Game has begun, as there has been ample amount of time for those who wish to join to do so, but if anyone still wishes to join, they may post a character here in accordance to the layout provided below, and then I will tell them what more to do from there, depending on how late in the game it is.
This is a thread specifically for anything that does not happen in the RtD itself. Any questions, comments, etc. go here.
Post here if you are want to take part in it or have any questions.
For years, the 5 Kingdoms have remained in relative peace with one another. The towns prospered and the nobility and servants enjoyed their own kinds of prosperity. It was a period of time in which people were content with life as it was. However, one wizard’s passion and curiosity knew no limits and searched for the ultimate goal for someone of their profession: Immortality. Blinded by their goal and not letting anything get in their way, this individual stole, lied, murdered, and committed several other crimes in an attempt to discover the secret of everlasting life. In the process, the wizard performed a ritual to who they thought would be an angel to finally fulfill this request. Death himself appears, and the wizard is never heard of nor seen again.
Now, Death’s armies invade the land, and with it, the Kingdoms join together to try and maintain the peace that was so cherished. Alas, entire cities lay in ruins, corpses litter the walkways of streets, and the future for humans is bleak. To add to the chaos of Death’s armies, revolutions have sprang up with the promise of providing shelter for the people, and the nobility of several of the Kingdoms has been forced into exile at best, public execution at worse. Only the southern Theocratic Kingdom of Tonta, famous for its Priests and Paladins, retains its original nobility and acts as a center to combat Death’s armies. Several other bands of monsters have also taken this opportunity to try and rid themselves of the humans that have, in the past, hunted and slayed their own kin.
(I'm not good with stories. Sorry.)
Now, Death’s armies invade the land, and with it, the Kingdoms join together to try and maintain the peace that was so cherished. Alas, entire cities lay in ruins, corpses litter the walkways of streets, and the future for humans is bleak. To add to the chaos of Death’s armies, revolutions have sprang up with the promise of providing shelter for the people, and the nobility of several of the Kingdoms has been forced into exile at best, public execution at worse. Only the southern Theocratic Kingdom of Tonta, famous for its Priests and Paladins, retains its original nobility and acts as a center to combat Death’s armies. Several other bands of monsters have also taken this opportunity to try and rid themselves of the humans that have, in the past, hunted and slayed their own kin.
(I'm not good with stories. Sorry.)
Standard RtD rules. A d6 will be used to decide the success of your actions. The numbers are as follows:
1 or lower: Major failure. Usually results in some sort of misfortune upon those who role this.
2: Failure. You don’t achieve what you wanted.
3: Adequate result. It could be better, it could be worse.
4: Good. You achieve what you more or less wanted.
5: Perfect. Everything went according to plan.
6: Ideal. Fate smiles at you. Usually results in massive damage or a buff of some sort being given.
I will be doing a three strike rule against inactivity. If you don't post and do not inform me of any absences, then the GM (Me) will decide your action for you and that roll will be reduced by one. The second time this happens, I will once again decide your action, and that roll will automatically be a one. The third time, I will remove you from the game.
If you are going to be gone for an extended period of time and notify me, the above does not apply and I, or someone else designated by the person, may control the character until you return. Just notify me and I won't mind.
But most importantly, enjoy yourself and have fun. Be creative with your character and, should you decide to make them, your abilities, too.
1 or lower: Major failure. Usually results in some sort of misfortune upon those who role this.
2: Failure. You don’t achieve what you wanted.
3: Adequate result. It could be better, it could be worse.
4: Good. You achieve what you more or less wanted.
5: Perfect. Everything went according to plan.
6: Ideal. Fate smiles at you. Usually results in massive damage or a buff of some sort being given.
I will be doing a three strike rule against inactivity. If you don't post and do not inform me of any absences, then the GM (Me) will decide your action for you and that roll will be reduced by one. The second time this happens, I will once again decide your action, and that roll will automatically be a one. The third time, I will remove you from the game.
If you are going to be gone for an extended period of time and notify me, the above does not apply and I, or someone else designated by the person, may control the character until you return. Just notify me and I won't mind.
But most importantly, enjoy yourself and have fun. Be creative with your character and, should you decide to make them, your abilities, too.
