ComradeSenpai's Badass Fantasy Game OOC
Welcome one and all to my badass fantasy game!
In short, we got a game based on your standard high fantasy, medieval adventure. Swords and sorcery, yo.
Anyways, I'm gonna give it structure and classes and stuff, so we'll go over a few rules, and then character sheets.
Don't forget to check back here for the occasional update or note.
That's me, the Dungeon Master. I'm gonna be in charge of telling the story, describing the locale and locals, and handling basically everything that isn't what your characters do.
Also, I hold it to a standard that if you have any problems with a DM, me included, you need to point it out and talk it over. So, if you got a problem or a question, don't be afraid to ask.
You'd be surprised how many people I've met who don't know what this is. It's basically your character's profession, and helps determine their skills. Examples include, but are NOT limited to
These are basically descriptors, located in your personality sheet. These can be positive, such as good looks or a strong liver, or negative, such as having terminal cancer. Anyways, most characters come with a few of both, or even neutral ones, though they're usually balanced with one another.
Traits and their qualities are often subjective and can, and probably will, be debated. They'll also be decided by your characters personality and skillset. I'm not saying sacrifice character for better traits; this is mostly a way for me to mechanically quantify what the party can and can't do.
This was tricky for me, as I wanted magic to be useful, but not all powerful. However, I have devised a basic system. Any spellcaster, such as a cleric or wizard, has a spellbook with their character sheet. This is where you list your spells and their cast limit. Weaker spells can be cast more times or even infinitely, whereas stronger ones can be cast less often and sometimes require preparation in advance.
~Character Sheets (Finally)~
Weapon(s) of Choice:
Spellbook (if caster):
Dream/Goal (Necessary for story reasons, even if it's as simple as "adventure"):
Last edited by ComradeSenpai; 03-16-2013 at 09:51 PM.
Personality: Selfish and vain and quite capable of murder when it suits her Assallya is a coward at heart and works well in a group provided things are looking good. She doesn't betray blithely. She's seen what happens to traitors in heroic groups. However, when things go badly or if she's be captured by the enemy she is the first person to give up her allies- particularly if a torturer threatens to mar her appearance.
Brief History: Taken from the north at a young age by Orcish slavers, Assallya grew up in the harsh sands of the south. However, being slave to the powerful pasha Alkiel had its perks. She was lavishly taken care of and trained in many of the finer arts. She escaped by plying the desires of the son against his own father. In the aftermath, the father was dead and the son blamed it entirely upon her while she fled north.
Weapon(s) of Choice: Keen wit and lies, followed by magic
Clothing/Armor: As depicted; no armour
Charm Person(1): Transforms a person into a "trusted friend". This does not exert control over a person but renders them susceptible to a great deal of suggestion. They wouldn't do something contrary to their natures (an honest person wouldn't murder when they felt it wrong but an assassin would have no such qualms)
Sleep(2): Harmlessly causes those affected to lay down and assume a normal slumber. A simple jostling will awaken them. May affect up to a half dozen minor creatures or one big nasty creature
Detect Magic(2): Allows Assallya to discern and read mystical auras but not counter illusion spells.
Shocking Grasp(1): A violent spell unleashing electricity through the palm. Assallya mostly uses it against those who are unsuspecting
Inferior Invisibility(1): Renders one invisible... but not their clothing, weapons or equipment
Illusion(1): Can create a scene consisting of visual and audible components with no tactile, olfactory or thermal content.
Positive Traits: Alluring
Negative Traits: Bad Luck, Frail
Dream/Goal: To acquire vast amounts of wealth, purchase a noble title and possibly run a trading company.
Last edited by Assallya; 03-23-2013 at 08:03 PM.
Forgot to put Traits in there Assallya, you're gonna wanna add that in.
- - - Updated - - -
Assalya, about your cast limit for your spellbook, you need to put your casts per day beside it. Example, Fireball(5)
Anyways, I'm not a fan of mind control powers, but I'll allow charm person on the grounds that it can only be cast once per day, can't be used on a fellow player, and is relatively weak (i.e. you can convince a guard to show you the barracks, but not to kill his allies.)
Sleep can be use two or three times a day on a character not in combat, and detect magic can be done five times per day.
