Heavy Story-Focused Fantasy Adventure: Closed

Started by King Serperior, November 10, 2016, 01:21:08 AM

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King Serperior

Interest Closed for Now;  Current Parties should complete character sheets for analysis before possible approval.

"Four Heroes, great and small, were destined for successes higher than mountains and defeats lower than valleys,
The first is the master of madness and death, but will always defend his allies,
The second is.....  (NOTE:  this part of the prophecy has been worn away too much to read),
The third is.....  (NOTE:  this part of the prophecy is written in an undecipherable language)
And finally, the fourth is.....  (NOTE:  this part of the prophecy was broken away long ago, thus cannot be read),
Only together can the land be saved, but do these heroes know it?
They could be you or I, the bartender or the merchant, or even a prince or even unsavory sorts.
Whatever the case, the land will soon find itself in need of these cohorts!


~  Prophetic song sung by an oracle bard three ages past where it was written in stone.  The stone has been heavily damaged in a previous war and no one knows of any written versions that might exist.  Thus, the prophecy is widely debated and many bardic songs were written, each one more different than the last....




Welcome, curious eyes!  I am currently looking for a group of four, including myself, to engage on an epic journey inspired by Tabletop Pen-and-Paper Roleplaying Games such as 13th Age and Dungeons & Dragons in a more freeform format with some possible minor dice rolling, depending on the circumstances.

In all honesty, I have not crafted an amazing set adventure nor have I molded the land that the characters will be traveling through.  However, I know a few details:

  • Races:  There will be
    13 races

    Races:  This land is inhabited by numerous races.  Some races are more friendly with others, some are prejudiced against some, and some generally don't like to work with others.  Each individual doesn't have to follow the generalized thoughts of their people.  In fact, it is entirely possible for a Dwarf to be good friends with an Orc!  Or a High Elf to be as down and dirty as any 'lowly human.'  Heck, even an Orc can be as civilized as a Wood Elf!  However, these are usually the exceptions, not the norm.

