Lighthearter
President of the United States
First off, The Hunt is not dead. I may well wind up resuming it at the same time as this is running. Game played in the same Action Chatroom - here.
This is a simplistic kind of AC to bide time until I'm willing to resume Hunt and Sav2. However, I will be highlighting another side of the TLPverse by setting this game prior to the plot of the books, instead of after like The Hunt. I will also state that magical characters are forbidden. You are all normals.
Now, the backstory. You were all on a ship out in the Great Western Ocean, sailing for the Aerilian Colonies during their bloody civil warn that followed the terrible Mage's War, twelve years past. A storm erupted and the ship was blown off course for eight days and nights until it wrecked on a foreign shore.
You awoke lying in the sand, your gear scattered along the shore, the sun beating down on you in this tropical paradise. Your first priority needs to be finding shelter and civilization - but what comes after that, who can tell?
Start by filling out this sheet:
Now, to explain.
Name: Should be obvious.
Race: Your species.
Race Details:
Class: Your choices are Soldier, Ranger and Noble. Every level up, you pick one of two abilities from the provided table. You need to earn certain amounts of XP to level up, and those are listed too.
Class Details:
XP: This is where you tally your XP. You start with 0.
Weapon A: This is a weapon slot. You may use any melee weapon or a bow for this slot.
Weapon B: This is a weapon slot. You may use any melee weapon or a bow for this slot.
Weapon C: This is a weapon slot. You may use any melee weapon or a bow for this slot. Soldiers may not use this slot as it is taken by a shield.
Item: This is an item slot. You can carry a small item here, like an extra quiver of arrows for a bow or a nullifier to fight magicians.
Item: This is an item slot. You can carry a small item here, like an extra quiver of arrows for a bow or a nullifier to fight magicians.
These are your Skills. They represent what you can do and what you can't. Depending on your class, you will get an opportunity to make a certain set of these your Favored Skills. This means that when you invest SP in them, it will count as a value of 2 instead of 1. The maximum you can invest is 24. You automatically have one Favored Skill determined by your class.
You begin the game with 10SP to invest. Spread them around wisely.
That's about it. Join and prosper!
-L
This is a simplistic kind of AC to bide time until I'm willing to resume Hunt and Sav2. However, I will be highlighting another side of the TLPverse by setting this game prior to the plot of the books, instead of after like The Hunt. I will also state that magical characters are forbidden. You are all normals.
Now, the backstory. You were all on a ship out in the Great Western Ocean, sailing for the Aerilian Colonies during their bloody civil warn that followed the terrible Mage's War, twelve years past. A storm erupted and the ship was blown off course for eight days and nights until it wrecked on a foreign shore.
You awoke lying in the sand, your gear scattered along the shore, the sun beating down on you in this tropical paradise. Your first priority needs to be finding shelter and civilization - but what comes after that, who can tell?
Start by filling out this sheet:
Name:
Race:
Class:
XP:
Weapon A:
Weapon B:
Weapon C:
Item:
Item:
Dodge:
Melee:
Unarmed:
Archery:
Survival:
Charisma:
Storm Tongue:
Sea Tongue:
Island Tongue:
Zelkonian:
Now, to explain.
Name: Should be obvious.
Race: Your species.
Race Details:
Spoiler :
Human:
Notable Kingdoms: Jinon Empire, Aerilian Empire, Independent States
Humans are an adaptable breed, with a wide array of skills, abilities and weaknesses. A stubborn people, they've become the dominant race on Haven's Continent through sheer force of will, and examples of their kind exist across almost all of the planet's surface.
Average height 5'11
Average age 26
Elven:
Notable Kingdoms: Ethara
Elves are an ancient people, though most of the mystique assigned to them by classical Gyrean literature is pure fiction. They are far from the near-godlike beings envisioned by classical authors, and in fact are in many respects simply humans, though naturally taller, with pointed, lobeless ears and a sharp king of beauty to their faces.
