Lighthearter
President of the United States
Right, right, typical boring intro mumbo jumbo. I know what you're all here for. YOU JUST CARE ABOUT THE SHIPPING, EFF THE PLOT.
For those who know the TLP universe: This is (mainly) set 4 years after the conclusion of Ragnarok.
For those who don't: it's my book series. Be polite about telling me how much it sux.
Okay. An AC is an Action Chatroom, and this game is one of those. It's turn-based roleplaying game played in a chatroom(here) where I serve as the GM(Gamemaster) and manage all enemies, allies and environmental effects while everyone else ignores my carefully constructed plot and goes haring off after unimportant side details.
If people are online around 5-6ish tonight I can run the prologue mission. Mondays at 5 is the plan, but I can also add Wednesdays and some other odds and ends as necessary for schedules.
This AC will be handled differently than any of my others. I've taken a leaf from Dem's book(UtM, Arcs) and from my original handling of SSD(three self-contained Acts) and for The Forgotten I will be running three six-eight mission "Seasons", which are completely self-contained. The second builds off the first, and the third off the second, and there is an overall plot, but if I lose interest or the players do I can at least finish out one season and provide decent closure. Season One is as planned as it needs to be, and I know the gists of Two and Three, but I won't outline them until I'm sure we're going to run them and Season One concludes.
NOW the dramatic sounding blurb.
Character Creation:
Name:
Level:
XP:
HP:
Color:
Royals:
Skills:
Now, explanations.
Name: <INSERT NAME HERE>
Level: Your character level. Starts at 1. You get one Skill and 10HP per level.
XP: Your XP total. Starts at 0. 1000XP gets you to Level 2, 2000 more to Level 3, and so forth.
HP: Your hit points. Starts at 30. Goes up by 10 per level.
Color: Your magical color. If your character is not a magician, mark yourself as "nonmage".
Royals: How many silver royals worth of money your character has. Starts at 30. You can earn more as the game proceeds.
Skills: Your skills. You can take five at game start. Upgrading to a Talent or Mastery counts as an additional skill, so as an example Mastering Unarmed Combat would require 3 points.
On Magic:
All right, I think that's everything. If I've missed anything important, let me know and I can put it up tonight or Friday. If no first mission tonight, we'll plan on next Monday unless an opening appears for me before then.
And yes, this means I'm not really reviving Savs3. There didn't seem to be a lot of interest and my own disappeared virtually overnight. If I return to the Saviorsverse it will be for a full reboot of Savs3, or potentially of the verse as a whole.
Now let's TLP.
For those who know the TLP universe: This is (mainly) set 4 years after the conclusion of Ragnarok.
For those who don't: it's my book series. Be polite about telling me how much it sux.
Okay. An AC is an Action Chatroom, and this game is one of those. It's turn-based roleplaying game played in a chatroom(here) where I serve as the GM(Gamemaster) and manage all enemies, allies and environmental effects while everyone else ignores my carefully constructed plot and goes haring off after unimportant side details.
If people are online around 5-6ish tonight I can run the prologue mission. Mondays at 5 is the plan, but I can also add Wednesdays and some other odds and ends as necessary for schedules.
This AC will be handled differently than any of my others. I've taken a leaf from Dem's book(UtM, Arcs) and from my original handling of SSD(three self-contained Acts) and for The Forgotten I will be running three six-eight mission "Seasons", which are completely self-contained. The second builds off the first, and the third off the second, and there is an overall plot, but if I lose interest or the players do I can at least finish out one season and provide decent closure. Season One is as planned as it needs to be, and I know the gists of Two and Three, but I won't outline them until I'm sure we're going to run them and Season One concludes.
NOW the dramatic sounding blurb.
