - Resistance to slashing - Resistance to piercing - Resistance to blindness - Resistance to charm - Resistance to deafness - Resistance to fear - Resistance to paralysis - Resistance to petrification - Slow fall - Swift step - Fins - Claws - Low Light Vision - Skilled - Hard to die - Mental Stability - Low body temperature - Mimicry - Postural stability - Sense of direction You can also pick a minor ability that is not specific from your race, but unique to your character. How Resistance Works When a character is hit by an attack or an effect that he has resistance, he rolls the equivalent of the resistance and if he gets an result of 6, the damage is halved (rounded up) for damage or negated. For minor resistance, it is 2D6; for medium resistance; it is 3D6; and for major resistance, it is 4D6.
  7. When your character does an action that requires a roll, you roll the amount of dice equal to your attribute score relative to that action. For a melee attack, or using strength, it is END. For a ranged attack, or perform an acrobatic move, it is AGI. For a magical attack, or using your intellect, it is INT. For resisting a mental attack, or a luck based effect, it is WIL. The action is a total success if you roll at least one 6, and a partial success if you roll at least one 5. It is not possible to roll more than 4 dice and less than 1 die. Some tasks are harder or easier than normal, and because of that, add or subtract one die or two dice, for those really difficult or easy tasks, when required.
  8. There is no fixed skill list. You can choose any skill that you think it can benefit your character. But it cannot be a generic skill, like athletics, acrobatics or history, it must be a specific skill, like climbing, swimming, gardening, hiding, walking silently, history of art, and so on... Your character do not suffer any penalty for not having a skill, but when you have one that applies to the current situation you can add one die to your roll with the specific attribute (END, AGI, INT or WIL).
  9. Attributes: Each character has 4 different attributes: Endurance, Agility, Intelligence & Willpower. They can vary from 1 to 4. END measures physical power, stamina and overall healthiness. AGI measures dexterity, balance, coordination, reflexes and perception. INT measures deductive reasoning, cognition, knowledge, memory, logic and rationality. WIL measures mental power, self-awareness, determination, dedication, luck and bravery. Endurance: The body health of a character is determined by the END. It is 8 + (2 x END). A character with 1 END cannot train with weapons, but gain two trained weapons per attribute score after the first one. The damage from a melee weapon is determined by END or its base value, whichever is lower. A trained weapon allows the character to use the higher value. Endurance Weapon Damage 1 1D4 2 1D6 3 1D8 4 1D10 The armor used also is determined by END. Endurance Armor 1 None 2 Light Armor 3 Medium Armor 4 Heavy Armor How Armor Works When an armored character is hit by a normal attack (slashing, piercing or bludgeoning), he rolls the equivalent of armor it is donned and if he gets an result of 6, the damage is halved (rounded up). For light armor, it is 2D6; for medium armor; it is 3D6; and for heavy armor, it is 4D6. Agility: AGI also determines the turn order and overall speed of the character. A higher agility allows the character to act sooner and move faster. A character with 1 AGI cannot gain combat maneuvers, but gain one combat maneuver per attribute score after the first one. The damage from a ranged weapon and some melee weapons are determined by AGI or its base value, whichever is lower. A trained weapon allows the character to use the higher value. Agility Ranged Weapon Damage 1 1D3 2 1D4 3 1D5 4 1D6 Agility Melee Weapon Damage 1 1D4 2 1D6 3 1D8 4 1D10 Intelligence: The mana pool of a character is determined by the INT. It is 4 + (3 x INT). A character with 1 INT cannot use magic, but gain two spells per attribute score after the first one. Willpower: The mental health of a character is determined by the WIL. It is 8 + (2 x WIL). WIL also determines how many skills a character knows. A character gains two skills per attribute score.
  10. Dungeon Meshi. I am greatly surprised by this anime. Much better than I thought it would be; more serious and dangerous too.
  11. Case 1: A Metal Prank They need to decide about their next step. They will try to find the missing children? Or find the child involved in the car accident? Or discover where the car disappeared for more clues? Or maybe even investigate ghost stories?