The way a character dying in the middle of the battle is treated as follows:
If a character is dead at the end of the battle, then the EXP and Gold they receive will be cut by 50%. They also have no chance of receiving a random item drop. I may make exceptions for this on bosses that are difficult, otherwise a lot of people may miss out on a significant amount of EXP and Gold.
If a character dies, but is revived, either through items or abilities, then the above will not apply to them and they will receive full EXP and Gold, provided it wasn't a "Die at the very start, do nothing through the middle of the battle, get revived on the last turn." kind of deal.
If a character is dead at the end of the battle, then the EXP and Gold they receive will be cut by 50%. They also have no chance of receiving a random item drop. I may make exceptions for this on bosses that are difficult, otherwise a lot of people may miss out on a significant amount of EXP and Gold.
If a character dies, but is revived, either through items or abilities, then the above will not apply to them and they will receive full EXP and Gold, provided it wasn't a "Die at the very start, do nothing through the middle of the battle, get revived on the last turn." kind of deal.
Name (Required):
Class (Required):
Race (If it applies. If left blank, it'll be assumed they're human):
Gender (Optional):
Story (Optional):
Appearance (Optional):
Misc. Information (Optional):
HP: (Health points. How much life you have remaining.) (Costs 1SP to gain 1 HP)
MP: (Mana points. Used to cast most spells/abilities) (Costs 1SP to gain 1 MP)
STR: (Affects damage of physical attacks and abilities) (Costs 2SP to gain 1 STR)
DEF: (Affects physical damage taken) (Costs 3SP to gain 1 DEF)
DEX: (Affects damage of attacks and abilities of DEX Characters, and the order in which heroes attack) (Costs 2SP to gain 1 DEX)
INT: (Affects the damage of INT Character’s attacks and abilities, and magic damage taken) (Costs 2SP to gain 1 INT)
Each person is given 50SP at the start of the game, and MUST have at least 1 point in everything. More SP is gained through leveling up.
Class (Required):
Race (If it applies. If left blank, it'll be assumed they're human):
Gender (Optional):
Story (Optional):
Appearance (Optional):
Misc. Information (Optional):
HP: (Health points. How much life you have remaining.) (Costs 1SP to gain 1 HP)
MP: (Mana points. Used to cast most spells/abilities) (Costs 1SP to gain 1 MP)
STR: (Affects damage of physical attacks and abilities) (Costs 2SP to gain 1 STR)
DEF: (Affects physical damage taken) (Costs 3SP to gain 1 DEF)
DEX: (Affects damage of attacks and abilities of DEX Characters, and the order in which heroes attack) (Costs 2SP to gain 1 DEX)
INT: (Affects the damage of INT Character’s attacks and abilities, and magic damage taken) (Costs 2SP to gain 1 INT)
Each person is given 50SP at the start of the game, and MUST have at least 1 point in everything. More SP is gained through leveling up.
The Warrior:
The Thief:
The Wizard:
* If you wish to create custom skills, PM them to me and I will approve or deny them. Basically, I'm going to check that there aren't any instant win abilities anywhere. This isn't required, but is an option. If none are provided, or are provided but not for that level, I will provide the abilities for the player.
** Upon unlocking abilities, two or more options will appear before the character and they will be able to decide which one they choose. Usually the two will contrast with one another or differ in some way to ensure the character.
Warrior
A melee focused hero who primarily deals damage with high hitting attacks while having high resistance to physical attacks. (STR based character)
Later Class Advancements: Barbarian, Paladin, Knight
Potential Skills (Unlocked as the game goes on)
Smash - Attack the target’s weak spot, dealing damage and temporarily reducing their defense rolls.
Warcry - Let out a scream to increase the team’s moral, increasing their attack rolls.
Cleave - Strike with all your might, dealing heavy damage as well as potentially inflicting the enemy with a Bleed debuff that does damage over time and lowers their DEX.
Adrenaline (Passive) - Feast off of the adrenaline from the battle. Doing well one turn increases your chances of doing so the next turn. (Upon rolling a 5 or 6 while attacking, you gain +1 to all your rolls from immediately after said attack until the end of your next attack. May not happen again the turn after this skill activates, and does not activate from buffed rolls. (Must be a 5, not a 4+1, etc.))
