Lighthearter
President of the United States
Long ago, the world was at peace. Men, Elves, Half-elves, Dwarves and Halflings had their own lands and led their own lives. Adventurers ventured forth and sought treasures untold.
Now...not so much.
We don't know who he was before he became the Iron King, but we believe he was an adventurer of great skill and power. He and his companions, one by one, overthrew the governments of all the lands. The paladins, great protectors of justice, marshaled to oppose him.
Obviously, they didn't win. It took ten years, but the Iron King and his coterie stood triumphant over the world. They established their own singular government, called the Authority, and brutally suppressed any attempt at rebellion.
Now, the world is at peace. Or...that's what it looks like.
Some few are not cowed by the Authority. They are hunted, lingering in the shadows to avoid the Iron King's agents. An entire generation has been born and raised under the King's rule, many of them chafing under the dictatorship that has lorded over them their whole lives. The King is aging, and now others across the Authority are lining up to be his successor. Times are changing...and now, it's time for the disadvantaged and the rebellious to make their presence known.
It's time for the Resistance to strike back.
**
Welcome to The Resistance! Who doesn't want to overthrow a tyrannical evil despot without pesky questions about right, wrong, indifferent and immaterial?
First things first: I am the GM. Yes, I do have the authority. No, it doesn't matter what authority. I have power over life, death, your continued participation in my game, whether my game does in fact continue, and...everything else I can name. Well, that's not strictly true: I am the GM, which means that I have power over everything except plot direction and common sense.
You are members of "The Resistance" which is fighting "The Authority" which is led by "The Iron King". Your objective is to defeat the King and restore freedom to the world: the means are entirely up to you.
The game is played here, in SSDchat. Myself("LH"), Dem Taqat("Dem" or "DT") and KaiserElectric("Lec") are mods there.
This ruleset is divided into several major sections. We'll start with the basics.
Basics and Joining the Game:
To join, first make a post. Then, put this into your post:
I'm sure you can handle "Name" "Description" and "Bio" yourselves, so I'll work through the other sections. For "Race" choose one of the six races listed below. Each provides bonuses, but most also have a penalty. Your race will influence how others think of you, and what parts of the game's hidden lore you will be permitted to know. Choose wisely.
Now that you've done that, let's move to your Class. There are several important factors in choosing a class, but the biggest is "how do you want to play?" Below is a spreadsheet detailing first a general description of each class, then each one's unique bonuses, and then starting HP, gold and Feats.
Now that you've chosen your class, it's time to do your "Stats." There are six. Here's another spreadsheet, this one detailing the six and what they're good for.
Done reading? Now let's talk about what your actual stat numbers are. There are three ways to assign your stats:
Method One is to RNG your stats. Open an RNG(or collect 1-4 six-sided dice) and generate a number between 3 and 18(or, roll three dice or one dice three times and add up the results). If the number is below 10, generate a number between 1 and 6 and add that(or roll one dice again and add it). Repeat this process for all six stats. The benefit of this strategy is that you could possible roll highly on all of your stats, giving you a much stronger character than if you chose a less random option. However, you could also roll...poorly, and find yourself with a weak, ineffectual character. You do not have to roll the stats in order, and can roll for your stats and then assign numbers to stats after you see what you have to work with.
Method Two is to take a pre-made assortment of stats. There is no random element involved. Your stats are as follows: 18, 15, 13, 12, 10, 6. This gives you one excellent stat, one good one, two average ones, one mediocre and one bad. The advantage here is you know what you're getting into, but if you went random, you could walk out with much better numbers. Or...
Method Three is "custom stats." Your stats are as follows: 15, 13, 13, 13, 10, 6. So long as you keep at least 1 point in each stat, and do not go over 18 with any of them(pre-Feats), you can assign points wherever you like, shunting them between stats at your discretion. This method allows you a lot of control, but you wind up with 4 fewer points in total than you would have if you used the pre-made option, and potentially far fewer than if you had rolled.
Once you have assigned your numbers, add your Modifier behind each stat. Your modifier is listed here.
Let's double back for a moment to Faction. You are all part of the Resistance against the Authority and the Iron King, but that doesn't mean you, like, get along. There are five Factions, and each one has a different mindset and goal. Each one provides a stat bonus for being a member, so choose wisely. There will be NPCs in each Faction as well.