  12. Park Stadium | AspectsBloodline: Ardent - Tough as Nails (4-Track Trait) - You’re a natural survivor. Rolls made to treat or heal an injury you're suffering from treat conflicts as triumphs. - Ironclad Mind (4-Track Trait) - You are immune to hallucinations, mesmerics and mental compulsions. Origin: Ridgeback - Archaeodermis (2-Track Trait) - Your skin (or whatever you have as an outer covering) mimics the mountain you were raised on. You're immune to keen damage, as well as bites and stings from small creatures. - Shamanic Idol (4-Track Gear) - Holds a sliver of power from a not-quite-god. Deals LR salt damage. Post: Char - Taste Test (4-Track Trait) - You're immune to poisons, and can determine their presence and characteristics by taste alone. - Seasoned Cleaver (2-Track Gear) - As useful on the battlefield as it is in the galley. Deals CQ hewing damage. Increase impact when acquiring dangerous or disruptive specimens. Extra - The Manticore Recipe (3-Track Adventure) - Park can spend an action during a montage or journey and consume a manticore bloom specimen to learn more about it. He must pass one Cook test (done), one Harvest/Tides test, and one Tend/Tides test to fill the track. When he does, he will be able to come up with a cure. | EdgesGrace, Instinct & Tides | SkillsDelve: 0 Vault: 2 Wavewalk: 0 Hunt: 2 Study: 0 Sense: 3 Harvest: 3 Scavenge: 0 Tend: 2 Concoct: 0 Cook: 3 Rattle: 0 Flourish: 0 Outwit: 0 Sway: 0 Brace: 0 Break: 0 Hack: 0 | LanguagesLow Sour | ResourcesCook Utensils (Salvage) Bag of Spices (Specimen) Tonic of Health (Specimen) Liquid Fire (Specimen) Carrion Weed (Specimen) Manticore Bloom (Specimen) Never tasted a mof-bee hybrid. - He says timidly, the words barely leaving his mouth. Park seems at first elated by the sudden attention. He spoons the last piece of food of the bowl with his hand and gives it a last taste to try to improve it somewhere. He doesn't think he can, it is perfect as it is, so this is a real challenge. He leaves the bowl there and looks at the communal cauldron with awe and fear. Such things do exist in this world, he really is really impressed. From nearly famine to this abundance of food, this is something he thought only possible in a dream world. He tightens the bandana on his head, his face committed with the task at hand, and then he starts improvising. De spice and taste is already good. Maybe add more fat, to give more... - He makes the mimic of a large belly on his body. - Somefing with a light taste, to keep de taste almost de same. I would use white slug fat. Can I try? Maybe wif only a small portion? - He looks desperately hopeful his idea is accepted. Actions Try to improvise and engage later with a conversation where he can show to Captain Gourmet the Manticore's Bloom, tell him about his comrade affliction and ask for instructions.
  13. Ok, we can tentatively proceed while we wait for the last player. 3 is enough, but not ideal.
  14. Ok, two new potential players, but no answer from them, so my hope is not high. So do we continue with 3 players normally or try other approach? I believe we could wrap up this case in 3 more months when resuming normal posting rate.
  15. Park Stadium | AspectsBloodline: Ardent - Tough as Nails (4-Track Trait) - You’re a natural survivor. Rolls made to treat or heal an injury you're suffering from treat conflicts as triumphs. - Ironclad Mind (4-Track Trait) - You are immune to hallucinations, mesmerics and mental compulsions. Origin: Ridgeback - Archaeodermis (2-Track Trait) - Your skin (or whatever you have as an outer covering) mimics the mountain you were raised on. You're immune to keen damage, as well as bites and stings from small creatures. - Shamanic Idol (4-Track Gear) - Holds a sliver of power from a not-quite-god. Deals LR salt damage. Post: Char - Taste Test (4-Track Trait) - You're immune to poisons, and can determine their presence and characteristics by taste alone. - Seasoned Cleaver (2-Track Gear) - As useful on the battlefield as it is in the galley. Deals CQ hewing damage. Increase impact when acquiring dangerous or disruptive specimens. Extra - The Manticore Recipe (3-Track Adventure) - Park can spend an action during a montage or journey and consume a manticore bloom specimen to learn more about it. He must pass one Cook test (done), one Harvest/Tides test, and one Tend/Tides test to fill the track. When he does, he will be able to come up with a cure. | EdgesGrace, Instinct & Tides | SkillsDelve: 0 Vault: 2 Wavewalk: 0 Hunt: 2 Study: 0 Sense: 3 Harvest: 3 Scavenge: 0 Tend: 2 Concoct: 0 Cook: 3 Rattle: 0 Flourish: 0 Outwit: 0 Sway: 0 Brace: 0 Break: 0 Hack: 0 | LanguagesLow Sour | ResourcesCook Utensils (Salvage) Bag of Spices (Specimen) Tonic of Health (Specimen) Liquid Fire (Specimen) Carrion Weed (Specimen) Manticore Bloom (Specimen) The nearby conversation catches his interest, the tyrant's bloom, but he would never trust a person that leaves such delicious food untouched. He doesn't think he would find what he wants there. And he even doesn't know what he wants, as his main objective changed rapidly since he set foot on this establishment. So while still eating from his bowl, he climbs the stairs and spends some time studying the technique employed by the butchers in their cuts and the hearty conversation. He doesn't want to interfere with the entertaining situation. So he approaches with small silent steps, slowly, and when he notices he is directly behind the young ardent looking over her shoulder, trying to be invisible, but failing bluntly. Actions Option: In the loft above him, where there were literal bug butchers, Park saw a short gau with a massive, spade-like head who looked like he didn't quite fit in waving an oversized cleaver about, talking about the "pinewood shark," while a strapping young ardent woman rolled her eyes and assured him that the "Tyrant's Herald, butchered, would taste much better than a mythical... what did you call it? 'Shark'?"
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