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RTD Story

Started by Zackirus, March 22, 2010, 05:02:08 PM

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Zackirus

This is the list of characters that are in the game so far. If you want out, or you don't respond within a week of this forum being posted your character will be saved but will not be part of the adventure. If any changes must be made EMAIL me, do not write in this forum the change. It will be made.

Aaron   

Race:
Human

Class:
Psy Fighter

Affinity:
(Light)   

Stats:
Psy Power:       9
Power:            n/a
Psy Defence:    8    
Personality:      9
Aptitude:         10    

Attacks:
Mind Blast:       2
Mind Shield:      1
Light Blast:       1

S. Skill:
Clairvoyance, Provide Light   

Player:
Zackirus


Ert   

Red Spriggat:
Psy Fighter (Fire)   

Psy Power:      15
Power:            n/a
Psy Defence:    9    
Personality:      5
Aptitude:         7   

Mind Blast:       1    
Fire Breath:      2
Wall of Fire:      1

S. Skill:
Flying, Craft/Appraise   

Ertxiem


Mikiea Uinop   

Gelf:
Gelf Fighter   

Psy Power:     n/a
Power:             7
Psy Defence:   10    
Personality:      0
Aptitude:         19

Dagger:             2
Claws:               2

S. Skill:
Climbing, Smithing   

Mopman


Takezo   

Human:
Psy Fighter (Ice)   

Psy Power:      12
Power:            n/a
Psy Defence:   12    
Personality:      7
Aptitude:          5   

Mind Blast:       2
CryoBlast:        2

S. Skill:
Drop Temperature   

Hellboy222


C. Maome   

Human:
Untrained Psy   

Psy Power:     n/a
Power:              6
Psy Defence:   10    
Personality:     10
Aptitude:         10   

Sword:              2            
Backhander:     1
Sword Throw:  1

S. Skill:
Throwing Sword + Return   

Zhampir


Kas   

Shadowling:
Shadowling Assassin (Shadow)
   
Psy Power:      11
Power:            n/a
Psy Defence:   10    
Personality:      4
Aptitude:         11   

Mind Blast:       2
Shadow Port:    1
Shadow Blast:   1

S. Skill:
Stun Enemies   

Kivatti


Othren Barak
A.K.A: The Wraith   


Human:
Psy Assassin (Shadow)   

Psy Power:      12
Power:            n/a
Psy Defence:    9    
Personality:      7
Aptitude:          8   

Mind Blast:        2
Leap:               1
Shadow Blast:    1

S. Skill:
Lock Picking, Sneaking   

SteelFist

Issez

Dark Spriggat:
Psy Fighter (Shadow)

Psy Power:      6
Power:            n/a
Psy Defence:    6
Personality:      12
Aptitude:          12

Mind Blast:       1
Dark Breath:    
Dark Shield:      1  

S. Skill:
Improved Dark Resistance
Torugo


Aloc

Human:
Human Performer (Light)

Psy Power:      0
Power:            n/a
Psy Defence:    12
Personality:      12
Aptitude:          12

Trick:                2
Illusion:             2  

S. Skill:
Performing (for money)

Ersatz Man
If The World Was A Bit More Like Canada, Then We Would Have A Great World, And Hockey 24/7

- Lord Canada

Zackirus

The First thing that must be addressed is the stats and starting gear. Each stat that you put down for your character will do something to affect your characters: actions/behaviour/skill in battle. If you have any questions, please again Email Myself and I will happy answer them. Your starting gear is 100 gold, and you start either in Psy Academy or Ravinville

Psy Power and Power (Pow/P. Pow): These are your power stats: Whenever you are involved in an action that requires you to attack, move, and run these affect you scores. Even though Psy characters don't use strength, they can still use this to move objects and climb. This also applies when you fight an enemy.  Just because your character might have a weak Psy Strength, doesn't mean that that character is weak, it just means that the physical restrictions on the character are quite high. For Example: A character with 13 Power might be able to climb a wall, while a character with 6 Power could not.  
1-3=         -2
4-6=         -1
7-9=          0
10-12=    +1
13-15=    +2
16-18=    +3
19-21=    +4
22+=       +5

