Post by The Archmage on Sept 19, 2008 13:01:40 GMT -5
This is a very simple game. You will need only two things:
An imagination.
And a trust for the staff. Why? Because we don't trust you to rule the dice yourself.
First, character creation.
Select a race (see Races thread).
Next, you must select a class. There are three classes for each race, and they can be found below:
Humans:
Warrior:
The Warrior is your standard fighter, Not too smart, but good in a fight. They are not, however, good alone. No. You do not want to be stuck in a dungeon alone and be a warrior. Though a warrior is a party's best friend in a fight, he will not last long alone. Why? You'll need a Mage to cast spells, such as Knock, a spell to unlock doors, or a Scholar to read Runes so as to avoid stepping onto a piece of electrified floor.
So why would you want to be a warrior? Well, you can fight well. All Warriors get a +1 to Attack Rolls, plus any equipment bonuses, and a +1 Damage Reduction Roll, plus Equipment Bonuses. What does this mean? You hit hard and can take a hit.
Mage:
Our version of Gandalf, without as much power. Merlin, but without his owl. Well, you can get an owl, but it is alot of trouble... and you can also become as powerful as Gandalf, but that too is alot of trouble.
The Mage is the human class for Spellcasting. Meaning they can cast Spells. You can see a list of Spells you can cast one each level below, in the Casting section.
Mages get a +1 to casting rolls, but a -1 to rolls of both Attack and Damage Reduction.
Scholar:
The Scholar is a mix of Mage and Warrior. With some new stuff added to the mix.
Scholars have the Read Runes skill, which means they, unlike Mages, can read Runes, which you will encounter deep in dungeons, warning you of traps. Or lying to you and leading you into traps...
Scholars get no bonuses to rolls, and can cast fewer spells than Mages, but can, unlike Mages, wear armour and weild weapons.
Dwarves:
Dwarven Defender:
The Dwarven Warrior. Mostly the same as the human variant, but, reflecting Dwarves natural power, they have a +2 to both rolls of Attack and Damage Reduction. However, there is a downside. They cannot wear the large majority of armour avaliable in the Howling WInd Inn area, since it is too big, and must therefore either pay more or search the depths of dungeons for it.
Rune Priest:
The Rune Priest is a priest. Big surprise, eh? What good is a priest, you ask? Why... they can heal! A Rune Priest can cast defensive and healing Spells, which can be found in the Spells Section. No roll advantages.
Engineer:
The Engineer is the only class of his (or, in some cases, her) kind. While they are similar to the Elven Ranger, in the sense that they attack from afar, they do not use bows or wear leather armours.They wear no armour, but use something only the Dwarves have developed: Muskets. See Weapons Section for more on this.
Engineers can also do many helpful things, such as unlocking doors, disarming or setting traps, and, if they have the supplies, creating machines, some even as advanced as ADD (Armoured Dwarven Defence), a type of armoured transport running on steam and wood, or DAFA (Dwarven Air Force Apparatus), a man (or should we say Dwarf?) powered flying machine. They therefore get a +2 to all Technological Rolls.
Elves:
Dragoon:
Dragoons are the Elven answer to Warriors, but with a twist. They, like the Dwarves, must wear special armour, in this case larger than what is sold in the area. So they must pay more or seek it out deep in the depths of the world. Of course, this is made up for by their special abilities: They are the only class that can dual wield. They carry two weapons, and therefor get the advantages of both items. However, they must subtract -1 for all Hit Attempt Rolls.
Ranger:
Rangers are the ranged class. They use bows or throwing knives to strike their foes from a distance. However, in addition to having to use special armours, they must also use only Leather Elven Armour, which is even rarer than standard. This is, however, made up for by their +2 to all Attack Rolls, and their ability to often kill their foe without getting close. They also have a -1 to all Hit Rolls.
Bard:
The Bard is the Elven mage. They can cast spells, some of which are offensive and some of which are healing, they are therefore a combination of the human Mage and the Dwarven Runepriest. No roll advantages, cannot use weapons. See Casting section for Spells list.
Halflings:
Thief:
The Thief is THE class for Halflings (Or Hobbits, or Bobbits). They are short and quiet. This makes them all the more quiet. If only we could make them shorter... +2 to all Sneak and Pick rolls.
Pipeweed Technologists:
Much like the Dwarven Engineer. Pipeweed Technologists however, do not make flying machines or guns. Pipeweed Technologists are experts on, you guessed it, Pipeweed Bombs, Pipeweed Cannons and all things Pipeweed. They get a +1 to all Tech rolls, can make machines no one else can, and, being Halflings, get a +1 to Sneak rolls.