"AC" stands for "Armor Class" and this is the number that any enemy attack must roll higher than in order to land a hit on you. By default, your AC is 10, plus your DEX modifier and then the bonus from any armor or shields you possess. Mark it as 10(+ or - your DEX modifier) until you hit Inventory and can get armor or shields.
"HP" is the next section, and it stands for "Hit Points," which the veteran roleplayers here will know represents your character's ability to take damage. Once you drop to 0HP, you are unconscious. If you are bleeding out, then you will lose 1HP per turn, and die at -5HP. Any blow powerful enough to put you at -5HP will immediately kill you.
You start with a certain amount of HP, listed above on the Class Spreadsheet. Go ahead and RNG between the numbers listed. Once you've done that, add your Constitution modifier to the result, and the total is your Hit Points. If you don't feel like RNGing or rolling, then you can choose instead to start with the "halfway" amount on the range. Whenever you level up, you add the same amount: either RNG'd or the median total, plus your CON.
Similarly, "GP" means "Gold Pieces" and is your money you can use to get equipment and services. GP are the standard unit of currency for adventurers like yourselves. RNG between the ends of the range described in your class' section, or accept the median point(helpfully listed for you) if you don't want your financial situation to be in fate's hands.
"Level" and "XP" are simple. Your Level is your character's level, which is a shorthand way of seeing how experienced and strong you are. Once you reach a certain amount of XP, which you earn after missions, you level up, gaining additional powers and HP. The XP counts for each level are listed below.
"Feats" "Talents" "Spells" and "Inventory" will be covered in the next section, Classes, Feats and Talents. That leaves us with "Languages".
You start able to speak Common, and if you are anyone but Human, you start able to speak an additional language. You can speak one extra language on top of these for every point of your Intelligence modifier(NOT the stat itself). Here are the languages:
Classes, Feats & Talents:
So, you've done most of the work already, but this is complex enough to need its own section. First, we'll talk about Feats and Spells.
When you chose your Class, odds are, it listed at least one free Feat. Go ahead and list it under your Feats section. You start the game with one additional Feat to choose from, unless your character is a half-elf, in which case you have a second starting Feat. If you're a spellcaster, then you were given a number of Spells to choose from the Spell List. It's below, right after the Feat list. Go ahead and pick your Feats and Spells, and list them in the appropriate sections.
Note: Unless stated otherwise, all Level 2 Feats and Spells require character level 3, and Level 3 spells and feats require character level 5.
This brings us to Talents. Each Class has a unique tree of Talents, from low levels to high, and you automatically start the game with one of them. If you're human, you can either start with both Talents or save a second Talent for a later level up. At any level, you could choose to take the Training Montage talent(which functions exactly like the Feat of the same name) instead of any of the listed Talents. Go ahead and pick your Talent(s).
Now that you've done that, let's talk about getting more Talents or Feats in the future. Once you level up to Level Two, you can pick EITHER a Feat or a Talent, but not both. This sets a pattern, and at Level Three, if your choice at Two was a Talent, you'll get a Feat, and vice versa. Essentially, you'll alternate, getting either a Feat or a Talent every level.
At this point, you're mostly done. All that's left is to fill in your inventory: what items your character has on you at the start of the game. Take note of how many GP your character has before starting through this section, and what weapon and armor proficiencies you possess.
The other thing to note is your carrying capacity. This is determined by your STR score(NOT the modifier). Every item has a weight, and if you carry more than your carrying capacity, you take penalties to AC and start losing actions. Your capacity is listed below.
And here's the inventory list. If you're confused about what any of these items do, just drop on into chat and ask, or shoot me a PM.
The Management Game:
You are the Resistance's big movers and shakers, for better or worse. You may not be the best fighters, or politicians, or tacticians, but you're what the Resistance has. After the first mission, you will receive a set of actions for Management Orders(Ala GhoStory or OA). These actions can be used to do most anything: train to get XP or bonus effects, acquire new items with GP or from the Resistance's stockpiles, just hang out with NPCs to raise their morale and faith in you, train your underlings to fight...OR to cast your vote on the next mission.