Season One: The Messenger
You've been called many things. Rebels, terrorists, revolutionaries. All you cared about was restoring the rightful king to his place on the throne of the Jinon Empire, in those dark days after the oligarchic coup. It didn't take long for you to find the rebels under the leadership of the Earl of Whitehorse, son of the greatest traitor in modern history. Although initially skeptical, you came to trust and follow the young nobleman, and along the way you began to realize your little rebellion was doing more than restoring a king. Out of the ashes of an oligarchy and an empire rose a new creature: a constitutional monarchy, something the world had never seen before.
But that's now. Before the world changed, you first had to retake the national capital from the men loyal to their noble lords. Your unit was one of the first groups sent through the breach into the Palace itself . . . .
Character Creation:
Name:
Level:
XP:
HP:
Color:
Royals:
Skills:
Now, explanations.
Name: <INSERT NAME HERE>
Level: Your character level. Starts at 1. You get one Skill and 10HP per level.
XP: Your XP total. Starts at 0. 1000XP gets you to Level 2, 2000 more to Level 3, and so forth.
HP: Your hit points. Starts at 30. Goes up by 10 per level.
Color: Your magical color. If your character is not a magician, mark yourself as "nonmage".
Royals: How many silver royals worth of money your character has. Starts at 30. You can earn more as the game proceeds.
Skills: Your skills. You can take five at game start. Upgrading to a Talent or Mastery counts as an additional skill, so as an example Mastering Unarmed Combat would require 3 points.
Spoiler :
Fire:(Magic) - Any magic based on fire, heat, lightning or similar elemental powers.
Water:(Magic) - Any magic based on water, liquids, ice or the like.
Air:(Magic) - Any magic based on wind, smoke, flight or other such.
Earth:(Magic) - Any magic based on earth, rocks, plants and such.
Energy:(Magic) - Magic based on bolts, beams and shields of colored light.
Transformation:(Magic) - Magic used to transform objects. Cannot be used on living beings, and all transformed items transform back eventually.
Divination:(Magic) - Magic used to communicate telepathically, read the future and past, or attack the minds of others.
Illusion:(Magic) - Magic used to create shadows and imaginary threats for the enemy to react to.
Potions: Your skill at brewing potions for whatever effects you desire. Culturally, this is considered one of the Schools of Magic, though you do not need the mage's talent to brew a potion.
Unarmed: Your skill at fighting with fists, feet, headbutts and any other form of combat without a weapon.
Melee Weapon: Your skill at using a melee weapon, from a sword to an axe to a staff.
Bows: Your skill at using a bow of any sort.
Rifles: Your skill with a magic-powered accelerator rifle.
Pistols: Your skill with magic-powered accelerator pistols.
Knowledge: What you know, and how well you know it. Also can be used to get GM advice.
Parry: How well you can avoid or block unarmed and melee weapon attacks.
Dodge: How well you can dodge ranged attacks.
Survival: Tracking, healing, and perception fall under Survival.
Stealth: Your ability to sneak, pick locks and pockets, or hide your true intentions.
Charisma: The ability to speak does not make you intelligent, but if you speak well enough people will listen anyway.
Luck: Sometimes a little luck goes a long way. Adds a very small modifier to all actions.
Hit Points: Adds 10 more hit points. Can be taken indefinitely.
Toughness: Your ability to resist poisons, stun effects and the like, as well as your physical strength.
Tactics: Your skill at Haven's premier card game. use it for money, entertainment, or maybe to save your life.
Leadership: And you thought your amazing charisma was wasted on text-based internet games. Inspire others with your tactical genius and aura of command. Gives bonuses to the actions of an ally of your choice.
Except for Leadership and Luck, all skills give a +3 bonus. You can further enhance a skill to a Talent, making it a +6 bonus, and from there to a Mastery, for +10.
Water:(Magic) - Any magic based on water, liquids, ice or the like.
Air:(Magic) - Any magic based on wind, smoke, flight or other such.
Earth:(Magic) - Any magic based on earth, rocks, plants and such.
Energy:(Magic) - Magic based on bolts, beams and shields of colored light.