Average height 6'3
Average age 31
Goblin:
Notable Kingdoms: Kepholon
Goblins are a proud warrior race from the small, mountain-ringed northern nation of Kepholon. Commonly vilified in the older tales by xenophobic elven artists, the people of Kepholon are actually a race of philosophers first and foremost, though their love for a fight is greater than any other species' on Haven. They are devoted adherents to Alhandra, the Goddess of Good, and the Paladins of Kepholon are an elite breed of horse-masters, sworn to serve only the Light and their King.
Average height 4'4
Average age 24
Non-playable Races:
Zelkon:
Notable Kingdoms: Zelkonia
Zelkons are a race of serpent-men, balanced on four legs and with two long spindly arms hiding a certain surprising strength. Their poison-dripping fangs are perhaps the deadliest natural weapon in existence, and the zelkons are possessed of the speed of a horse and immense cunning - brought about by the political machinations of a society dedicated to Houses jockeying for position and authority in a climate of veiled political warfare.
Average height 6'
Average age 62
Dwarven:
Notable Kingdoms: The Dragon-Clans
Dwarves are a short, stout people prone to inebriation and stoneworking. They are pacifistic at heart, though willing to defend friends, allies and their own homes. They are unchallenged loremasters and interpreters of ancient writings - and the go-to peacemakers for troubled parties across all of Haven. All dwarves share a love for growing things that only Kepholonian goblins truly understand, due to their similar connection with their horses.
Average height 3'11
Average age 44
Notable Kingdoms: Jinon Empire, Aerilian Empire, Independent States
Humans are an adaptable breed, with a wide array of skills, abilities and weaknesses. A stubborn people, they've become the dominant race on Haven's Continent through sheer force of will, and examples of their kind exist across almost all of the planet's surface.
Average height 5'11
Average age 26
Elven:
Notable Kingdoms: Ethara
Elves are an ancient people, though most of the mystique assigned to them by classical Gyrean literature is pure fiction. They are far from the near-godlike beings envisioned by classical authors, and in fact are in many respects simply humans, though naturally taller, with pointed, lobeless ears and a sharp king of beauty to their faces.
Average height 6'3
Average age 31
Goblin:
Notable Kingdoms: Kepholon
Goblins are a proud warrior race from the small, mountain-ringed northern nation of Kepholon. Commonly vilified in the older tales by xenophobic elven artists, the people of Kepholon are actually a race of philosophers first and foremost, though their love for a fight is greater than any other species' on Haven. They are devoted adherents to Alhandra, the Goddess of Good, and the Paladins of Kepholon are an elite breed of horse-masters, sworn to serve only the Light and their King.
Average height 4'4
Average age 24
Non-playable Races:
Zelkon:
Notable Kingdoms: Zelkonia
Zelkons are a race of serpent-men, balanced on four legs and with two long spindly arms hiding a certain surprising strength. Their poison-dripping fangs are perhaps the deadliest natural weapon in existence, and the zelkons are possessed of the speed of a horse and immense cunning - brought about by the political machinations of a society dedicated to Houses jockeying for position and authority in a climate of veiled political warfare.
Average height 6'
Average age 62
Dwarven:
Notable Kingdoms: The Dragon-Clans
Dwarves are a short, stout people prone to inebriation and stoneworking. They are pacifistic at heart, though willing to defend friends, allies and their own homes. They are unchallenged loremasters and interpreters of ancient writings - and the go-to peacemakers for troubled parties across all of Haven. All dwarves share a love for growing things that only Kepholonian goblins truly understand, due to their similar connection with their horses.
Average height 3'11
Average age 44
Class: Your choices are Soldier, Ranger and Noble. Every level up, you pick one of two abilities from the provided table. You need to earn certain amounts of XP to level up, and those are listed too.