    • Drow (Dark Elf):  One of the three 'sub-races' of an original race of Elves, they are known for their dark skin and snow-colored hair (though there have been rare instances of silver colored hair) and are most often encountered in the subterranean tunnels and caves known only as the 'Underdark.'  90% of Drow have red eyes, but a select few have green or blue eyes, indicating a recessive gene from when the race once lived on the surface.  Drow generally stand between 5'4" and 6'0" and weigh between 130 and 175lbs.  They are known to live long natural lives averaging at 500 years with an upper limit somewhere between 800 and 1000.  They worship the near god-like being known only as the 'Spider Queen,' ' Lolth,' or 'The Mother.'  They are best known for their abilities of the night, a gift granted by the Mother to her followers.  The Drow are known for silent, swift attacks that often utilize poisons and ambush.
    • Dragonborn (Human/Dragon Hybrid):  Standing between 6 and 7 feet tall and weighing up to 300lbs, these humanoid dragons are never mistaken for any other race.  They possess rough, scaly skin, hands and feet that have three claws with a fourth opposable claw, and always have golden, cat-like eyes.  Where scales don't cover, there is a leathery skin.  Dragonborn are known to possess what is known as a 'Breath Weapon,' which depends on their heritage and have a range of up to 30ft.  The Dragonborn's color denotes what they can breath:  Black - Acid, Blue - Lightning, Red - Fire, Green - Poison, and White - Frost.  There is a recessive trait that few Dragonborn possess that allows them to magically sprout wings from their back to allow for flight.  All Dragonborn are known for being honorable and even the most evil Dragonborn will not stab an opponent in the back and give them a fighting chance.  Of the races, the Dragonborn is among the least numerous since Dragons and Humans rarely reproduce.
    • Dwarf:  It is hard to mistake a Dwarf for any other race because they are short (rarely taller than 4'5" and never taller than 5'0") and stocky (most easily weigh between 160-230lbs).  Females are typically taller than males and males are typically more stocky.  Dwarves are a long-lived group who live average lives of 150 years, though some have been recorded to live up to 400.  Dwarves are known for their resistance to heat and fire and their smithing skills as well as their extreme resistance to poisons and alcohols, making Dwarven brews some of the strongest in the lands.  Most Dwarves favor heavy plate armor and weapons such as hammers and heavy crossbows.  Of the races, Dwarves tend to get along best with humans and don't like the Orcs or any Elven race, the High Elves in particular.  The Wood Elves are the only Elf they respect due to the race's love of hard work.
    • Gnome:  The Gnome is an often forgotten race due not only for their small stature (rarely taller than 3'0" and rarely weigh more than 75lbs), but also for their intense preference for illusionary magic above all others.  Despite that, none will deny that Gnomes are in possession of an eccentric sense of humor, inquisitiveness, and engineering prowess.  Gnomes live in nomadic tribes in the Underdark and it is known that spiders are their mortal foes, which often places themselves at odds with the Drow and their Drider goddess.  Most Gnomes prefer hit-and-run tactics with bows and their illusion magic allows allies better suited for combat to gain the upper hand.  Of the races, they are the most peaceful.
    • Gnoll:  More than any other, the Gnoll is a very tribal-oriented race that resembles humanoid hyenas.  Standing at full height, they can reach up to 7'0", but most hunch over to 6'0".  Though lean and muscular, they are heavy at nearly 300lbs.  The Gnolls have a natural rivalry against the Orcs and often try to outdo them in terms of strength and combat prowess.  Though a Knoll can live for nearly 80 years, most don't live longer than 40 due to their nature.  Unlike the Orcs, the Gnolls often reinforce their combat with tribal magic in the form of objects known as 'fetishes,' which can give an individual a temporary combat boost once a day.  Of the races, Gnolls and Humans get along well, though they distaste the humans' preference for large cities.
    • Half-Elf:  Born of the union between an Elf and a Human, Half-Elves generally take on the traits of the culture they were raised in.  High Elves generally view such individuals as being 'corrupted' and refuse to acknowledge them in most circumstances.  The Half-Elf is usually a little taller than humans, but slightly heavier than Elves.  Due to the mixing of the blood, they live longer than humans, but shorter than Elves averaging at 200 years.  Because they are caught between cultures, they are known for their enduring nature and refuse to send an ally into a situation that they themselves would not walk into.  In terms of general equipment, it depends on the individual and how they were raised.
    • Half-Orc:  The Half-Orc is born of a union between an Orc and a Human, thus combining much of the strength of Orcs with the agility possessed by Humans.  However, they are shunned from Human and Orc societies for being 'too human-like' or 'too Orc-like' in appearance.  The Half-Orc stands on average about 6'0" and usually weigh 180-220lbs.  Their tusks are smaller than those of their Orc brothers and are of more fair skinned like their human lineage.  This unique blending of blood has become the closest thing to culture to Half-Orcs who take great pride in their uniqueness.  The Half-Orc usually combines the ferociousness of their Orc blood with their opportunistic human blood to make them a formidable foe.  In terms of general equipment, they can take on any weapon or wear any armor, though they generally prefer heavier objects.
    • Halfling:  Rarely standing taller than 4'0", they appear to be 'half-sized humans' in appearance.  Of all the races, the Halfling gets along the best with others due to their quick wit and curiosity, which makes them great bards and peddlers.  Halflings are known for being ambidextrous and are very resistant to illusionary magic.  They live slightly longer than humans, but other than those key differences, Halflings are very much like Humans, though they prefer simpler lives, taking pleasure in the here-and-now.  Due to their size and quickness, Halflings prefer sneaking and stealth rather than engagements up front.
    • High Elf:  One of the three 'sub-races' of an original race of Elves, they are known for being tall and graceful and their pupil-less eyes.  They typically stand taller than humans, but are lighter in build.  Unlike the roguish Drow and the hard-working Wood Elves, the High Elves value magic and knowledge above all else.  Of the three races, High Elves view other races with disdain as 'lesser beings.'  In fact, the High Elves have fought wars with the Dwarves, Humans, Wood Elves, Drow, Orcs, Gnolls, and Halflings.  Only the Tieflings, Dragonborn, and Gnomes have never fought the High Elves, if only because the former two don't have an actual nation and are so widespread and the latter are so adept at avoiding conflict in the Underdark, thus making any war costly.  Regardless, the magical power of the High Elves are not questioned, despite their arrogance.
    • Human:  Humans are the most populous of the races and can be found just about anywhere in the land.  Humans are fierce and many races look at them with some contempt, but none will ever argue the fact that Humans will get back up again and again and again when other races would give up.  They are respected in the sense that, while they excel in nothing, they are diverse and adaptable in ways that no other race can boast.  It is not easy to break the human spirit and even when one is certain they are broken, they must always expect a surprise as the human nature comes forth with a fury.  This diversity allows humans to specialize in any weapons, armor, or magical talents.
    • Orc:  Tall and strong, the Orc race is one of the largest and strongest.  Their clan system leaves them seemingly fractured, but each clan leader will meet in times of need.  Because of their war-like nature, the Orcs often find themselves in conflict with the Gnolls, the High Elves, and the Dwarves.  Orc Males are by far the strongest, but Orc Females are more inclined to become shamans and lead the small groups in rough strategy.  Orcs have an odd partial alliance with Humans and Gnomes for the former are so similar to themselves and the Gnomes because....well.....no one actually knows!  Orcs prefer melee weapons and combat to ranged weapons and their battle magic is focused solely on combat-oriented specialties.
    • Tiefling:  Born of the union between Humans and a Demon, Tieflings are known for their cunning and personal allure, which makes them excellent deceivers as well as inspiring leaders when prejudices are laid aside.  Despite their appearances, Tieflings, like humans, can be good, evil, and everything in between.  Despite their rough human appearance, they possess a somewhat unsettling air about them as every Tiefling possesses 1-6 physical features that represent their demonic ancestry and blood.  The most common features are horns, prehensile tails, and pointed teeth, but other features can include:  Eyes that appear to be pupil-less orbs of solid black, red, white, silver, or gold;  a sulfurous odor or the scent of brimstone;  cloven hooves;  unique skin colors such as red, green, blue, purple, and other noticeable colors;  forked tongues;  leathery or scaly skin;  unusually warm flesh;  sometimes the inability to cast shadows or reflections;  furred skin;  feline eyes;  antlers instead of horns;  and many, many other traits!  No matter the appearance, a Tiefling is easily picked out in a crowd unless they are able to hide their demonic features.  In fact, a rare few Tieflings could even magical sprout demonic wings to allow flight!  In any case, Tieflings have a preference for the mystic arts of magic, though a Tiefling can be anything from a sword-wielding warrior to a bard to smiths and politicians.  Tieflings have no true culture and are found wherever humans may be found, but once one befriends a Tiefling, they are considered to be family.
    • Wood Elf:  One of the three 'sub-races' of an original race of Elves, they are known for their copper skin and bright, green eyes.  Wood Elves are most often encountered in their forest homes and generally dress simply.  They rarely wear any armor except what is natural, such as wood or leather.  Other than their fine physical features, they are similar to humans in height and build.  In terms of physical strength and endurance, they are the strongest of the three, yet are known to be among the most calm and level-headed of the Elves.  If there is one thing that signifies the powers of a Wood Elf, it is their bowmanship and their extremely fine craftmanship when it comes to creating bows.  In the forests, nothing can move more silently than a Wood Elf.  Compared to the other Elven 'sub-races,' Wood Elves generally don't enjoy magic and value the strengths of one's own hands and hard work.
    that live in the land, be it in kingdoms or simple towns.  Four of these races will be represented by the player characters.  I will personally be playing a Tiefling Necromancer who utilizes chaotic magic.
  • Starting Point:  The characters will meet in a tavern for similar reasons, which will draw themselves together.
  • Prophecy:  There is a prophecy, as seen above, but unlike so many stories, this prophecy will NOT be the focus since the words itself are mostly lost and there are hundreds of versions spread around.  Nevertheless, the four the prophecy refer to will be the player characters.
  • Character Strength:  The player characters can be as green as a beginner or they may be a veteran adventurer.  However, the adventure will assuredly test them all for there are always beings who are stronger than others.
  • Magic:  Magic is easily a very overpowering thing, but don't let that make you feel like you must make one or be weak.  Non-magical characters have their own strengths as well.  I will personally be playing a magic user, though most spells rely heavily upon chance and may even backfire!
  • This is simply a check to see who might be interested:  I am the world's slowest writer, so I won't put a serious post rate.  Besides, this is currently a check to see who MIGHT be interested.
  • Story-over-Smut:  Just to make it clear, this game will focus primarily on the story aspects instead of smut.  I won't say that there won't be any, but I will say that I highly doubt that smut will happen on the first in-game month, let alone the first day!  If your goal is smut, I am afraid that I must point you elsewhere.  If you are here for the adventure and story, then please ask questions!




