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View Full Version : Let's (Collaborativelly) Play Another Dungeon Game!



russdm
2013-10-16, 05:26 PM
(I am making this for people to play with, though I am making up parts of the Dungeon.)

So, to actually get this started some things have to be decided beforehand. I have chosen the name, Mako for the PC, whom you will be playing (as a group, this will be majority rule, as it were).

Gender: Is Mako a male or female? This will affect NPC interactions and must be decided.

Starting Stats) Mako starts with the following stats:

5 HP: Health Points, HP, dictate how many times you can be injured before you die. These are restored by resting or by drinking healing potions. All weapons deal one point of HP damage, and fists/kicks deal one point of HP damage.

5 SP: Stamina Points, SP, is the measure of how much strain you can put on your body in doing things or using some of your special abilities. You can't use special abilities once you right of stamina and you move at half your speed. These are restored by drinking special potions or resting.

5 MP: Magicka Points, MP, is used to employ magical abilities. You can't employ magic special abilities once you run out. These are restored by drinking special potions or resting.

Speed: 60 feet, 3 squares, 3 hexes

Unarmed Strike: You can attack with your fists or legs or even teeth. This attack deals one HP damage to your designated Target.

Races) Your race will be human, That means you get one free special ability and your stats are not modified. There are other races available such as Orcs, Dwarves, Elves, Half-Kin(Halflings), and Kobolds.

Physique) You must choose what physique Mako has:

Warrior: You have trained extensively to be a warrior. You get 3 additional HP and 2 additional SP. You do extra damage with weapons and get one free Warrior Special Ability.

Thief: You have trained yourself to be nimble, capable, and quick. Like a stalking cat you are light on your feat. You have 2 additional SP, 1 additional HP and 2 additional MP. You get one free Thief Special Ability.

Mage: You have trained yourself to be exceptionally skilled with magic. You possess significant magical ability. You have 3 additional MP, and 1 additional HP.

Path) You must choose whether Mako shall go Single Path or Dual Path.
1) Single Path means you have one Primary Path and one Secondary Path. You choose 3 Special Abilities from your Primary Path, 2 from your Secondary Path, and you have one Special Ability left to choose from any path. Your chosen Paths give Mako stat modifications.

2) Dual Paths means you have two paths as your primaries. You choose 3 special abilities from each one, and have no left over special abilities to get. You gain the Primary Path stat modifications.

The Paths)

Warrior:
(Primary Path)You gain 3 additional HP, and 2 additional SP.
(Secondary Path) Instead of 3 bonus HP, you get 2. Instead of 2 bonus SP, you get 1.
(Warrior Path Abilities) You are considered proficient with the Blade or Blunt weapons group. You are proficient with the Heavy Armor group and Shields.

Warrior Path Special Abilities:

Weapon Group Proficiency (Passive): Choose a weapon group from the following list: Blade, Blunt, Bow, Firearms, Ninja. You considered proficient in weapons from that group and can deal damage with the weapon. If you are not proficient, you do no damage. (Passive-This ability is always active)
Mighty Blow (Cost: 1SP): You deliver a mighty blow with your weapon, dealing an extra 1 HP in damage. If you wield a two-handed weapon, you do an extra 3 HP in damage. (This Ability costs one Stamina Point to use)
Hamstring (Cost: 1SP): You deliver a wound to your target's legs, reducing its Stamina Points by the HP you deliver as damage, along with the HP damage. (This Ability costs one Stamina Point to use)
Cleave (Cost: 1SP, Special): When you slay an enemy, you may use this ability to deal damage to adjunct foe next to the one you killed. That foe takes the same damage as the defeated foe. (This ability costs 1 SP)
Mighty Strength (Passive): You are stronger than normal. Whenever you do damage with a weapon, you do an additional point of HP damage.


Thief:
(Primary Path)You gain 3 SP, 1 additional MP, and 1 additional HP.
(Secondary Path)You gain 2 bonus SP, and either 1 bonus HP or 1 bonus MP.
(Thief Path Abilities)You are proficient with the Ninja weapons group, and either the Bow or Crossbow weapons groups. You are proficient with the Light Armor group and shields. You can pick locks if you have lock picks.