Defence (Def): This is your Health/Energy Stat: Everything you do requires energy, whether it be from walking to Somnus, or carrying a 50 pound weight. The amount of energy required to do a certain task can be from 1-20, I will decide how much energy is put into each task. Health is how much H.P. You have left. Health and Energy are Different. Energy regains at the end of the day once you go to sleep, while health only regains %25 of your total health each day (when you go to sleep). Health Will be explained in battle. Your start with a base health/energy of 20 that can be deducted or increased based on your Defence. Another Fact you should Know is that your Defence + Attack= PsP
1-3=         -6
4-6=         -3
7-9=          0
10-12=    +3
13-15=    +6
16-18=    +9
19-21=    +12
22+=       +15

Personality (Per): This is how good you are at persuading people to do something. For example, you are trying to haggle the price of a horse and you have a Personality of 3, this would mean that you would not get your point across and maybe even pay more! Personality is also going to have an effect on how you can talk to people. Obviously a person with a high personality will be able to make new friends and convince people that something exists when it really doesn't. Personality can be helpful to convince enemies to not attack you or even each other.
1-3=         -2
4-6=         -1
7-9=          0
10-12=    +1
13-15=    +2
16-18=    +3
19-21=    +4
22+=       +5

Aptitude: This is how smart you are, when it comes to reading into somebody's mind or figuring out a problem. The more Aptitude you have the less training can cost, and it is at a fixed cost as well! The difference is that actions that require to use your brain use the regular aptitude while the training follows a different sort of pattern. Having a high Aptitude is good for character who can read people's mind because they read minds better and create illusions, while one who doesn't have a high aptitude might don't be able to read minds or read the wrong message!
Regular Aptitude:
1-3=         -2
4-6=         -1
7-9=          0
10-12=    +1
13-15=    +2
16-18=    +3
19-21=    +4
22+=       +5
Training Aptitude:
1-3=         +25
4-6=         +50
7-9=          0
10-12=    -25
13-15=    -50
16-18=    -75
19-21=    -100
22+=       -125

Results: The results are based off of two things. First the roll of a d20 (a die with 20 sides) which the results are determined by the roll which translates into this (Die # + Modifier):
1-4= Epic Fail
5-8= Miss
9-12= Nothing Happens
13-16= Success
17-20= Ultra Win!
For Example: A character with strength of 10 is trying to climb a tree. The roll they get is an 11. 11 + 1= 12. So nothing happens and the character gets to try again with no plenty (at least not in this case). The second factor is the realism factor. For example: A character wants to buy an Ultra Laser Doom Sword that costs 50,000 gold. Is it possible that a character with an 8 personality will get the price down to 20,000 gold, not very, very likely? Any actions that seem impossible to do will simply have negative effects on them, so do nothing your character can't handle.

Training: This is when you go to a personal trainer and you can train either one of your moves or your characters stats. To train your characters attacks to the higher level it will always cost N (the next level) X 25 +/- Aptitude Training Modifier + 50. For each Stat that you want to increase the following formula is used N (the next level) X 50 +/- Aptitude Training Modifier + 100. There are some key facts you need to know about training. Every 3 times you train stats, you get to raise one of your stats ( like the game). Once your Attack reaches level 2 you get the next attack available (see chart), your new attack however starts at level zero. If you're the level of your attack is already 2, it must be trained once before you unlock the next level. Once your character reaches 10+ Defence, He/she gains resistance to his/her affinity.  Remember this for training:
Training Aptitude:
1-3=         +25
4-6=         +50
7-9=          0
10-12=    -25
13-15=    -50
16-18=    -75
19-21=    -100
22+=       -125

Attacks: You should know what each attack does ( A the first attacks costs 2 PsP, the second attack 4 PsP, the third and final attack costs 8 PsP)
Mind Blast= Affinity First Attack (+2 = Extra Modifier) = Affinity Second Attack (+4)
Mind Shield= Mega Shield (+2) = Big Shield (+4)
Sword= Backhander (+2)= Double Strike (+4)
Arrow= Split Shot (+2)
Breath (Dark, Frost etc.)= Breath 2 (+2)
Dagger= Stab= Mega Stab (+2)
Claws=  Mega Claws (+2)
Affinity Shield=  Affinity Shield 2 (+2)
Feedback= Vengeance (+2)
Any other attacks can be compromised and addressed (EX: Wall of Fire)

Battling: Whenever you have to fight somebody, whether it is from a simple mob of bandits  to a terrifying Dark Spriggat, they all follow the same battle plan. Your Attack deals: Pow/P. Pow +/- Pow/P. Pow modifiers + Level of Attack + Weapon Modifiers +/- Extra modifiers and does it to the targets health, once one of the targets health is finished the battle is done. Shields heal yourself and affinity shields give you extra protection against one affinity. Also during you turn you may use an iteam but not attack. Here is an Example Battle:

Bandit vs. Aaron
Aaron uses light blast:
(Psy Power: 9 + Psy Power Modifiers: 0 +  Level of Attack: 1 + Weapon Modifiers: 0 + Extra Modifiers: 2= 12 Damage!)
Bandit uses Sword
9 Damage:  Aaron (20 H.P.) is down to 11!
Aaron uses light blast:
12 Damage
The Bandit has been defeated!