Character Sheet

[float=left][img height=150 padding=10]IMAGE URL HERE[/img][/float]
[b]Name:[/b]
[b]Race:[/b]
[b]Age:[/b]
[b]Sex:[/b]
[b]Affiliation:[/b]  [i]Who or what is your character affiliated with?  A government?  A school?  A guild?  Themselves?  A Town?  No one at all?[/i]
[b]Class:[/b]  [i]What class is your character?  A Sorcerer?  A Rogue?  A Cleric?  A Necromancer?[/i]
[b]Important Notes:[/b]  [i]Just a handful of key notes about the character.  No need to go into lots of detail unless specifically asked or if that is what you want.[/i]
[b]Specific Items / Weapons:[/b]  [i]No one person can be a walking arsenal, so list only specific items.  Everything here will be subject to GM approval.  All characters are assumed to possess the following items:  A small money pouch, a pack/traveling satchel, rations for a handful of days, sleeping roll, and a water/wine skin/flask.[/i]
[b]Notable Spells:[/b]  [i]Only fill out if the character is a spellcaster of some sort.  List no more than FIVE specific spells that the character will use most often.  Basic spells such as a simple spark spell for lighting campfires don't need mentioning.[/i]
[b]Ons/Offs:[/b]  [i]Please link your Ons/Offs thread here.[/i]


So, with that said, if anyone has any questions, please ask and I'll answer!

O/O's
A/A'sMonster Girl Palace
SFW Image Ideas for Scifi, Fantasy, Horror, and Steampunk Games! | My various characters, if you are curious! | I am a Rainbow Writer!
Post Rate: 1 post per game every 1-4 weeks on average  ||| I encourage any and all random PMs.

Silver Phoenix

Count me interested!  I'm thinking half-elven arcane warrior type or paladin (if the don't have to be of lawful-type).
My O/Os: Elliquiy, F-List

Current Game Capacity: 11/11; Full

King Serperior

Thanks for the interest, Silver Phoenix!

I'll go into more racial detail should others show interest, but a half-elf is possible.  That said, I don't believe in the 'Lawful Good' and  'Chaotic Neutral' type of system.  Granted, I don't want evil characters in that sense, but I don't want to limit characters to those select few points.

O/O's
A/A'sMonster Girl Palace
SFW Image Ideas for Scifi, Fantasy, Horror, and Steampunk Games! | My various characters, if you are curious! | I am a Rainbow Writer!
Post Rate: 1 post per game every 1-4 weeks on average  ||| I encourage any and all random PMs.

Lynnette

I'll need time to read through it all (at work at the moment), but I've been looking for something like this for a while, and knowing you, I'm sure it'll be a blast ^^
I'm available on Discord!
Feel free to message me if you want to chat
Lynnpai#4726

My O/O     My guide to set up a home server and Plex
My request thread

King Serperior

Hey!

No worries at all.  I'm just glad to see that you're interested!  I'll be putting up the 13 races, though a couple are 'half-races' such as half-elves, in a couple of hours so you and Silver and any other possible interested parties can get a feel for possible characters.

