Hidden 8 yrs ago 8 yrs ago Post by Rai
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Rai ..::Ascension::.. / All Maker

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The Edafos

land mass 2460 miles across. Taking about 2-3 months to travel from Gaia to Nero on foot.



..::Towns::..













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The Royal Families

Anyone can join as a family member. Ask the DMs if you can.

A new age of royalty has taken over this world. The former kings and queens have either passed down their titles through bloodline, or have been succeeded through trial. All the same the price for ushering in a new age of command is paid for with life and blood. This means each king and queen of each era has died. This is now on the second era of royalty without dragon rule. Will there be war or peace? The new age will tell a story that will change the world forever.

The Hanoxx
Eden Niscent-Hanoxx


The Nept Family

The Mythue Family

The Niscent Family
Eden Niscent-Hanoxx


The Vrondi Family




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Rules

Basic rules apply. No Godmoding, Powerplaying etc.
No ongoing details of sex and mutilation etc. Some is ok.
The IG stands for In Game. What is allowed must be achieved in the roleplay.
The descendants range from demon, angel, dragon, and mixes between these. Nothing more or less.
The world is as it is, confusing and mysterious. Keep it that way, however your own history and even something like a village can be created to fit it. The overall world must remain the same.
Fighting and dealing with death is based on how I decide things should be fated. Most of the time if the battle Is fair between pvp I'll allow the victorious their decision. People will die in this RP.
Humans are limited to a small number. If a human dies a spot will open for a new one to enter the story.
Descendants are unlimited except for the Seraphim ones.
Have fun.


Humans do not live in Protogonos and so are not a shared bloodline in the Descendant species.

Character sheet

Quote:
Name:
Age: (Descendants mature like humans up until the age of 20 which they don't show signs of aging for another 30 years and live to be around 200.)
Species: Between Descended and Dragon
Blood%: What % of blood from each race or species does your character have? Must be in multiples of 10 and equal to 100.
Gender: Male Female Both or Neither
Sex Preference: Hetero, Bi, Homo, Cannibalsexual?
Height:
Weight:
Physical appearance: Your Picture &/or Description. Your appearance should match your Blood%. Meaning a 100% Dragon should not appear human unless a shape shifter or magic.
Apparel:Your customized clothing and armor. Quality armor is IG unless achieved through experience or history.
Vehicle: Your transportation and its top speed in mph.
Personality: Brief description on character's quirks, likes, and peeves.
Occupation: Your job if any.
Faction: You may choose a faction or not.
Pet: Only Tamers with experience with elite feral dragon trainers on Gaia's mountain peeks can have full fledged dragons as pets. There are only Dragons on this world, no dogs or cats etc. You may create your own species of dragon and detail its abilities. Fully grown animals that can be used in battle can only be achieved IG for those with no listed experience. Exceptions must sask DM.
Adv. App.: Only those with experience with fighting in elite squadrons on either Fotia or Tearianaris. IG If you want an exception ask the DM.
Exp: Brief description on your character's training.
Spells: Conjuring and other manipulations of dimensions for specific effects. Only 2. If no abilities then 4.
Abilities/Powers: Genetic or enhanced potential. Only 2. If not a spellcaster 4.
Weapons: Your weapon. Only 1.
History: A brief tour into your character's life and how they end up where they are at the start of the RPG.
Trivia: (optional) Didn't know that!

[/hider]
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Hidden 8 yrs ago Post by Kibaro
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I usually associate TableTop RPG's with dice mechanics, otherwise I put it into the Advanced RP section (but that might be just me), so my question is, will there be any dice mechanics?

otherwise, pretty interesting world you got there :) I may be interested depending on how people respond :)
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Hidden 8 yrs ago Post by Rai
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Rai ..::Ascension::.. / All Maker

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Oh for sure I'm adding dice to this. Just trying to figure out a balanced system. Might go with the classic D&D campaign system. I'm researching different kinds though. I'm open to suggestions if anyone has 1337 dice experience.
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Rai ..::Ascension::.. / All Maker