Goof:
The Goof is well... a goof, but also so much more! He can do anything. He has no advantages or disadvantages, but can wear all types of armour (He is capable of working on human armour and making it fit him) use all weapons other than dual, use firearms, cast spells (if he buys the book from the shop 'Spells for Goofs' he picks 5 spells from any class apropriate to his level. Next level he must buy another). He is the freelancer.
Combat:
Combat in the Howling Wind Inn is simple. To detirmine who attacks first we will rely on who has the highest agility skill, which will be decided by a roll made by the staff when you create your character (like all stats). No matter who attacks first, one d20 (a twenty sided die) will be rolled by the DM, then another. The first represents the first attacker, the second the second. We will then add all advantages by your characters stats and weapons to the roll, and whoever has the highest will hit. Then another die will be rolled, a d6 (six sided die) or d10 (10 sided die), depending on what weapon you use, to find out how much damage you do. This continues until one opponet is dead. Of course, this doesn't matter much to you. We will give you the results of the rolls, but you won't be making them. I just wanted to show you how we handled this.
Death:
When a character is defeated in combat, there is always a chance they will die. When a character dies, they are almost always gone for good. This means you will have to make a new character. While this may be hard, since you've no doubt put alot of time into your character, it can lead to some rewarding roleplay, and, yes, believe it or not, fun. Trust me, I've had alot of fun when I lost a character. It is interesting to see the aftermath, sometimes just reading it from the sidelines, or sometimes from the eyes of your next character. Now how is it decided if you die? First a die will be rolled to find out if you are just knocked out or have a chance to bleed to death. We use the chart below:
Knocked Out: 1-5
Bleeding: 6-10
If you are knocked out, you will wake up, alright, after the fight, UNLESS you are alone, in which case the monster may eat you.
If you are bleeding you will have a 50% chance to stop bleeding and recover, or your companions may bandage you or heal you, if they can heal. Bandages can be purchased at Bromli's General Goods inside the Inn Common Room.
What happens if you do die? That character is gone. Simple as that. Unless.... unless you could return. It is possible, but no one knows exactly how it would happen... maybe in some ancient tome, or in ancient runelore, the secret is kept.
Stealing:
In order to steal items or money from a shop you must beat that shop's Security Number. This is a number between 1 and 30. You roll a 20 sided dice, add any advantages for class or items, and if you are equal or above the security number, you can gain an item of your choice. To gain an Enchanted Item, however, you must roll TWICE the security number or more.
An imagination.
And a trust for the staff. Why? Because we don't trust you to rule the dice yourself.
First, character creation.
Select a race (see Races thread).
Next, you must select a class. There are three classes for each race, and they can be found below:
Humans:
Warrior:
The Warrior is your standard fighter, Not too smart, but good in a fight. They are not, however, good alone. No. You do not want to be stuck in a dungeon alone and be a warrior. Though a warrior is a party's best friend in a fight, he will not last long alone. Why? You'll need a Mage to cast spells, such as Knock, a spell to unlock doors, or a Scholar to read Runes so as to avoid stepping onto a piece of electrified floor.
So why would you want to be a warrior? Well, you can fight well. All Warriors get a +1 to Attack Rolls, plus any equipment bonuses, and a +1 Damage Reduction Roll, plus Equipment Bonuses. What does this mean? You hit hard and can take a hit.
Mage:
Our version of Gandalf, without as much power. Merlin, but without his owl. Well, you can get an owl, but it is alot of trouble... and you can also become as powerful as Gandalf, but that too is alot of trouble.
The Mage is the human class for Spellcasting. Meaning they can cast Spells. You can see a list of Spells you can cast one each level below, in the Casting section.
Mages get a +1 to casting rolls, but a -1 to rolls of both Attack and Damage Reduction.
Scholar:
The Scholar is a mix of Mage and Warrior. With some new stuff added to the mix.
Scholars have the Read Runes skill, which means they, unlike Mages, can read Runes, which you will encounter deep in dungeons, warning you of traps. Or lying to you and leading you into traps...
Scholars get no bonuses to rolls, and can cast fewer spells than Mages, but can, unlike Mages, wear armour and weild weapons.
Dwarves:
Dwarven Defender:
The Dwarven Warrior. Mostly the same as the human variant, but, reflecting Dwarves natural power, they have a +2 to both rolls of Attack and Damage Reduction. However, there is a downside. They cannot wear the large majority of armour avaliable in the Howling WInd Inn area, since it is too big, and must therefore either pay more or search the depths of dungeons for it.
Rune Priest:
The Rune Priest is a priest. Big surprise, eh? What good is a priest, you ask? Why... they can heal! A Rune Priest can cast defensive and healing Spells, which can be found in the Spells Section. No roll advantages.