O/O's
A/A'sMonster Girl Palace
SFW Image Ideas for Scifi, Fantasy, Horror, and Steampunk Games! | My various characters, if you are curious! | I am a Rainbow Writer!
Post Rate: 1 post per game every 1-4 weeks on average  ||| I encourage any and all random PMs.

King Serperior

I added a list of those races I mentioned before if you are interested, Lynnette and Silver.   :-)

O/O's
A/A'sMonster Girl Palace
SFW Image Ideas for Scifi, Fantasy, Horror, and Steampunk Games! | My various characters, if you are curious! | I am a Rainbow Writer!
Post Rate: 1 post per game every 1-4 weeks on average  ||| I encourage any and all random PMs.

Silver Phoenix

My O/Os: Elliquiy, F-List

Current Game Capacity: 11/11; Full

Sally Aces

Color me interested. I like the backstory and story focus, going to look at races next. SO torn, I love magic wielding characters, but it could be fun to reverse type and go more swordy-slashy-hacky in this game.

Decisions, decisions...

Blythe

Whеn's the last time you tasted blood?
And what would it take to stem the flood?
And I am caught in time...
Like clockwork beneath the permafrost.
I might lose my mind
back to back with oblivion

-from "Dangerous" by Sleep Token

Lynnette

Currently leaning towards a dark elf huntress type, though I'm still thinking on the matter.
I'm available on Discord!
Feel free to message me if you want to chat
Lynnpai#4726

My O/O     My guide to set up a home server and Plex
My request thread

King Serperior

Quote from: Sally Aces on November 10, 2016, 01:08:41 PM
Color me interested. I like the backstory and story focus, going to look at races next. SO torn, I love magic wielding characters, but it could be fun to reverse type and go more swordy-slashy-hacky in this game.

Decisions, decisions...
Quote from: Blythe on November 10, 2016, 01:24:31 PM
Tossing in tentative interest~
Wow, so much interest already!

Now, although I initially said four, I am flexible enough for a maximum of six characters mentioned in this prophecy.  So, I suppose the big question is if you, who may be interested, have any questions of me?  Do you have tentative character concepts?  I'm going for a part-time Tiefling Magic Instructor who is a Necromancer who has the 'gift (some would call curse)' of Chaos Magic.

With the four of you having showed interest, I'll work on the character sheet and see if I can get it posted later this afternoon to early evening.

Quote from: Lynnette on November 10, 2016, 01:48:57 PM
Currently leaning towards a dark elf huntress type, though I'm still thinking on the matter.
That's perfectly fine.  A Huntress would be quite useful and a Dark Elf brings useful night advantages considering their heritage.   :-)

O/O's
A/A'sMonster Girl Palace
SFW Image Ideas for Scifi, Fantasy, Horror, and Steampunk Games! | My various characters, if you are curious! | I am a Rainbow Writer!
Post Rate: 1 post per game every 1-4 weeks on average  ||| I encourage any and all random PMs.

Silver Phoenix

In general, still favouring the half-elf arcane warrior idea.  I may come up with a rough concept idea by tomorrow.
My O/Os: Elliquiy, F-List

Current Game Capacity: 11/11; Full

Blythe

I was vaguely thinking of a half-orc monk or martial artist-type of some kind--someone who has been isolated for a while working on controlling his natural rage-filled instincts with the monastic lifestyle, but has finally found he's ready to get himself back out there. ^^
Whеn's the last time you tasted blood?
And what would it take to stem the flood?
And I am caught in time...
Like clockwork beneath the permafrost.
I might lose my mind
back to back with oblivion

-from "Dangerous" by Sleep Token

King Serperior

Quote from: Silver Phoenix on November 10, 2016, 01:56:22 PM
In general, still favouring the half-elf arcane warrior idea.  I may come up with a rough concept idea by tomorrow.
So, something like a Spellsword, who uses some magic to bolster their bladesmanship?

Quote from: Blythe on November 10, 2016, 02:29:40 PM
I was vaguely thinking of a half-orc monk or martial artist-type of some kind--someone who has been isolated for a while working on controlling his natural rage-filled instincts with the monastic lifestyle, but has finally found he's ready to get himself back out there. ^^
A Half-Orc monk would make for a perfect character!  After all, Half-Orcs have to either balance the opposing natures of their blood or focus on mastering one aspect.  Such an adventure would be the perfect fire to test the strength of what that character would have forged in their isolation.

O/O's
A/A'sMonster Girl Palace
SFW Image Ideas for Scifi, Fantasy, Horror, and Steampunk Games! | My various characters, if you are curious! | I am a Rainbow Writer!
Post Rate: 1 post per game every 1-4 weeks on average  ||| I encourage any and all random PMs.

King Serperior

I went ahead and added a character sheet code.  This will be the character I will use and will be a good example as to what a completed sheet will look like:




Name:  Zarrik Volomeer (Zar-ik Vol-o-meer)
Race:  Tiefling
Age:  28
Sex:  Male
Affiliation:  Riverwall Magic Association Guild
Class:  Chaos Necromancer
Important Notes:  Doesn't know his birth parents, human or demon;  Raised by human crypt-keepers;  Instructor at the Riverwall Academy;  Decently skilled at bladesmanship;  Demonic Features:  Horns, clawed hands and feet, casts no shadow, and a prehensile, tail; Doesn't wear robes like a normal mage;  Is skilled with throwing knives;  Tail seems to be able to use a dagger and/or throw them.
Specific Items/Weapons: 
Staff of Madness

