LPS Aproves.
''Dungeon Walkers''
The land of Promise is usually a peaceful place- indeed, open war was forsaken by the first settlers, A group of 20 adventurers known as the First, who named the land ''Promise'' and colonised its races. The Races are The Humans, who prosper and multiply, The Fair, sometimes reffered to as Elves, The Stout, or Dwarves to humankind, The Grobi, or ''Goblins'', and the Sniffers, or ''Vermin.''
However, In Promise all is not well. Legends tell of ancient times when the 19th First, Urah, left the Circle of the First, promising an end to Humanity for thier crimes. The Legends speak of Urah's great war, leading the Grobi and the Sniffers in a revolt, sparking animosity in them by spreading humanitys nicknames for the races as derrogatory terms. The Sniffers and Grobi, as well as a few disgruntled Fair and Stout, marched against the Union of Humanity and the Fair, and war was Joined.
So many were slain in conflict, so many lives wasted. In the end, The Majority of the Stout Intervined, Joining the Union and crushing the Rebellion. It is said Urah himself was slain, but rejected once again from the Circle and sent to live his days in the underworld, as a Daemon, not a God. Now, 2000 years later, Promise has seen conflict again. A town has been rasied to the ground, destroyed by monsters unseen before in Promise. Now, a group of Adventures, together by chance, have been asigned the task of going through the dungeon the creatures came from, and rooting out the source of the trouble.
(You start in a Tavern, run by a Sniffer called ''Fink''.)
[This Game uses a Dice rolling System to determine nearly everything. I'll handle the dice rolling, and tell you how it turns out in my posts.]
Sample Character Sheet (Blank)
Name:
Race: [Human, Fair, Stout, Grobi, Sniffer]
Gender:
Age: [Humans live to 100, Fair to 1000, Stout to 500, Grobi to 75 and Sniffers to 200]
Class: [Warrior (Melee), Cleric (Melee + Divine Magic), Druid (Primal Magic), Wizard (Arcane Magic), Hexblade (Melee + Divine Magic), Ranger (Archery OR Melee), Rogue (Melee + Archery), Monk (Unarmed OR Melee)
Weapon of Choice: [Fighters Favour Heavier Weapons or Weapons and Shields, and are the only class other than Hexblades who may use them*. Clerics may only use Bludgeoning weapons, not stabbing weapons (E.G, a Mace or Morningstar is acceptable, A Dagger or Lonsword is not. *They may use heavy weapons, but only Bludgeoning ones). Druids use their fists, but may also have a Light melee weapon [Light melee weapons are anything single handed that are of equal size to a Shortsword or smaller, heavy weapons are anything bigger]. Wizards use Staffs only, Hexblades may use Heavy weapons (But NOT shields), Rangers use Bows and Crossbows, or may use Light weapons. Most rangers preffer to Dual Wield Light weapons if they use them. Rogues can use Light weapons or Crossbows, and are the only class who may start with a Hand crossbow. Monks use their Fists, or any one of the following; Nunchuku, Bo staff, Jo staff, Club, Slingshot, Dagger, Shuriken.]
Spells: [Wizards can pick 5 spells. Wizards use Arcane magic, which is powerful, flashy and often involve direct attacks. Clerics and Hexblades can pick 3 spells. Hexblades use Arcane magic. Clerics use Divine magic, which focuses on Healing, which also damages the dead. Druids may pick 2 spells. Druids use Primal Magic, which involves using the world around you, and lets you command plants and Animals, or turn into creatures up to your average size.]
Armour: [Warriors, Clerics and Hexblades can use any armour. all classes except wizards and Monks may use Light armour such as Leather, Hide, Scale or cloth. Wizards and Monks may not wear armour, only clothing.]
Appearace: [Picture or Description. Description should be at least 1 decent paragraph long]
Background:
Statistics: [You have 75points to spend. 10 is considered Average for an adventurer]
Strength: [Affects your Damage rolls, and chances of breaking doors ect.]
Dexterity: [Increases your Dodge Chances, Accuracy at range, Ect.]
Constitution: [Increases your HP. I will keep track of HP]
Intelligence: [Affects your Spell damage. Also affects the Number of Bonus Spells you get.]
Wisom: [Affects Listening, Searching, as well as healing.]
Charisma: [Affects Diplomacy and Intimidation.]
Sample Character
Name: Erik Stormstaffen
Race: Human
Gender: Male
Age: 67
Class: Hexblade
Weapon of Choice: Erik uses a Katana, which has runes of Arcane Magic running down its length.
Spells: Fireball (Exactly as it says on the tin), Cone of Flame (Again, its on the tin), Lance of Flame (Sends a burning ray of Piercing flame from the casters fingertip, weapon or Staff)
Armour: Wears a Set of Heavy Chainmail armour underneath his Clothing.
Appearace: http://4.bp.blogspot.com/-RH5Tinib9d.../anime+boy.jpg Is in fact missing his left arm.
Background: Erik was born to Human parents but abandoned as a child. He was found and Raised by the Fair, and it is from them he takes his training in both swordplay and Magic. His 'Father' taught him the Art of Eldara Swordplay, whislt his 'Mother' Taught him how to command Fire. He lived in peace untill his real parents sent him a message.
Erik returned to humanity, where he found his real parents. He tried to live with them and succeded for a year, then left to find the Fair again because he could not stand the Human's way. however, he returned to find his village destroyed, and creatures of an unknown race. He tried to flee and warn the world, but he lost an arm in the process. Deciding he was not fit to fight such creatures, Erik decided to recruit adventurers to be his champions, and avenge his village...
Statistics:
Strength: 14
Dexterity: 11
Constitution: 13
Intelligence: 11
Wisdom: 12
Charisma: 13
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