Class Details:
Spoiler :
Soldier:
Weapons: Slot 1 Open, Slot 2 Open, Slot 3 Shield Favored skill: Melee
Level One:
Parry:If hit by enemy melee attack while wielding melee weapon, no damage dealt and immediately counterattack. Move action to activate
Level Two: (1200XP)
Armored Up: Gain a suit of armor
Battlefield Experience: +2 to hit with melee weapons
Level Three: (2500XP)
Reflex: +2 Dodge
Brawler: Gain Unarmed as a second Favored Skill
Level Four: (5000XP)
Berserker: Invulnerable for one round. Two round cooldown. Must be wielding melee weapon. Move action to activate.
Shield Bash: Can attack with either Unarmed or Melee regardless of whether weapons are drawn
Level Five: (8000XP)
Master Swordsman: Deal triple damage on crits
Battle Analysis: Deal crits on 19s and 20s.
Level Six: (11000XP)
Storm of Blades: If you score a critical hit, automatically attack again
Master Parry: Parry affects first three melee attacks
Level Seven: (15000XP)
Toughness: Immune to Critical Hits
Finest Hour: Guaranteed critical hit. Once per encounter.
Ranger:
Weapons: Slot 1 Open, Slot 2 Open, Slot 3 Open
Favored Skill: Survival
Level One:
Herbology: Use Survival score to medic allies. Standard action.
Level Two: (1200XP)
Nigh Invisible: +2 to stealth attempts
Like Smoke: +2 Dodge
Level Three: (2500XP)
Gyrean Bowmaster: Archery becomes second Favored Skill
Fluency: Add one language as second Favored Skill
Level Four: (5000XP)
Never Surprised: Immune to surprise attacks
Deadshot: +3 to hit with bows
Level Five: (8000XP)
Arboreal Highway: +3 bonus to climbing trees
Crippling Shot: Targeted enemy cannot move
Level Six: (11000XP)
Doubleshot: Fire two arrows at one target
Rapid Fire: Attacking with a bow counts as a Move action
Level Seven: (15000XP)
Flaming Arrow: Arrow that ignites large radius around the impact point. Once per encounter.
Master Shot: Full-round action. If it hits, guarenteed total success at any target within LOS.
Noble:
Weapons: Slot 1 Open, Slot 2 Open, Slot 3 Open
Favored Skill: Charisma
Level One:
Rally: One ally immune to Panic. Move action to activate.
Level Two: (1200XP)
Noble Warrior: Melee becomes second Favored Skill
Noble Diplomat: 2 Languages become second Favored Skills
Level Three: (2500XP)
Stand to Defend!: All allies gain +2 dodge. Move action to activate.
Stand to Attack!: All allies gain +2 to hit. Move action to activate.
Level Four: (5000XP)
Seductive: +3 to Charisma against opposite gender
Great Rally: All allies immune to panic. Move action to activate.
Level Five: (8000XP)
Omnifluency: 2 Languages become second Favored Skills
Like the Wind: All allies gain +1 Move action. Move action to activate.
Level Six: (11000XP)
Silver Tongue: Guaranteed Charisma success. Once per discussion.
Quick Learner: May adopt one skill from an allied party member.
Level Seven: (15000XP)
Rousing Speech: All allies score critical hits on 17-20 for duration of encounter. Battle Analysis soldiers score criticals 16-20. Full-round action to activate.
Battle Song: All allies gain additional Standard Action for duration of encounter. Move action to activate.
Weapons: Slot 1 Open, Slot 2 Open, Slot 3 Shield Favored skill: Melee
Level One:
Parry:If hit by enemy melee attack while wielding melee weapon, no damage dealt and immediately counterattack. Move action to activate
Level Two: (1200XP)
Armored Up: Gain a suit of armor
Battlefield Experience: +2 to hit with melee weapons
Level Three: (2500XP)
Reflex: +2 Dodge
Brawler: Gain Unarmed as a second Favored Skill
Level Four: (5000XP)
Berserker: Invulnerable for one round. Two round cooldown. Must be wielding melee weapon. Move action to activate.
Shield Bash: Can attack with either Unarmed or Melee regardless of whether weapons are drawn
Level Five: (8000XP)
Master Swordsman: Deal triple damage on crits
Battle Analysis: Deal crits on 19s and 20s.