A melee focused hero who primarily deals damage with high hitting attacks while having high resistance to physical attacks. (STR based character)
Later Class Advancements: Barbarian, Paladin, Knight
Potential Skills (Unlocked as the game goes on)
Smash - Attack the target’s weak spot, dealing damage and temporarily reducing their defense rolls.
Warcry - Let out a scream to increase the team’s moral, increasing their attack rolls.
Cleave - Strike with all your might, dealing heavy damage as well as potentially inflicting the enemy with a Bleed debuff that does damage over time and lowers their DEX.
Adrenaline (Passive) - Feast off of the adrenaline from the battle. Doing well one turn increases your chances of doing so the next turn. (Upon rolling a 5 or 6 while attacking, you gain +1 to all your rolls from immediately after said attack until the end of your next attack. May not happen again the turn after this skill activates, and does not activate from buffed rolls. (Must be a 5, not a 4+1, etc.))
Thief
A quick and prudent class that excels in versatility, speed, and damage, but lacks HP. They excel at moving about the battle and either attacking from a range. (DEX based character)
Later Class Advancements: Assassin, Ranger, Gunslinger
Potential Skills (Unlocked as the game goes on)
Backstab - Attack the enemy from behind, reducing their ability to defend successfully for the rest of this turn.
Double Attack - Two is ALWAYS better than one. Deal two attacks at slightly reduced damage.
Coup de grâce - Disappear for one turn, unable to attack or be attacked, and then appear, dealing extremely high damage.
Counterattack (Passive) - Upon being attacked, you have a chance to avoid the attack entirely and retaliate, dealing damage. Does not apply if attacked by magic or a ranged attack, unless you yourself hold a ranged weapon.
A quick and prudent class that excels in versatility, speed, and damage, but lacks HP. They excel at moving about the battle and either attacking from a range. (DEX based character)
Later Class Advancements: Assassin, Ranger, Gunslinger
Potential Skills (Unlocked as the game goes on)
Backstab - Attack the enemy from behind, reducing their ability to defend successfully for the rest of this turn.
Double Attack - Two is ALWAYS better than one. Deal two attacks at slightly reduced damage.
Coup de grâce - Disappear for one turn, unable to attack or be attacked, and then appear, dealing extremely high damage.
Counterattack (Passive) - Upon being attacked, you have a chance to avoid the attack entirely and retaliate, dealing damage. Does not apply if attacked by magic or a ranged attack, unless you yourself hold a ranged weapon.
Wizard
Secluded early on in order to learn the magics that linger among their world, they are fighters who don’t physically excel, but focus on their magic to deal damage, inflict debuffs on the enemy, summon minions to fight for them, buff or heal their allies, and several other things. (INT based hero)
Potential Classes: Warlock, Priest, Sage
Potential Skills (Unlocked as the game goes on)
Elemental ball - Controlling the elements is child’s play for a trained wizard. Attack with a chosen element to deal damage on the enemy and potentially inflict them with a debuff depending on what element was chosen.
Heal - Channel your magic into an ally, restoring their health and purging any debuffs on them.
Enchant - Imbue an ally or yourself with an element. The effect depends on the element. If an ally, their weapon gains the chosen element’s effect. If done on yourself, you become one with that element, increasing the damage done by spells of that element. Two instances of Enchant may not exist on the battlefield at the same time.
Summon: Boar - Summons an aggressive Boar to fight for you. Has a high chance of being targeted by the enemy.
HP: 10/10
MP: 5/5
STR: 11
DEF: 2
DEX: 4
INT: 1
Abilities:
Bleed (Passive) - Each attack has a chance to inflict the enemy with a Bleed debuff that does moderate damage over time.
Howl - Lets out a howl, increasing the rolls of everyone in the party by 1. Always goes first. Costs 5MP
Mysticism (Passive) - Being attuned to the magic in the world gives you a chance to draw on that magic instead of your own, giving you a chance to draw on that instead of your own to increase the potency of your magic as well as save MP when using a spell.
ELEMENT CHART - A table of what each element does to the enemy
Fire - Moderate damage and moderate damage over time.
Earth - Minor damage and reduced rolls over a period of time.
Water - Damage dealt partially restores the HP and MP of the attacker.
Wind - Pierces the enemy DEF/INT, depending on the nature of the attack.
Lightning - High damage. Low chance to stun the enemy to make them miss a turn.
