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  • Wizards and wars

    Wizards and Wars

    Story

    The people of the world of Errinoor lived in constant fear. Harrsha and Tyn, the two largest nations of the world, had been undergoing unrest for some time, and it seemed the two giants would collide on the field of combat. Smaller nations trembled in the shadows of these behemoths, fearful of being trampled underfoot.
    Then it seemed a miracle happened. The two nations decided on a more peaceful course: an alliance. As a symbol of this peace, the Harrshan Prince Heidich would be wed to the Tynnian Princess Nena.

    Yet on the day of the wedding, a huge black bird descended upon the ceremony and snatched the Prince from the altar. The rogue mage Hayse appeared before the guests, stopping the guards with a wave of his hand. He declared that until such time as the Council of Wizards chose to allowed him to join their ranks, the Prince would be his guest.

    The Council are unwilling to do this. To allow Hayse into the Council would be to give him access to books and talismans not accessible to non-Council members. What he might want with these is unclear, but they hold that it could be more dangerous than allowing Harrsha and Tyn to go to war.

    And so the King of Harrsha has little choice. With Tyn becoming hostile, he can€™t spare the troops needed to defeat Hayse and bring back the Prince. All he can do is gather a group of travellers who wish to take on the bounty. And so it begins€¦

    Entering

    I€™ll need the following information from you all.

    1) Your characters name.
    2) Your stats. More on this later.
    3) Your starting skills, spells and equipment. More on these later.
    4) A brief description of your character. Optional.
    5) A brief history of your character. Also optional.

    Stats

    You have 25 points to divide between strength, stamina, agility, skill and intelligence.

    Strength - Affects damage done in combat, and the type of things your character can manipulate. A character with 3 strength is not going to be lifting heavy boulders any time soon. Strength also affects how much equipment a character can carry.

    Stamina - Affects the ability to take punishment, how long your character can go on for without becoming knackered, etc.

    Agility - How swift your character is, and how good they are at moving through certain territories. A character with lower agility is more likely to trip over every tree root that presents itself.

    Skill - How deft your character is at manipulating fiddly objects, such as lock picking. This also effects how well your character can use ranged weapons, although some might still need strength. It€™s all very well throwing a knife with perfect precision, but it won€™t help if you can€™t throw it more than three feet.

    Intelligence - Determines not only how many spells your character can learn, but also how good they are at it.

    You may find talismans that improve your stats when equipped.

    Magic

    Anyone can learn magic, but the amount of spells that can be learned is based on the intelligence rating. You can learn one spell for each point of intelligence you have.
    Spells are learned by reading a spell scroll. The spell transfers from the parchment to the mind of the reader, leaving a blank spell scroll. Spells can be un-learned in a similar way, the spell transfers from the caster into the scroll. By doing this, you can chop and change magic as needed by the situation.

    Intelligence also affects how diversely you can use the magic. For example, a fire spell used by someone with low intelligence isn€™t much good except for attacking with. But a higher intelligence could allow a mage to control flames. Put out a burning building, simply by taking all the fire out.

    You may find some spell scrolls on your journey, so you don€™t need to fill up all your magic allotment at once.

    The only limitation with magic is the more you want to do, the longer it will take you. So when a dozen monsters are rushing at you is NOT the time to lay an extremely powerful magical beatdown.

    Equipment

    Remember, how much you can carry depends on your strength, so don€™t go overboard. Equipment will be given a weight such as, say, 52. Your carrying capacity is your strength X 100, so someone with 7 strength has a max weight of 700.

    The only limitation I€™ll put on your starting equipment is that it can€™t have any stat increasing effects. If you start with some magic, you will be carrying empty spell scrolls, depending on how many spells you know.

    Fighting and taking damage

    I€™m not using an HP system, damage is a more realistic system. If you get a cut on your arm, it might not affect you, or it might lower your strength, depending on how bad it is. An injured leg could affect your speed and agility, etc.

    Fighting is similar. How well you€™ll be able to get through the battles depends on your skills and tactics.

    Starting skills

    For magic, I€™m really letting you use your imagination Choose spells as you want. If I consider a spell too cheap, I€™ll ask you to limit it somehow.

    Starting skills are really little extras to let you customise your characters. You can have up to three of these. Some examples are:

    Weapon expertise - Extra skill with a certain type of weapon. An expertise for several weapons can be used, but you need a different skill for each weapon.