Engineer:
The Engineer is the only class of his (or, in some cases, her) kind. While they are similar to the Elven Ranger, in the sense that they attack from afar, they do not use bows or wear leather armours.They wear no armour, but use something only the Dwarves have developed: Muskets. See Weapons Section for more on this.
Engineers can also do many helpful things, such as unlocking doors, disarming or setting traps, and, if they have the supplies, creating machines, some even as advanced as ADD (Armoured Dwarven Defence), a type of armoured transport running on steam and wood, or DAFA (Dwarven Air Force Apparatus), a man (or should we say Dwarf?) powered flying machine. They therefore get a +2 to all Technological Rolls.
Elves:
Dragoon:
Dragoons are the Elven answer to Warriors, but with a twist. They, like the Dwarves, must wear special armour, in this case larger than what is sold in the area. So they must pay more or seek it out deep in the depths of the world. Of course, this is made up for by their special abilities: They are the only class that can dual wield. They carry two weapons, and therefor get the advantages of both items. However, they must subtract -1 for all Hit Attempt Rolls.
Ranger:
Rangers are the ranged class. They use bows or throwing knives to strike their foes from a distance. However, in addition to having to use special armours, they must also use only Leather Elven Armour, which is even rarer than standard. This is, however, made up for by their +2 to all Attack Rolls, and their ability to often kill their foe without getting close. They also have a -1 to all Hit Rolls.
Bard:
The Bard is the Elven mage. They can cast spells, some of which are offensive and some of which are healing, they are therefore a combination of the human Mage and the Dwarven Runepriest. No roll advantages, cannot use weapons. See Casting section for Spells list.
Halflings:
Thief:
The Thief is THE class for Halflings (Or Hobbits, or Bobbits). They are short and quiet. This makes them all the more quiet. If only we could make them shorter... +2 to all Sneak and Pick rolls.
Pipeweed Technologists:
Much like the Dwarven Engineer. Pipeweed Technologists however, do not make flying machines or guns. Pipeweed Technologists are experts on, you guessed it, Pipeweed Bombs, Pipeweed Cannons and all things Pipeweed. They get a +1 to all Tech rolls, can make machines no one else can, and, being Halflings, get a +1 to Sneak rolls.
Goof:
The Goof is well... a goof, but also so much more! He can do anything. He has no advantages or disadvantages, but can wear all types of armour (He is capable of working on human armour and making it fit him) use all weapons other than dual, use firearms, cast spells (if he buys the book from the shop 'Spells for Goofs' he picks 5 spells from any class apropriate to his level. Next level he must buy another). He is the freelancer.
Combat:
Combat in the Howling Wind Inn is simple. To detirmine who attacks first we will rely on who has the highest agility skill, which will be decided by a roll made by the staff when you create your character (like all stats). No matter who attacks first, one d20 (a twenty sided die) will be rolled by the DM, then another. The first represents the first attacker, the second the second. We will then add all advantages by your characters stats and weapons to the roll, and whoever has the highest will hit. Then another die will be rolled, a d6 (six sided die) or d10 (10 sided die), depending on what weapon you use, to find out how much damage you do. This continues until one opponet is dead. Of course, this doesn't matter much to you. We will give you the results of the rolls, but you won't be making them. I just wanted to show you how we handled this.
Death:
When a character is defeated in combat, there is always a chance they will die. When a character dies, they are almost always gone for good. This means you will have to make a new character. While this may be hard, since you've no doubt put alot of time into your character, it can lead to some rewarding roleplay, and, yes, believe it or not, fun. Trust me, I've had alot of fun when I lost a character. It is interesting to see the aftermath, sometimes just reading it from the sidelines, or sometimes from the eyes of your next character. Now how is it decided if you die? First a die will be rolled to find out if you are just knocked out or have a chance to bleed to death. We use the chart below:
Knocked Out: 1-5
Bleeding: 6-10
If you are knocked out, you will wake up, alright, after the fight, UNLESS you are alone, in which case the monster may eat you.
If you are bleeding you will have a 50% chance to stop bleeding and recover, or your companions may bandage you or heal you, if they can heal. Bandages can be purchased at Bromli's General Goods inside the Inn Common Room.
What happens if you do die? That character is gone. Simple as that. Unless.... unless you could return. It is possible, but no one knows exactly how it would happen... maybe in some ancient tome, or in ancient runelore, the secret is kept.
Stealing:
In order to steal items or money from a shop you must beat that shop's Security Number. This is a number between 1 and 30. You roll a 20 sided dice, add any advantages for class or items, and if you are equal or above the security number, you can gain an item of your choice. To gain an Enchanted Item, however, you must roll TWICE the security number or more.