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Thread: [DMZ]Faerun RP(Custom Indication Rules)

  1. #1
    Red dots? N00b snipers. DMZ's Avatar
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    [DMZ]Faerun RP(Custom Indication Rules)

    This is the OOC for the Faerun RP interest check I posted a while ago.

    IC here: http://roleplayerguild.com/showthread.php?t=96737

    This RP is is drop-in, drop-out variant, meaning players may quit and join the RP even while it's in progress, in accordance with the GM (me). Still try to avoid this.

    Don't be scared off by the size of the character sheet, I am merely trying to provide adequate information to start, thus avoiding the need for you to read up too much.
    Also, for some variation it would be nice to have some female characters, and preferably played by females(since they do it generally better) :P
    Create 1 character, but have an idea for a second one, in case your primary dies!

    Story: Our story starts in the town of Assam in 1370 DR (Middle of the map, East Turmish, North of Shining Plains, South of Lake of the Long Arm), where a group of mercenaries is required to go off on a yet undisclosed quest. The folder offers 5000 GP and points you to an inn in the middle of the town, a large wooden building covered with dirt, creating the appearance of a small hill. Assam is a trading town, with several of these house types littering the main road. Despite the small appearance it's a very busy place, with travellers coming and going constantly. The inn goes by the name of "Traveller's Rest" and has a homey appearance, accepting any travellers with coin. The interior is richly decorated with the finest silk and craftsmanship worth of kings. The services are expansive, from a simple bed to a complete night rest with company. Among many people the innkeeper stands out a lot, a rather large rough-looking bearded man with dark-brown skin, serving drinks and chatting with the locals. One will usually find about 50 folks in the inn at any time, conducting business or simply drinking with buddies before leaving for the road. According to the folder you should speak with the innkeeper about the job.

    http://forgottenrealms.wikia.com/wiki/Assam

    Your very own FR map: http://www.wizards.com/dnd/images/wd...rLarge_150.jpg

    (I suggest you download this and mark it as we go)











    Kostvel


    Mortis Rex


    Callthecops


    DMZ


    PlatinumSkink


    Retired players:
    Vietmyke
    Blu
    Maiden
    Abweichung

    **Introductory post to be done outside of rotation.
    Posts that are a conversation between two people may still be done outside of the rotation.
    Last edited by DMZ; 03-10-2013 at 03:54 PM.
    Why have a life when you can make one?




  2. #2
    Ia! Ia! Shub-Niggurath! generaldisaster's Avatar
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    Hold me a spot for an Elf from the Sword Coast-it's bowtime!

    Volothamp Geddarm: Getting drunk in the wrong place since before Elminster started his beard!
    Last edited by generaldisaster; 05-27-2011 at 04:34 PM.
    GeneralDisaster-Typing exclusively in PINK since 31st May, 2009 until the End
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    Quote Originally Posted by Phuzzy View Post
    @Dostya: Lmao. The man: "Push!" Dostya: "Nyet. Stupid Capitalist baby must escape from Soviet vagina if want to live."
    Salutes to General:
    Spoiler


  3. #3
    Gravity, thou art a b-tch Vietmyke's Avatar
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    alrighty! CS on the way!


    I can't tell if Myke is standing on something or did an amazing job of timing a jump. I'd like to imagine it was a jump
    Neither, he is floating
    I'm pretty sure he's just that tall
    No he was on a table
    I don't know.. Have you seen how tall he is?

  4. #4
    Gravity, thou art a b-tch Vietmyke's Avatar
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    oh and question, if skills are rated 1-100, does that mean 50 is average?

    or is it like something around 20 is average, 50 is super, and 100 is godly?


    I can't tell if Myke is standing on something or did an amazing job of timing a jump. I'd like to imagine it was a jump
    Neither, he is floating
    I'm pretty sure he's just that tall
    No he was on a table
    I don't know.. Have you seen how tall he is?

  5. #5
    Red dots? N00b snipers. DMZ's Avatar
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    Following traditional rules it would be the latter. I'll adjust slightly.
    Thanks for the notition, will change. Read the bold part in the beginning again btw

    EDIT: Done! New entry under Skills.
    Last edited by DMZ; 05-27-2011 at 06:18 PM.
    Why have a life when you can make one?