An unbreakable, enchanted staff that is said to entrap the mad spirit of a sorcerer from a previous age, the owner of this staff can use it to focus either his own energies through it OR channel the magic that the mad spirit with wields.  In doing the latter, the energies within the staff do completely random things, all on the whims of the sorcerer within.  The staff is topped with a purple gemstone that pulses like a heartbeat.  It glows a bright purple when the spirit within is allowed to use its power.  An individual can only be affected by the staff's power once per day. 
Roll 1d100 for Staff's Effects

  • 1% Coin Shower:  Foe explodes into a shower of gold coins that scatter all over a 10 foot area;  Total coins equals about 500.
  • 2% Mice:  Out of every conceivable pocket and pouch of the target come many tiny, squeaking mice!  This lasts for 10 minutes and the mice continue to come out of pockets and pouches even though the amount would never have fit there in the first place!
  • 3% - 4% Chain Link:  The target is suddenly wrapped up in about 50 feet of chains that weigh about 500lbs!
  • 5% - 9% Turn into Harmless Creature:  The target changes into a random, nonthreatening creature;  The target retains all memories and intelligence they originally had.
    Roll 1d100 for Resulting Creature
    1-10 = Pig;  11-20 = Bunny;  21-30 = Rooster;  31-40 = Cow;  41-50 = Horse;  51-60 = Mutt;  61-70 = Donkey;  71-80 = Deer; 81-90 = Small Cat; 91-100 = Goose
  • 10% - 12% Bad Luck (Minor Curse):  The target experiences firsthand that whatever can go wrong for them WILL go wrong for them!  Praying to a deity is generally the best way to remove this curse, depending on the deity.
  • 13% - 14% Halfling:  The target becomes half their normal size;  Weapons, armor, and items remain the same size.
  • 15% - 17% Werewolf:  The target suddenly transforms into a Werewolf, even if there is no full moon at the time of transformation;  The target is forever a Werewolf unless a cure is found!
  • 18% Mute:  The target suddenly loses the ability to speak, or make any verbal sounds for that matter!
  • 19% - 21% Scared:  The target suddenly begins to fear everything, from their own friends and family to children to puppies to even doors and houses;  Target is extremely scared of tunnels, caves, puppies, kittens, and children in the same way that someone would be afraid of a 100ft dragon!
  • 21% - 23% Cross-Eyed:  The target loses all depth perception, so they cannot judge distances further than five feet.
  • 24% - 25% Disbelief:  The target suddenly believes NOTHING that anyone says, even if proof is in front of their face.
  • 26% - 29% Hangover:  The target suddenly feels like like they have the WORST hangover in their life, even if they have never had anything to drink!
  • 30% - 31% Itchy:  The target feels an almost uncontrollable urge to scratch themselves, going so far as to drop weapons, shields, coin-purses, and other valuables in order to scratch that itch!
  • 32% - 34% Believing:  The person effectively becomes the most gullible person in the land, believing everything that is said to him, no matter how crazy it sounds!  Everything they hear is a fact, which is confusing if someone tries to correct him since everyone always tells the truth!
  • 35% - 36% Shrink Weapons:  ALL weapons and shields of the target shrink down to 1/10th their size!
  • 37% - 41% Change Species:  The target suddenly changes into another species!
    Roll 1d100 for results
    1-10 = Human; 11-20 = Orc; 21-30 = Dwarf; 31-40 = Elf
    Roll 1d100 to determine species
    1-33 = High Elf; 34-66 = Dark Elf; 67-99 = Wood Elf; 100 = Roll Again
    ; 41-50 = Dragonborn
    Roll 1d10 to determine Dragon Heritage
    1-2 = Black - Acid; 3-4 = Blue - Lightning; 5-6 = Green - Poisonous Gas; 7-8 = Red - Fire; 9-10 = White - Frost
    ; 51-60 = Kobold; 61-70 = Tiefling (random demon features); 71-80 = Gnoll; 81-90 = Goblin; 91-100 = Gnome[/i]
    Sometimes, the target is lucky and are not changed (human target rolls a 1-10);  Target animals can also be changed this way;  All targets retain memories and intelligence of their previous form;  As far as the mad spirit is aware, these changes are permanent!
  • 42% - 43% Weapons to Beasts: The target's weapons change into beasts:  Swords to Snakes, Daggers to Spiders, Hammers to Bears, Maces to Wolves, Staffs to Big Cats, and Bows to Predatory Birds.
  • 44% Gender Swap:  Males become Females and Females become Males!  If the creature is neither, roll 1d100:  1-50 = Male; 51-100 = Female.
  • 45% - 46% Massive Fireball:  Summons a huge ball of fire that explodes in a 10 foot area upon impact.
  • 47% - 51% Chest of Loot!:  The target's weapons, armor, magical items, and valuable trinkets (coins, necklaces, rings, and the like) all disappear from the target's person and a large, wooden chest appears at the caster's feet;  The chest is full of the items removed from the target.
  • 52% - 54% Return to Master:  The target is cursed so that, upon their death, their body comes back to undeath as a ghoul and seeks out the one who did the killing blow as their servant.
  • 55% - 57% Vampire:  The target falls to the ground, dead;  Once it becomes night, they rise again as a Vampire;  If it is already night, they will rise again in 10 minutes.
  • 58% - 59% Purify:  The target is instantly purified of all that ails them!  If they were changed in any way (species changed or became a vampire/werewolf for example), they are returned to their original forms;  If they are undead, they regain a new, pure body and become living again.
  • 60% - 61% Go to Sleep:  The target falls into an enchanted sleep and will not wake up for 8 hours, or until the sun rises, whichever comes first.
  • 62% Fear of Magic:  The target becomes deathly afraid of all things magical and will throw any magical items on their person on the ground and run from magic users in terror.
  • 63% Tentacles:  1d4 limbs of the target become disturbing, yet functional tentacles.
  • 64% - 67% Confused Protector:  The target suddenly doesn't recognize anyone or anything around them, but thinks the caster is their friend and will do all in their power to protect the caster, even sacrifice their life.
  • 68% - 71% Death Mark (Curse):  Bullies, bandits, and all other unsavory types instantly dislike the targeted person.  They are always the target for animal bites, muggings, brawls, pranks, and everything else that is bad.  The target may or may not live a long life, but they will always be a target.  Clerics and Priests can sense this and only conversion to a religion can save this person from this curse!
