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    1. SirBeowulf 11 yrs ago

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10 yrs ago
Current It might be three inches, but it smells like a foot.

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Glad to hear it! If you have any suggestions or thoughts about the system you can add a Comment via the google docs or just post about it here.
Journey to the Frontier



Introduction.


The town of Woodside borders the vast frontier of the Hinterlands, making it a premier spot for up and coming adventurers. With the town only being founded ten years ago to this day development has only just reached the capability of supporting the one thing that would make it finally accessible.

An Adventurer's Guild branch.

With that, it will open up the Hinterlands for further exploration and adventure to discover what our ancestors left behind in these ancient lands untouched by anykind for so long. Of course, developing a branch will be a bit difficult but a suitable spot has been found.

Ruins long forgotten by past failed settlers pose the perfect place to set up a Guild Hall and you brave adventurers have come here for first dibs in creating something grand.

Setting Primer


There are many names for the world. Ask any citizen and they'll have their own opinion. Religions and scholars can give you hundreds of answers as each culture developed their own understanding. Much has been lost in this world so most disregard the past and have come to call it Fragment.

Until recently in the grand scheme of things, people have scarcely managed to build much. Cities rise and then fall, culled by the environment around them. You see, our world was cursed. Horrible beings known as 'Monsters' in the common tongue ran rampant. These creatures were spawned from the very mana that makes up our world. They still are.

But the worst of them all were the Calamities. Inconceivably powerful beings that ruled their kingdoms of ash. They sought not but fuel in the form of anything and everything around them. For generations these beings roamed, scattering civilization in their wake as they went. At least, that is until The Guild was formed.



Pick any random passersby on the street and ask them if they know of 'The Guild'. There's a high chance they're going to say yes.

The Adventurer's Guild as many call it (though the name changes depending on culture, language, or race in most cases) started roughly two hundred years ago. Twelve individuals, each of a different calling, joined together to put an end to the Calamities. On that day, these twelve people formed the first Adventuring Party.

Of those twelve, only one remains to this day. The Founder of the Guild, the Immortal Swordswoman.

Elindas Skyfall.

She, together with the other eleven heroes of old, united all of the peoples together to fight against the monstrous tide that threatened to snuff the light of civilization. Afterwards the foundations of the Guild were set and lead us to today.

Now, a Guild Branch exists on each continent, in many cities, and often some towns. Adventurers may have existed before this event, but now they are truly called a respectable profession.

Today, the Guild is responsible for managing adventurers, giving out quests, regulating hunting, and managing monster populations. A lot of work goes into making sure the whole thing runs smoothly and you can thank your local Guild Manager for that.

The System


This game will be using a little old system that I've come up with titled Weavers & Wyverns.

While you can peruse the document to your heart's content, I will explain its function briefly here. The way the game works is you have four separate dice pools of varying sizes that each use a number of d6s. When you face an obstacle or challenge you will be rolling against a predetermined difficulty check.

You also have a resource called 'Mana' which you can use to increase your dice pool to succeed at checks of a higher difficulty. Together with Talents, your pools will grow and allow you to face more challenging threats.

This system still being in its infancy will require a bit of help on your part. If you have any suggestions or thoughts send them my way. And in the end, my goal is to not have you roll for everything. If your character wants to do something you think they can reasonably do then go ahead and do it without a roll.

On the topic of roleplay, I penned in both 'Casual' and 'Advanced' in the tags. Personally I would prefer to run this at a 'High Casual' standard where there is a good amount of depth but also room for simpler posting if the current situation doesn't require it. While I consider myself to be a decent writer, I don't want to ask for pages upon pages when a short and sweet post can do the trick.

Last Words


I haven't been on this site in 7 years. Time has been... an experience. There have been ups and there have been plenty of downs. I've changed quite a bit since my last visit here. My writing has evolved and developed as well. Somewhere along the line I drifted away from this style of rp.

But I always remembered this place fondly, even in my youthful memories.

So I've decided to come back here and try something new. With the new year in place, I wish to try and make more good memories to outweigh the bad. Either way, if you're interested then I thank you. Hopefully this RP can have some good times.
Journey to the Frontier



Introduction.


The town of Woodside borders the vast frontier of the Hinterlands, making it a premier spot for up and coming adventurers. With the town only being founded ten years ago to this day development has only just reached the capability of supporting the one thing that would make it finally accessible.

An Adventurer's Guild branch.

With that, it will open up the Hinterlands for further exploration and adventure to discover what our ancestors left behind in these ancient lands untouched by anykind for so long. Of course, developing a branch will be a bit difficult but a suitable spot has been found.

Ruins long forgotten by past failed settlers pose the perfect place to set up a Guild Hall and you brave adventurers have come here for first dibs in creating something grand.

Setting Primer


There are many names for the world. Ask any citizen and they'll have their own opinion. Religions and scholars can give you hundreds of answers as each culture developed their own understanding. Much has been lost in this world so most disregard the past and have come to call it Fragment.

Until recently in the grand scheme of things, people have scarcely managed to build much. Cities rise and then fall, culled by the environment around them. You see, our world was cursed. Horrible beings known as 'Monsters' in the common tongue ran rampant. These creatures were spawned from the very mana that makes up our world. They still are.