  6. #6
    Gravity, thou art a b-tch Vietmyke's Avatar
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    Name: Atelar Hatir
    Age: 19
    Class: Mage/Thief (Former thief that became a mage, though he still has a few thiefish abilities remaining)
    Gender: Male
    Length: 1.7 m
    Weight: 54 kg
    Race: Half-Elf
    Racial benefits: Relatively agile, slim and lightweight
    Appearance


    STR: 9
    DEX: 16
    CON: 7
    INT: 17
    WIS: 14
    CHR: 14

    Spells: (Potency rated from 1-100, 100 being the strongest)
    (~4-7) Ice Shard: Launches numerous razor sharp slivers of ice. (One sliver = half the length of a #2 pencil.) Water for the ice is collected from the moisture in the air, making it a less viable spell in dry climates.
    (~30,50,70) Blizzard Triad: Final-Fantasy style Blizzard-Blizzara-Blizzaga. Forms pillars of ice that encase the target, then shatter with explosive force. Size of ice pillars depend on level of spell. Water for the ice is collected from the moisture in the air, making it a less viable spell in dry climates.
    (~14-18) Lightning Bolt: Launches a high voltage 'beam' of electricity. (Width of lightning is about the width of a baseball bat) The electricity travels in the general direction in which the palm was aimed though is relatively inaccurate at extreme ranges. Lightning based spells are more prone to misfires in moist climates, and the electricity can often break off more often than usual to follow trails of moisture.
    (~40,60,80) Thunder Triad: Final-Fantasy style Thunder-Thundara-Thundaga. Bolts of lightning fall from the sky and onto the target, rocking the ground with explosive force. Size and number of lightning bolts depend on level of spell. Lightning based spells are more prone to misfires in moist climates, and the electricity can often break off more often to follow trails of moisture. Cannot be used indoors, as lightning must be called from clouds in the sky. As such, spell also cannot be used underground, or in any enclosed area.
    (~7-15) Fire Ball: Launches a hot ball of flames at the target. Fire balls range from the size of a baseball to the size of a basketball. Smaller fireballs are prepared faster and move faster. Fire based spells lose heat in cold climates and are often rendered ineffective at preferred ranges.
    (~30,50,70) Fire Triad: Final-Fantasy style Fire-Fira-Firaga. Rings of flame envelope the target and close in on him, before erupting outwards with explosive force. Size of rings, intensity of heat, and force of explosion depends on level of spell. Fire based spells lose heat in cold climates and are often rendered ineffective at preferred ranges.
    (~5-60) Mana Bolt: Launches an orb of glowing blue, pure magic energy at target. Elementless magic. Relatively easy to cast. Intensity of magic bolt can vary. Range is 15-100 because basic level spell is rated 5, but strength of spell can vary based on magical ability of caster.
    Drain: Modified version of a druid spell. Absorbs mana from living creatures rather than plant life. Amount of energy drains depends on the strength of the caster and the length of time in which the caster uses the spell. Very short range, most effective if the caster is actually touching his target. Maximum range, is one arms length away.
    (~8-18) Magic Palm: A magic amplified palm strike. Normally used as a enhanced hand to hand combat spell, or when a foe has come way to close for comfort. Atelar prefers to use Palm strikes over common blade attacks.

    ((All my spells are probably gonna stay under 30 for the beginning))

    Skills:
    -Running: 35
    -Climbing: 30
    -Logic: 45
    -Jumping: 25 (hindered by lack of athletic ability from being mage, but balanced out by agility as half-elf)
    -Stealth: 10 (I mean flashy spells? C'mon, no stealth there)
    -Luck: 15
    -Pickpocketing: 25
    -Lockpicking: 20
    -Intimidation: 35 (Bolts of lightning from the sky and torrents of ice needles and fireballs, thats pretty scaryy)

    ((I know I'm forgetting something so feel free to point it out if you recall what it is.))

    Abilities:
    -Magic Shield: Create a force field around immediate area of self. Can protect physical and magical attacks. The more powerful the attack, the more drain it places on the caster's magical abilities. Magic Shields reflect the strength of the caster. If say a child caster put up a shield to defend himself from the fist of a greater demon, the fist would easily break through the shield like a knife through hot butter.

    ((Not really sure what else would be abilities for now))

    Armour:
    -Traveler's Cloak (9): A simple, worn, cloak
    -Cloth Shirt (9): Doesn't really provide protection, but its better than nothing right?
    -Scarf (No protection): A warm scarf that Atelar has grown very attached to.
    -Heavy Cloth Pants (9): fantasy jeans? Thick and durable, but still not much protection.

    Weapons:
    -Dagger (1) A plain, rather crudely made dagger that one can find almost anywhere. Especially popular among bandits and footpads.
    -Magical Tattoo (No Physical Strength) A peculiar, mystic looking tattoo that is found on both of Atelar's palms. He uses them to amplify and use his magic ability.