Level Six: (11000XP)
Storm of Blades: If you score a critical hit, automatically attack again
Master Parry: Parry affects first three melee attacks
Level Seven: (15000XP)
Toughness: Immune to Critical Hits
Finest Hour: Guaranteed critical hit. Once per encounter.
Ranger:
Weapons: Slot 1 Open, Slot 2 Open, Slot 3 Open
Favored Skill: Survival
Level One:
Herbology: Use Survival score to medic allies. Standard action.
Level Two: (1200XP)
Nigh Invisible: +2 to stealth attempts
Like Smoke: +2 Dodge
Level Three: (2500XP)
Gyrean Bowmaster: Archery becomes second Favored Skill
Fluency: Add one language as second Favored Skill
Level Four: (5000XP)
Never Surprised: Immune to surprise attacks
Deadshot: +3 to hit with bows
Level Five: (8000XP)
Arboreal Highway: +3 bonus to climbing trees
Crippling Shot: Targeted enemy cannot move
Level Six: (11000XP)
Doubleshot: Fire two arrows at one target
Rapid Fire: Attacking with a bow counts as a Move action
Level Seven: (15000XP)
Flaming Arrow: Arrow that ignites large radius around the impact point. Once per encounter.
Master Shot: Full-round action. If it hits, guarenteed total success at any target within LOS.
Noble:
Weapons: Slot 1 Open, Slot 2 Open, Slot 3 Open
Favored Skill: Charisma
Level One:
Rally: One ally immune to Panic. Move action to activate.
Level Two: (1200XP)
Noble Warrior: Melee becomes second Favored Skill
Noble Diplomat: 2 Languages become second Favored Skills
Level Three: (2500XP)
Stand to Defend!: All allies gain +2 dodge. Move action to activate.
Stand to Attack!: All allies gain +2 to hit. Move action to activate.
Level Four: (5000XP)
Seductive: +3 to Charisma against opposite gender
Great Rally: All allies immune to panic. Move action to activate.
Level Five: (8000XP)
Omnifluency: 2 Languages become second Favored Skills
Like the Wind: All allies gain +1 Move action. Move action to activate.
Level Six: (11000XP)
Silver Tongue: Guaranteed Charisma success. Once per discussion.
Quick Learner: May adopt one skill from an allied party member.
Level Seven: (15000XP)
Rousing Speech: All allies score critical hits on 17-20 for duration of encounter. Battle Analysis soldiers score criticals 16-20. Full-round action to activate.
Battle Song: All allies gain additional Standard Action for duration of encounter. Move action to activate.
XP: This is where you tally your XP. You start with 0.
Weapon A: This is a weapon slot. You may use any melee weapon or a bow for this slot.
Weapon B: This is a weapon slot. You may use any melee weapon or a bow for this slot.
Weapon C: This is a weapon slot. You may use any melee weapon or a bow for this slot. Soldiers may not use this slot as it is taken by a shield.
Item: This is an item slot. You can carry a small item here, like an extra quiver of arrows for a bow or a nullifier to fight magicians.
Item: This is an item slot. You can carry a small item here, like an extra quiver of arrows for a bow or a nullifier to fight magicians.
Dodge: Used to avoid attacks.
Melee: Used to attack with weapons.
Unarmed: Used to attack while unarmed.
Archery: Used to attack with a bow.
Survival: Used to track, scout, sneak and heal.
Charisma: Used to convince NPCs.
Storm Tongue: Used to understand, read, write and speak this language.
Sea Tongue: Used to understand, read, write and speak this language.
Island Tongue: Used to understand, read, write and speak this language.
Zelkonian: Used to understand, read, write and speak this language.
These are your Skills. They represent what you can do and what you can't. Depending on your class, you will get an opportunity to make a certain set of these your Favored Skills. This means that when you invest SP in them, it will count as a value of 2 instead of 1. The maximum you can invest is 24. You automatically have one Favored Skill determined by your class.
You begin the game with 10SP to invest. Spread them around wisely.
That's about it. Join and prosper!
-L