There is an ongoing battle in Ursa City. The shadowy group of men and women known only as The League have the crime network wrapped around their finger, slowly corrupting the citizens like an infectious cancer as they spread their evil will little by little. On the other side of the fence is the Order of Valor, a group of heroes and heroines dedicated to stopping The League. They go head to head with their enemies with back up from the law enforcement to put a stop to them once and for all. Both sides know that the city is only a beachhead; if The League succeeds in eradicating the Order, their first step in global domination is secure. On the other hand, if The League is wiped out, peace will slowly but surely spread across the globe.
Looking for both superheroes/heroines and supervillains/villainesses that each have one or two powers or abilities, in addition to weaknesses that counteract the strengths/powers. A template is provided. There’s no limits on powers, with the exception of the number of them and you can't make an overpowered invincible character; you can go with a magical background, science fiction, fantasy, tied in to some existing comic arc, or anything that tickles your fancy. We will obviously need a minimum amount of players to actually start the game, so the more the merrier! The game itself isn't sexual based, but sexual characters and scenarios are perfectly acceptable and encouraged.
This is my first attempt at using a dice system, so any help is much appreciated! Right now, the desired system is in a semi-working form, but I need people with experience in dice systems to help weed out any issues, as well as give suggestions to make it more streamlined. My intention is to give several story arcs that will serve as the basic overall plot. We will start with one arc, but the outcome will not be pre-determined. Instead, it will be determined by confrontations between The Order and The League, the winners of which determined by the dice rolls. Each arc will have a ‘weight’ that makes the consequences more dire for either side in future arcs. I will manage the rolls, as well as be taking the seat of The League leadership to give a sense of authority. It’s not my intent to dictate where the story goes exactly, however. My role will be more GM than anything else. See below the character template for system, dice, and bonus details. I’d also like if someone would head The Order as well to help lead the characters.PM and/or post your interest/character in this thread.
PM me if you have any questions on how to use the template, because it’s a trite complicated template with the given coding. Here are the steps you need to follow to submit a character.
- Fill out the fields, and use your imagination! Replace anything in parentheses.
- Pick 1-2 strengths and/or abilities (your character's superpowers)
- Pick 1-2 weaknesses/exploits that compliment and balance your character's powers
- There are three 'classes' to choose from for the attributes: Power, (Strength/Endurance), Speed (Speed/Agility), Mental (Intellect/Perception). Assign each of these as Primary, Secondary, or Tertiary. Add +4 to both Primary skills, +2 to both Secondary, and 0 to Tertiary. (All Attributes start at 0).
- Place 4 points into any of the remaining attributes as you desire. It should reflect your character’s concept (ie, a physically strong character would not have a high intellect).
All players must read and swear to the Oath of the Drake for Group Games
. People dropping early or in the middle of the game will
ruin it. Secondly, I reserve the right to decline player's character applications; just because you post a character does not mean you will be accepted. If it is something minor and easily fixed, you will be allowed to do so. If you are just not suited for the game, I request you accept the fact with dignity
[center][font=impact][size=20pt]Dossier on (Hero/Villain Name)[/size][/font][/center]
[floatright][img width=400 padding=5](Image link here)[/img][/floatright]
[td][b][size=14pt][font=trebuchet ms]Real name:[/font][/size][/b][/td]
[td][b][size=14pt][font=trebuchet ms](Real name)[/font][/size][/b][/td]
[td][b][size=14pt][font=trebuchet ms](Day Job/Real Life)[/font][/size][/b][/td]
[td][b][size=14pt][font=trebuchet ms]Suspected Origin:[/font][/size][/b][/td]
[td][b][size=14pt][font=trebuchet ms](How they got their abilities)[/font][/size][/b][/td]
[td][b][size=14pt][font=trebuchet ms]Power Description:[/font][/size][/b][/td]
[td][b][size=14pt][font=trebuchet ms](How their abilities work)[/font][/size][/b][/td]
[td][b][size=14pt][font=trebuchet ms]Role in Order/League:[/font][/size][/b][/td]
[td][b][size=14pt][font=trebuchet ms](Explain a little bit about what their role is in their respective group)[/font][/size][/b][/td]
Most encounters, whether they be between players or the environment, will be determined via dice rolls, and we will be using The Fate System. It utilizes 4 Fudge dice, which are 6-sided, consisting of 2 blank sides, 2 +1 sides, and 2 -1 sides.
The Dicebot coding looks as follows:
Zeros are placed elsewhere, with the exception of Add. Add is where you will apply various bonuses, including attribute bonuses. For example, a Power character attacks with strength. If they have a strength of 4, put a 4 in Add. Bonuses will also pertain to certain situations and actions, as well as reflect what kind of character you are playing in a given environment.
All rolls will be sent to me, and I will relay the results, either in PM or in the thread, I haven’t decided which is best yet. As far as determining encounters, again, this is my first attempt at being this in depth of a GM; I will do my best to be fair, and will be more than accepting of suggestions and critiques.Combat
If characters wish to initiate a battle, one must first attack with their primary attribute. The other character defends with their chosen primary defense. In order to win a battle, characters must roll at least +1 higher than a defending roll. Ties result in a re-roll as dictated by the GM, depending on if a victory needs to be achieved.(Attack/Defense)
A Power character attacks a Speed character. The Power character would be using strength, and the Speed character would have to use agility to doge the attack.
In the event of the attacker winning, the defending character has two options. They may roll and try to flee with a bonus that reflects their primary defense, or they may try one last desperate attempt to win. Should the latter fail, their failed counter attack will be blocked, and they will be knocked unconscious.
In the event of a defender winning against an attacker, the defender is given bonus points, and the attacker rolls with their current attribute, and defender re-rolls with the boosted defense. The defender must get +1 above the attacker to win the battle. If there is a tie, or a margin of one, the rolls reset as in the beginning of the fight.
Unconscious players are unable to roll or post until they wake up (determined by the GM). They can be rescued from battle by an ally through a roll challenge.Situational rolls
Rolls will also be requested by the GM when a specific action needs to be take place. For example: there is a locked steel door blocking the way. A character with high strength could use their strength bonus to try and break it down. A character without the strength bonus would have a much harder time. In fact, nearly impossible. They will have to find another way (if possible), or see if they can pass the door with an ability of their own.Roll Heirarchcy
+8: LegendaryPositive Bonuses+1 Counter attack:
defender uses if attack fails (does not win by +1)+2 Surprise attack:
attacker uses if character is unaware.+3 Exploit:
Attacker/Defender, depending on who exploits whose weakness+1 Desperation:
if choosing to attack after defeat, they gain a +1 bonus to their defense. However, if they fail, they will be knocked unconscious.+2 Stat bonus:
Whenever a character has to roll to determine an event, and that event matches their specialtyNegative Bonuses-2 Distraction:
If a character is currently engaged in battle, and another character attacks, they lose 2 defense points.-() Injury:
Dependent on previous battle, consecutive battles may injure a character, and they lose both attack and defense points. GM decision as to severity, based on length of battle.-4 Restraint:
A character is conscious, but restrained and unable to do anything. A roll may be performed in an escape attempt if applicable.
More bonuses will be decided through suggestions and further plot progression. As always, those with dice experience would be a big help in determining if there are any glaring holes in this system.