    Items
    -Clothes (see armor section)
    -Magical Tattoo (see weapon section)
    -Rucksack with basic supplies, 'first aid' kit, etc.
    -Bag with Money

    ((Atelar's pretty nondescript lol :3))
    Gold: 4 Gold, 11 Silver, 15 Copper


    Biography:
    A City-boy hailing from the dangerous streets of Westgate. Being an orphan for as long as he could remember, he gave himself the name Atelar, and spent most of his childhood in the streets, doing what most urchins did. He stole, he mugged, he begged and he fought. It was pretty rough living for most people in that dirty city. Unfortunately for him, he never was quite lucky, and his bright blond hair didn't serve him well when he needed to blend into the crowds. But he is very quick witted and often manages to think of some plan or another to work out to his own ends. He remained on the streets as a small time thief until he turned 15, and was recruited into the Night Masks.

    It was through the Night Masks did he first begin to learn Arcane arts. One of the older, veteran Night Masks was a powerful mage by the name of Hatir. This Hatir noticed Atelar's untapped potential in the magic arts and proceeded to immediately take the young thief under his tutelage. Atelar learned very fast, and soaked up as much knowledge as his mentor could provide. Atelar skipped robberies and other field missions in the city so he could stay in the hideout to pour over the various books that his mentor had 'acquired' through various means. His body gradually shifted away from the lean athletic body it had once been and became the magically inclined body he uses today. However, he often uses his former mobility as a thief to bolster his specially developed hand to hand magic spells.

    After 3 years of instruction Atelar's instructor was killed by the leaders of the Night Masks, Orbakh. Atelar wisely took this as a sign that he too should leave before he met the same fate as his mentor. The same night his instructor was assassinated, Atelar took off from Westgate, and fled westwards, until he reached Teziir. Here Atelar took his former instructor's name as his surname.

    He remained in Teziir for several months, doing odd jobs, and keeping tabs as best he could on the news going on in Westgate. Knowledge that the Night Masks were looking for him prompted Atelar to continue fleeing, and continued west on the main road until he was come upon by Night Mask horsemen. Using his magic arts to push them back, Atelar ran a good distance off the main road, and by luck came upon a track that led him to the Shining Plains, where he stayed for another week or so, robbing the occasional passerby who took the tracks.

    After the week in the plains, (he had turned 19 during that week). He continued on the track southwards until he came upon a road and the city of Lheshayl. It was here, that he heard of a mercenary assignment offering five thousand gold, Five Thousand gold as a reward. Atelar immediately set off for Assam, which he reached about a week later. Completely out of money and supplies at this time, Atelar sold the horse he had stolen to get to Assam, and used this money to get some extra items and supplies before he went to find this gold-giving innkeeper.
    Last edited by Vietmyke; 04-03-2012 at 07:12 PM.


    I can't tell if Myke is standing on something or did an amazing job of timing a jump. I'd like to imagine it was a jump
    Neither, he is floating
    I'm pretty sure he's just that tall
    No he was on a table
    I don't know.. Have you seen how tall he is?

  7. #7
    Ia! Ia! Shub-Niggurath! generaldisaster's Avatar
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    Name: Kaela Dynmyr
    Age: 117
    Class: Fighter
    Gender: Female
    Length: 142 cm
    Race: High Elf
    Racial benefits: Dexterity +1, Constitution -1,
    Appearance:



    Kaela is a small woman, even by her race's standard. A lifetime spent stooped in caravans and a serious disease in early life left her about twenty centimetres shorter than the rest of her family. Despite this, she has a strong, sturdy frame and a highly acrobatic form, bending and contorting whenever required. She has been known to move like a bird when needed, able to scurry up a tree in order to find a better position to fire her bow from. The small size of her body is a great help when she is trying to remain unseen, even if it does encourage teasing from family and friends. She has the fair hair and skin indicative of High Elves, and pale blue eyes that resemble the sea on a cold, windy day. On both of her hands, she has a tattoo of the symbol of Correlon Latherion, black near her wrists, fading green to her fingertips, surrounding her hands with shifting lines and patterns.

    STR: 14
    DEX: 19
    CON: 11
    INT: 13
    WIS: 14
    CHR: 8

    (Roll Method IV)

    Skills: Dancing - 40
    Elfish - 100
    Common - 75
    Steath - 60
    Singing - 65
    Firemaking - 30
    Oreinteering - 40

    Abilities: Resistance to Charm & Sleep, Infravision, Stealth (When alone and without armour), Detect Secret Doors, +1 To attacks with swords. (Racial: High Elf)

    Armour: AC 6 (Natural 10 + DEX Modifier)

    Weapons: Longbow "Dobrudja" (THACO 15, 2/round, SF 8, 1D8)
    Shortsword "Nis" (THACO 19, 1/round, SF 3, 1D6)

    Items: -Clothes:
    - Dark grey skirt, designed mostly for manuevrability. Warmth is not a major concern along the Sword Coast-the coldest place is probably Baldur's Gate, and it is well-known as a bad idea to venture into Baldur's Gate without direct business and a large armed posse.
    - Earth-brown doublet, with all the protective properties of a rancid tomato.
    - Leaf-green cloak, designed to surround the entire body with a hood and blend into a forest from long-distance. Utterly useless in camouflague usages at the sort of ranges you can see someone who stands at less than 150 cm anyway.