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Bump
Hidden 8 yrs ago Post by Kibaro
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Kibaro Superior Lesser Noob

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well consider me interested, that being said, i'm more or less new to the tabletop type, i've played a few dice D&D, but not enough to consider myself adept at giving informed suggestions. but yeah i'm here if you'll allow a somewhat noob ;)
Hidden 8 yrs ago Post by Rai
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Well I have a few D&D playing friends that might help me some. But I'm trying to make something simple that allows noobs to function well. And adepts to function even better. Looks more like I'll be leaning toward the most recent D&D style. Wisdom, Luck, Dex, Strength etc. will be factors and will require dice rolls of different sizes (D20 Baby!). The only thing I will lack are "Classes" Since I think it's kinda lame. Your occupation and or experiences will count for more than your "Class". You can have experiences using guns and not be a marksmen for example. But if your job isn't shooting shit you won't be as good as someone whose job is.

Hidden 8 yrs ago Post by Rai
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But I have a fairly light interest in making this now. I'm going to make it but the speed will count on how many people show interest.
Hidden 8 yrs ago Post by Jerkchicken
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Why not Risus? It's pretty simple but it's also in allowing you to make anything while being less fiddly than D&D.
Hidden 8 yrs ago Post by EruditeAssassin
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Interested, nice effort put in! I'd need help on the dice end, but I'm really interested in learning.
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Hidden 8 yrs ago Post by Rai
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I'm working on a system of my own At the moment. Listing factors and stuff here.

*Atmosphere / Terrain / Weather * Speed / Weight / timing / Height * Perception / Fluidity / Accuracy / Strength *Clothing / Fabric/ Items/ Item Material makeup/ Hair *Muscle Fatigure/ Physical Fitness/ Physical Resistance (Pain, Fatigue) *IQ/ Reflexes/ Reasoning *Personality/ Training/ Physical Gifts *Motion/ Sleep time/ Time Passing/ Land Level *Visibility/ Diet/ Impact Force Type (Slash, Pierce, Blunt) NONPhysical - *Substance/ Effect *Max Effect/ Minimum Effect *Origination/ Manifestation *Times Used / Situations used *Protection / Resistance of user *Power Source/ Power Consumption *Impact Location/ Impact Type (Burning, Freezing, etc) *Conditions of Usage *Resistance to Atmosphere/ Mental Condition *Protection Resistance Type/ Max Resistance / Minimum Resistance *Stance/ Gravity Distribution *Impact Resistance / Impact Absorbing *Physical Substance of Defender *Motion / Force Travel from impact
Hidden 8 yrs ago Post by Kibaro
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@Rai if you need help or want ideas/suggestions for those things feel free to post them here so ppl can discus about it (unless you already have a solid idea of what you want to achieve) :) but if i can i'd love to help ^.^
Hidden 8 yrs ago 8 yrs ago Post by PURRfect93
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PURRfect93 From the old guild I came, In the new guild I live

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Hey @Rai
I'm one for dice :P

Of the top of my head there's D&D (d20 system), gurps which is a d6 system (you have lower stats, but basically you have to roll under your score to be successful), and I know of mekton, which uses a d10 system similar to D&D.

.e.

I play a lot of different tabletops XD

A mix of the d10 system using the d6 systems roll under your score could work with what you have up there .3.
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Hidden 8 yrs ago Post by PURRfect93
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PURRfect93 From the old guild I came, In the new guild I live