Thief Path Special Abilities:

Stealthy (Passive): You are good at sneaking around and avoided attention. You can bypass enemies that are not aware of you automatically if you only wear Light Armor. (Passive-This Ability is always active)
Sneak Attack (Cost: 1SP, Preq: Stealthy): When you attack enemies that are unaware of you, you do extra damage. You do 1 bonus HP damage, and 3 bonus HP damage if you wield a weapon two-handed/or a two-handed weapon. (Preq: This ability requires another Special Ability to use; This Ability costs one SP to use)
Poison Use (Passive): You can apply poisons to your weapons. If you do not have this ability, there is a chance that you poison yourself instead. If so, the poison affects you. (Passive-This ability is always active)
Marksman (Cost: 1SP): This ability requires either a bow or crossbow wielded to use. You deal 3 extra HP damage when you use this ability. You can't use this ability and the Sniper ability on the same attack.(This ability costs 1 stamina point to use)
Sniper (Cost: 1SP): This ability requires a firearm or crossbow wielded to use. You deal 3 extra HP Damage when you use this ability. You can't use this ability and the Marksman ability on the same attack.


Mage:
(Primary Path) You gain 4 additional MP and 1 additional HP.
(Secondary Path) You gain 3 additional MP.
(Mage Path Abilities) You are proficient with the Light Armor group, and Wands/Staffs. Wands/Staffs that have magic in them can be used by you. You can recharge items by using your own MPs, and you can make magical items.

Mage Path Special Abilities:

Alchemy (Passive): You can make potions/poisons. You are able to determine the effects of Alchemical components based on the ranks you have in this ability. (Passive-This ability is always active)
Spark (Cost: 1MP+HP Fire Damage): You fling a bolt of fire at a target, doing 1 HP in fire damage. You can pay more MP when you use this ability, doing so adds 1HP in fire damage to the total. (This ability costs a number of MPs equal to how many you pump into it)
Snowball (Cost: 1MP+HP Cold Damage): You fling a ball of snow at a target, doing 1 HP in cold damage. You can pay more MP when you use this ability, doing so adds 1HP in cold damage to the total. (This ability costs a number of MPs equal to how many you pump into it)
Magic Bolt (Cost: 1MP+HP Magic Damage): You fling a bolt of magic at a target, doing 1 HP in magic damage. You can pay more MP when you use this ability, doing so adds 1HP in magic damage to the total. (This ability costs a number of MPs equal to how many you pump into it)
Minor Heal (Cost: 1MP+1MP+HP/2): You use magic to heal yourself of damage that you have sustained. You heal 1HP of damage, plus 1HP for each two MPs when you this ability to maximum of 5 damage healed total. (This ability requires 1MP for one point of HP damage, plus additional based on how much you pump into it)



Heritage Paths: You can spend one of your special abilities to get a heritage special ability.

Heritage Special Abilities:

Draconic Heritage (Passive): The blood of dragons flows through your veins thanks to Draconic Ancestors. You may select Special Abilities from the Draconic Special Path. (Passive-This ability is always active)
Titan Heritage (Passive): The blood of Titans flows through your veins thanks to Titan Ancestors. You may select Special Abilities from the Titan Special Path. (Passive-This Ability is always active)
Demonic Heritage (Passive): The blood of demons flows through your veins thanks to Demonic Ancestors. You may select Special Abilities from the Demonic Special Path. (Passive-This ability is always active)


Draconic Special Path:

Scales (Passive): You grow draconic scales which reduces the damage you take by 1HP. (Passive-This ability is always active)
Draconic Breath (Cost: 1HP+1SP+1HP1SP): You choose a damage type: Cold, Fire, Magic, Shock. You do 1 point of damage equal to that type plus one additional for each HP and SP you pump into this ability. (This ability requires 1HP plus 1SP to use; You must pay 1HP and 1SP for each additional point of damage you do)
Claws (Passive): You grow draconic claws on your hands. You do 2 damage every time you attack make an Unarmed Strike, adding this damage to the amount dealt by the strike. (This ability is always active)


Titan Special Path:

Titan Power (Passive): You gain 1 to HP/SP/MP. (Passive-This ability is always active)
Titan Rage (Cost: 2SP): You enter a rage, drawing on your heritage for power. When you deal damage with a weapon, you do an additional 3 points of damage. (This ability costs 2 SP to use)
Titanic Blow (Cost: 5SP): You use your heritage to deliver a particularly nasty blow. When you deal damage with a weapon, you do an additional 7 points of damage. (This ability costs 5SP to use)


Demonic Special Path:

Demonic Resistance (Passive): Choose 2 of the following damage types: Cold, Fire, Magic, Shock. You are resistant to them and take one less point of damage from attacks using them. (This ability is always active)
Demonic Spirit (Cost: 1SP+MP/Minutes): You tap into your demonic heritage to summon an Imp, a small flying demon. The Imp can make an attack with its claws, doing 1HP damage, and has the Spark Special ability. The Imp remains for a number of minutes of MP you use. (This ability requires 1SP to use, it can be sustained with 1MP beyond the first minute, each minute is 1MP each)
Demonic Healing (Cost: 1SP): You tap into your demonic heritage to heal yourself. When you slay an enemy, you heal HP equal to the amount of damage you do. (This ability costs 1SP to use)


XP and Levels: XP is earned from killing enemies, completing quests and using abilities. Each ability used adds one XP for the path that can used to level up or pay for higher ranks. All abilities start out at Rank 1 when they are acquired. For abilities in a path used by Mako, these abilities cost 5 XP per rank. Abilities outside the path take 10 XP per rank. Once Make has acquired 25 XP in his Primary and Secondary Paths, he can gain a level. For Dual Paths, its 25 XP per each Primary path for a level.

When Mako gains a level, all abilities of his Primary and Secondary path goes up one rank, which increases all of the features of the ability by one. For Dual Path Mako, it is the same.

Armor Groups)

Light: Robes, Leather, Draconic (Light), Chain, Fur, Glass, Demonic (Light). Light armor absorbs 1HP damage dealt when it is worn. This only applies for characters that are proficient.

Heavy: Iron, Steel, Orcish, Draconic (Heavy), Titan, Demonic (Heavy). Heavy armor absorbs 3HP damage dealt when it is worn. This only applies for characters that are proficient.

Weapon Groups)

Blade: Dagger, Shortsword, Longsword, Claymore, Katana, Dai-Katana

Blunt: Axes, Maces, Flails, Mauls, Hammers, Warhammers, Warmauls.

Bow: Bows, Crossbows

Ninja: Dagger, Katana, Throwing Stars, Shortsword, Ninjato, Grenades

Firearms: Pistol, Carbine, Blunderbuss, Musket, Rifle, Grenade

Ammunition: Weapons that need ammunition are: Bows, Crossbows, Throwing Stars, Pistols, Carbines, Blunderbusses, Muskets, Rifles, Grenades.

Firearms (Special): Firearms do 1 additional HP in damage. Grenades do 5 HP damage to everything in a 5ft radius.

You will give commands to Mako using the Interactive fiction type things. So Use, Examine, Talk, Take, Grab and so on.

So, Let's get Started!

One Step Two
2013-10-16, 06:10 PM
I vote for Human Female, Draconic Heratige, with Dual Path of Warrior and Mage.

russdm
2013-10-16, 06:52 PM
I vote for Human Female, Draconic Heratige, with Dual Path of Warrior and Mage.

That's nice, but you need to pick abilities and the Physique for the character to be ready.

When a NPC is met, Then I will list the character's traits along with the ones belonging to Mako. Up to 4 characters will comprise the maximum size of the party.

Waxillium Lande
2013-10-16, 08:44 PM
You should really move this to the PbP games recruitment section. This forum is for discussion of games.

russdm
2013-10-17, 01:53 PM
This won't really be a play by post game, and the first one done by Xefas hasn't been moved into that forum. Also, people are helping run the PC character, who is the only one. No other PCs are being used.

Fiery Diamond
2013-10-17, 10:11 PM
Xefas's game is also much more... conversational, and less "pay attention to these game mechanics" like this is. I concur that if you're going to be so specific about the mechanics like this it should be considered a pbp.

russdm
2013-10-17, 10:44 PM
I will let the Mods move it then.