See, a list will be posted of between two and four potential missions, each one for a different effect. You'll have to decide as a group where the Resistance's efforts should be focused, since you don't have the resources to tackle two missions at a time. It takes one Management Action to cast your vote on a mission, so bear that in mind when you consider your actions. Whatever mission receives the most votes will be undertaken. The others might disappear if not done, or might remain for another chance. Choose wisely.
Other Information:
The Favored Enemy Table:
Summoned Creature Table:
Animal Companion Table:
When you join the game, you will receive a PM or Steam message from me containing two pieces of Intel that you have gathered over your journey. Your bio will influence the value and type of Intel you receive. Whether you share your knowledge freely or hoard it for your own benefit is up to you. Over the game, more secrets will be learned, and then what you do with them is your choice. I advise recording your Intel and keeping it close to hand while playing.
More Coming Later.
This concludes Inventory. The next post is reserved, as is the one after that. In the second post, I'll add the world map(plus other maps as you enter the areas depicted) and lore, and the third is reserved for a list of PCs and notable NPCs that I'll update religiously for the first third of the game or so and then never touch again.
Missions will likely run Thursdays at 5PMEST unless this causes conflicts. My other possible days are Monday, Tuesday and Wednesday at the same time.
Now...not so much.
We don't know who he was before he became the Iron King, but we believe he was an adventurer of great skill and power. He and his companions, one by one, overthrew the governments of all the lands. The paladins, great protectors of justice, marshaled to oppose him.
Obviously, they didn't win. It took ten years, but the Iron King and his coterie stood triumphant over the world. They established their own singular government, called the Authority, and brutally suppressed any attempt at rebellion.
Now, the world is at peace. Or...that's what it looks like.
Some few are not cowed by the Authority. They are hunted, lingering in the shadows to avoid the Iron King's agents. An entire generation has been born and raised under the King's rule, many of them chafing under the dictatorship that has lorded over them their whole lives. The King is aging, and now others across the Authority are lining up to be his successor. Times are changing...and now, it's time for the disadvantaged and the rebellious to make their presence known.
It's time for the Resistance to strike back.
**
Welcome to The Resistance! Who doesn't want to overthrow a tyrannical evil despot without pesky questions about right, wrong, indifferent and immaterial?
First things first: I am the GM. Yes, I do have the authority. No, it doesn't matter what authority. I have power over life, death, your continued participation in my game, whether my game does in fact continue, and...everything else I can name. Well, that's not strictly true: I am the GM, which means that I have power over everything except plot direction and common sense.
You are members of "The Resistance" which is fighting "The Authority" which is led by "The Iron King". Your objective is to defeat the King and restore freedom to the world: the means are entirely up to you.
The game is played here, in SSDchat. Myself("LH"), Dem Taqat("Dem" or "DT") and KaiserElectric("Lec") are mods there.
This ruleset is divided into several major sections. We'll start with the basics.
Basics and Joining the Game:
To join, first make a post. Then, put this into your post:
[B]Name:[/B]
[B]Race: [/B]
[B]Class: [/B]
[B]Faction:[/B]
[B]Level: [/B]1
[B]HP: [/B]
[B]AC:[/B]
[B]XP: [/B]0
[B]GP:[/B]
[B]Stats: [/B]
[I]-STR: [/I]
[I]-CON: [/I]
[I]-DEX: [/I]
[I]-INT: [/I]
[I]-WIS: [/I]
[I]-CHA: [/I]
[B]Languages: [/B]
[B]Feats: [/B]
[B]Talents: [/B]
[B]Inventory: [/B]
[B]Spells: [/B]
[B]Description: [/B]
[B]Bio: [/B]
I'm sure you can handle "Name" "Description" and "Bio" yourselves, so I'll work through the other sections. For "Race" choose one of the six races listed below. Each provides bonuses, but most also have a penalty. Your race will influence how others think of you, and what parts of the game's hidden lore you will be permitted to know. Choose wisely.
Spoiler :
Human: +1 Feat, +1 Talent
Elf: +2 and -2 to stats of your choice, Elven language free, Low-light Vision
Half-elf: +2DEX or CHA, -2CON or WIS, Low-light Vision, +1 Language of your choice
Dwarf: +2STR or CON, -2DEX or CHA, Night Vision, Dwarven language free
Halfling: +2CHA, +2WIS, -2STR or CON, +1 Language of your choice
Elf: +2 and -2 to stats of your choice, Elven language free, Low-light Vision
Half-elf: +2DEX or CHA, -2CON or WIS, Low-light Vision, +1 Language of your choice
Dwarf: +2STR or CON, -2DEX or CHA, Night Vision, Dwarven language free
Halfling: +2CHA, +2WIS, -2STR or CON, +1 Language of your choice
Now that you've done that, let's move to your Class. There are several important factors in choosing a class, but the biggest is "how do you want to play?" Below is a spreadsheet detailing first a general description of each class, then each one's unique bonuses, and then starting HP, gold and Feats.