Item Prices: Its simple while your personality you can buy items. The amount of gold you spend on a item is determined by the items base price dived by your personality:
1-3=         +20%
4-6=          +10%
7-9=           + 0%
10-12=       -10%
13-15=       -20%
16-18=       -30%
19-21=       -40%
22+=          -50%

The List of Items Are:
Steel Sword: 500 G (+1 Weapon Bonus)
Great Sword: 1000G(+2)
Rien Sword: 2000G(+4)
Metal Bow: 500 G (+1)
Elf Bow: 1000G(+2)
Doom Bow: 2000G(+4)
Crome Dagger: 500 G (+1)
Curved Dagger: 1000G(+2)
Maint Dagger: 2000G(+4)
Health Herbs: 100G (Restore 10 H.P.)
Health Pills: 150G (Restore 20 H.P.)
Focus Pills: 150G (Restore 10 PsP)

This Instruction will be updated when new rules come into play or when ones don't make sense. Also when they introduce new items and attacks.
If The World Was A Bit More Like Canada, Then We Would Have A Great World, And Hockey 24/7

- Lord Canada

Steel Ersatz Man

#2
When do we start playing? It seems like a really good game. Mabye even better than the Telepath ones.

Ok then... I'll start, on his way to Somnus, he stays the night at a local tavern in Ravendale. The guards freak him out a little but he feels cormortable. He pays 10 gold for a cheap bed then goes to sleep. He wakes up feeling refreshed then continues on his way to Somnus. Just as he was about to leave, you see a mother yanking a teenage boy by the ear. Complaining about how he wasn't strong enough for Psy Academy and that she had seen him read people's minds before. Assuming the teenager is the woman's son, he decides to question the mother and ask about the teenager. Hoping he is like him.
We are the steel alliance. None shall take our hill!

Zackirus

You calmly walk up to the mother and ask her whether or not her son is not strong enough to enter Psy Academy. She explains that he is barely able to hurt or heal anyone; she however knows he can read people minds and do so quite well. You then say to the mother, that he can be a scanner using his abilities to read people's mind and he should continue with his abilities. The Woman is relieved he says that she wants her son to do something with her life and thanks you for your help. She kindly gives you 20 gold for your help in the problem, and after you say that you are travelling to Somnus, she tells you to follow the river. It takes you almost 3/4 the time to get there. For a place to stay, you pay 5 gold coins to say at a inn.

Roll: 13+ Per Mod= 14
Gold: 65
If The World Was A Bit More Like Canada, Then We Would Have A Great World, And Hockey 24/7

- Lord Canada

Steel Ersatz Man

Aloc, feeling glad that he has found someone like himself, arrives at Somnus. Looking back, he decides he should ask about that teen as soon as he founds his school. Having arrived at Somnus, he performes a few tricks for some money. While there, he meets a knife thrower named Niven. He's a shade of dark green and is probably in the winter of his years. He chats to Niven about being a performer and learns he was in the fight against the shadowling queen. They spend the rest of the day 'hanging out' and he asks Niven about any psy people like him.
We are the steel alliance. None shall take our hill!

Zackirus

Even though you are performing to the best of your ability the shadowling's don't seem to care about you simple tricks, however some feel generous and you find 5 gold in your 'hat' at the end of your performance

Roll: 6 + 2 (performance modifier) = 8
Gold: 70

When you talk with Niven he gives you some great news, their seems to be a school deadicated to Psy with non-defence/offence abilties he knows where it is and gives you some instructions how to get to there. I will take 2 days however to reach so you again pay 5 gold for your character to say in the inn.

Roll: 18 + 1 (Apt mod) = 19
Gold: 65

Your Turn 
If The World Was A Bit More Like Canada, Then We Would Have A Great World, And Hockey 24/7

- Lord Canada

Steel Ersatz Man

Feeling slightly downhearted that there is ALREADY a school for people like him, he sets off to find it. It's not that he's unhappy that he wasn't the first one to think of it. It's just he thought he had thought of something really special. Anyway, before he goes, he decides to see what Somnus has that he could be interested in. So he goes on a wander hoping for something to catch his eye.
We are the steel alliance. None shall take our hill!