Another note is that some elements are stronger depending on the elemental affinity of some monsters. For example, a monster with an affinity towards fire will take reduced damage from fire spells / enchantments, but will take increased damage from water ones.
Secluded early on in order to learn the magics that linger among their world, they are fighters who don’t physically excel, but focus on their magic to deal damage, inflict debuffs on the enemy, summon minions to fight for them, buff or heal their allies, and several other things. (INT based hero)
Potential Classes: Warlock, Priest, Sage
Potential Skills (Unlocked as the game goes on)
Elemental ball - Controlling the elements is child’s play for a trained wizard. Attack with a chosen element to deal damage on the enemy and potentially inflict them with a debuff depending on what element was chosen.
Heal - Channel your magic into an ally, restoring their health and purging any debuffs on them.
Enchant - Imbue an ally or yourself with an element. The effect depends on the element. If an ally, their weapon gains the chosen element’s effect. If done on yourself, you become one with that element, increasing the damage done by spells of that element. Two instances of Enchant may not exist on the battlefield at the same time.
Summon: Boar - Summons an aggressive Boar to fight for you. Has a high chance of being targeted by the enemy.
HP: 10/10
MP: 5/5
STR: 11
DEF: 2
DEX: 4
INT: 1
Abilities:
Bleed (Passive) - Each attack has a chance to inflict the enemy with a Bleed debuff that does moderate damage over time.
Howl - Lets out a howl, increasing the rolls of everyone in the party by 1. Always goes first. Costs 5MP
Mysticism (Passive) - Being attuned to the magic in the world gives you a chance to draw on that magic instead of your own, giving you a chance to draw on that instead of your own to increase the potency of your magic as well as save MP when using a spell.
ELEMENT CHART - A table of what each element does to the enemy
Fire - Moderate damage and moderate damage over time.
Earth - Minor damage and reduced rolls over a period of time.
Water - Damage dealt partially restores the HP and MP of the attacker.
Wind - Pierces the enemy DEF/INT, depending on the nature of the attack.
Lightning - High damage. Low chance to stun the enemy to make them miss a turn.
Another note is that some elements are stronger depending on the elemental affinity of some monsters. For example, a monster with an affinity towards fire will take reduced damage from fire spells / enchantments, but will take increased damage from water ones.
** Upon unlocking abilities, two or more options will appear before the character and they will be able to decide which one they choose. Usually the two will contrast with one another or differ in some way to ensure the character.
THE LIBRARY
ShadowSpectre:
Arondight
Whizzard:
Al:
Nilvectin:
Drakiel
Name: ShadowSpectre
Class: Thief
HP: 10/10
MP: 5/5
STR: 5
DEF: 3
DEX: 6
INT: 2
Class: Thief
HP: 10/10
MP: 5/5
STR: 5
DEF: 3
DEX: 6
INT: 2
Name: Arondight
Class: Warrior
HP: 15
MP: 2
STR: 4
DEF: 7
DEX: 1
INT: 1
Class: Warrior
HP: 15
MP: 2
STR: 4
DEF: 7
DEX: 1
INT: 1
Name: Whizzard
Class: Wizard
HP: 1
MP: 10
STR: 1
DEF: 1
DEX: 8
INT: 9
Class: Wizard
HP: 1
MP: 10
STR: 1
DEF: 1
DEX: 8
INT: 9
Name: Al
Class: Thief
HP: 2
MP: 1
STR: 2
DEF: 1
DEX: 10
INT: 10
Class: Thief
HP: 2
MP: 1
STR: 2
DEF: 1
DEX: 10
INT: 10
Name: Nilvectin
Class: Warrior
Race: Enigmatic Entity
HP: 13
MP: 5
STR: 7
DEF: 4
DEX: 1
INT: 2
Class: Warrior
Race: Enigmatic Entity
HP: 13
MP: 5
STR: 7
DEF: 4
DEX: 1
INT: 2
Name: Drakiel
Class: Warrior
HP: 10/10
MP: 5/5
STR: 5
DEF: 3
DEX: 4
INT: 4
Class: Warrior
HP: 10/10
MP: 5/5
STR: 5
DEF: 3
DEX: 4
INT: 4
Nothing at the moment
EDIT #1: After making a few mock characters, increased starting SP from 40 -> 50 to allow just a little more wiggle room.