Spoiler :
Now that you've chosen your class, it's time to do your "Stats." There are six. Here's another spreadsheet, this one detailing the six and what they're good for.
Spoiler :
Done reading? Now let's talk about what your actual stat numbers are. There are three ways to assign your stats:
Method One is to RNG your stats. Open an RNG(or collect 1-4 six-sided dice) and generate a number between 3 and 18(or, roll three dice or one dice three times and add up the results). If the number is below 10, generate a number between 1 and 6 and add that(or roll one dice again and add it). Repeat this process for all six stats. The benefit of this strategy is that you could possible roll highly on all of your stats, giving you a much stronger character than if you chose a less random option. However, you could also roll...poorly, and find yourself with a weak, ineffectual character. You do not have to roll the stats in order, and can roll for your stats and then assign numbers to stats after you see what you have to work with.
Method Two is to take a pre-made assortment of stats. There is no random element involved. Your stats are as follows: 18, 15, 13, 12, 10, 6. This gives you one excellent stat, one good one, two average ones, one mediocre and one bad. The advantage here is you know what you're getting into, but if you went random, you could walk out with much better numbers. Or...
Method Three is "custom stats." Your stats are as follows: 15, 13, 13, 13, 10, 6. So long as you keep at least 1 point in each stat, and do not go over 18 with any of them(pre-Feats), you can assign points wherever you like, shunting them between stats at your discretion. This method allows you a lot of control, but you wind up with 4 fewer points in total than you would have if you used the pre-made option, and potentially far fewer than if you had rolled.
Once you have assigned your numbers, add your Modifier behind each stat. Your modifier is listed here.
Spoiler :
Let's double back for a moment to Faction. You are all part of the Resistance against the Authority and the Iron King, but that doesn't mean you, like, get along. There are five Factions, and each one has a different mindset and goal. Each one provides a stat bonus for being a member, so choose wisely. There will be NPCs in each Faction as well.
Spoiler :
Factions:
Society of the Scarlet Hand: The Society of the Scarlet Hand was one of the more successful individual movements in the wake of the King's takeover. They are warriors to the core, mastering blade and bow to fight for their freedoms and their futures. They seek to hurt the Iron King in any way they can by smashing his troops and facilities, and constantly strive to take the offensive and bring the fight to the Authority on the Resistance's terms. +1STR or DEX
The Order of the Sapphire Sphere: The Order of the Sapphire Sphere is a union of the old idealists and the young wannabe heroes, taking up the creed of the old Paladins in an effort to save everyone they can. They refuse to entertain the concept of terror attacks or assaulting innocent workers, determined to ensure the Resistance does not become the Iron King in the effort to overthrow him. +1STR or INT
The Consortium: The Consortium has its roots in smugglers and traders whose lives were destroyed by the Authority. They want the Iron King ripped from his throne, but they don't believe the Resistance can hope to win a direct conflict. Instead, they want to steal weapons and resources from the Authority and build up the Resistance's stockpile before taking precipitous action. +1CHA or WIS
The Hidden Blades: The Hidden Blades Faction has lived in the shadows, combining what remains of the Paladins with the survivors of more brazen attempts at rebellion. They are spies and infiltrators, unparalleled in their stealth skills but hesitant to engage the enemy head-on. Misdirection and information-gathering are their aims. +1DEX or CHA
The New Order: The New Order Faction believes in pragmatism: the Authority and the Iron King have ruled long enough, and any suffering inflicted in the war to overthrow them is a drop in the bucket to what they have inflicted and will do so in the future. The King MUST be defeated, by any means necessary. +1INT or WIS
Society of the Scarlet Hand: The Society of the Scarlet Hand was one of the more successful individual movements in the wake of the King's takeover. They are warriors to the core, mastering blade and bow to fight for their freedoms and their futures. They seek to hurt the Iron King in any way they can by smashing his troops and facilities, and constantly strive to take the offensive and bring the fight to the Authority on the Resistance's terms. +1STR or DEX