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(snip)
Hidden 8 yrs ago 8 yrs ago Post by Rai
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Nothing concrete yet I'm still working on some systems for character creation. And also while I do enjoy the luck of the dice throw and all I'm not big on the gambling aspect. I've heard of some ridiculous feats in D&D simply by the luck of the dice. Which can be fine in some situations buuuut I'm not big on gambling, more so on strategy. So while there will be a dice system It won't be that majorly based on luck. The confusing mess of words I posted earlier were all factors of combat I could think of off the top of my head. These factors and more are what brings out the realism in combat I think. Which gave me an idea to add or subtract from dice rolls for these factors. For example a sword swing adds whatever improves the swing in some viable way (Strength, training, dexterity etc) and subtracts from what hinders the swing (Air pressure, Fatigue, Mental Stress etc). This could be used for almost any attempt at anything but I think combat and certain physical feats (Like sneaking) are what ill use it on. I'm reading up on different D&D systems. Might end up with my own special blend. Stay tuned and suggest away.
Hidden 8 yrs ago Post by Kibaro
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@Rai sounds like 4th edition with a lot of minuses and pluses...just be careful not to get too tangled up on so many variables :P make sure to organize them in some way so be easy to understand for the others
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Hidden 8 yrs ago 8 yrs ago Post by Rai
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When character profiles are made Ill read them over and will create a stat sheet. It will include accuracy, agility, etc. I will judge this off your characters experience, size, personality etc. Im thinking of having a dice used depending on your level in each status. Like a d3 or d4 is lowest level. D20 being very high. So you can have high d10 accuracy but low d6 agility
Hidden 8 yrs ago Post by PURRfect93
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I'm thinking of having a dice used depending on your level in each status. Like a d3 or d4 is lowest level. D20 being very high. So you can have high d10 accuracy but low d6 agility


What exactly would the rolls be for using that system? :0 the higher the D# the higher the possible outcome but also the less chance of it happening. If you were going for %chanceOfSuccess then reversing it would be better :0 (ex. 1d4, giving a 1 in 4 chance of success etc etc)
Hidden 8 yrs ago Post by Rai
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I agree a 1d60 would have a higher potential but a low chance of getting high numbers. Which is why there will be +1s to it. So far the dice in my mind is the potential one has and the + is your actual base level of skill. Weight lifters can have a 1d20 to strength potential and can roll a 1 on strength feats but the +10 will assure they at least get 11. Another example is a sniper. He can have the potential from his experience to have a 1d10 in overall accuracy and a +5 as his/hers skill set that doesn't dip any lower (unless considerable factors hinder him/her) than a even 6.

So the dice is the potential to max out for higher feats but the +1s count for the persons earned natural status. Im contemplating a 1d2+1 being newbie level. With it going up by 1 for every 2 levels. So a 1d4+2 then 1d5+2, then 1d6+3, 1d8+4, 1d10+5 etc.
Hidden 8 yrs ago Post by PURRfect93
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PURRfect93 From the old guild I came, In the new guild I live

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Ohhhh :0 that makes sense. Although if you were to use a dice roller app/program then 1d4 would be base. So rather than 1d2+1, it would be 1d4, 1d4+1, 1d4+2, 1d6+2, etc etc. (D5 are hard to come by due to the shape, and coin flips can easily be learned, I know how to get what side I want XD)
But that's just my idea on it :3
Hidden 8 yrs ago 8 yrs ago Post by Rai
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Well there's a dice system on here that goes as low as 1d1.@PURRfect93

Alright. In combat there will be different rolls for certain things, like for instance a slash with a sword will have an agility check, and in retaliation a dodge from the nonattacker would be agility checked as well. Since 3 is the highest any average person can muster it will be my base for agility judging. If you roll a 7 however that's at least more than twice the agility of an average. So to me I will be judging speed based on agility rolls.

If you attack and roll a 7 and your opponent attempts to dodge they too must roll for agility and if they get a number higher then its an automiss for the attacker. But if the attacker rolls higher or equal he/she will accuracy check against the agility the dodger rolled earlier. This time the agility check is for evasion vs Accuracy. If Accuracy is higher it counts as a hit and then you will roll for either dexterity or strength for damage. Subtract that number by the defense of the one getting hit, there will be a defensive roll for this.

But if it is lower (the accuracy roll) than their agility roll it will be a miss. The one dodging can now counter if they choose to (You can do whatever you want).

For every hindrance that will be a minus 1. A hindrance can be something simple like sun glare, smokescreen, stress, etc. And for each hindrance I'll subtract 1. For every advantage gained or bonus it will be a +1, this includes adrenaline, (Good) Drugs, Territory advantages, etc. Still working on it. But what's the thoughts on this?
@Kibaro
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