But the worst of them all were the Calamities. Inconceivably powerful beings that ruled their kingdoms of ash. They sought not but fuel in the form of anything and everything around them. For generations these beings roamed, scattering civilization in their wake as they went. At least, that is until The Guild was formed.



Pick any random passersby on the street and ask them if they know of 'The Guild'. There's a high chance they're going to say yes.

The Adventurer's Guild as many call it (though the name changes depending on culture, language, or race in most cases) started roughly two hundred years ago. Twelve individuals, each of a different calling, joined together to put an end to the Calamities. On that day, these twelve people formed the first Adventuring Party.

Of those twelve, only one remains to this day. The Founder of the Guild, the Immortal Swordswoman.

Elindas Skyfall.

She, together with the other eleven heroes of old, united all of the peoples together to fight against the monstrous tide that threatened to snuff the light of civilization. Afterwards the foundations of the Guild were set and lead us to today.

Now, a Guild Branch exists on each continent, in many cities, and often some towns. Adventurers may have existed before this event, but now they are truly called a respectable profession.

Today, the Guild is responsible for managing adventurers, giving out quests, regulating hunting, and managing monster populations. A lot of work goes into making sure the whole thing runs smoothly and you can thank your local Guild Manager for that.

The System


This game will be using a little old system that I've come up with titled Weavers & Wyverns.

While you can peruse the document to your heart's content, I will explain its function briefly here. The way the game works is you have four separate dice pools of varying sizes that each use a number of d6s. When you face an obstacle or challenge you will be rolling against a predetermined difficulty check.

You also have a resource called 'Mana' which you can use to increase your dice pool to succeed at checks of a higher difficulty. Together with Talents, your pools will grow and allow you to face more challenging threats.

This system still being in its infancy will require a bit of help on your part. If you have any suggestions or thoughts send them my way. And in the end, my goal is to not have you roll for everything. If your character wants to do something you think they can reasonably do then go ahead and do it without a roll.

On the topic of roleplay, I penned in both 'Casual' and 'Advanced' in the tags. Personally I would prefer to run this at a 'High Casual' standard where there is a good amount of depth but also room for simpler posting if the current situation doesn't require it. While I consider myself to be a decent writer, I don't want to ask for pages upon pages when a short and sweet post can do the trick.

Last Words


I haven't been on this site in 7 years. Time has been... an experience. There have been ups and there have been plenty of downs. I've changed quite a bit since my last visit here. My writing has evolved and developed as well. Somewhere along the line I drifted away from this style of rp.

But I always remembered this place fondly, even in my youthful memories.

So I've decided to come back here and try something new. With the new year in place, I wish to try and make more good memories to outweigh the bad. Either way, if you're interested then I thank you. Hopefully this RP can have some good times.
Gwehrl. Apologies lads and lassies, but I'll be unable to participate anymore. Too fast and too much for me to catch up with. (Hell, there are at least 25 characters and that's a little overboard when I'm used to around five to eight people. Apologies, but I hope the RP continues working. S'chugging along currently but that should right itself soon enough.

Also, Raijin, have you tried music? And sitting yourself down in front of the keyboard with nothing else to grab your attention. That always works for me.

If anyone wants to control Annie, go ahead.
MEANWHILE IN OHIO, CHRISTMAS DAY

>45 Degrees F.

whelp

mery freedommas, lads and lassies
I've been thinking of maybe adding another character for myself if that's aight. Just wanna run it by you first, boss man.

First idea is someone who just... can't die. His regeneration would continue to work regardless of the damage taken, even going so far as to bring him back from being blown to chunks. Of course, the rate at which he would regenerate would be awfully slow. Nothing Deadpool or Wolverine levels of regen, more like five minutes for a deep gash to fix itself. Negative side of this would be him feeling every wound and injury. Regrowing your nerves sucks. Other than that, he doesn't get anything. No super senses, no herculean strength. Sure, he can literally break his bones and muscles, but that hurts like a bitch.

Second would be a TOTALLY NOT A DRYAD guy who could meld with the plants around him. Basically encourages growth of the flora within' his area. Can manipulate growth to a small extent as well. Animals would be passive and non-aggressive too around him. Also he can photosynthesize and shit. Being deprived of sunlight and the cold harms him a fair bit. Fire also is a no-go. At all.

This way I can totally romance my characters together. Keikaku doori.
@Maxx, @He Who Walks Behind, @FernStone

My post response'll be up later tonight. Can't do it right now 'cause I'm goin' to see STER WERRS and everyone knows that takes higher priority. No spoilerinos, pls.

Interest has also been gained on this end. I really like the idea, too. Got a few questions though. What are Afflicted? Could you go into detail on what exactly they do and what 'powers' they have? A list of major beasts would be cool too. Also what Asshatter said is true, there should be an equipment section or something similar.

Speaking of, 'sup Asshat. Long time no buenos.
To get the mention, you put brackets around the names.


@Maxx, @He Who Walks Behind

Hope y'don't mind if Annie budges in on the talk with her wacky animal constructs.
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