  • 72% - 73% Hunted (Curse):  The target will now be attacked, tormented, and eventually killed by creatures and beings of evil:  Vampires, Ghouls, Ghosts, Spirits, Zombies, and all forms of Undead.  Victims of this curse rarely survive for longer than a month.  Clerics and Priests can sense this curse and only conversion to a religion can break the curse.
  • 74% Last Breath (Curse):  The target will die within the week (roll 1d6 + 1 to find how many days the target has to live before the curse kills them), usually by violence!  Clerics and Priests can sense this curse and only conversion to a religion can save them.
  • 75% - 76%Petrify:  The target becomes stone, like a statue!  The target remains a statue for one week before returning to normal.  Damaging the statue will cause damage equal to the target's original to the target upon returning to normal (breaking it's arm off will cause the person to come back without an arm).
  • 77% - 79% Vortex:  A tall, thin tornado is blasted at the target and anything between the tornado and the target.  The tornado seeks the target until it engulfs the them and flings them in a random direction.
  • 80% Blindness:  The target suddenly goes completely blind!
  • 81% - 83% Holy Lightning:  From the heavens, a massive boom of thunder sounds and a large lightning bolt falls from the sky and strikes the target;  Undead and evil beings are hit with twice the bolt's intensity;  Beings of good take no damage.
  • 84% - 86% Sonic Boom:  A blast of pure, sonic energy is sent at the target;  Upon impact, a massive sonic boom centered on the target expands for 20ft in all directions, hurting both fiends and foes with sound;  There is a 50% chance that everyone caught in it will be knocked off their feet and all who are caught in the blast will be temporarily deafened.
  • 87% Horns: If the target has horns or spikes, they loose them all;  If the target has no horns or spikes, they grow 1d20 horns and spikes all over their bodies.
  • 88% - 89% Lightning Arc:  The target is blasted with a bolt of lightning that, after striking the foe, will leap to the closest person within 100ft and continue until it has struck five people.  The arcs will not hit someone it has already struck.
  • 90% Minor Inconvenience (Curse):  The target is suddenly afflicted with a minor physical disorder:
    Roll 1d100 for results
    1-10 = Has a 102 degree fever and feels tired, drained, and uncomfortable; 11-20 = Has gas, indigestion, and feels bloated; 21-30 = Has a dull, throbbing headache, that makes sleeping and concentration difficult; 31-40 = Hiccups constantly, making it annoying, hard to speak, and sneaking becomes impossible; 41-50 = Gets an ingrown toenail, thus the target limps, has trouble walking, and balance and speed are greatly reduced; 51-60 = Has an itchy rash that only vigorous scratching can relieve, making the target extremely distracted; 61-70 = The victim now has dozens of nasty-looking pimples all over their face and arms; 71-80 = The target now has nausea, which leaves them with a stomach-ache, loose bowels, and vomiting; 81-90 = The target now has a nagging, constant cough, watery eyes, and a runny nose, thus sneaking is almost impossible and talking is difficult; 91-100 = The target now has major vertigo, making fast movement nearly impossible and the target becomes near helpless at heights greater than 10ft.
    ; The curse lasts as long as one would expect a natural condition would last given proper treatment, or lack thereof.
  • 91%Giant:  The target grows into a ten foot taller, 1000lb heavier version of themselves and are rippling with muscle, but their armor, weapons, and clothing remain the same size; Their skin is thick, making arrows and bladed weapons difficult to harm the target, but magical attacks are twice as effective!
  • 92% Disharmonious:  The target will soon find out that right is now left and vice versa as well as arms are now legs!  This is because when they try to move their right arm, their left leg moves instead!
  • 93% Doppleganger:  Creates an exact copy of the target in every single way;  If the target moves, so does the Doppleganger;  In order to do anything, the target must kill his Doppleganger, but that will be tough because the Doppleganger will do the same things the target does against it at the same time.
  • 94% Deafen:  The target is now completely and totally deaf!
  • 95% Annihilate:  A black orb flies at the target and, on impact with anything, it explodes and vaporizes everything in a 10ft blast radius, leaving a crater that is three feet deep in the ground!
  • 96% Gust of Wind:  The target is blasted with a 70mph gust of wind that will likely knock them off their feet and send them stumbling backwards.
  • 97% Turn into Deadly Beast (Normal):  The target changes into a random, deadly creature;  The target retains all memories and intelligence they originally had. 
    Roll 1d100 for Resulting Creature
    1-10 = Wolf; 11-20 = Grizzy Bear; 21-30 = Giant Spider (think Skyrim-sized); 31-40 = Large Crocodile; 41-50 = Giant Scorpion (Think as large as Skyrim Spiders); 51-60 = Giant Snake (~40ft long); 61-70 = Large, Predatory Cat (cat depends on environment, otherwise it is a default mountain lion); 71-80 = Giant Bat (About human-sized); 81-90 = Eagle; 91-100 = Giant Boar.[/i]
  • 98% Death Wish (Curse):  The target suddenly has no fear of death and will take unnecessary risks in everything, including combat.
  • 99% Water Spout:  A powerful geyser of water erupts under the target's feet and sprays water all over the battlefield and may send the target flying 50ft in the air, unless there is a ceiling for the target to hit.
  • 100% Turn into Deadly Beast (Monstrous):  The target changes into a random, deadly creature;  The target retains all memories and intelligence they originally had. 
    Roll 1d100 for Resulting Monster
    1-10 = Dire Wolf (a 9ft long, 800lbs wolf); 11-20 = Dire Bear (a 12ft long, 8000lb Grizzly Bear); 21-30 = Owlbear; 31-40 = Griffon; 41-50 = 51-60 = Chimera (10ft long, 4000lb beast with a Dragon's head, a Goat's body, and a venomous snake for a tail: 
    Roll 1d10 for Dragon's head color to know what it breathes (all breath attacks have a 20ft range)
    1-2 = Black - Acid; 3-4 = Blue - Lightning; 5-6 = Green - Poisonous Gas; 7-8 = Red - Fire; 9-10 = White - Frost
    ); 61-70 = Ogre; 71-80 = Wyvern (10ft long, 1 ton cousin to dragons, it has a poisonous stinger in it's tail); 81-90 = Minotaur (10ft tall and 700lbs); 91-100 = Young Dragon (20ft long, 2 ton dragon
    Roll 1d100 for color to find breath attack (all breath attacks have a 30ft range) and preferred attack style (may change depending on target's original preference)
    1-20 = Black-Acid-Ambush; 21-40 = Blue-Lightning-Attacks from above or below (Blue dragons burrow very well); 41-60 = Green-Toxic Gas-Strategic all out offense; 61-80 = Red-Fire-No strategy in attack; 81-100 = White-Frost-Hit and run.
    )
;  Short Dueling Sword;
Ring of the Servant