    Magic expertise - Allows you to use magic better than your intelligence stat might allow.

    See in the dark - Gives you carrot eating prowess.

    Pathfinding - Allows you to find easy paths through difficult terrain.

    Lock picking - Allowing for a five finger discount.

    Any others you can think of to suit your wants. Again, nothing cheap like immortality. I€™m looking at you, Alex.

    Finally, I€™ll be keeping note of your characters status as the game goes on, but I suggest you all do the same too in case I miss something. Have fun.

  • #2
    Wizards and wars

    Me? Why would I do something like that, you must be thinking of another Alex, lol.

    Fennel Grey

    Strength: 7
    Stamina: 8
    Agility: 4
    Skill: 1
    Intelligence: 5

    Starting Equiptment
    A suit of armour - not full plate - a tatty looking but servicable iron chest plate but otherwise made up on chainmail and lots of loose leather, plus steel gauntlets and shoulder pads.

    A longsword which, although looks very worn and is filled with notches, is still very sharp and certainly dangerous.

    Several concealed hunting knives for emergencies - in the left sleeve, right boot and it a hidden pouch on the inside of the back of the belt. Mainly used for survival purposes

    Belt with pouches containing various herbs for easing pain, slowing poison, aiding sleep, speeding healing, easing burns and similar things.

    Spells
    Paladins Insight: A spell which allows the user to detect deceit and missed information from someone - doesnt actually reveal the information, but reveals any people who do mislead or not give all information by a red glow visible only to the caster appearing round their head. Certain people may be able to hide from its effects either through strength of will, or magic.

    Battle-sense: Heightens senses, precision and reflexes when cast to allow for deadlier fighting skills.

    Skills
    Longsword expertise
    Herbology (gathering and using plants for various purposes)
    Combat movement (moving in a way in combat to avoid and lessen the damage of attacks)

    Description
    A tall, lean woman in her late forties - her hair is long and frizzy, and as much grey as the light brown it originally was. With very pale blue eyes and aquilline features and pale skin she looks quite intimidating, and her face begins to show her age. A long thin scar runs down her the right side of her face ending near her throat.

    History
    Little is known of her past as she choses to reveal very little, what little is known of her - she follows a God that she never names and no others seem to know, but ultimatly believes in honour and justice above any deity. She travels throughout the land, bringing these to those who would defy them, however, she does not kill unless they attempt to kill her She disappears into the far North each winter, at a time when all others go south, as if she defies nature itself, but always returns, with only a few more notches in her blade to reveal anything that happened there.

    How will that do?

    Comment


    • #3
      Wizards and wars

      Dont have time to post stats so Ill reserve a space.

      Comment


      • #4
        Wizards and wars

        Ahem...

        Name: Istal

        Strength: 4
        Stamina: 3
        Agility: 5
        Skill: 4
        Intelligence: 9

        Starting Equipment
        A mail coat made out of mithril and galvorn, a sable-coloured but light metal, and as tough, if not tougher, than mithril. His feet are protected by steel foot plates and shin guards. He wields a black, oaken staff which has great magical prowess. Carries at his side Thalis, his short but deadly sword.

        Spells
        Wraiths Curse: Summons several undead spirits in battle array that attack the target until the castor (me) is defeated in battle, or after about half an hour. Requires a little energy.

        Power Up: Heightens ability to fight in close combat with his sword and staff. Only lasts for about fifteen minutes, and then runs out. Requires some energy.

        Radiance of Aman: Summons a powerful blinding flash that momentarily stuns all enemies in the vicinity. Requires a little energy.

        Rain of Fire: Makes a hail of flames burn down from below. Allies are unaffected. Requires a lot of energy.

        Twisting Influence: Makes an enemy soldier turn to allies side permanently. Requires a lot of energy, and cannot be used on major characters.

        Skills
        Is mildly proficient with his short sword.
        Has good timing and accuracy when aiming a spell.
        Has good knowledge of his surroundings.

        Description
        A tall wizard of about 75 years; has long, white hair, an almost equally-long white-grey beard, and black eyes that are rather warm than cold. He is plainly dressed in mage garb; a great silver cloak, a pointed magus hat, and a warlocks hood. On his back is scarred a symbol of two serpents intertwining, though this has nothing to do with his attitude, which is understanding and kind.