Zackirus

You Look around town and find a huge building with a book in the front of it and a sign saying 'Somnus National Library'. You enter to find a green shadowling talking to a group of shadowlings, spriggats, and humans about the Shadow War. He explains that his name was Festus, and he helped the hero take on the shadow queen and deafeat her. You listen in and find that Helena a ex-Mechanic had created a group called the Helenaties which you find out is only 1 day walk from here. Found with your new knowledge, you go back to the inn to realising that you spent the day at the library and you have to spend another 5 gold at the inn.

Roll: 14 + 1 (Apt Mod) = 15
Gold: 60

Your Turn!
If The World Was A Bit More Like Canada, Then We Would Have A Great World, And Hockey 24/7

- Lord Canada

Steel Ersatz Man

Choosing not to go the the Helenites, (he has no care for violence) he sets off towards the psy school that he heard about two days earlier while occasionaly doing a quick perform at villages that are on his way.
We are the steel alliance. None shall take our hill!

Zackirus

The performances in the town go well but you loss some time after the second. Since you are in a small town with no places to stay, you have to sleep in somebody's house for a few, but thankfuly due to the amount of money you gained performing you can an extra 5 gold. Whe you wake up the next day you are around 1.5 days away from the school and when you begin to leave you notice something out in the croud, two men armed with daggers are attacking a woman with a cloak on.

Roll: 11 (No Radom Meeting's on Journey)

Roll: 9 + 2 (peformance modifier) = 11
Gold: 65

Your Turn!
If The World Was A Bit More Like Canada, Then We Would Have A Great World, And Hockey 24/7

- Lord Canada

Steel Ersatz Man

Acting on instinct, Aloc performes his most impressive feat yet. He summons up a creature two stories high. It looked like, well... imagine a red spriggat, Make it bigger, add lava cracks in the skin, cover the mouth with sharp teeth, make the eyes just white and,finally, make the wings black. It lets out a terrifying roar. He tells the armed men he summoned the creature and tell them to let that woman go and run while you still can. Hopefully, this will fool them.
We are the steel alliance. None shall take our hill!

Zackirus

It Works! Somewhat. One, of the men is so terrified that he run away screaming like a little girl, and Aloc hears a sound a a liquid hitting the ground. The other man, who was the smarter of the two realised that is was a trick. He Growls "Your peity tricks can't harm me!". He bush rushes towards you but is suddenly knocked aside by a fast object. You look over to his body and see that he has a arrow loged in his neck. The girl takes off her cloak and you see a gleaming bow and a girl with chocolate brown hair and green eyes. "Thanks" She whispers.

(Trick) Roll: 13 + 2 (Lvl) + 1 (Def Mod) = 16 (this was the role the men had to beat to not get fooled)

Man 1: Roll: 3 + 0 (Apt mod) = 3

Man 2: Roll: 17 + 0 (Apt Mod) = 18

Women Attack: Power: 8 + 0 (Pow Mod) + 2 (lvl) + 1 (Wea Mod) + 2 (Ext Mod) = 13 (bandit deafeated)

Your Turn


If The World Was A Bit More Like Canada, Then We Would Have A Great World, And Hockey 24/7

- Lord Canada

Steel Ersatz Man

''You didn't have to kill him!'' He says. His heart beating very fast now. You could have just put the arrow in his leg or something! Then, with mixed emotions, Aloc turns and runs. Runs away from all this. He is a strong believer in peaceful solutions.
We are the steel alliance. None shall take our hill!

Zackirus

Aloc runs and runs and runs until he can't breathe any more, he noticed that he has just ran the entire day, and he collapses in the middle of the forest road. Aloc wakes up to find that all of his gold is gone and most of his supplies are gone. Unhappily he gets up and wakes towards the academy, which is only a 1 hour walk away. Once he arrives and the gates he is stopped by a guard that says "Halt, what business do thou have at Roteniars School of Scouting and Mental Tricks". He looks at Aloc sharply and puts a hand on his sword waiting for an answer.

Running: 3+ -2 (P. Pow Mod) = 1
Gold: 0
If The World Was A Bit More Like Canada, Then We Would Have A Great World, And Hockey 24/7

- Lord Canada

Steel Ersatz Man

Aloc, using his incredible wits, conjures up the words, I'm here to visit.
We are the steel alliance. None shall take our hill!