A magical ring that holds the spirit from a previous era;  When worn, the spirit is released and goes to the nearest complete humanoid skeleton and takes control of it;  The spirit then returns to the wearer and will do whatever he or she asks of it short of destroying itself;  The spirit returns to the ring if:  1).  The skeleton is destroyed, and 2).  If the ring is removed from the wearer.  If the skeleton is destroyed, the spirit must remain in the ring for 24hrs before it has the strength to seek another skeletal body.  The ring appears to be a simple, silver band topped with a small, green gem.
; 10 throwing daggers hidden in various locations on his body.

Notable Spells: 

  • Summon Undead:  A short chant is said and, when it is done, 1d4 + 1 group of undead beings rise from the underworld around their master.  This spell can summon the following randomly: 
    Roll 1d20 for Results
    1-5 = Basic Skeletons; 6-10 = Skeleton Soldiers; 11-13 = Skeleton Mages; 13-14 = Zombies; 15-16 Ghouls 17 = Masterless Vampires; 18 = Wights; 19 = Wraithes; 20 = Hellguard Skeletons.
    Basic Skeletons are regular skeletons with no weapons or armor that bite and scratch foes.  Skeleton Warriors are like basic skeletons, but wear light armor and carry basic swords and javelins.  Skeleton Mages are like basic skeletons, but wear ragged robes and cast ice magic.  Zombies are slow, unintelligent, rotting creatures that will continue to bite and scratch at foes mindlessly unless beheaded.  Ghouls are like stronger, faster Zombies that are less rotting that are weak to fire.  Masterless Vampires are extremely fast and vicious, but are vulnerable to sunlight, wood, and silver.  Wights are twisted spirits given physical form who float and cause chaos to any enemy, but don't cause direct physical harm.  Wraithes are incorporeal beings of cold darkness that use an icy blade to destroy their enemies.  Hellguard Skeletons are like basic skeletons, but are easily twice their size and have flaming eyes.  They are the elite guard of the underworld who possess heavy armor, greatswords that they can easily hold in one hand, and heavy shields.  This spell cannot be used more than once every six hours.
  • Whip of Agony:  After a few seconds of chanting, the caster enchants a small 'base' (can be a hilt, a small dagger, or similar) so that it extends a whip made of blue flames.  Though it behaves as a normal whip, being struck by it causes terrible pain and agony.  In many cases, survivors often come to fear whips, flames, the color blue, or the species of the caster.
  • Death Knell  The caster draws forth the ebbing life force of a badly wounded creature and used it to fuel his own power.  The drawn life force, which appears as a black wisp, can be absorbed in order to heal the caster or an ally (if the wisp of life force is directed to them).
  • Mage Hand:  A nonverbal spell, it allows the caster to pick up objects up to the weight of a small tome and either bring it to him or to throw it.  Useful when using throwing daggers.
  • Chaos Bolt:  A bolt of pure energy is fired from the hand of the caster and, upon striking the target, it affects them with a random effect:  Acid [acid], Frost [ice], Flame [fire], Force [kinetic energy knocks them back or down], Holy [good], Negative [evil], Lightning [electric], Poison [poison], Thunder [sonic/sound], or Psychic [psychic energy that assaults the mind].  (Roll 1d10;  The result is the effect).  Perhaps unreliable, but it allows a mage to use energy that they couldn't use normally (I.E. Necromancer using Holy attacks).
Ons/Offs:  Located Here

O/O's
A/A'sMonster Girl Palace
SFW Image Ideas for Scifi, Fantasy, Horror, and Steampunk Games! | My various characters, if you are curious! | I am a Rainbow Writer!
Post Rate: 1 post per game every 1-4 weeks on average  ||| I encourage any and all random PMs.