The Final Boss
You haven't put any specifications on how many spells a caster is allowed to have. What restrictions are there on magic?
Name: Urist McHammerbeard
Personality: Urist is an individual with good intentions, but always seems to mess up, and often; The fact that he does so in such a confident manner doesn't help him. As the oldest son, Urist's parents always had high expectations for him, and not meeting these expectations probably would have lead to a lack in self esteem, however it has become inversely so. Urist instead has become over confident, for he has convinced himself that what doesn't kill him makes him stronger (and what does kill him makes him a god). While he isn't suicidal, Urist tends to be very rash. Like most dwarves from his homeland, Urist hates surface people.
Brief History: Urist is the oldest son out of four and heir to the McHammerbeard family, a clan which has become quite famous for their skills in smithing. Urist's parents raised him with high expectations, being the oldest, they taught him how to fight, how to cook, how to mine, how to hunt, how to drink, and most importantly, how to make weapons. The McHammerbeard family is known for making weapons, especially the stylized tassels that are added to the pommel made from the customer's own beard hair. Urist however, had failed at just about everything his parents tried having him do, instead finding solace in music. Urist was never really inclined to any musical instruments, however, at a young age, he would invent ways of using his mouth as a percussion instrument, spitting out fast beats, becoming a virtuoso in its style. His parents, not accepting this style of music Urist calls "Hip Hop", disowned him, sending him off to the surface until he had done something worthy of returning (most likely killing all humans). While up there, he had found a soft spot for an eagle, which he found manly, though still keeps a fake love-hate relationship with it.
Weapon(s) of Choice: The McHammerbeard Beard Hammer is one of the most well made weapons any individual can get. Urist's is one he crafted himself, however rather shoddy compared to the ones branded by the rest of his family.
Clothing/Armor: A worn out cloth tunic, the shoulders draped in a sort of chain link armor. Also a pair of thin cloth gloves, the right one worn out, the left with stains. For pants, Urist wears cloth leggings as worn out as his top.
Spellbook: Stick (Cantrip), Amplify (10), Insidious Rhythm (5), Distract (5), Undersong (3), Sonic Weapon (5)
Dream/Goal: Become the greatest musician in the world.
The main restriction is that the more powerful a spell is, the less often you can cast it a day, and vice versa.
I'd say the typical number of spells in a spellbook varies based on the particular character and the spells' power. I'd expect the average spellcaster to have anywhere from four to a over a dozen spells, but I can't accept or deny until I've actually read the spell list and character.
The Final Boss
Name: Saiten Algard
Class/profession: Geomancer and Scholar
Personality: Lawful neutral. Saiten does not commit crimes without good reason, but is not above bending the rules or looking for loopholes where it is convenient. He has a callous demeanor and is known to rub people the wrong way.
Brief History: Saiten had a relatively miserable childhood in an orphanage. He was smaller than the rest of the children and was often bullied, but found solace in the few books that the orphanage had. Though not sociable, he was clearly a very bright boy, and was eventually scouted by a travelling mage. He was adopted and enrolled in an academy where he studied history and magic, specializing in artifacts and geomancy respectively. Now Saiten is out seeking to uncover new knowledge to bring back to his school.
Weapon(s) of Choice: Magic, and a small knife hidden in the sleeve of his robes.
Clothing/Armor: Mage's robes made of a durable fabric. The robes are black with silver trimmings. They protect against weather and accidental damage, but do little to defend against an earnest attack.
Spellbook: Manipulate Earth (10): Brings about a physical change to the existing terrain. Can make ditches, crumble walls, or physically move boulders. A single casting cannot exceed Saiten's body weight in the mass of earth manipulated (~130 lbs). Can use multiple castings simultaneously to manipulate larger masses of earth for a maximum of 10x Saiten's body weight (Each casting adds Saiten's body weight to the total mass of earth that can be manipulated).
Rock Barrage (10): Draws up earth and condenses it into a 15 lb rock which then flies towards an enemy. Rocks can be formed and thrown simultaneously, but each rock requires one casting plus an additional casting for every two rocks beyond the first. Ex: 2 rocks = 3 castings; 3 rocks = 4 castings; 4 rocks = 6 castings; 5 rocks = 7 castings etc...
