The world is in ruins due to the evil sorcerer Galeth attaining godhood through the Staff of Ahriman’s power. Fields are no longer fertile, mountains hold nothing but ravenous hungry beasts and the forests are populated by dead or dying trees. When it seems that all hope for humanity is lost, and Galeth will have the realm for himself, you stumble across a ruined library – it was the oldest one in the land before Galeth ruled – with the intention of finding out if there is any way he can possibly be stopped before it is too late. The people of the world are starving in the streets, and pestilence reigns throughout what is left of the cities. You are the last hope, and should your attempts fail, there will be no saving us…
Rules
1. If a player's HP drop to 0 or lower, he faints.
2. XP is awarded for many things. Advancing to the next level always takes 100 XP.
3. You may carry up to 7 items in your inventory. Most of these can be stacked.
4. If you want to say anything out of character, use olive as a colour please.
5. You may try to do whatever you imagine you want to do. If you want to try to climb a wall in order to look at the whole thing from above, do it. If you encounter a pool full of sharks and want to jump over it, try it! Nobody ensures that it will be successful though...
6. Whenever I post I'll post a "summary" that indicates the current and max HP, MP and Lvl of each character and enemy (if there are any) as well as the result of your last actions. You may only do one action, e.g. attack someone, at a time. After having done an action, you'll have to wait for my next post. Saying something or talking to someone doesn't count as an action though. Also, if you do something in order to do something else, e.g. you light your torch to see what is around, or you throw something at your enemies to run surprise them and run away, it also only counts as one action, not as two.
7. When levelling up, you gain 1D6+Power HP, 1D6+Intelligence MP and may upgrade one of your skills or learn a new one. I will decide the AP costs for that.
8. If things get risky, you may try to escape. In that case, every conscious party member gets a check. Those are all added together, with unconscious heroes being +0. Then the remaining enemies all get a check (bosses may get high bonuses here), also being added together. Then party vs. enemies is checked. If party is higher, the escape is successful.
9. There are two possible positions for battles. You can choose between either *front* or *cover*. The front can be attacked by anything, but can also attack with anything itself. Covered characters can only be hit by ranged attacks, magic and certain skills that hit the whole party - however, this only applies if there is at least one character standing at the front. If all characters at the front are either gone or unconscious, melee attacks will hit covered characters as well. There are also special positions such as *Flying* or *Enemy Cover* (if you’ve got some nifty stealth skill).
10. Sometimes you'll encounter unusually strong enemies, called bosses. They are very dangerous and often need to be defeated in order to continue with the good part of the story. They often have very high modifiers on their stats. When seeing them in the status table, they are marked brown.
11. Gold is kept by the party, even when split up. (Screw logic)
12. You may split 25 points between HP and MP. You start with 500 AP. AP can buy stats as well as skills. Stats are 100 AP.
13. Stats should add up to +5. Individually the stats should be from -5 to +5 (the max is raised by 1 for every level over one your character is). You will get one point to allocate to any attribute with each level up - don't forget this.
Strength: Modifies damage dealt with melee weapons (but cannot make it lower than 1). Modifies accuracy with melee weapons (the modifier is added to the number rolled with the d20)
Dexterity: Modifies the AC and accuracy with ranged weapons.
Constitution: Modifies the amount of HP gained upon a level up, and is added to saving throws against certain status ailments.
Intelligence: Modifies the amount of MP gained upon a level up and modifies the accuracy of spells.
Wisdom: Modifies the MR and is added to saving throws against certain status ailments.
14. Something else to note about stats.
AC = 10 +/- Dexterity + Equipment bonus
MR = 10 +/- Wisdom + Equipment bonus
Melee Hit = Strength + Weapon bonus
Ranged Hit = Dexterity + Weapon bonus
Spell Hit = Intelligence
Damage dealt = Weapon/Spell damage (+ Strength if it's a melee attack)
15. Poison can only bring you down to 1 HP.
There are three types of poison (which can all be overlapped):
Weak poison: Deals 1DMG each turn. It's weaker, hence the name. And well, the only reason you would use this is because it's cheaper, AP and gold-wise.
Normal poison: Deals 10% of the enemy's max HP rounded up damage each turn.
Strong poison: Deals 15% of the enemy's max HP rounded up damage each turn.
Examplar, lvl 1 [0] Base Character [Front]
HP: 13/13
MP: 12/12
AP: >500
05 Hit | 1-6 Atk
15 AC | 10 MR
Example Weapon [1d6]
Example Armour [5 AC]
Spoiler: Status and Powers
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Skills
Example Skill [1 MP]: Examplar does a cool dance.
[Current: 100 awesomeness]
Example Spell [1 MP]: Examplar makes a random enemy do a cool dance.
[Current: 100 awesomeness]
Abilities
Example Ability: Gives Examplar the power to wear cool hats.
Stats
STR: 5
DEX: 0
CON: 0
INT: 0
WIS: 0
Script
If there is an enemy attacking, make them dance.
If there are no enemies, do a dance.
If unconscious, whine to the GM.
I'll be taking a max of five players (if that many even express interest).