The Order of the Sapphire Sphere: The Order of the Sapphire Sphere is a union of the old idealists and the young wannabe heroes, taking up the creed of the old Paladins in an effort to save everyone they can. They refuse to entertain the concept of terror attacks or assaulting innocent workers, determined to ensure the Resistance does not become the Iron King in the effort to overthrow him. +1STR or INT
The Consortium: The Consortium has its roots in smugglers and traders whose lives were destroyed by the Authority. They want the Iron King ripped from his throne, but they don't believe the Resistance can hope to win a direct conflict. Instead, they want to steal weapons and resources from the Authority and build up the Resistance's stockpile before taking precipitous action. +1CHA or WIS
The Hidden Blades: The Hidden Blades Faction has lived in the shadows, combining what remains of the Paladins with the survivors of more brazen attempts at rebellion. They are spies and infiltrators, unparalleled in their stealth skills but hesitant to engage the enemy head-on. Misdirection and information-gathering are their aims. +1DEX or CHA
The New Order: The New Order Faction believes in pragmatism: the Authority and the Iron King have ruled long enough, and any suffering inflicted in the war to overthrow them is a drop in the bucket to what they have inflicted and will do so in the future. The King MUST be defeated, by any means necessary. +1INT or WIS
"AC" stands for "Armor Class" and this is the number that any enemy attack must roll higher than in order to land a hit on you. By default, your AC is 10, plus your DEX modifier and then the bonus from any armor or shields you possess. Mark it as 10(+ or - your DEX modifier) until you hit Inventory and can get armor or shields.
"HP" is the next section, and it stands for "Hit Points," which the veteran roleplayers here will know represents your character's ability to take damage. Once you drop to 0HP, you are unconscious. If you are bleeding out, then you will lose 1HP per turn, and die at -5HP. Any blow powerful enough to put you at -5HP will immediately kill you.
You start with a certain amount of HP, listed above on the Class Spreadsheet. Go ahead and RNG between the numbers listed. Once you've done that, add your Constitution modifier to the result, and the total is your Hit Points. If you don't feel like RNGing or rolling, then you can choose instead to start with the "halfway" amount on the range. Whenever you level up, you add the same amount: either RNG'd or the median total, plus your CON.
Similarly, "GP" means "Gold Pieces" and is your money you can use to get equipment and services. GP are the standard unit of currency for adventurers like yourselves. RNG between the ends of the range described in your class' section, or accept the median point(helpfully listed for you) if you don't want your financial situation to be in fate's hands.
"Level" and "XP" are simple. Your Level is your character's level, which is a shorthand way of seeing how experienced and strong you are. Once you reach a certain amount of XP, which you earn after missions, you level up, gaining additional powers and HP. The XP counts for each level are listed below.
Spoiler :
Level One: 0XP
Level Two: 1000XP
Level Three: 2000XP
Level Four: 4000XP
Level Five: 6000XP
Level Six: 9000XP
Level Seven: 12000XP
Level Eight: 16000XP
Level Nine: 20000XP
Level Ten: 25000XP
Level Two: 1000XP
Level Three: 2000XP
Level Four: 4000XP
Level Five: 6000XP
Level Six: 9000XP
Level Seven: 12000XP
Level Eight: 16000XP
Level Nine: 20000XP
Level Ten: 25000XP
"Feats" "Talents" "Spells" and "Inventory" will be covered in the next section, Classes, Feats and Talents. That leaves us with "Languages".
You start able to speak Common, and if you are anyone but Human, you start able to speak an additional language. You can speak one extra language on top of these for every point of your Intelligence modifier(NOT the stat itself). Here are the languages:
Spoiler :
Common(Automatic: all)
Elven:(Automatic: Elf)
Dwarven:(Automatic: Dwarf)
Auran
Aquatic
Troll
Goblin
Draconic
Holy Speech
Kobold
Authority Code(Requires INT score of 16 or higher, or a pertinent backstory reason to know the Codes)
Elven:(Automatic: Elf)
Dwarven:(Automatic: Dwarf)
Auran
Aquatic
Troll
Goblin
Draconic
Holy Speech
Kobold
Authority Code(Requires INT score of 16 or higher, or a pertinent backstory reason to know the Codes)
Classes, Feats & Talents:
So, you've done most of the work already, but this is complex enough to need its own section. First, we'll talk about Feats and Spells.