        History
        Has traveled the land far and wide, but the rest is unknown.

        Comment


        • #5
          Wizards and wars

          Yep, those are the osrts of things Im looking for. Although Kody, Im going to have to ask that the Radiance and Rain spells affect allies as well.

          Comment


          • #6
            Wizards and wars

            You got it, Frank. I would have made a warrior character (I have one) but I thought Id have a change and make a wizard instead.

            Comment


            • #7
              Wizards and wars

              Ehehehe...Is this okay? I can change the character and such if needed.

              Name: Link [Yes, I DO hate Zelda, but I love cartoon Link XD]

              Strength: 8
              Stamina: 7
              Agility: 8
              Skill: 1
              Intelligence: 1

              Starting equipment: Short sword/dagger that can shoot lasers for half damage. No more 1 hit kills that happened all the time in the cartoon XD Also, a sheild and some basic clothing which doesnt do much to stop attacks.

              Description: The CARTOON version of Link, not that overrated blondie wannabe of him. Brown hair all the way baby!

              Spells: None. Hes a tanker. Tankers need no magic! :P


              Skills: Very well refined swordplay and in excellent physical shape. Very strong and very fast.

              Bio: After doing his usual routine of killing monsters and failing to get kissed by Zelda, Link heres theres some uncool blonde wannabe of him whos scaring all his fans away. After dealing with the imposter and getting his fans back, Link once again tries to get kissed by Zelda, and winds up getting slapped to a whole new world [wherever this is] So he decides to look for a way back and have some fun in the process.


              Like I said, I can change the bio and such if needed, but the stats will stay.

              Comment


              • #8
                Wizards and wars

                May I recommend to the others intending to join - it would be beneficial if we could have at least one Rogue/ninja/assassin/ thief type person, with the lockpicking abilitiy, and at least one person who can do some healing magic or some sort, although I suppose I could add that onto my character if no one else wants them. Plus at least one other melee fighter.

                Comment


                • #9
                  Wizards and wars

                  No time to post, save me a spot

                  Comment


                  • #10
                    Wizards and wars

                    By the way... slight point - would a crossbow weilding character require strength other than that required to lift and winch it back? Could work very well for a rogue character if thats the case.

                    Comment


                    • #11
                      Wizards and wars

                      Cliff

                      Strength: 5
                      Stamina: 3
                      Agility: 6
                      Skill: 8
                      Intelligence: 3

                      Starting Equiptment
                      A sleeveless piece of chainmail, and protection around his wrists and ankles. Also, he always carries a short knive and some lockpicking tools with him. Stored in his belt.

                      Spells
                      Invisibility: Well, the name says it doesnt it? He isnt meant to fight, rather to go to place nobody else could go without being seen.

                      Skills
                      Lockpicking (yay!)
                      Thrown objects (capable of turning eveything remotely sharp laying around into a deadly and well-aimed projectile)
                      Environmental Awareness (has got a keen sense of his surroundings, very little gets past his intuition)

                      Description
                      A short and slim burglar, even a little bit nerdy here and there. He only got into this deal because it got him out of prison, but he will work along since hell be cleared of all offences when the team succeeds.

                      History
                      Cliff started his carreer as a petty burglar at the age of 8. Since then, hes grown into the best thief of the land, stealing only from the creme de la creme, and the most influencal, of his country. Its because of this influance that once he got caught, he was ensured a stay in prison for the rest of his life. Lifelong sentences arent what they used to be though, and when the country needed a team to rescue their prince, people realised they needed the best thief, the best lockpicker they had to offer to do the job. Cliff was freed, and shall be cleared of all sentences, once he does his job.

                      Comment


                      • #12
                        Wizards and wars

                        A crossbow would only need skill as its power is all mechnical.

                        Comment


                        • #13
                          Wizards and wars

                          Never answered me Frank, is me entering the cool version of Link okay or do I need to do something else?

                          Comment


                          • #14
                            Wizards and wars

                            Sorry, I didnt see. Anyway, uh... You can enter him if you really want, but Id rather you didnt to be honest. Not to say there cant be any humour, but a jokey character would stick out like a sore thumb.

                            Comment


                            • #15
                              Wizards and wars

                              Ill secretly curse your name if you keep it that way rather I didnt or Watever, I can deal rather I didnt?

                              Comment

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