Detect Hex (3): Saiten's training in historic artifacts allows him to simply swirl the manna around him to detect any magical traps or barriers. This technique reveals the location of any magical traps or barriers within 20 feet of his body, but does not reveal their nature.
Break Hex (1): Upon identifying a magical trap or barrier, Saiten can use his education and experience to determine the nature of a magical trap or barrier and dispel it. This requires an amount of time and concentration equal to the complexity of a hex. As long as his concentration is not violently broken, he can take a break on a particular hex and resume his work within 24 hours. If his concentration is broken or he attempts to break a different hex, the cast will be wasted. Cooldown - For every hour required to break a hex, he must rest 15 minutes before being able to cast spells again.
Reshape (5): Can alter the shape of an inorganic mass of up to 15 lbs. More complex shapes require more time and concentration.
Iron Spike (5): Reconstitutes the earth into a six foot iron spike that shoots out of the ground at an enemy. Does massive damage, but has a relatively short range of 10 feet. Cooldown - Upon casting the first spike, Saiten has 5 minutes before the cooldown takes effect. Each spike cast within that 5 minute window will require Saiten to wait 10 minutes before casting spells.
Corrode Weapon (1): Cast on metal weapons to induce rapid rusting and corrosion until nothing is left of them. Has an area of effect on all weapons that are visible, unsheathed, and within 10 feet (He can choose to exclude allied weapons). Cooldown - Saiten must wait 5 minutes before casting any more spells.
Positive Traits: Highly educated, level-headed, able to pull an all-nighter.
Negative Traits: Weak body, abrasive personality, impatient
Dream/Goal: To acquire new knowledge, and perhaps get a few books published.
Last edited by FurtivePygmy; 03-17-2013 at 07:34 PM.
Paranormal Problem Solver
Name: Jarad the Wrathful
Personality: Quiet and well-spoken, and tends to avoid violence against those he considers redeemable. He changes completely during combat against 'evil'; becomes furiously bloodthirsty in that situation.
Brief History: As a young child, Jarad was abandoned at the front door of a monastery and raised by the order within. He was educated as a scholar, but took up the way of the sword after receiving a divine vision, in which his god commanded him to set forth and destroy the evils lurking in the world around him. He soon became known in the area as 'the Wrathful' due to the fervor with which he approached this mission.
Weapons of Choice: Greatsword or Warhammer
Armor: Full plate armor inscribed with holy symbols
Spellbook: Minor healing (5), Divine Favor - protects against dark magic (5)
Traits: Intelligent, devoted to his faith, intolerant of dishonesty and dark magic
Dream/Goal: Follow his mission to eradicate evil throughout the land
Last edited by GeminiRonin; 03-17-2013 at 03:04 AM.
Gemini, can you please detail what Divine Favor does?
Also FurtivePygmy, holy shit that's a lot of casts. First, I'd limit detect Hex to three casts per day.
Second, you said cooldown of 5 minutes? When I said number of casts per day, I meant casts per day, then you need a night's sleep to recharge.
Transmute will probably have to be removed altogether.
Name: Vel'anash (most just call him Vel)
Personality: He is some what of and asshole at times but is the kind of person to just not give a fuck. He will look at for him self and will do things that make no sense.
Brief History: He father was once a famous swordsman that when he was growing up trained him. His father wanted him to be as great of a swordsmen as him to carry on the family name. But he never did like the way his father did it, but did as he said to win his approval. When he turned 17 he realized he didn't want this and left home in the cover of night. He did many odd jobs to get by till he came to a wizards guild that he joined and found his passion in the arcane arts. unfortunately he never was able to leave the swordsman in his behind so he combined his two talents and forged a new kind of mage. but later he left the wizards to start a new life as an adventurer.
Weapon of Choice: Rune scribed Metal cross He uses to channel the elements to create magic blades
Clothing/Armor: Top hat, tail cloak, and white fingerless gloves.
Spellbook: basic magic lightning, fireball, ice shard, and magic channeling(looks at weapon)
Traits: He doesn't care about anyone, and is basically incompetent, but great in fights...... when he feels like it
Goal: To be even stronger than his father that was ruthless and beat him as a child.
Dream: to kill his father so no one has to suffer from that monster.
Last edited by DeathsDisciple8; 03-17-2013 at 01:16 AM.