When you chose your Class, odds are, it listed at least one free Feat. Go ahead and list it under your Feats section. You start the game with one additional Feat to choose from, unless your character is a half-elf, in which case you have a second starting Feat. If you're a spellcaster, then you were given a number of Spells to choose from the Spell List. It's below, right after the Feat list. Go ahead and pick your Feats and Spells, and list them in the appropriate sections.
Note: Unless stated otherwise, all Level 2 Feats and Spells require character level 3, and Level 3 spells and feats require character level 5.
Spoiler :
Spoiler :
This brings us to Talents. Each Class has a unique tree of Talents, from low levels to high, and you automatically start the game with one of them. If you're human, you can either start with both Talents or save a second Talent for a later level up. At any level, you could choose to take the Training Montage talent(which functions exactly like the Feat of the same name) instead of any of the listed Talents. Go ahead and pick your Talent(s).
Spoiler :
Now that you've done that, let's talk about getting more Talents or Feats in the future. Once you level up to Level Two, you can pick EITHER a Feat or a Talent, but not both. This sets a pattern, and at Level Three, if your choice at Two was a Talent, you'll get a Feat, and vice versa. Essentially, you'll alternate, getting either a Feat or a Talent every level.
At this point, you're mostly done. All that's left is to fill in your inventory: what items your character has on you at the start of the game. Take note of how many GP your character has before starting through this section, and what weapon and armor proficiencies you possess.
The other thing to note is your carrying capacity. This is determined by your STR score(NOT the modifier). Every item has a weight, and if you carry more than your carrying capacity, you take penalties to AC and start losing actions. Your capacity is listed below.
Spoiler :
And here's the inventory list. If you're confused about what any of these items do, just drop on into chat and ask, or shoot me a PM.
Spoiler :
The Management Game:
You are the Resistance's big movers and shakers, for better or worse. You may not be the best fighters, or politicians, or tacticians, but you're what the Resistance has. After the first mission, you will receive a set of actions for Management Orders(Ala GhoStory or OA). These actions can be used to do most anything: train to get XP or bonus effects, acquire new items with GP or from the Resistance's stockpiles, just hang out with NPCs to raise their morale and faith in you, train your underlings to fight...OR to cast your vote on the next mission.
See, a list will be posted of between two and four potential missions, each one for a different effect. You'll have to decide as a group where the Resistance's efforts should be focused, since you don't have the resources to tackle two missions at a time. It takes one Management Action to cast your vote on a mission, so bear that in mind when you consider your actions. Whatever mission receives the most votes will be undertaken. The others might disappear if not done, or might remain for another chance. Choose wisely.
Other Information:
The Favored Enemy Table:
Spoiler :
Human
Elven
Goblin
Kobold
Dragon
Troll
Animal(Land)
Animal(Sea)
Animal(Air)
Dwarf
Halfling
Spectral
Demon
Elemental
Elven
Goblin
Kobold
Dragon
Troll
Animal(Land)
Animal(Sea)
Animal(Air)
Dwarf
Halfling
Spectral
Demon
Elemental
Summoned Creature Table:
Spoiler :
SUMMONING TABLE TO GO HERE KEEP YOUR PANTS ON I'M WORKING ON IT GOSH
Animal Companion Table:
Spoiler :
When you join the game, you will receive a PM or Steam message from me containing two pieces of Intel that you have gathered over your journey. Your bio will influence the value and type of Intel you receive. Whether you share your knowledge freely or hoard it for your own benefit is up to you. Over the game, more secrets will be learned, and then what you do with them is your choice. I advise recording your Intel and keeping it close to hand while playing.
More Coming Later.
This concludes Inventory. The next post is reserved, as is the one after that. In the second post, I'll add the world map(plus other maps as you enter the areas depicted) and lore, and the third is reserved for a list of PCs and notable NPCs that I'll update religiously for the first third of the game or so and then never touch again.
Missions will likely run Thursdays at 5PMEST unless this causes conflicts. My other possible days are Monday, Tuesday and Wednesday at the same time.