Transformation:(Magic) - Magic used to transform objects. Cannot be used on living beings, and all transformed items transform back eventually.
Divination:(Magic) - Magic used to communicate telepathically, read the future and past, or attack the minds of others.
Illusion:(Magic) - Magic used to create shadows and imaginary threats for the enemy to react to.
Potions: Your skill at brewing potions for whatever effects you desire. Culturally, this is considered one of the Schools of Magic, though you do not need the mage's talent to brew a potion.
Unarmed: Your skill at fighting with fists, feet, headbutts and any other form of combat without a weapon.
Melee Weapon: Your skill at using a melee weapon, from a sword to an axe to a staff.
Bows: Your skill at using a bow of any sort.
Rifles: Your skill with a magic-powered accelerator rifle.
Pistols: Your skill with magic-powered accelerator pistols.
Knowledge: What you know, and how well you know it. Also can be used to get GM advice.
Parry: How well you can avoid or block unarmed and melee weapon attacks.
Dodge: How well you can dodge ranged attacks.
Survival: Tracking, healing, and perception fall under Survival.
Stealth: Your ability to sneak, pick locks and pockets, or hide your true intentions.
Charisma: The ability to speak does not make you intelligent, but if you speak well enough people will listen anyway.
Luck: Sometimes a little luck goes a long way. Adds a very small modifier to all actions.
Hit Points: Adds 10 more hit points. Can be taken indefinitely.
Toughness: Your ability to resist poisons, stun effects and the like, as well as your physical strength.
Tactics: Your skill at Haven's premier card game. use it for money, entertainment, or maybe to save your life.
Leadership: And you thought your amazing charisma was wasted on text-based internet games. Inspire others with your tactical genius and aura of command. Gives bonuses to the actions of an ally of your choice.
Except for Leadership and Luck, all skills give a +3 bonus. You can further enhance a skill to a Talent, making it a +6 bonus, and from there to a Mastery, for +10.
On Magic:
Spoiler :
You must choose at game start whether or not you are a mage. Any skill marked with '(Magic)" cannot be taken by a nonmage. This choice is permanent. I would rather not have everyone be magician, but I would also rather not have evveryone be nonmagical. A good ratio would be 2 normal to 1 magician, but I won't be upset if it's slanted more to one way or the other.
Magicians can cast two spells per encounter, per character level. After that, they lose 5HP per spell cast. The reason for this is that magic in the TLPverse works by converting the caster's blood to energy which then becomes whatever the magician is attempting to create, either a bolt of light or a surge of fire.
Magic usually requires physical motions, inspired by Bending in the Avatar universe, though it isn't martial arts as shown in the show. There are some techniques that are more "classical Western fantasy" spells but in general if you are bound or otherwise unable to move, you won't be able to throw fireballs easily. There also exist antimagical objects called nullifiers that prevent magicians from casting and in some cases can knock them out, although normals are completely unaffected.
Magicians can cast two spells per encounter, per character level. After that, they lose 5HP per spell cast. The reason for this is that magic in the TLPverse works by converting the caster's blood to energy which then becomes whatever the magician is attempting to create, either a bolt of light or a surge of fire.
Magic usually requires physical motions, inspired by Bending in the Avatar universe, though it isn't martial arts as shown in the show. There are some techniques that are more "classical Western fantasy" spells but in general if you are bound or otherwise unable to move, you won't be able to throw fireballs easily. There also exist antimagical objects called nullifiers that prevent magicians from casting and in some cases can knock them out, although normals are completely unaffected.
All right, I think that's everything. If I've missed anything important, let me know and I can put it up tonight or Friday. If no first mission tonight, we'll plan on next Monday unless an opening appears for me before then.
And yes, this means I'm not really reviving Savs3. There didn't seem to be a lot of interest and my own disappeared virtually overnight. If I return to the Saviorsverse it will be for a full reboot of Savs3, or potentially of the verse as a whole.
Now let's TLP.