Blythe

I wouldn't be troubling you too much to ask for some help finding cool male half-orc images, would I, KS? ^^
Whеn's the last time you tasted blood?
And what would it take to stem the flood?
And I am caught in time...
Like clockwork beneath the permafrost.
I might lose my mind
back to back with oblivion

-from "Dangerous" by Sleep Token

King Serperior

I can hunt for some, certainly!  I might also have to dig through your thread as I remember posting a couple of half-orcs there.

O/O's
A/A'sMonster Girl Palace
SFW Image Ideas for Scifi, Fantasy, Horror, and Steampunk Games! | My various characters, if you are curious! | I am a Rainbow Writer!
Post Rate: 1 post per game every 1-4 weeks on average  ||| I encourage any and all random PMs.

Sally Aces

Ooo since everyone's going 'big' I'll go small. What about a female gnome druid with a bear as a companion. Kind of based off this image?


King Serperior

Quote from: Sally Aces on November 10, 2016, 04:12:59 PM
Ooo since everyone's going 'big' I'll go small. What about a female gnome druid with a bear as a companion. Kind of based off this image?


Well, I wouldn't call a Tiefling 'big' since they are generally the size of humans, minus differences caused by their demonic heritage.  :P

That said, that idea could certainly work.  I will say that you'll have to be careful with Gnome (and Halfling) images to make sure they appear physically adult despite their obvious lack of height.   :-)

As for a bear being her Familiar/companion, that is also fine as well, so long as it won't go on rampages in towns and isn't a Dire Beast (Dire Beasts can never be tamed).

O/O's
A/A'sMonster Girl Palace
SFW Image Ideas for Scifi, Fantasy, Horror, and Steampunk Games! | My various characters, if you are curious! | I am a Rainbow Writer!
Post Rate: 1 post per game every 1-4 weeks on average  ||| I encourage any and all random PMs.

EndofDivine

Mmm. Maybe. It's worth lurking around until you've decided on a story anyway. Kind of a big part of a story-focused game. :P

AribethAmkiir

This sounds very interesting, and I would like to join if possible. 


King Serperior

Quote from: EndofDivine on November 10, 2016, 06:14:02 PM
Mmm. Maybe. It's worth lurking around until you've decided on a story anyway. Kind of a big part of a story-focused game. :P
Well, what I have in mind is a character-driven story as the adventurer group travel the land.  It would mostly be arcs like what you would find in a standard pen & paper campaign that leads up to recurring foes, some 'Big Bads,' and sprinkled with interesting quests.

I've had time to think and feel that the story will start up with the characters meeting a caravan guild leader who wants to hire guards since they have lost numerous shipments to a gang of bandits led by a druid, if the rumors are true.  Following that, other things, but a relatively simple start should work.

Quote from: AribethAmkiir on November 10, 2016, 06:45:01 PM
This sounds very interesting, and I would like to join if possible. 
Well, I am seeking a minimal of three players and a maximum of five.  I'm awaiting questions and character concepts and the like to figure out who to take on this slow-paced journey.

O/O's
A/A'sMonster Girl Palace
SFW Image Ideas for Scifi, Fantasy, Horror, and Steampunk Games! | My various characters, if you are curious! | I am a Rainbow Writer!
Post Rate: 1 post per game every 1-4 weeks on average  ||| I encourage any and all random PMs.

Blythe

Ah, you've got quite a lot of interest, KS. I'll bow out so that others can have a chance to play. :)
Whеn's the last time you tasted blood?
And what would it take to stem the flood?
And I am caught in time...
Like clockwork beneath the permafrost.
I might lose my mind
back to back with oblivion

-from "Dangerous" by Sleep Token

King Serperior

I'm sorry to hear that, Bly, but I understand.  Safe travels to wherever the muse takes you in your games!  Who knows, one of the remaining five spaces might be open in a few days and you can hop back in should you choose.   :-)

O/O's
A/A'sMonster Girl Palace
SFW Image Ideas for Scifi, Fantasy, Horror, and Steampunk Games! | My various characters, if you are curious! | I am a Rainbow Writer!
Post Rate: 1 post per game every 1-4 weeks on average  ||| I encourage any and all random PMs.

Chreestafer

Interested if you still have room :)

I know you said this was free form for the most part.  However, for character creation purposes what "level" would you consider the players to be at?
“The Doctor: This is bad, I don't like this. [kicks console and yells in pain] Never use force, you just embarrass yourself. Unless you're cross, in which case... always use force!
Amy: Shall I run and get the manual?
The Doctor: I threw it in a supernova.
Amy: You threw the manual in a supernova? Why?
The Doctor: Because I disagreed with it! Now stop talking to me when I'm cross!”
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