    -Belt with small collection of weapon-cleaning tools.
    -Small book written in Elvish, titled 'Meditations on Travel'.

    Gold: 6G, 6S, 7C

    Biography: Born into a group of interracial gypsies, Kaela has seen, in her mind 'everything'. Living with a pair of High Elf parents, being educated by an Orc, having the caravans maintained by gnomes and watching halflings pinching things from the pockets of whoever lived in the town they were present in made an interesting, curious child out of Kaela. The customs of the other races had always been mixed with that of others, but the constantly changing gypsy train was a wonderful place to become a woman. Growing up, over the century Kaela's natural trust and niave love of people was replaced with the looming realisation that, despite accempting pretty much every race bar the half-orcs that occasionally wandered into the Sword Coast, not one town from Baldur's Gate to Nashkel wanted gypsies campig outside their town-apparently, all they did was steal and beat up the poor common people in the streets. Even other elves refused to accept them; as such, the roads and forests of the Coast remained her home. Becoming a warrior was almost obligatory; one does not simply 'walk around' an Ankheg or a horde of Gibberlings when twenty heavy wagons and horses storm by.

    Her parents, both people of war, had expected her to always be interested in protecting the caravan, and while most parents would have been concerned they were quite pleased that she was so enamoured with the idea of killing people. Kaela became compenent over thirty years of training, managing to balance her softer cultural heritage of performance and enjoying life and song with the natural proficiency she found in making things dead. It was a long tradition amongst her people to leave the caravan when they achieved adulthood, to go and do something important or find something of great aid to the group before returning-and it was the advertisment she found on a bandit's body for five thousand peices of gold to be offered for something-the bottom had been ripped off in a truly inconvenient fashion. Hitchhiking or marching herself most of the way, it was in the early hours of this evening that she arrived in an inn named the 'Traveller's Rest', decked in what she could only describe as opulent fancy. She had been in tents and oddly-painted wooden carts and wagons for her entire life - this was utterly insane by comparison.

    FURNITURE, that didn't fold! Madness...

    (Generated using AD&D Core Rules 2.0 software.)
    Last edited by generaldisaster; 05-28-2011 at 08:21 AM.
    GeneralDisaster-Typing exclusively in PINK since 31st May, 2009 until the End
    Special Roleplaying Award-WarSeer Roleplaying Awards '09
    Proud to be German.
    Quote Originally Posted by Phuzzy View Post
    @Dostya: Lmao. The man: "Push!" Dostya: "Nyet. Stupid Capitalist baby must escape from Soviet vagina if want to live."
    Salutes to General:
    Spoiler


  8. #8
    Red dots? N00b snipers. DMZ's Avatar
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    Vietmyke, when using the +1/+2 maxes on stats, it simply means your maximum there is 1/2 higher/lower. So instead of the normal 18 (soft maximum), you could have a max of 19 CHR for example, or even 16 (-2). Means you don't have to actually write these value next to your score, as they only determine the maximum. Oh, and thieves usually have higher DEX (think 16-18). And you might want to use the HE table instead of E.

    Also, Arcane doesn't have to be a skill, since you're a mage this would automatically go right. And since you're born in Westgate, where they speak Common (Humans) your Common skill is automatically a 100 (Native speaker) It is only for other languages that you learn later that you use the skill to determine how good you are. So you can remove Common and Arcane and add two new skills if you want
    @General, so you can adjust you Elvish too.

    @Spells: check the spells part at the beginning! Reworked
    Last edited by DMZ; 05-30-2011 at 10:21 AM.
    Why have a life when you can make one?




  9. #9
    Ia! Ia! Shub-Niggurath! generaldisaster's Avatar
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    Finished!
    GeneralDisaster-Typing exclusively in PINK since 31st May, 2009 until the End
    Special Roleplaying Award-WarSeer Roleplaying Awards '09
    Proud to be German.
    Quote Originally Posted by Phuzzy View Post
    @Dostya: Lmao. The man: "Push!" Dostya: "Nyet. Stupid Capitalist baby must escape from Soviet vagina if want to live."
    Salutes to General:
    Spoiler


  10. #10
    Gravity, thou art a b-tch Vietmyke's Avatar
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    editted mine!


    I can't tell if Myke is standing on something or did an amazing job of timing a jump. I'd like to imagine it was a jump
    Neither, he is floating
    I'm pretty sure he's just that tall
    No he was on a table
    I don't know.. Have you seen how tall he is?

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